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CREDITS

Copyright Holder: Masashi Kishimoto, Shueisha, Viz Media,


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

Designer: Kingsare4ever (Tommie)


Editor: Kingsare4ever (Tommie)
Template: Simple Microsoft Word Template by Laura
Hirsbrunner
Special Thanks: Elease, Denziel, Lauren for being the first play
test dummies and allowing me to ruin your lives with this
little idea of mine. Hope you guys stay on for the long haul.
Play testers: Elease, Denziel, Lauren, Tommie, Jaden, Keenan,
Jared, David, Antonio, Jackson, Taylor, Julia and over 3000
Naruto fans who are taking the time to help make this game
infinitely better
ON THE COVER

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TABLE OF CONTENTS Genjutsu
E-Rank:
D-Rank:
Credits C-Rank:
B-Rank:
Table of Contents
A-Rank:
Non-Elemental Ninjutsu
S-Rank:
E-Rank:
D-Rank: Taijutsu
C-Rank: D-Rank:
B-Rank: C-Rank:
A-Rank: B-Rank:
S-Rank: A-Rank:
Earth Release S-Rank:
D-Rank: Bukijutsu
C-Rank: D-Rank:
B-Rank: C-Rank:
A-Rank: B-Rank:
S-Rank: A-Rank:
Wind Release S-Rank:
D-Rank:
C-Rank:
B-Rank:
A-Rank:
S-Rank:
Fire Release
D-Rank:
C-Rank:
B-Rank:
A-Rank:
S-Rank:
Water Release
D-Rank:
C-Rank:
B-Rank:
A-Rank:
S-Rank:
Lightning Release
D-Rank:
C-Rank:
B-Rank:
A-Rank:
S-Rank:
Summoning Jutsu
Signing A Blood Pact
Determine Rank, Level and Cost
Statistics and Advancement
Bear
Boar
Deer
Dog/Wolf
Hare/ Rabbit
Hawk/ Predator Birds
Insect Swarm
Lizard [Changed]
Monkey/ Primate
Ox/Ram
Rat [Changed]
Shark/Predator Fish
Slug [Changed]
Snake
Spider [Changed]
Tiger/Lion
Toad
Turtle
Weasel

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NINJUTSU
NON-ELEMENTAL
Non-Elemental Ninjutsu are ninjutsu that do not require Nature Release mastery or investment. These jutsu are more
focused on versatility and chakra manipulation and control, such as increasing your movement speed by pooling chakra to
the soles of your feet before taking off. Although a lot of these techniques are not as complicated as using a nature
transformation, they are still extremely useful when on missions not requiring high level combat. There are Higher level
Non-Elemental Jutsu such as Rasengan, the pinnacle chakra molding without elemental chakra. Non-Elemental Ninjutsu
have no advantages or disadvantage against any other nature release.

E-RANK: CHAKRA BLOW [CHANGED]


Classification: Ninjutsu
CHAKRA HANDS Rank: E-Rank
Classification: Ninjutsu Casting Time: 1 Action
Rank: E-Rank Range: Weapons Range
Duration: 1 round
Casting Time: 1 Action
Range: 30 feet Components: HS, CM, W(any)
Duration: 1 minute Cost: 2 Chakra
Components: CM Keywords: Ninjutsu
Cost: 1 Chakra Description: As part of the action used to cast this ninjutsu,
Keywords: Ninjutsu you must make a weapon attack against one creature within
Description: A spectral, floating hand appears at a point you the Jutsu's range, otherwise the jutsu fails.
choose within range. The hand lasts for the duration or until On a hit, the target suffers the attacks normal effects and
you dismiss it as an action. The hand vanishes if it is ever takes an additional 1d6 damage.
more than 30 feet away from you or if you dismiss the jutsu. At Higher Ranks: This Jutsu’s effectiveness increases
You can use your action to control the hand. by 1d6 at 5th level (2d6), 11th level (3d6), 17th level (4d6)
You can use the hand to manipulate an object, open an
unlocked door or container, stow or retrieve an item from ENHANCED DEFENSE
an open container, or pour the contents out of a vial. You Classification: Ninjutsu
Rank: E-Rank
can move the hand up to 30 feet each time you use it. The
Casting Time: 1 Action
hand can’t attack, activate chakra items, or carry more than
Range: Self
10 pounds. Duration: Instant
Components: HS
CHAKRA MOVEMENT Cost: 2 Chakra
Classification: Ninjutsu
Keywords: Ninjutsu
Rank: E-Rank
Description: You focus chakra into the top layer of your
Casting Time: 1 Bonus Action
skin, providing your resistance to Bludgeoning, Piercing,
Range: Self
Duration: Instant and slashing damage until the start of your next turn.
Components: HS
Cost: 1 Chakra ENHANCED RESISTANCE
Keywords: Ninjutsu Classification: Ninjutsu
Rank: E-Rank
Description: You transfer chakra to the bottom of your feet,
Casting Time: 1 Action
creating a strong repulsive force upon release of this jutsu,
Range: Self
increasing your movement speed momentarily. Increase Duration: Instant
your movement speed by 10 until the end of your next turn. Components: HS
At Higher Levels: This Jutsu’s movement speed boost increases Cost: 2 Chakra
by 5ft at 5th level (15ft), 11th level (20ft), 17th level (25ft) Keywords: Ninjutsu

CHAKRA PULSE Description: You focus chakra throughout your body


reinforcing it to attacks. You can roll an additional 1d4
Classification: Ninjutsu
Rank: E-Rank and add the number rolled to one saving throw of your
Casting Time: 1 Action choice. You can roll the die, before or after making the
Range: 5 feet saving throw. This jutsu lasts until the start of your next
Duration: Instant turn.
Components: HS At Higher Levels: This Jutsu’s body reinforcement increases
Cost: 2 Chakra as you increase in level. Roll an additional 1d4 at 5th Level
Keywords: Ninjutsu (2d4), 11th level (3d4), 17th level (4d4)
Description: You create a forceful pulse of chakra that
erupts from your body. Each creature within 5 feet of you,
other than you, must succeed a Dexterity saving throw or
take 2d4 force damage.
At Higher Levels: This Jutsu’s effectiveness increases by 2d4 at
5th level (4d4), 11th level (6d4), 17th level (8d4)

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ENHANCED SKILL You must make additional stealth checks if you wish to
Classification: Ninjutsu maintain this jutsu on your following turn.
Rank: E-Rank
Casting Time: 1 Action LIGHT
Range: Self Classification: Ninjutsu
Duration: Concentration, 1 Minute. Rank: E-Rank
Components: HS Casting Time: 1 Action
Cost: 2 Chakra Range: Touch
Keywords: Ninjutsu Duration: 1 Hour
Description: You focus chakra toward different parts of Components: CM
your body to enhance your ability to complete different Cost: 1 Chakra
tasks. Once, before the jutsu ends, you can roll 1d4 and Keywords: Ninjutsu
add the number rolled to one physical (Strength, Description: You touch one object that is no larger than
Dexterity, Constitution) ability check of your choice. You 10 feet in any dimension. Until the jutsu ends, the object
can roll the die before or after making the ability check. sheds bright light in a 10-foot radius and dim light for an
The Jutsu then ends. additional 10 feet, the light is a soft blue/ Completely
At Higher Levels: This Jutsu's skill reinforcement increases covering the object with something opaque blocks the
as you increase in level. Roll an additional 1d4 at 5th Level light. The jutsu ends if you cast it again or dismiss it as
(2d4), 11th level (3d4), 17th level (4d4) an action.
If you target an object held or worn by a hostile
ESCAPE TECHNIQUE creature, that creature can must succeed on a Dexterity
Classification: Ninjutsu saving throw to avoid the jutsu.
Rank: E-Rank
Casting Time: 1 Action
Range: Self
MENDING
Classification: Ninjutsu
Duration: Instant Rank: E-Rank
Components: HS
Casting Time: 1 Action
Cost: 2 Chakra Range: Touch
Keywords: Ninjutsu Duration: Instant
Description: You use chakra to feel the knots of ropes Components: CM
chains, and other tools used to bind and restrain you. Cost: 1 Chakra
This helps you figure out the best course of escape while Keywords: Ninjutsu
trapped. While restrained or grappled, you can roll Description: This jutsu repairs a single break or tear in
Sleight of Hand in place of the normally required ability an object you touch, such as a broken chain link, two
check or saving throw at advantage. On a success, you halves of a broken key, a torn cloak, or a leaking
are able to slip out of the grapple or restrained position, wineskin. As long as the break or tear is no larger than 1
freeing yourself. foot, you mend it, leaving no trace of the former damage.

FIRECRACKER FLASH SEALING ART: STRING LIGHT FORMATION


Classification: Ninjutsu Classification: Ninjutsu
Rank: E-Rank Rank: E-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Touch Range: 30 Feet
Duration: Instant Duration: Concentration, Up to 1 minute
Components: NT Components: HS, CM
Cost: 2 Chakra Cost: 2 Chakra
Keywords: Ninjutsu, Bukijutsu Keywords: Ninjutsu, Fuinjutsu
Description: You take a bundle of flash firecrackers, and Description: You use your chakra to create a sealing
use your chakra to light the wicks of each one before formation stretching from yourself to a target creature you
throwing them in an arc in front of you. Creatures can see within range, in a straight line. Target creatures
standing in front of you in a 15-foot-wide space must must succeed a Strength saving throw, reducing both your
succeed a Wisdom Save, giving you advantage on your movement speed and the targets to 0 on a failed save. This
next attack against them and disadvantage on their next can be used with others targeting the same creature,
attack on a failed save. increasing the Save DC by +1 for each additional user. At the
end of the target creatures turn, they remake their save.
INVISIBILITY CLOAK
Classification: Ninjutsu MEDICAL RELEASE: VIRTUE
Rank: E-Rank Classification: Ninjutsu
Casting Time: 1 Action Rank: E-Rank
Range: Self Casting Time: 1 Action
Duration: Instant Range: Touch
Components: NT Duration: 1 Round
Cost: 1 Chakra Components: HS, CM
Keywords: Ninjutsu Cost: 1 Chakra
Description: You quickly pull a chameleon cloak over Keywords: Ninjutsu, Medical
yourself while against a wall or other standing surface. Description: You touch one willing creature, imbuing it with
You roll a stealth check when using this jutsu Blending vitality. If the target has at least 1 hit point, it gains a
into the scenery. You can roll an additional 1d6+1 and number of temporary hit points equal to 1d4 + you ninjutsu
add the result to a single Stealth roll. You can roll the die ability modifier. The temporary hit points are lost when the
before or after the results of the check is revealed. This start of the creatures next turn.
jutsu lasts until you end it, or you take any other action.

2
D-RANK: At Higher Ranks: For each rank you cast this jutsu above D-
Rank, increase the cost of this jutsu by 3 and the damage by
ADVANCED TRANSFORMATION 1d6.
Classification: Ninjutsu
Rank: D-Rank BEAST IMITATING ART: BAT
Casting Time: 1 Bonus Action Classification: Ninjutsu
Range: Self Rank: D-Rank
Duration: Concentration, Up to 10 minutes Casting Time: 1 Action
Components: HS, CM Range: 30 feet
Cost: 3 Chakra Duration: Instant
Components: HS, CM, CS, NT (Empty Scroll)
Keywords: Ninjutsu
Description: An advanced form of the transformation Cost: 4 Chakra
Keywords: Ninjutsu, Fuinjutsu
technique. When cast you transform your body into a
Description: You inscribe into your scroll the image of a
physical object such as a weapon or object of Small or
Medium size. While transformed into an object you take bat to blind you enemies. Make a ranged ninjutsu attack
against a medium or smaller sized creature. On hit the
on its physical properties and function as this object. If
creature becomes blinded as the bat latches onto their
transformed into a weapon you also take on its weapon
face blocking vision.
properties. Others can wield and use you as a weapon so
long as you maintain concentration on this jutsu. You As an action on the creatures turn, they can attempt to
pull the bat off by making a Strength saving throw
cannot transform into any object that separates into
ending the blinded condition on a successful save.
multiple pieces, disconnects or has multiple moving
mechanical parts, such as an electric fan or a Safe. If you At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3 and
do, these additional pieces or functions do not work or
this number of attacks this jutsu can make by +1.
cannot be moved by any means.

BEAST IMITATING ART: DEER [CHANGED]


(For example, if you transform into a chair, you cannot
move and others can use you as a chair unless you end
Classification: Ninjutsu
concentration on this jutsu.)
Rank: D-Rank
While transformed you cannot move or act or speak. Casting Time: 1 Action
You are aware of your immediate surroundings and can Range: 30 feet
hear as normal, but are unable to cast jutsu or make Duration: Instant
attacks of any kind while transformed. Components: HS, CM, CS, NT (Empty Scroll)
At Higher Ranks: For each rank you cast this jutsu Cost: 4 Chakra
above D-Rank, increase the cost of this jutsu by 3. When Keywords: Ninjutsu, Fuinjutsu
Cast at B-Rank you can transform into large or smaller Description: You draw an image of a herd of deer that
objects. charge from your scroll towards your chosen target.
Make a ranged ninjutsu attack. On a success, the target
ALARMING TECHNIQUE creature takes 2d8 in Bludgeoning damage and must
Classification: Ninjutsu make a Strength saving throw, being knocked prone on a
Rank: D-Rank failed save.
Casting Time: 1 Action
If this jutsu is cast targeting a prone Creature, you do
Range: 30 Feet Cube
not roll disadvantage, instead rolling advantage and
Duration: 8 Hours
dealing an additional 2d6 bludgeoning damage.
Components: HS, CS
Cost: 5 Chakra At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3 and
Keywords: Ninjutsu, Fuinjutsu, Sensory
the damage by 1d8.
Description: You set a chakra seal that expands 30 feet

BEAST IMITATING ART: LIZARD


across the ground or surface it is placed on and it releases a
very faint and mostly undetectable aura of chakra in a 30-
Classification: Ninjutsu
foot cube. Until the Jutsu ends, an alarm alerts you
Rank: D-Rank
whenever a creature touches or enters the Seals area. When Casting Time: 1 Action
you set the seal, you can designate creatures that don’t set Range: 15 feet
off the alarm. You can also choose to make the alarm mental Duration: Concentration, Up to 1 minute
or audible. Components: HS, CM, CS, NT (Empty Scroll)
Cost: 4 Chakra
ARMS OF BUDDHA Keywords: Ninjutsu, Fuinjutsu
Classification: Ninjutsu Description: You summon an inky lizard in a space you
Rank: D-Rank can see within range that can hold it. The lizard is a
Casting Time: 1 Action
construct with the following statistics;
Range: Touch
Duration: Instant • AC 12, 5d6 (20) Hit points.
Components: HS, CM
The lizard immediately after being summoned,
Cost: 5 Chakra
screeches a menacing sound to those around it. All
Keywords: Ninjutsu
creatures who begin their turn within 10 feet of the
Description: You focus your chakra throughout your body,
lizard excluding you, must make a Wisdom saving throw.
culminating in a golden buddha forming around you and
On a failed save they gain 1 rank of Fear. So long as a
making multiple strikes with its 100 arms. Make a Melee
creature has ranks of fear gained as a result of this jutsu
Ninjutsu Attack, on a hit the target creature takes 4d6
they cannot willingly approach the Lizard.
bludgeoning damage.

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At Higher Ranks: For each rank you cast this jutsu BEAST IMITATING ART: RETRIEVAL HAWK
above D-Rank, increase the cost of this jutsu by 3 and Classification: Ninjutsu
the range of the lizards Screech by 5 feet. Rank: D-Rank
Casting Time: 1 Action
BEAST IMITATING ART: PIDGEON Range: 90 feet
Classification: Ninjutsu Duration: Concentration, up to 1 minute
Rank: D-Rank Components: HS, CM, CS, NT (Empty Scroll)
Casting Time: Up to 10 Minute Cost: 3 Chakra
Range: Self Keywords: Ninjutsu, Fuinjutsu
Duration: 24 Hours Description: You hurriedly draw an image of a hawk to
Components: HS, CM, CS, NT (Empty Scroll) retrieve something for you. The hawk breaks out of your
Cost: 3 Chakra scroll and attempts to retrieve an object no more than 10
Keywords: Ninjutsu, Fuinjutsu pounds and bring it to a destination of your choosing
Description: You take your scroll and begin to write a within range.
message of any length that you can conceivably write The hawk has a fly speed of 30ft, AC of 15 and 1 hp. The
within a 10 minute or less time span. Once complete, the hawk must stay within 90 feet of the caster at all times
writings manifest into the form of a bird of your and does not require the caster's actions aside from its
description and now carry themselves. You can also cast initial creation. The destination of delivery can be
this jutsu targeting a message already written of 25 changed as a bonus action on the casters turn.
words or less. At Higher Ranks: For each rank you cast this jutsu
The bird you create has 1 hp and an AC of 15. You then above D-Rank, increase the cost of this jutsu by 3, the
specify a location that you have previously visited and a hawks speed by 10 feet, the weight it can carry by 10
recipient who matches a general description. You can pounds and this jutsu’s range by 30 feet.
also then give the bird a letter, scroll, tag, or similarly
small object to deliver to this creature. The construct BEAST IMITATING ART: SNAKE
travels for the duration of the jutsu towards the location, Classification: Ninjutsu
covering no more than 50 miles per 24 hours. Rank: D-Rank
When the bird arrives, it turns back into the message Casting Time: 1 Action
when provided a scroll to be placed on and delivers any Range: 60 Feet
packages to the creature you described. The bird will Duration: Instant
Components: HS, CM, CS, NT (Empty Scroll)
only release the object to the creature you specified or if
Cost: 4 Chakra
killed. The creature dissipates into non-staining ink
Keywords: Ninjutsu, Fuinjutsu
when the message is delivered or it is killed.
Description: When you cast this jutsu you draw an image
At Higher Ranks: For each rank you cast this jutsu
of two snakes into your scroll infusing chakra into it
above D-Rank, increase the cost of this jutsu by 3 and
making it come to life. You command the pair of snakes
duration increases by 24 hours. When casting this jutsu
to wrap around your enemies. Target up to two creatures
at B-Rank or Higher, the bird becomes large in size and
within range. Each creature must make a Strength
is capable of carrying two medium size creatures on its
saving throw. If any of the creatures are within 5 feet of
back.
each other they each make the save at disadvantage.
BEAST IMITATING ART: RATS On a failed save, they are restrained by the snakes as
Classification: Ninjutsu they wrap around them.
Rank: D-Rank A creature restrained by this jutsu, may as an action
Casting Time: 1 Minute on their turn attempt another strength save to end this
Range: 1 Mile Radius condition. If affect creatures are within 5 feet of each
Duration: 10 Minutes other, when one creature succeeds all creatures within 5
Components: HS, CM, CS, NT (Empty Scroll) feet of them, restrained conditions ends.
Cost: 5 Chakra At Higher Ranks: For each rank you cast this jutsu
Keywords: Ninjutsu, Fuinjutsu, Sensory above D-Rank, increase the cost of this jutsu by 3 and
Description: When you cast this jutsu you draw a horde the number of targets by +1.
of rats into your scroll. After 1 minute the picture is
finished and the rats come to life scattering around. BODY CAMOUFLAGE [CHANGED]
After a 1-minute delay, you now are aware of all Classification: Ninjutsu
creatures structures or constructs within a 1-mile radius Rank: D-Rank
as if you were there yourself as the rats travel and relay Casting Time: 1 Action
the information back to you. Range: Self
If a creature or location is hidden, and your Passive Duration: 1 minute
Components: HS
Perception is less than its DC to find, you are unaware of
Cost: 5 Chakra
its presence.
Keywords: Ninjutsu
At Higher Ranks: For each rank you cast this jutsu
Description: You coat your body in chakra and begin to
above D-Rank, increase the cost of this jutsu by 3 and
imitate the color and texture of the area around you blending
the range by 1 mile.
in like a chameleon. For the duration, roll an additional 1d8
adding the result to your stealth checks.
At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3 and
you can target one additional creature for each rank and
they gain the benefits of this jutsu as well.

4
BODY FLICKER CHAKRA BOLT [CHANGED]
Classification: Ninjutsu Classification: Ninjutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Bonus Action Casting Time: 1 Action
Range: Self Range: 60 Feet
Duration: 1 round Duration: Instant
Components: HS, M Components: HS, CM
Cost: 4 Chakra Cost: 4 Chakra
Keywords: Ninjutsu Keywords: Ninjutsu, Clash
Description: You gain a mastery of movement, allowing Description: You manifest a 4-inch sphere of pure
you to cover much greater distance in a shorter amount chakra at a creature you can see within range. Make a
of time. Until the end of your next turn, double your ranged ninjutsu attack. On a hit, the target takes 3d6
movement speed. damage. If you have a nature release, this jutsu gains a
single nature release keyword that you can cast and it’s
CALLING ON TEARS TECHNIQUE damage type becomes the corresponding nature releases
Classification: Ninjutsu damage type (Water = Cold). If you do not have a nature
Rank: D-Rank release this jutsu instead deals Force Damage.
Casting Time: 1 Action At Higher Ranks: For each rank you cast this jutsu
Range: Self (30 Foot cone)
above D-Rank, increase the cost of this jutsu by 3 and
Duration: Instant
the damage by 1d6. Additionally, you gain one of the
Components: HS, CM
following benefits based on the Damage type of this
Cost: 5 Chakra
jutsu.
Keywords: Ninjutsu
Description: You manifest chakra around your tongue • Earth: The target must succeed on a Strength saving
and throat as you use it to vibrate and magnify all sound throw being Bruised on a failed Save.
escaping your mouth. You then release a stunning • Wind: The target must succeed a Strength saving
scream in an attempt to incapacitate all that hear it. throw being pushed back 15 feet and being knocked
All creatures in a 30-foot cone originating from you prone on a failed save.
must succeed a Wisdom saving throw, being Deafened • Fire: Each creature within a 5-foot radius sphere of
and Dazed until the end of their next turn on a failed the target creature must succeed a Dexterity saving
save. throw, being burned on a failed save.
Additionally, any traps such as explosives, trap doors • Cold: Each creature within a 5-foot radius sphere of
or pressure plates that are within this jutsu’s range are the target creature must succeed a Constitution saving
triggered. throw, being chilled on a failed save.
At Higher Ranks: For each rank you cast this jutsu • Lightning: The target must succeed a Constitution
above D-Rank, increase the cost of this jutsu by 3 and saving throw, being shocked until the end of their next
the range by 5 feet. turn.
• Force: Changed damage die to d8. The target must
CATAPULT TECHNIQUE succeed a Dexterity saving throw being Dazed until the
Classification: Ninjutsu end of their next turn on a failed save.
Rank: D-Rank
Casting Time: 1 action CHAKRA LEAPING
Range: 90 feet Classification: Ninjutsu
Duration: Instant Rank: D-Rank
Components: HS, CM Casting Time: 1 Bonus action
Cost: 4 Chakra Range: Self
Keywords: Ninjutsu Duration: Instant
Description: Choose one object weighing no less than 1 Components: HS, M
bulk within range that isn’t being worn or carried. The Cost: 3 Chakra
object flies in a straight line up to 90 feet in a direction Keywords: Ninjutsu
you choose before falling to the ground, stopping early if Description: You focus chakra into your legs, increasing your
it impacts a solid surface. If the object would strike a jumping strength astronomically. Until the end of this turn,
creature that creature must make a dexterity saving Double your jumping height.
throw. On a failed save, the object strikes the target and
stops moving. In either case, both the object and the CHAKRA MARK [CHANGED]
creature or solid surface takes 3d8 bludgeoning damage. Classification: Ninjutsu
At Higher Ranks: For each rank you cast this jutsu Rank: D-Rank
above D-Rank, increase the cost of this jutsu by 3 and the Casting Time: Special
Range: Touch
maximum weight of the objects that you can target with
Duration: 1 Minute
this jutsu increases by 5 pounds and the damage
Components: HS, CS
increases by 1d8.
Cost: 5 Chakra
Keywords: Ninjutsu, Fuinjutsu, Sensory
Description: You create a chakra seal and attempt to place
it on a creature you are able to touch. When you score a hit
with a melee attack or a ranged weapon attack, you are able
to mark a creature so long as they do not gain the benefit of
damage reduction or temporary hit points as the result of a
Construct or structure. Otherwise, a target creature is
marked for the duration. You gain a 1d4 bonus to all ability
checks made to find or track the marked creature.

5
You also gain a 1d6 bonus to attacks made targeting the CHAKRA SKIN
marked creature. If you can teleport using a class or clan Classification: Ninjutsu
feature, or Ninjutsu, you can choose to teleport to a marked Rank: D-Rank
creature so long as they are within 1 mile of you. Once you Casting Time: 1 Action
teleport to a creature who is marked with this jutsu, the Range: Self
mark vanishes, ending this jutsu. Duration: 8 Hours
Components: HS, CM
At Higher Ranks: For each rank you cast this jutsu
Cost: 5 Chakra
above D-Rank, increase the cost of this jutsu by 3. At C-
Keywords: Ninjutsu
Rank This jutsu’s Duration becomes 1 Hour. 8 Hours at B-
Description: This jutsu can only be used when you are not
Rank, 24 Hours at A-Rank, 1 Week at S-Rank.
wearing Armor. You coat yourself in a Protective aura of
CHAKRA SHIELD chakra, protecting you from damage. Your AC becomes 13 +
Classification: Ninjutsu Dexterity or Intelligence Modifier (Pick one) + Half of your
Rank: D-Rank proficiency Bonus (Rounded Down). This jutsu ends if you
Casting Time: 1 Reaction, which you take when you take wear armor or dismiss the jutsu as a Bonus action.
damage.
Range: Self DARKVISION
Duration: Instant Classification: Ninjutsu
Components: HS, CM Rank: D-Rank
Cost: 5 Chakra Casting Time: 1 Action
Keywords: Ninjutsu, Clash Range: Touch
Description: You manifest a swirling barrier of chakra Duration: 8 Hours
around you protecting you from the triggering attack. Components: HS, CM
Roll 4d4, reducing the damage done to you, by the result. Cost: 5 Chakra
If you have a nature release, this jutsu gains a single Keywords: Ninjutsu, Sensory
nature release keyword that you can cast, and additional Description: You touch a willing creature to grant it the
effects base on the Nature release. Your shield gains one ability to see in the dark. For the duration, that creature
of the following benefits based on the chosen nature has Darkvision out to a range of 60 feet.
release. If you do not have a nature release this shields At Higher Ranks: For each rank you cast this jutsu above
damage reduction die becomes a d6. D-Rank, increase the cost of this jutsu by 3 and the number
of creatures you can affect with this jutsu by +1.
• Earth: Your Shield has resistance to Cold Damage,
Vulnerability to Lightning Damage and once cast ELEMENTAL INFUSION
leaves behind an Earthen construct that can provide Classification: Ninjutsu
three quarters cover until the end of the current turn. Rank: D-Rank
• Wind: Your Shield has resistance to Lightning Casting Time: 1 Action
Damage, vulnerability to Fire Damage and once cast all Range: Touch
creatures of your choice within 5 feet of you must Duration: Concentration, Up to 1 minute
succeed a Dexterity saving throw gaining 2 ranks of Components: HS, CM, W (Any)
bleeding on a failed save. Cost: 5 Chakra
• Fire: Your shield has resistance to Wind Damage, Keywords: Ninjutsu, Bukijutsu
Vulnerability to Cold Damage and all creatures within Description: As a requirement to casting this jutsu, you
10 feet of you takes fire damage equal to your Ninjutsu must have access to at least one nature release.
ability modifier. You coat your weapon in Nature Release Chakra befitting
• Water: Your shield has resistance to fire damage, your chosen element, enhancing its lethality.
vulnerability to earth damage and if this jutsu is cast For this jutsu’s duration, your weapon deals the damage
near a sufficient source of water, reduce the cost of associated with the nature release you’ve infused into it
this jutsu by -2. (Water = Cold). This cannot be changed once cast. The
• Lightning: Your shield has resistance to Earth weapon gains a +1 bonus to attack and damage rolls if it
damage, vulnerability to wind damage and you gain a doesn’t already. This bonus also applies to taijutsu attacks
+2 to Dexterity saving throws until the beginning of made with the chosen weapon if used as a component, if it
your next turn. doesn’t already.
At Higher Ranks: For each rank you cast this jutsu above
At Higher Ranks: For each rank you cast this jutsu D-Rank, increase the cost of this jutsu by 3. If cast a B-
above D-Rank, increase the cost of this jutsu by 3 and Rank the bonus becomes a +2. If cast at S-Rank, the bonus
the damage reduction by 2d4. becomes a +3.

ENHANCED REACTIONS
Classification: Ninjutsu
Rank: D-Rank
Casting Time: 1 Action
Range: Self
Duration: 8 Hours
Components: HS
Cost: 5 Chakra
Keywords: Ninjutsu, Sensory
Description: You store chakra in pockets behind your eyes
and joints in preparation to move with a burst of speed at
any moment. The first time you would roll initiative for the
duration, you may add 1d4+1 to your roll. This jutsu then
ends.

6
HOLLOW STARS [CHANGED] The target creature makes a Wisdom (Insight) Check vs
Classification: Ninjutsu your Ninjutsu Save DC. On a failure, they become
Rank: D-Rank distracted by the clones antics. A creature distracted in
Casting Time: 1 Action this manner grants the next attack targeting it advantage
Range: 120 feet and they are treated as surprised against this attack.
Duration: Instant
Components: HS, CM, CS LOCK/RELEASE
Cost: 5 Chakra Classification: Ninjutsu
Keywords: Ninjutsu, Fuinjutsu Rank: D-Rank
Description: You force your palms together before Casting Time: 1 Action
pointing them towards the sky, shooting our four bursts Range: Touch
of chakra that take the shape of small stars before falling Duration: Until dispelled
to the ground in four different spaces of your choice Components: HS, CS
within range, dealing damage to objects, creatures and Cost: 3 Chakra
structures occupying the space. Keywords: Ninjutsu, Fuinjutsu
Objects, creatures and structures in the selected Description: You place a chakra seal on a closed door,
spaces each take 1d4+1 damage. If you have a nature window, gate, chest, or other entryway, and it becomes
release, this jutsu gains a single nature release keyword locked for the duration. You and creatures you designate
that you can cast and it’s damage type becomes the when the jutsu is used can open the object normally. You
corresponding nature releases damage type (Water = can also set a password that when spoken within 5 feet
Cold). If you do not have a nature release this jutsu of the object releases the jutsu for 1 minute. This jutsu
instead deals Force Damage. A creature can only ever be also works inversely allowing you to attempt to lock pick
affected by the following elemental effects twice per using your chakra alone. Make a Chakra Control Check
casting. (CON) against the DC of the lock to see if you pick it. You
can then afterwards lock it using this jutsu. Creatures
• Earth: You create a 10-foot cube of difficult terrain,
attempting to open the object you have locked with this
centering on each space selected. This space remains
jutsu must succeed an Athletics check to force open the
difficult terrain until cleared.
object against your ninjutsu save DC.
• Wind: Each creature within 5 feet of the selected space
makes a strength saving throw. On a failed save they
MEDICAL RELEASE: ACID ARMOR
are thrown back 5 feet from the target space and Classification: Ninjutsu
falling prone. Rank: D-Rank
• Fire: Each creature within 5 feet of the selected space Casting Time: 1 Action
makes a Dexterity saving throw. On a failed save they Range: Self
takes damage equal to the damage dealt to the target Duration: 10 Minutes
space. Components: HS, CM
• Cold: Each creature within a 10-foot radius sphere of Cost: 5 Chakra
the target space must succeed a Constitution saving Keywords: Ninjutsu, Medical
throw, being chilled on a failed save. Description: You manifest acidic chakra in the form of a
• Lightning: If two or more selected spaces are within 15 highly dangerous aura of chakra that intercepts attacks
feet of each other, lightning arcs between them in a for you and harms those who would try to touch you.
straight line so long as there are no obstructions. You gain 14 temporary hit points. Creatures who
Creatures in the Arcs path must succeed a Constitution would deal damage with a melee attack take 6 acid
saving throw, being shocked. damage each time they would deal damage, while you
• Force: Damage die increases to a d8. Also, creatures have temporary hit points granted by this jutsu.
occupying select spaces are dazed and bruised. A creature who would strike you with a weapon attack
or unarmed strike whose rank is equal to or less than the
At Higher Ranks: For each rank you cast this jutsu rank this jutsu was cast at has their weapon suffer a
above D-Rank, increase the cost of this jutsu by 3 and permanent -1 penalty until fixed by the Mending
the number of stars made by +1.
ninjutsu. An unarmed attack such as your fists or legs

INK CLONE
can be fixed with any jutsu with the medical keyword
that restores hit points or removes conditions. A weapon
Classification: Ninjutsu
or limb which has reached a -5 penalty breaks, being
Rank: D-Rank
destroyed by all of the acid covering it.
Casting Time: 1 Action
Range: 90 feet At Higher Ranks: For each rank you cast this jutsu
Duration: 1 Minute above D-Rank, increase the cost of this jutsu by 3 and
Components: HS, CM, CS, NT (Vial of Ink) the temporary hit points by 7 and the acid damage by 3.
Cost: 4 Chakra
Keywords: Ninjutsu, Fuinjutsu
Description: You infuse chakra into the ink as you then
infuse a chakra seal into it. You conjure a clone of yourself
made of ink. They look, sound and act as your describe.
The cost of these clones cannot be reduced below half.
An Ink clone has 1 Hit point and can be no farther than
90 feet from you. It can walk, talk and interact with things
but it cannot declare an attack. This clone acts at the end
of your turn. As a bonus action you can command the
clone to attack. When you do it pretends to weave hand
seals to cast a jutsu targeting a single creature within 60
feet of it.

7
MEDICAL RELEASE: ACID BEAM MEDICAL RELEASE: ACID WHIPS
Classification: Ninjutsu Classification: Ninjutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Self (60-Foot line) Range: 30 Feet
Duration: Instant Duration: Concentration, up to 1 minute
Components: HS, CM Components: HS, CM
Cost: 5 Chakra Cost: 5 Chakra
Keywords: Ninjutsu, Medical Keywords: Ninjutsu, Medical
Description: You manifest acidic chakra in the form of a Description: You manifest acidic chakra in the form of
powerful beam meant to melt through everything in its two whips of acid designed to grapple and melt into your
path. foes.
All creatures in a 60-foot long, 5-foot-wide line Make two ranged ninjutsu attack, dealing 2d6 acid
originating from you must make a Dexterity saving damage on a hit. Additionally, creature you hit must
throw. On a failed save, you deal 3d6 acid damage and at make a Strength saving throw. On a failed save, they
the beginning of an affected creature’s next turn, they become grappled by you and your acid whips for the
take 3d4 acid damage. duration. A creature grappled by your acid whips takes
Constructs and structures made of earth, metal or 1d6 acid damage at the beginning of each of their turns.
wood take double damage as the acid eats through them. At Higher Ranks: For each rank you cast this jutsu
At Higher Ranks: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and
above D-Rank, increase the cost of this jutsu by 3 and the number of attacks you make by +1.
the damage by 1d6 and 1d4.
MEDICAL RELEASE: ACIDIC CLEANSE
MEDICAL RELEASE: ACID STRING Classification: Ninjutsu
Classification: Ninjutsu Rank: D-Rank
Rank: D-Rank Casting Time: 1 Action
Casting Time: 1 Action Range: Self (15 feet)
Range: Self (20-foot cube) Duration: Special
Duration: Concentration, up to 1 minute Components: HS, CM
Components: HS, CM Cost: 5 Chakra
Cost: 5 Chakra Keywords: Ninjutsu, Medical
Keywords: Ninjutsu, Medical Description: You learn to bend acidic substances to you
Description: You manifest acidic chakra in the form of will, molding and manipulating them like puppets on a
barbed wires, enough to fill a 20-foot cube originating string.
from you. For the duration, creatures who would begin All creatures within 15 feet of you who are under the
their turn or enter for the first time on their turn, the effects of the corroded condition has their condition
affected area, they take 7 acid damage and an additional ended, as you collect all of the left-over acid into a ball
7 acid damage for every 5 feet they would move through above your head. The ball floats for up to 1 minute or
the affected area. until used.
At Higher Ranks: For each rank you cast this jutsu The next time you would cast a jutsu that would deal
above D-Rank, increase the cost of this jutsu by 3 and acid damage you can spend the ball of acid, upcasting the
the size of the affected area by 5 feet. jutsu by 1 rank at no cost, ignoring upcasting limitations

MEDICAL RELEASE: ACID TAIL MEDICAL RELEASE: BROKEN BODY


Classification: Ninjutsu Classification: Ninjutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Self (15-foot cone) Range: Touch
Duration: Instant Duration: Instant
Components: HS, CM Components: HS, CM
Cost: 5 Chakra Cost: 5 Chakra
Keywords: Ninjutsu, Medical Keywords: Ninjutsu, Medical
Description: You manifest acidic chakra in the form of a Description: You begin to generate a surge of twisted
beast’s tail, be it a massive dragon tail, or large lions tail. medical release chakra designed to shatter the bones and
Make one melee ninjutsu attack. Compare the result of splinter the muscles of your target.
your attack against all creatures in a 15-foot cone, A creature you can reach must make a Strength saving
originating from you. For each success, you deal 2d6 + throw. On a failed save their bones twist and their
1d6 acid damage, for each additional creature hit after muscles spasm as they take 4d8 necrotic damage and
the first. Additionally, all creatures you deal damage to they cannot use their arms to hold a weapon until the
must succeed a Strength Saving throw. On a failed save, end of their next turn.
creatures are knocked prone and gain 1 rank of corroded. At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3, the
damage by 1d8.

8
MEDICAL RELEASE: CORRUPT MISSILE MEDICAL RELEASE: ENSNARING STRIKE
Classification: Ninjutsu Classification: Ninjutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Bonus Action
Range: 60 feet Range: Self
Duration: Instant Duration: Instant
Components: HS, CM, CS Components: CM, M
Cost: 4 Chakra Cost: 4 Chakra
Keywords: Ninjutsu, Medical, Fuinjutsu Keywords: Ninjutsu, Medical
Description: You begin to generate a mass of twisted Description: The next time you hit a creature with a
medical release chakra designed to be fired like a missile, melee or ranged weapon or unarmed attack before this
bolt or beam. jutsu ends, you inject chakra into your enemy’s muscles
Make a ranged ninjutsu attack targeting one creature attempting to restrict their movements. The target must
you can see in range. On a hit you deal 2d8 + your succeed a constitution saving throw or be restrained
ninjutsu ability modifier necrotic damage. until the end of their next turn. A large or larger creature
Additionally, the next time the affected creature would has advantage on the saving throw. While restrained by
regain chakra within the next minute, they regain half of this jutsu, the target takes 1d8 poison damage at the
the listed amount start of each of its turns.
At Higher Ranks: For each rank you cast this jutsu At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3, the above D-Rank, increase the cost of this jutsu by 3 and
damage by 1d8. the damage by 1d8

MEDICAL RELEASE: CORRUPTION MEDICAL RELEASE: GOODBERRY


Classification: Ninjutsu Classification: Ninjutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 60 feet Range: Touch
Duration: Concentration, up to 1 minute. Duration: Instant
Components: HS, CM, CS Components: HS, M
Cost: 4 Chakra Cost: 5 Chakra
Keywords: Ninjutsu, Medical, Fuinjutsu Keywords: Ninjutsu, Medical
Description: You begin to generate a surge of twisted Description: With fine chakra control, you can touch up
medical release chakra designed spread like a curse, to 5 fruits or nuts that are then infused with medical
draining all creatures in range. release chakra for the duration. A creature can use its
Select a space you can see within range. You manifest a 5- action to eat any of the 5 affected food items. Eating a
foot radius field of corruption. At the beginning of each of food infused with this jutsu restores 1 hit point and
your turns for the duration, the size of the field grows by 5 provides enough nourishment to sustain a creature for
feet. one day. A creature cannot benefit from this jutsu more
All creature who begins their turns within the affected than twice per long rest. The infused food loses its
area or first enter the affected area on their turns, must potency if they have not been consumed within 24 hours
make a Charisma saving throw. On a failed save creatures of casting this jutsu.
take 3d12 necrotic damage and no damage on a successful
save. MEDICAL RELEASE: GRIM MASK
At Higher Ranks: For each rank you cast this jutsu above Classification: Ninjutsu
D-Rank, increase the cost of this jutsu by 3, the damage by Rank: D-Rank
1d12. Casting Time: 1 Action
Range: Self
MEDICAL RELEASE: DETECT POISON AND Duration: Concentration, up to 1 minute
DISEASE Components: HS, CM, CS
Cost: 5 Chakra, 1 Hit Die
Classification: Ninjutsu
Rank: D-Rank Keywords: Ninjutsu, Medical, Fuinjutsu
Casting Time: 1 Action Description: You weave summoning seals together and
Range: Self infuse them with medical release chakra manifesting the
Duration: 10 minute mask of the Reaper of death. The mask siphons a small
Components: HS, CM fraction of your life force to don it, but it grants you a great
Cost: 5 Chakra deal of power in return. You cannot lose concentration of
Keywords: Ninjutsu, Medical, Sensory this jutsu as a result of damage.
Description: For the duration, you can sense the presence Attacks you make deal an additional 1d4 necrotic damage
and location of poisons, poisonous creatures and diseases for the duration. If an attack you make or jutsu you cast
within 30 feet of you. This jutsu can penetrate most would deal necrotic damage as a part of its casting or
barriers, but is blocked by 1 foot of stone, 1 inch of common through its lingering effects, the additional damage instead
metal, a thin sheet of lead, or 3 feet of wood or dirt. becomes a 1d8. Additionally, an attack you make that scores
a critical hit or one where you roll the maximum damage
possible on the die, your target loses 1 hit die.

9
MEDICAL RELEASE: GRIM SIPHON [NEW] MEDICAL RELEASE: HEALING HANDS
Classification: Ninjutsu [CHANGED]
Rank: D-Rank Classification: Ninjutsu
Casting Time: 1 Action Rank: D-Rank
Range: 60 feet Casting Time: 1 Action
Duration: Instant Range: Touch
Components: HS, CM, CS Duration: Instant
Cost: 5 Chakra, 1 Hit Die Components: HS, CM
Keywords: Ninjutsu, Medical, Fuinjutsu Cost: 5 Chakra
Description: You weave summoning seals together and Keywords: Ninjutsu, Medical
infuse them with medical release chakra manifesting the Description: You cover your hands in chakra that glows
hand of the Reaper of death. The hand siphons a small with a warm green hue, reactivating a creature's cells
fraction of your life force to summon it, but it grants you a reproductive process closing their wounds. A Creature
great deal of power in return. you touch regains a number of hit points equal to 1d12 +
Select one creature you can see within range, that Your ninjutsu ability modifier.
creature must make a constitution saving throw, taking At Higher Ranks: For each rank you cast this jutsu
2d8 + your ninjutsu ability modifier necrotic damage, and above D-Rank, increase the cost of this jutsu by 3 and
they lose 1 hit die on a failed save or half as much damage the healing by 1d12.
and no hit die loss on a success. Another creature of your
choice that it within 20 feet of your target regains hit MEDICAL RELEASE: HONEY BEE TECHNIQUE
points equal to the damage dealt. Classification: Ninjutsu
At Higher Ranks: For each rank you cast this jutsu above Rank: D-Rank
D-Rank, increase the cost of this jutsu by 3 and the damage Casting Time: 1 Bonus Action
Range: 60 feet
by 1d8.
Duration: Instant

MEDICAL RELEASE: HEALING AURA Components: HS, CM

[CHANGED]
Cost: 5 Chakra
Keywords: Ninjutsu, Medical
Classification: Ninjutsu
Description: You summon a large swarm of construct
Rank: D-Rank
bees made of poisonous medical release chakra that
Casting Time: 1 Bonus Action
Range: 60 feet swarm and sting a single target that you can see within
Duration: Instant range.
Components: HS, CM Make a ranged ninjutsu attack. On a hit, you deal 2d6
Cost: 5 Chakra Poison damage and the target must succeed a
Keywords: Ninjutsu, Medical Constitution saving throw. On a failed save the targets
Description: You mold Medical chakra into a web as you joints begin to seize up for the next minute.
spread it affecting multiple creatures healing their wounds At the beginning of the target creatures turn they roll
from a distance. 1d12. On a roll of 1 or 2 the pain keeps them from moving
Select a number of creatures equal to your proficiency Stunning them until the end of their turn. The target
bonus within range. They heal a number of hit points equal remakes the constitution save at the end of each of their
to 2d6. This jutsu has no effect on undead or constructs. turns ending this on a success. A Jutsu or effect that ends
At Higher Ranks: For each rank you cast this jutsu above the poison condition can also end this condition.
D-Rank, increase the cost of this jutsu by 3 and healing by At Higher Ranks: For each rank you cast this jutsu
1d6. above D-Rank, increase the cost of this jutsu by 3, the
damage by 1d6 and the number of targets by +1.
MEDICAL RELEASE: HEALING ELIXIR
Classification: Ninjutsu MEDICAL RELEASE: NECROSIS
Rank: D-Rank Classification: Ninjutsu
Casting Time: 1 Minute Rank: D-Rank
Range: Touch Casting Time: 1 Action
Duration: 1 Hour Range: Touch
Components: HS, CM, NT (Medical Kit) Duration: Instant
Cost: 5 Chakra Components: HS, CM
Keywords: Ninjutsu, Medical Cost: 4 Chakra
Description: You use your medical kit to assist in creating a Keywords: Ninjutsu, Medical
healing elixir which is contained in a simple vial that Description: You infused Medical Chakra on your hands
appears in your hand. The elixir retains its potency for the as you putrefy it. Make a melee ninjutsu attack against a
duration or until its consumed. creature you can reach. On a hit, the target takes 2d12
As an action, a creature can drink the elixir or administer it Necrotic damage. Plants take double damage. Undead
to another creature. The drinker regains 3d4+3 hit points take half damage.
and immediately ends the Poisoned or removes 2 ranks of Additionally, the creature must succeed a Constitution
the Bleeding condition. saving throw. On a failed save they gain 1 rank of
At Higher Ranks: For each rank you cast this jutsu above Envenomed.
D-Rank, increase the cost of this jutsu by 3. When you cast At Higher Ranks: For each rank you cast this jutsu
this Jutsu at B-Rank, the drinker instead regains 3d8+6 Hit above D-Rank, increase the cost of this jutsu by 3 and
points and immediately ends the Poisoned, Dazed, the damage by 1d12.
Weakened or removes 4 ranks of the Bleeding condition.
When cast at S-Rank, the drinker regains 3d12+9 and ends
any single condition excluding Exhaustion, Prone, or
Invisible.

10
MEDICAL RELEASE: POISON BULLET MEDICAL RELEASE: TOXIC EXTRACTION
Classification: Ninjutsu Classification: Ninjutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Bonus action
Range: 60 Feet Range: Touch
Duration: Instant Duration: Concentration, up to 1 minute.
Components: HS, CM Components: HS, CM
Cost: 4 Chakra Cost: 5 Chakra
Keywords: Ninjutsu, Medical, Clash Keywords: Ninjutsu, Medical
Description: You inhale air, as your saliva begins to build Description: You can manipulate any substance comprised
while pumping medical release chakra into it, putrefying the of toxic materials or poisonous components, much like a
liquid until it becomes a poisonous substance that you can water release master, bending water to their whims. As an
eject from your mouth like bullets. action on your turn, a creature you touch can have the
Make a ranged ninjutsu attack, dealing 3d6 poison poison, toxins or venoms drawn out of them through their
damage. On a hit a creature damaged by this jutsu suffers a skin. The substance coalesces into a mote of poison which
1d4 penalty to their next attack roll or ability check until the you can choose to place into a vial, retaining it for later use,
end of their next turn. This penalty does not stack. or dispersing it harmlessly.
At Higher Ranks: For each rank you cast this jutsu above The extracted poison retains its potency for the next 10
D-Rank, increase the cost of this jutsu by 3. If this jutsu is minutes and can be applied to a weapon or used as a
cast at B-Rank, the number of attacks you make by +1. If component for another jutsu that requires it or a Poisoners
this jutsu is cast at S-Rank, the number of attacks you make kit.
by +2
MEDICAL RELEASE: TOXIC FANGS
MEDICAL RELEASE: POISON STINGER Classification: Ninjutsu
Classification: Ninjutsu Rank: D-Rank
Rank: D-Rank Casting Time: 1 Action
Casting Time: 1 Action Range: Self
Range: 60 feet Duration: Concentration, up to 1 minute.
Duration: Instant Components: HS, CM, NT (Poison Kit)
Components: HS, CM, W (any thrown) Cost: 5 Chakra
Cost: 4 Chakra Keywords: Ninjutsu, Medical
Keywords: Ninjutsu, Medical Description: You coat your hands in a poisonous liquid and
Description: You infused Medical Chakra on a thrown use your medical release chakra to maintain its viscosity
weapon as you putrefy it. Make a ranged ninjutsu attack and lethality. For the duration, your hands, feet or teeth
against a creature within range. On a hit, the target takes are coated in a heavily poisonous substance, ready to be
your weapons damage + 2d6 Poison damage and must used as striking instruments.
succeed a Constitution saving throw. On a failed save For the duration, you can spend your action to make a
they are poisoned for 1 minute. melee ninjutsu attack. On a hit you deal 3d4 poison damage
At Higher Ranks: For each rank you cast this jutsu and once per turn, you can force the target creature to
above D-Rank, increase the cost of this jutsu by 3 and make a Constitution saving throw. On a failed save, the
the damage by 1d6. target gains 1 rank of envenomed.
At Higher Ranks: For each rank you cast this jutsu above
MEDICAL RELEASE: POISONOUS BLAST D-Rank, increase the cost of this jutsu by 3, the damage by
Classification: Ninjutsu 1d4. If this jutsu is cast at B-Rank the number of attacks
Rank: D-Rank you can make becomes two. If this jutsu is cast at S-Rank,
Casting Time: 1 Action the number of attacks you can make becomes three.
Range: 60 feet
Duration: Instant
Components: HS, CM
MEDICAL RELEASE: TWISTED HEALING
Classification: Ninjutsu
Cost: 5 Chakra Rank: D-Rank
Keywords: Ninjutsu, Medical, Clash Casting Time: 1 Reaction, which you take when you see a
Description: You mold medical release chakra in your belly creature regain hit points.
to imitate the heat and power of the fire release nature Range: 60 Feet
transformation, before releasing it as a blast of sickly Duration: Instant
green or dark purple chakra from your hands or mouth. Components: HS, CM
All creatures in a 10-foot radius sphere centered on a Cost: 5 Chakra
point you can see within range, must succeed a Dexterity Keywords: Ninjutsu, Medical
saving throw. On a failed save, creatures take 2d8 poison Description: You begin to generate a surge of twisted
damage and gain the envenomed condition. On a successful medical release chakra designed to reverse the effects of
save, creatures take half damage and no further effects. healing, even making it detrimental to do so.
At Higher Ranks: For each rank you cast this jutsu above When you see a creature begin to mend their wounds,
D-Rank, increase the cost of this jutsu by 3, the damage by or have their wounds mended by another within range,
1d8 and the radius of the sphere by 5 feet. you can swiftly prevent it. Roll 4d6, you reduce the
amount of hit points regained by the result.
At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3, the
number of targets by +1, and the healing prevented by
1d6.

11
MEDICAL RELEASE: VENOM SHOCK Additionally, one creature of your choice within the
Classification: Ninjutsu chosen area regains 3d6 hit points.
Rank: D-Rank At Higher Ranks: For each rank you cast this jutsu
Casting Time: 1 Action above D-Rank, increase the cost of this jutsu by 3, the
Range: 30 Feet damage by 1d6 and the hit points regained by 1d6.
Duration: Instant.
Components: HS, CM MEDICAL RELEASE: WOUNDS
Cost: 5 Chakra Classification: Ninjutsu
Keywords: Ninjutsu, Medical Rank: D-Rank
Description: You begin to generate a surge of medical Casting Time: 1 Action
release chakra and imitate the violent and un Range: 30 Feet
controllable currents of lightning release nature Duration: Instant
transformations. Components: HS, CM
Select one creature you can see within range. The Cost: 5 Chakra
target creature must make a Constitution saving throw. Keywords: Ninjutsu, Medical
On a failed save, they take 3d8 poison damage and gain Description: You begin to generate a surge of twisted
the envenomed condition or half as much on a successful medical release chakra designed to tear open wounds
save and no further effect. and rend the flesh.
A creature envenomed as a result of this jutsu suffers a Make a range ninjutsu attack against a creature you
-1 penalty to Strength saving throws for each rank of can see. On a hit, you deal 3d10 necrotic damage.
envenomed they have. A creature who currently has ranks of bleeding, has
At Higher Ranks: For each rank you cast this jutsu one rank of bleeding evolve into one rank of laceration.
above D-Rank, increase the cost of this jutsu by 3, the At Higher Ranks: For each rank you cast this jutsu above
damage by 1d8 D-Rank, increase the cost of this jutsu by 3, the damage
by 1d10.
MEDICAL RELEASE: VENOMOUS SHARDS
Classification: Ninjutsu OPPRESSIVE AURA
Rank: D-Rank Classification: Ninjutsu
Casting Time: 1 Action Rank: D-Rank
Range: Self (15-foot cube) Casting Time: 1 Action
Duration: Instant Range: 10 feet
Components: HS, CM Duration: Concentration, up to 1 minute
Cost: 5 Chakra Components: HS, CM
Keywords: Ninjutsu, Medical Cost: 5 Chakra
Description: You mold medical release chakra in your Keywords: Ninjutsu
hands to imitate the substance and structure of the earth Description: You begin to exert chakra into an
release nature transformation, before releasing it as a oppressive aura around yourself with enough intensity
quake of sickly green or dark purple crystalline to be seen by the naked eye and even move loose
structures from the ground itself. materials such as dirt, leaves, and water droplets.
All creatures in a 15-foot cube originating from you, Creatures who are within 10 feet of you upon activation
must succeed a Dexterity saving throw. On a failed save, of this jutsu must succeed a Constitution saving throw to
creatures take 2d12 poison damage and have their not be pushed to their knees and become prone for the
movement speed reduced by 10 feet for the next minute. duration, becoming unable to stand while inside the
On a successful save a creature takes half damage and no aura. Creatures knocked prone by this jutsu makes a
further effect. A jutsu or effect that would end the constitution saving throw on their turn to end the effect.
poisoned condition, can also remove this effect. If a you, or an affected creature moves outside of the
At Higher Ranks: For each rank you cast this jutsu aura, the jutsu’s effect ends on them immediately. A
above D-Rank, increase the cost of this jutsu by 3, the creature affected by this jutsu, who ends or escapes its
damage by 1d12 and the size of the cube by 5 feet. If this effects, cannot be affected again until the end of their
jutsu is cast at B-Rank and above on a failed save this next turn.
jutsu also inflicts the envenomed condition. If this jutsu
is cast at A-Rank and above, on a failed save this jutsu SEALING ART: BIND
also leaves the affected area as difficult terrain. Classification: Ninjutsu
Rank: D-Rank
MEDICAL RELEASE: WITHER AND BLOOM Casting Time: 1 Action
Range: 60 feet
Classification: Ninjutsu
Duration: Concentration, Up to 1 minute
Rank: D-Rank
Components: HS, CM, CS
Casting Time: 1 Action
Cost: 5 Chakra
Range: 60 feet (10-foot radius sphere)
Duration: Instant Keywords: Ninjutsu, Fuinjutsu
Components: HS, CM Description: You infuse chakra into a chakra seal as you
Cost: 5 Chakra attempt to mark a person with the seal of binding. A
Keywords: Ninjutsu, Medical creature within range, must succeed a Charisma saving
Description: You begin to generate a surge of twisted throw. On a failed save the target creature is Restrained
medical release chakra designed to invoke life and death. unable to move or form handseals for the duration.
All creature of your choice in a 10-foot radius sphere A creature restrained by this jutsu remakes their save
centered on a point you can see within range, must make at the end of each of their turns.
a Constitution saving throw. On a failed save they take Another creature within 5 of the target may attempt to
3d6 necrotic damage. release them by making an Intelligence (Ninshou) check
vs your Ninjutsu save DC, breaking the seal on a success.

12
At Higher Ranks: For each rank you cast this jutsu failed save the object the target is holding is sealed and
above D-Rank, increase the cost of this jutsu by 3 and bound to the nearest surface within range; be it the floor,
the number of targets by +1. a wall, or ceiling.
For the jutsu’s duration the item remains bound to
SEALING ART: BLOCK that surface unable to be moved by any means.
Classification: Ninjutsu A creature within 5 feet of the sealed object may
Rank: D-Rank attempt to remove the seal by making an Intelligence
Casting Time: 1 Reaction, which you make when you or a (Ninshou) check vs your Ninjutsu save DC. On a
willing creature you can see are targeted or would make a successful save they break the seal freeing the item.
saving throw against a jutsu with the Fuinjutsu keyword
At Higher Ranks: For each rank you cast this jutsu
Range: 60 feet
above D-Rank, increase the cost of this jutsu by 3 and
Duration: 1 Round
Components: HS, CM, CS the range by 30 feet.
Cost: 5 Chakra
Keywords: Ninjutsu, Fuinjutsu SEALING ART: REVERBERATE
Classification: Ninjutsu
Description: You infuse chakra into a chakra seal as you
Rank: D-Rank
attempt to mark yourself with the seal of protection.
Casting Time: 1 Action
When you or a willing creature would be the target of,
Range: Touch
or would make a saving throw or ability check against, Duration: Concentration, Up to 1 minute
any jutsu with the Fuinjutsu keyword you enact a Components: HS, CM, CS, W (Any)
defensive ward meant to protect, granting the following Cost: 5 Chakra
benefits until the beginning of your next turn.; Keywords: Ninjutsu, Fuinjutsu
• They gain a bonus to your AC equal to your Ninjutsu Description: You infuse chakra into a chakra seal as you
Ability Modifier against jutsu with the Fuinjutsu mark a non-chakra enhanced weapon you touch with a
Keyword. seal of veneration.
• When they would make a saving throw or ability check For the duration, this weapons damage die is doubled
vs a jutsu with the Fuinjutsu Keyword, they instead and the weapon now deals chakra enhanced damage. If
may use half of your Intelligence (Ninshou) skill the weapon already rolls more than one die when it deals
bonus. damage, you instead increase the damage die by one
step. (d4>d6>d8>d10>d12)
SEALING ART: FRACTURE This weapon cannot be targeted with another jutsu or
Classification: Ninjutsu effect that would change its damage type, die, add
Rank: D-Rank additional damage die, or augment it further by any
Casting Time: 1 Action means. If it is the target of such a jutsu or effect, it
Range: 60 feet shatters.
Duration: Instant If this weapon scores a critical hit the seal shatters and
Components: HS, CM, CS you reroll any 1’s taking the second result. This jutsu
Cost: 4 Chakra then immediately ends.
Keywords: Ninjutsu, Fuinjutsu
Description: You infuse chakra into a chakra seal as you SENSING TECHNIQUE
attempt to mark a person with the seal of descension and Classification: Ninjutsu
then shatter it causing a fracture in their internal Rank: D-Rank
balance of Yin and Yang. A creature you can see within Casting Time: 1 Action
range, must succeed a Charisma saving throw. On a Range: Self
failed save the target creature takes 3d8 Force damage Duration: Concentration, up to 10 minutes
and is unable to Mold chakra until the end of their next Components: HS
turn. Cost: 5 Chakra
A creature unable to mold chakra does not Keywords: Ninjutsu, Sensory
immediately lose concentration, they instead make their Description: You create a field of chakra emanating from
Concentration check at disadvantage. you up to 60 feet away. For the duration, you know if
At Higher Ranks: For each rank you cast this jutsu there's a creature within 60 feet of you, as well as where
above D-Rank, increase the cost of this jutsu by 3 and the creature is located. Similarly, you know if there is a
the damage by 1d8. place or object within 60 feet of you that has been
augmented or affected by Chakra. This jutsu can
SEALING ART: LOCK penetrate most barriers but it is blocked by 5 feet of any
Classification: Ninjutsu material. For the duration of this jutsu, creature in range
Rank: D-Rank cannot gain the benefit of being hidden, or obscured
Casting Time: 1 Action from you.
Range: 60 Feet
Duration: Concentration, Up to 1 minute
Components: HS, CM, CS
Cost: 3 Chakra
Keywords: Ninjutsu, Fuinjutsu
Description: You infuse chakra into a chakra seal as you
attempt to mark an object with a seal of objection. You
must select either an unattended object or a creature you
can see within range who is holding an item. If an
unattended item it is instantly bound to the surface it is
currently resting on. If a creature holding an object, that
creature must succeed a Strength saving throw. On a

13
SEXY TECHNIQUE until the beginning of your next turn. If this bonus would
Classification: Ninjutsu cause the attack to miss, you may move up to half of
Rank: D-Rank your movement away. If you activate this jutsu as a
Casting Time: 1 Action result of making a saving throw, you must still make the
Range: Self (15-foot Radius Sphere) saving throw even if your movement would move you to
Duration: Concentration, Up to 1 minute the outside of an attacks range.
Components: HS, CM
Cost: 5 Chakra SUMMONING TECHNIQUE [CHANGED]
Keywords: Ninjutsu Classification: Ninjutsu
Description: You transform into a figure of absolute Rank: D-Rank
beauty. Be it a male or female, your transformations Casting Time: Full Turn Action
beauty is unmatched. Your figure, curves, muscles, and Range: 10 Feet
complexion are picture perfect. Duration: Instant
When you cast this jutsu you must choose between Components: HS, CS, CM
either a male or female transformation. When you do, Cost: Special (See Summoning Section for Jutsu
creatures who are attracted to the chosen gender who breakdown)
can see you within range, must succeed a Charisma Keywords: Ninjutsu, Fuinjutsu
saving throw. Description: You have formed a Blood Contract with a
On a failed save the target is charmed by you. A Sage creature. Upon learning this Jutsu, select 1 Sage
creature charmed as a result of this jutsu is more than creature you wish to form a contract with from the
willing to do almost anything (within reason and their summoning creature table at the end of the Ninjutsu
power) for your attention and affection for the duration. Chapter. You must have encountered this breed of
If a creature is currently engaged in combat, they creature at least once in order to form a contract. This
make the save at advantage and if a creature takes technique summons one of the creatures the user has a
damage while charmed by this jutsu the charmed blood pact with. The chakra cost of the technique is equal
condition immediately ends. to the summon level and rank of the summoned creature
If this jutsu’s duration expires, you may as a free summoned. If a creature refuses or cannot be
action recast this jutsu to maintain this effect. summoned, only the technique's base chakra cost is
At Higher Ranks: For each rank you cast this jutsu spent.
above D-Rank, increase the cost of this jutsu by 3 and It appears where the user designates and can act as a
the radius by 5 feet. Bonus Action on the user's turn, on the user's initiative
order. If no commands are given to the creature, it
SHADOW SNAKE BITE performs the dodge action automatically until you order
Classification: Ninjutsu it to do something else. You can communicate with the
Rank: D-Rank creature and it will listen to you and only you in combat.
Casting Time: 1 Action You can direct it to perform the following actions: Attack
Range: 15 Feet (Unarmed, Weapon, or Jutsu), Dodge, and Help. The
Duration: Instant creature can perform an Action and Move. If the
Components: HS, CS summoned creature has a bonus action or reaction
Cost: 4 Chakra ability or jutsu, and the conditions for that bonus action
Keywords: Ninjutsu, Fuinjutsu
or reactions reaction are met (if any) then they can
Description: You summon a snake under your command
perform that jutsu or feature as normal without
that is formed from chakra that originates from a
command from their summoner. The creature must
location of your choice on your body that reaches out
remain within 120 feet of the user.
and attacks the target creature in range. Make a Ninjutsu
All sage creatures can speak common. The duration of
attack. Target creature takes 2d8 Poison damage and the summoning is based directly on the summoned
must make a Strength saving throw on a Hit. On a failed
creature's Hit Points & Chakra Pool. When it runs out of
strength save, the target creature is restrained by the
Chakra or Hit points—it simply vanishes.
snake. As an action on a restrained creatures turn, they At Higher Ranks: For each rank you cast this jutsu
can attempt another strength saving throw to end this above D-Rank, you summon a corresponding creature
condition on themselves.
equal in level and rank to the Rank used upon activation.
At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3 and THUNDEROUS SCREECH
the number of targets this jutsu affects by +1. Classification: Ninjutsu
Rank: D-Rank
SUBSTITUTION TECHNIQUE Casting Time: 1 Action
Classification: Ninjutsu Range: Self (20-foot cone)
Rank: D-Rank Duration: Instant
Casting Time: 1 Reaction, which you take when you Components: HS, CM
would take damage. Cost: 5 Chakra
Range: Self Keywords: Ninjutsu
Duration: Instant Description: You create a focused high-pitched screech
Components: HS, M
that affects creatures in the direct path of the sound
Cost: 5 Chakra
waves. Creatures in the target area must succeed a
Keywords: Ninjutsu
constitution saving throw, becoming dazed & deafened
Description: You are able to more quickly utilize the
until the end of their next turn on a failed save and no
substitution technique allowing you a swifter escape
additional effects on a successful one.
with smaller margins for error. When you would take
At Higher Ranks: For each rank you cast this jutsu
damage from an attack you may increase your AC by +3
above D-Rank, increase the cost of this jutsu by 3 and
against the triggering attack and all subsequent attacks
the cone size by +10ft.

14
C-RANK:
BEAST IMITATING ART: BEAR
Classification: Ninjutsu Medium Construct, unaligned
Rank: C-Rank
Casting Time: 1 Action
Armor Class 12 + Your Ninjutsu Ability Modifier
Range: Self
Hit Points 45 (5d10 + 15)
Duration: Concentration, Up to 1 minute
Components: HS, CM, CS, NT (Empty Scroll) Speed 35 ft.
Cost: 7 Chakra
Keywords: Ninjutsu, Fuinjutsu STR DEX CON INT WIS CHA
Description: You draw a picture of a bear. Infusing 19 (+4) 12 (+1) 16 (+3) 1 (-5) 10 (+0) 1 (-5)
chakra into it as it exits your scroll and standing next to
you. Condition Immunities Charmed, Chilled, Exhaustion, frightened,
You summon a construct Ink bear. The construct bear paralyzed, poisoned.
has the following Statistics; Senses Darkvision 30 ft., passive Perception 10
You may command the Ink Bear as a bonus action on
your turn. The Ink bear may take an appropriate reaction Immutable Form. The Ink Bear is immune to any Jutsu or effect that
if able. would alter its form.
The Ink Bear uses your Ninjutsu Attack bonus for all of Inky Weapons. The Ink Bears attacks are chakra enhanced.
its attacks.
At Higher Ranks: For each rank you cast this jutsu
above C-Rank, increase the cost of this jutsu by 3 and the Multiattack. The Ink Bear can attack twice with their claws.
Ink Bears Hit points by 2d10+6. Claw. Melee Weapon Attack: +X to hit, reach 5 ft., one creature. Hit:
1d12 + 4 Slashing damage.
BEAST IMITATING ART: LION Body Block. The Ink Bear as a reaction may interpose an attack
Classification: Ninjutsu
Rank: C-Rank targeting an allied creature within 30 feet of it. When it does, the
Casting Time: 1 Action triggering attack is treated as if it was targeting the Ink Bear.
Range: Self Charge! (Recharge 11-12): The Ink Bear dashes 70 feet in a straight line.
Duration: Concentration, Up to 1 minute All creatures in its path must succeed a Strength Saving throw vs the
Components: HS, CM, CS, NT (Empty Scroll) summoners Ninjutsu Save DC. On a failed save, they take 3d6
Cost: 9 Chakra bludgeoning damage, are knocked prone and Dazed until the end of
Keywords: Ninjutsu, Fuinjutsu their next turn.
Description: You draw a picture of a lion. Infusing
chakra into it as it exits your scroll and standing next to
you.
You summon a construct Ink Lion. The construct Lion
has the following Statistics;
You may command the Ink Lion as a bonus action on
Medium Construct, unaligned
your turn. The Ink Lion may take an appropriate bonus
action if able.
Armor Class 12 + Your Ninjutsu Ability Modifier
The Ink Lion uses your Ninjutsu Attack bonus for all of
Hit Points 30 (5d8 + 5)
its attacks.
Speed 40 ft.
At Higher Ranks: For each rank you cast this jutsu
above C-Rank, increase the cost of this jutsu by 3 and the
STR DEX CON INT WIS CHA
Ink Lions Hit points by 2d8+2.
18 (+4) 18 (+4) 12 (+1) 1 (-5) 10 (+0) 1 (-5)

BEAST SENSES
Classification: Ninjutsu Condition Immunities Charmed, Chilled, Exhaustion, frightened, paralyzed,
Rank: C-Rank poisoned.
Casting Time: 1 Action Senses Darkvision 30 ft., passive Perception 10
Range: Touch
Duration: 1 Hour Immutable Form. The Ink Lion is immune to any Jutsu or effect that
Components: HS, CM, CS would alter its form.
Cost: 6 Chakra
Inky Weapons. The Ink Lions attacks are chakra enhanced.
Keywords: Ninjutsu, Sensory
Description: You touch a willing beast. for the duration of
the jutsu, you can use your action to temporarily gain the
Multiattack. The Ink Lion can attack twice with their claws.
special senses or sensory features of the beast you touch
for up to 1 hour. After which this jutsu ends. Claw. Melee Weapon Attack: +X to hit, reach 5 ft., one creature. Hit: 2d8
At Higher Ranks: For each rank you cast this jutsu + 4 Slashing damage.
above C-Rank, increase the cost of this jutsu by 3 and the Maul (Recharge 5-6). The Ink Lion as a bonus action, may enter a
length of time you retain the special senses by 1 hour. pouncing stance targeting a creature within 15 feet of it. When it
does, it leaps to maul the target creature. Until the end of this turn, its
Claw attacks against the target creature are made at advantage.

15
CHAKRA SPHERE [CHANGED] At Higher Ranks: For each rank you cast this jutsu
Classification: Ninjutsu above C-Rank, increase the cost of this jutsu by 3 the
Rank: C-Rank damage by 1d6 and the cube size by 5ft.
Casting Time: 1 Action
Range: 60 feet. CLONE ART: ASSAULT [CHANGED]
Duration: Concentration, Up to 1 minute Classification: Ninjutsu
Components: HS, CM Rank: C-Rank
Cost: 8 Chakra Casting Time: 1 Action
Keywords: Ninjutsu Range: Self
Description: You create a 5-foot diameter floating Duration: Instant
sphere of dense chakra in an unoccupied space you can Components: HS, CM
see within range. Cost: 9 Chakra
As a bonus action on your turn, you can command the Keywords: Ninjutsu
sphere to move up to 30 feet and make a single melee Description: As a part of the requirements to cast this
ninjutsu attack against a creature within 5 feet of it. On a jutsu, you must have at least 1 clone active from any
success, the target takes 2d8 damage. Ninjutsu cast with “Clone” in its name, in which the
If you have a nature release, this jutsu gains a single clone may perform an attack of any type.
nature release keyword that you can cast and it’s damage You and all clones who you have not commanded
type becomes the corresponding nature releases damage converge on a single target. Select one jutsu of C-Rank or
type (Water = Cold). If you do not have a nature release Lower, that requires either; Requires an action and an
this jutsu instead deals Force Damage. attack roll or, an action and requires creatures to make a
saving throw that does not have the Combination
• Earth: As an action on your turn or when the jutsu
keyword. Yourself and all clones cast the same jutsu
ends, you can cause one or more spheres to explode.
targeting the target creature. (This does not spend chakra,
Each creature within 15-feet of the spheres space(s)
from yourself or your clones. Additionally, only yourself
must make a Dexterity saving throw. On a failed save
casts the jutsu.)
the creature takes gains 1 bruised.
When you do, you gain a bonus to either your attack,
• Wind: Each creature hit by a sphere must succeed a
damage or Save DC depending on how many clones you
Strength saving throw being dazed on a failed save.
have active at the time of casting this jutsu. If the Jutsu
• Fire: Each creature who begins their turns within 5
cast would require multiple attack rolls or saving
feet of the sphere must succeed a Constitution saving
throws, you only apply the bonuses to the initial Save DC
throw, being burned on a failed save.
or first attack or damage rolls.
• Cold: Your sphere can move through allied spaces.
• Attack Roll(s)
When it does, roll its damage die, granting the
creature(s) who’s space it moved through temporary o +1 Clones: +1 to attack rolls or +2d4 damage rolls.
hit points equal to the result. A creature can only gain o +3 Clones: +3 to attack rolls or +4d4 damage rolls.
temporary hit points this way once per turn. o +5 Clones: +5 to attack rolls or +8d4 damage rolls.
• Lightning: Each creature hit by a sphere must succeed o +10 Clones: +10 to attack rolls or +12d4 damage rolls.
a Constitution saving throw, being shocked. o +20 Clones: +15 to attacks rolls or +18d4 damage rolls.
• • Saving Throw(s)
Force: The damage die becomes a d10.
o +1 Clones: +1 to save DC or +2d4 damage rolls.
At Higher Ranks: For each rank you cast this jutsu o +3 Clones: +2 to save DC or +4d4 damage rolls.
above C-Rank, increase the cost of this jutsu by 3 the o +5 Clones: +3 to save DC or +8d4 damage rolls.
damage by 1d8 and the number of spheres created by +1, o +10 Clones: +5 to save DC or +12d4 damage rolls.
controlling each sphere independently with the same o +20 Clones: +10 to save DC or +18d4 damage rolls.
action. A creature can only be affected by two spheres
each turn. Additionally, you can change the Nature At Higher Ranks: For each rank you cast this jutsu
Release and corresponding Damage type to one you above C-Rank, increase the cost of this jutsu by 3 the
currently know. rank of the jutsu you are able to cast to the
corresponding Rank.
CHAKRA TENTACLES [CHANGED]
Classification: Ninjutsu
Rank: C-Rank
Casting Time: 1 Action
Range: 90 feet.
Duration: Concentration, Up to 1 minute
Components: HS, CM
Cost: 9 Chakra
Keywords: Ninjutsu
Description: You create squirming tentacles of chakra
that fill a 20-foot cube on a surface that you can see
within range. When a creature enters the affected area
for the first time or starts its turn there, they must
succeed a Dexterity saving throw. On a failed save they
take 3d6 bludgeoning damage and are restrained for the
duration. A creature restrained by this jutsu takes 3d6
bludgeoning damage at the beginning of each of its
turns. A creature restrained by this jutsu can use its
action to make a Strength or Dexterity ability check (it’s
choice). On a success, it free’s itself.

16
CLONE ART: MISDIRECT area overlaps with an area of light created by a jutsu of
Classification: Ninjutsu B-Rank or higher this darkness is dispelled.
Rank: C-Rank
Casting Time: 1 Bonus Action HAIR BINDING TECHNIQUE
Range: Self Classification: Ninjutsu
Duration: Concentration, Up to 1 minute Rank: C-Rank
Components: HS, CM Casting Time: 1 Bonus Action
Cost: 9 Chakra Range: 30 feet
Keywords: Ninjutsu Duration: Concentration, Up to 1 minute
Description: As a part of the requirements to cast this Components: HS, CM
jutsu, you must have at least 1 clone active from any Cost: 8 Chakra
Ninjutsu cast with “Clone” in its name, in which the Keywords: Ninjutsu
clone may perform an attack or cast a jutsu of any type. Description: Using chakra, you activate the roots of your
You and all clones within 30 feet of you, that you hair, and begin to manipulate it freely. Because of the
control, begin to quickly move between each other, malleability of this hair, the user can attempt to grapple
causing immediate confusion to any creature looking to creatures completely restraining them. Select one
affect you with any attack or jutsu. This jutsu cannot be creature within range. Make a melee ninjutsu attack
ended early as a result of a failed concentration check. against each creature. On a hit, the target is grappled by
For the duration, this jutsu provides you either a you.
bonus to AC or to Saving throws. If you succeed on a Creatures grappled by this jutsu cannot make
saving throw while this jutsu is active, you ignore its handsigns. At the end of a restrained creatures turn, they
effects until the beginning of your next turn. make a Strength saving throw, escaping on a success.
Additionally, you are always treated as being partially At Higher Ranks: For each rank you cast this jutsu
obscured and can attempt to make a Dexterity (Stealth) above C-Rank, increase the cost of this jutsu by 3 the
check for the duration of this jutsu. If you are concealed number of creatures you can target by +1.
while this jutsu is active, attacks you make have an
increased critical threat range. HIDING IN SHADOW TECHNIQUE
Each time a jutsu is cast or attack is made, that would Classification: Ninjutsu
Rank: C-Rank
affect you and it misses due to the bonus to your AC or
Casting Time: 1 Action
your Saving throws, one clone is randomly destroyed.
Range: 15 feet
• Attack Roll(s) Duration: 10 Minutes
o +1 Clones: +1 to AC. Components: HS, CM
o +3 Clones: +2 to AC. Cost: 6 Chakra
o +5 Clones: +3 to AC. Keywords: Ninjutsu
o +10 Clones: +5 to AC. Description: As a part of the requirements to cast and
o +20 Clones: +10 to AC. maintain this jutsu a creature or object within range
• Saving Throw(s) must be casting a shadow.
o +1 Clones: +1 to saving throws. You select a creature, structure or objects shadow
o +3 Clones: +2 to saving throws. within range. Stealthily slipping inside of it, and gaining
o +5 Clones: +3 to saving throws. total concealment for this jutsu’s duration.
o +10 Clones: +5 to saving throws. For the duration of this jutsu, you can see and hear
o +20 Clones: +10 to saving throws. from the shadow but cannot act, speak, or move. When
• Critical Threat Range while concealed the creatures shadow moves, you move along with it.
o +1 Clones: None. You may end this jutsu early as a bonus action
o +3 Clones: +1. expelling yourself from the shadow appearing in the
o +5 Clones: +2. closest space near the target that can hold you.
o +10 Clones: +3. If the target would lose their shadow by any means,
o +20 Clones: +4. this jutsu immediately ends as you appear in the closes
space near the target that can hold you.
SEALING ART: DARKNESS [CHANGED]
Classification: Ninjutsu LIVING WEAPON
Rank: C-Rank Classification: Ninjutsu
Casting Time: 1 Action Rank: C-Rank
Range: 60 feet (15-foot radius sphere) Casting Time: 1 bonus action
Duration: Concentration, up to 10 minutes. Range: Touch (60 feet)
Components: HS, CM, CS Duration: Concentration, up to 1 Minute
Cost: 9 Chakra Components: CM
Keywords: Ninjutsu, Fuinjutsu Cost: 8 Chakra
Description: You imbue your chakra seal to conjure a Keywords: Ninjutsu, Fuinjutsu
field of darkness. You throw your seal at a point you Description: You touch a weapon an imbue it with your
choose within range. The chakra-based darkness chakra and it begins to float within range and does so for
spreads from the seal, to fill a 15-foot radius sphere for the duration or until you dismiss this jutsu.
the duration. The darkness spreads around corners. A When you cast this jutsu you can move the weapon 30
creature with Darkvision or Chakra Sight can’t see feet an make a melee ninjutsu attack against a creature
through this darkness, and light created using an effect within 5 feet of the weapon. On a hit, the target takes the
or jutsu of C-Rank or lower cannot illuminate it. 2d8 + your ninjutsu ability modifier of your weapon’s
If the point you choose is on an object you are holding damage type.
or one that isn’t being worn or carried, the darkness
emanates from it and moves with it. If any of this jutsu’s

17
As a bonus action on your turn, you can move the At Higher Ranks: For each rank you cast this jutsu
weapon up to 20 feet and repeat the attack against a above C-Rank, increase the cost of this jutsu by 3 and the
creature within 5 feet of it. damage by 3.
At Higher Ranks: For each rank you cast this jutsu
above C-Rank, increase the cost of this jutsu by 3 and the MEDICAL RELEASE: ACIDIC BOLT [NEW]
damage by 1d8. Classification: Ninjutsu
Rank: C-Rank
MEDICAL RELEASE: ACID SPRAY Casting Time: 1 Action
Classification: Ninjutsu Range: 90 Feet
Rank: C-Rank Duration: Instant
Casting Time: 1 Action Components: HS, CM
Range: Self (30 Foot Line) Cost: 6 Chakra
Duration: Instant Keywords: Ninjutsu, Medical
Components: HS, NT Description: You begin to generate acidic medical chakra
Cost: 6 Chakra and mold it into an arrow, lance or bullet.
Keywords: Ninjutsu, Medical Make a ranged ninjutsu attack against a creature in
Description: You take a vial of poison ingesting and using range. On a hit you deal 4d6 acid damage. All creatures in
your fine control of chakra, blend it with your stomach a 15-foot cone originating from the target much make a
acid that you spray out like a jet in a straight line. dexterity saving throw, being corroded on a failed save.
Creatures in range must make a Dexterity saving throw At Higher Ranks: For each rank you cast this jutsu
taking 6d4 Acid Damage on a failed save and they take above C-Rank, increase the cost of this jutsu by 3 and the
another 2d4 Acid damage at the start of their next turn. damage by 1d6.
On a success the target takes half as much damage on the
initial attack and no additional damage. MEDICAL RELEASE: AID [CHANGED]
At Higher Ranks: For each rank you cast this jutsu above Classification: Ninjutsu
C-Rank, increase the cost of this jutsu by 3 and the initial Rank: C-Rank
and delayed damage by 2d4. Casting Time: 1 Action
Range: 30 Feet
MEDICAL RELEASE: ACIDIC BLAST Duration: 1 Hour
Components: HS, CM, CS
Classification: Ninjutsu
Rank: C-Rank Cost: 8 Chakra
Casting Time: 1 Action Keywords: Ninjutsu, Medical
Range: Self (30-foot-cone) Description: You imbue a chakra seal with medical release
Duration: Instant chakra before placing it on up to three creatures within
Components: HS, CM range. Each targets hit point maximum and current hit
Cost: 7 Chakra points increase by 15 for the duration.
Keywords: Ninjutsu, Medical At Higher Ranks: For each rank you cast this jutsu above
Description: You begin to generate acidic medical chakra C-Rank, increase the cost of this jutsu by 3 and a targets
and release it into a spray of boiling acid. hit point increase by an additional 10.
All creatures in range must make a Dexterity saving
throw, taking 6d6 acid damage on a failed save and half MEDICAL RELEASE: AURA OF LIFE
as much on a successful save. [CHANGED]
A creature who fails their saving throw gains 1 rank of Classification: Ninjutsu
the corroded condition. Rank: C-Rank
At Higher Ranks: For each rank you cast this jutsu Casting Time: 1 Action
above C-Rank, increase the cost of this jutsu by 3 and the Range: Self (30-foot radius sphere)
damage by 1d6. Duration: Concentration, up to 1 Minute
Components: HS, CM
MEDICAL RELEASE: ACIDIC BLOOD Cost: 7 Chakra
Classification: Ninjutsu Keywords: Ninjutsu, Medical
Rank: C-Rank Description: You infuse medical chakra into yourself as
Casting Time: 1 Reaction, which you take when a you release it as an aura of supporting energy.
creature other than yourself, within range would take For this jutsu’s duration, anytime you or a non-
Bludgeoning, piercing or slashing damage from an hostile creature in this jutsu’s radius would take damage
attack. from a hostile creature, they immediately regain 10 Hit
Range: 60 Feet points. A creature can only be healed by this jutsu 5
Duration: 1 Round times per casting, after which this jutsu no longer affects
Components: HS, CM them.
Cost: 7 Chakra At Higher Ranks: For each rank you cast this jutsu
Keywords: Ninjutsu, Medical above C-Rank, increase the cost of this jutsu by 3 and the
Description: You begin to generate acidic medical chakra maximum number of times a creature can be healed by
and infuse it into a willing creature within range. this jutsu by +2.
When a willing creature would take bludgeoning,
piercing or slashing damage before the beginning of their
next turn, their body reacts by ejecting acidic blood. All
creatures within 5 feet of the affected creature takes 9
acid damage, and must make a Dexterity saving throw
being corroded on a failed save.

18
MEDICAL RELEASE: AURA OF PURITY MEDICAL RELEASE: CORRUPT WAVE
[CHANGED] Classification: Ninjutsu
Classification: Ninjutsu Rank: C-Rank
Rank: C-Rank Casting Time: 1 Action
Casting Time: 1 Action Range: Self (30-foot line)
Range: Self (30-foot radius sphere) Duration: Instant
Duration: Instant Components: HS, CM
Components: HS, CM, CS Cost: 6 Chakra
Cost: 9 Chakra Keywords: Ninjutsu, Medical
Keywords: Ninjutsu, Medical Description: You begin to generate corrupted medical
Description: You infuse medical chakra into yourself as chakra and release it as a destructive wave of desecrating
you release it as an aura of cleansing energy. energy.
You release a potent wave of medical release chakra. All All creatures in a 30-foot long, 10-foot-wide line
creatures within range who are currently under the originating from you, must make a Constitution saving
effects of a Mental or Sensory conditions as a result of a throw, taking 6d4 necrotic damage or half as much on a
jutsu of equal rank or lower, has all stacks (if any) of their success. Creatures who failed, take 4d4 necrotic damage
condition removed, cleansing them. at the beginning of their next turn.
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. Listed above C-Rank, increase the cost of this jutsu by 3 and the
conditions inflicted by jutsu of equal rank or lower are initial damage by 1d4.
removed.
MEDICAL RELEASE: ENCROACHING ENTROPY
MEDICAL RELEASE: CHAKRA NEEDLES Classification: Ninjutsu
Classification: Ninjutsu 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: Instant Components: HS, CM
Components: HS, W Cost: 8 Chakra
Cost: 7 Chakra Keywords: Ninjutsu, Medical
Keywords: Ninjutsu, Medical Description: You weave necrotic and decaying medical
Description: You create needles formed from your chakra release chakra together and manifest it into a point you
and launch them at a creature you can see within range. can see within range. The point expands until it is
Make a Ranged Ninjutsu check. Target creature takes 6d6 occupying a 20-foot radius sphere, forcing all creatures
Necrotic damage on a hit and must succeed a constitution within its radius to make a constitution saving throw. On
saving throw, losing 10 movement speed until the end of a failed save creatures take 3d8 necrotic damage and have
their next turn on a failed save. their maximum hit points reduced by the same amount.
At Higher Ranks: For each rank you cast this jutsu above On a successful save they take half damage and suffer no
C-Rank, increase the cost of this jutsu by 3, damage by further effects.
1d6 and reduce target movement by 5. A creature who’s hit point maximum is reduced as a
result of this jutsu, must make a constitution saving
MEDICAL RELEASE: CHAKRA TRANSFER throw at the beginning of each of its turns, taking an
Classification: Ninjutsu additional 2d8 necrotic damage and having their
Rank: C-Rank maximum hit points reduced by the same value, taking
Casting Time: 1 Action
only no damage on a successful save.
Range: Touch
At Higher Ranks: For each rank you cast this jutsu
Duration: Instant
Components: CM above C-Rank, increase the cost of this jutsu by 3 and
Cost: Special both instances of damage by 1d8.
Keywords: Ninjutsu, Medical
Description: You place your hand on a creature and share
your chakra with them, transferring it to them. Spend a
number of Chakra die up to your proficiency bonus. When
you do roll the spent die, recording the result and adding
your Constitution modifier. Transfer the result to a
willing creature. Chakra die spent in this way cannot be
regained until you complete a long rest. If the creature is
affected by a Genjutsu, they gain advantage on their next
saving throw.

19
MEDICAL RELEASE: GRIM BLADE MEDICAL RELEASE: MEDICAL AURA
Classification: Ninjutsu [CHANGED]
Rank: C-Rank Classification: Ninjutsu
Casting Time: 1 Action Rank: C-Rank
Range: 30 feet Casting Time: 1 Action
Duration: Instant Range: Self (30-foot radius sphere)
Components: HS, CM, CS Duration: Concentration, up to 1 minute
Cost: 9 Chakra, 1 Hit Die Components: HS, CM
Keywords: Ninjutsu, Medical, Fuinjutsu Cost: 8 Chakra
Description: You weave summoning seals together and Keywords: Ninjutsu, Medical
infuse them with medical release chakra manifesting two Description: Life preserving Medical Chakra radiates
hands of the Reaper of death. His hands reach into you from you in an aura with a 30-foot radius. Until this
and draw out a fragment of your spirit turning it into a jutsu ends, the aura moves with you, centered on you.
temporary blade of necrotic power. Each non-hostile creature in the aura, (including you)
The reaper makes a melee ninjutsu attack at a creature has resistance to necrotic and poison damage and
of your choice within range, even if you cannot see them, becomes immune to the bleeding and envenomed
ignoring cover. If the target you select whom you cannot conditions.
see, is not in range, the reaper instead randomly picks a A creature’s hit point maximum while within the aura
creature itself from all available creatures in range. cannot be reduced by hostile effects.
On a hit the reaper deals 10d4 necrotic damage and the Additionally, creatures roll at advantage when making
target reduces the number of hit die they have by 1d4. If a saving throws to resist an Elemental condition.
creature affected by this jutsu has 0 Hit die, they take Lastly, a non-hostile, living creature regains 1 hit
additional necrotic damage equal to your level on a hit. point when it starts its turn in the aura with 0 hit points.
At Higher Ranks: For each rank you cast this jutsu A creature can only regain hit points this way a number
above C-Rank, increase the cost of this jutsu by 3 chakra. of times equal to its Constitution modifier per long rest
If this jutsu is cast at A-Rank, you spend 1 additional hit (Min 1.)
die and increase the damage by 4d4, and the number of
hit die lost to 1d6, from 1d4. MEDICAL RELEASE: METALLIC RUST
Classification: Ninjutsu
MEDICAL RELEASE: GRIM LEGION Rank: C-Rank
Classification: Ninjutsu Casting Time: 1 Action
Rank: C-Rank Range: Touch
Casting Time: 1 Action Duration: Instant
Range: 90 feet Components: HS, CM
Duration: Concentration, up to 1 minute. Cost: 9 Chakra
Components: HS, CM, CS Keywords: Ninjutsu, Medical
Cost: 9 Chakra, 1 Hit Die Description: You begin to generate acidic medical chakra
Keywords: Ninjutsu, Medical, Fuinjutsu and attempt to press it onto a creature, object or item of
Description: You weave summoning seals together and your choice.
infuse them with medical release chakra and a portion of Make a melee ninjutsu attack against a creature you
your spirit, manifesting a summoning tag that you throw can reach. On a hit, you deal 6d4 acid damage and the
into a space you can see within range. From the chakra target becomes covered in acid becoming corroded.
seal an echoing call of shadowy figures of your choice A creature wearing armor must make a Dexterity
begin to manifest filling a 10-foot cube, which counts as saving throw, having their armor suffer a permanent -1
difficult terrain. The creatures resemble once living penalty to its AC bonus on a failed save. An Armor whose
entities you once knew. Whenever a creature starts its AC bonus is reduced to 0 is destroyed. Armor whose AC is
turn inside the cube, or within 5 feet of it, or enters the suffering a penalty can be fixed by casting the Mending
cube for the first time on its turn, the conjured shadows jutsu on it, removing all penalties.
all strike. At Higher Ranks: For each rank you cast this jutsu
Affected creatures make a dexterity saving throw, above C-Rank, increase the cost of this jutsu by 3 and the
taking 4d10 necrotic damage and dragging them 5 feet damage by 2d4.
towards the center of the cube and the target reduces the
number of hits die they have by 1d4 on a failed save. Half MEDICAL RELEASE: PLAY DEAD
damage and no additional effects on a success. Classification: Ninjutsu
If a creature affected by this jutsu has 0 Hit die, they Rank: C-Rank
Casting Time: 1 Action
take additional necrotic damage equal to your level on a
Range: Touch
failure.
Duration: 1 Hour
At Higher Ranks: For each rank you cast this jutsu Components: HS, CM
above C-Rank, increase the cost of this jutsu by 3 chakra Cost: 6 Chakra
and the size of the cube by 5 feet. If this jutsu is cast at Keywords: Ninjutsu, Medical
A-Rank, you spend 1 additional chakra die, increase the Description: You touch a willing creature putting it into
damage by 2d10 and affected creatures are knocked a cataleptic state that is indistinguishable from death.
prone prior to being dragged in closer. For the jutsu’s duration, or until you use an action to
touch the target and dismiss this jutsu, the target
appears dead to all outward inspection and to jutsu used
to determine the targets status. The target is blinded and
incapacitated, and its speed drops to 0. The target has
resistance to all damage except psychic damage. If the
target is diseased or poisoned when you case this jutsu,

20
or becomes diseased or poisoned while under this Jutsu's MEDICAL RELEASE: RESTORATIVE [CHANGED]
effect, the disease and poison have no effect until this Classification: Ninjutsu
jutsu ends. Rank: C-Rank
Casting Time: 1 Action
MEDICAL RELEASE: POISON MIST TECHNIQUE Range: Touch
Classification: Ninjutsu Duration: Instant
Rank: C-Rank Components: HS, CM
Casting Time: 1 Action Cost: 8 Chakra
Range: 60 Feet (30 Foot Cloud) Keywords: Ninjutsu, Medical
Duration: 1 minute Description: Your hands glow with a warm blue hue as you
Components: HS, NT touch a willing creature filtering out impurities and fixing
Cost: 9 Chakra debilitating conditions, they are suffering from with precise
Keywords: Ninjutsu, Medical chakra control. Creatures suffering from an Elemental,
Description: You ingest a vial of poison, and exhale it as a Physical, Mental or Sensory condition from the use of a jutsu
thick cloud of purple smoke that obscures vision up to 60 or effect of a rank, equal to or lower than what this jutsu was
feet away that expands into a 15-foot radius sphere that cast, are healed of one of those conditions, removing all
spreads around corners. It lasts for the Duration. When a ranks, if any.
creature enters the area for the first time on a turn or starts At Higher Ranks: For each rank you cast this jutsu above
its turn there, the creature must make a constitution saving C-Rank, increase the cost of this jutsu by 3. The number of
throw taking 3d10 poison damage and gaining the poisoned conditions with a different name removed increases by +1.
condition on a failed save and half as much on a successful
one. Creatures are affected even if they hold their breath and MEDICAL RELEASE: SPORE CALLER
don’t need to breathe. Classification: Ninjutsu
At Higher Ranks: For each rank you cast this jutsu above Rank: C-Rank
C-Rank, increase the cost of this jutsu by 3 and the damage Casting Time: 1 Action
by 1d10. Range: Self (15 Feet)
Duration: Concentration, up to 1 minute
MEDICAL RELEASE: POISON WEAPON Components: HS, CM
Classification: Ninjutsu Cost: 8 Chakra
Rank: C-Rank Keywords: Ninjutsu, Medical
Casting Time: 1 Action Description: You begin to generate poisonous medical
Range: Touch chakra and release it like an aura permeating from your
Duration: Concentration, up to 1 Minute skin.
Components: HS, CM, W All creatures who would begin their turns in or first
Cost: 7 Chakra enter your, poisonous aura of spores, must make a
Keywords: Ninjutsu, Medical constitution saving throw taking 4d6 poison damage
Description: You touch a weapon, coating it in a vile black and having the spores nest in their eyes blinding them
and green glowing poison and enhancing its potency. until the end of their next turn. A creature who would be
Weapon and Taijutsu attacks made with this weapon deals blinded by this jutsu while already blinded has the
an additional 2d4 Poison damage and once per turn must duration of the blinded condition extended by 1 round.
succeed a constitution save or gain 1 rank of the Envenomed At Higher Ranks: For each rank you cast this jutsu
condition. above C-Rank, increase the cost of this jutsu by 3 and the
At Higher Ranks: For each rank you cast this jutsu above damage by 1d6.
C-Rank, increase the cost of this jutsu by 3. If this jutsu is
cast at B-Rank or Higher, increase the damage by 1d4. If this MEDICAL RELEASE: STINKING CLOUD
jutsu is cast at A-Rank or Higher, increase the number of Classification: Ninjutsu
ranks of Envenomed this jutsu inflicts by +1. Rank: C-Rank
Casting Time: 1 Action
MEDICAL RELEASE: RAY OF SICKNESS Range: 90 feet
Classification: Ninjutsu Duration: 1 minute
Rank: C-Rank Components: HS, CM, W
Casting Time: 1 action Cost: 8 Chakra
Range: 60 feet Keywords: Ninjutsu, Medical
Duration: Instant Description: You create a 10-foot radius sphere of yellow
Components: HS, CM nauseating gas centered on a point within range. The cloud
Cost: 9 Chakra spreads around corners, and its area is heavily obscured.
Keywords: Ninjutsu, Medical The cloud lingers in the air for the duration.
Description: You collect medical release chakra into your Each creature within the cloud at the start of its turn
hands and fire a ray of sickening energy that lash out must make a constitution saving throw. On a failed save
towards a creature within range. Make a ranged ninjutsu the creature spends it action that turn retching and
attack against a target within range, on a hit the target reeling. Creatures that don’t need to breathe or are
takes 3d8 poison damage and must make a constitution immune to poison automatically succeed on this saving
saving throw. On a failed save it is also poisoned for the throw. A moderate wind (at least 10 miles per hour)
next minute. disperses the cloud after 4 rounds. A strong wind (at
At Higher Ranks: For each rank you cast this jutsu least 20 miles per hour) disperses it after 1 round.
above C-Rank, increase the cost of this jutsu by 3 and the
damage by 1d8.

21
MEDICAL RELEASE: TRANSFER OF LIFE MEDICAL RELEASE: VENOMOUS REFLUX
Classification: Ninjutsu Classification: Ninjutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Full Turn Action Casting Time: 1 Action
Range: Touch Range: 60 Feet
Duration: Instant Duration: Instant.
Components: HS, CM, CS Components: HS, CM
Cost: Special Cost: 9 Chakra
Keywords: Ninjutsu, Medical, Fuinjutsu Keywords: Ninjutsu, Medical
Description: You sacrifice your life for another. Select Description: You begin to generate poisonous medical
one creature who has been dead for no longer than 10 chakra and release it, causing it to erupt under a creature
Minutes whom you can reach. This jutsu cannot be used you can see within range.
by Clones, Constructs or Undead. Select one creature you can see within range. The
When you do, you begin transferring all of your life target creature must make a constitution saving throw
energy into them. The creature regains all of its hit as poison erupts around them. On a failed save, they take
points equal to your current hit points. A creature 3d8 poison damage and cannot take reactions until the
revived as a result of this jutsu has all ranks of end of their next turn as they are coughing and hacking
Exhaustion removed from them. the poisonous gas back up trying to eject it from their
Reduce your Maximum hit points to 0, which cannot bodies. On a successful save they take half damage and
be increased by any means. no further effects.
At Higher Ranks: For each rank you cast this jutsu
MEDICAL RELEASE: VAMPIRIC TOUCH above C-Rank, increase the cost of this jutsu by 3 and the
Classification: Ninjutsu number of creatures you can target by +1.
Rank: C-Rank
Casting Time: 1 Action MEDICAL RELEASE: WALL OF BEE’S
Range: Touch Classification: Ninjutsu
Duration: Concentration, up to 1 minute Rank: C-Rank
Components: HS, CM Casting Time: 1 Action
Cost: 8 Chakra Range: 120 Feet
Keywords: Ninjutsu, Medical Duration: Concentration, up to 1 minute.
Description: Your hands glow with a shadowy aura of Components: HS, CM, CS
chakra. Make a melee ninjutsu attack against a creature Cost: 9 Chakra
within your reach. On a hit, the target takes 4d10 Keywords: Ninjutsu, Medical, Fuinjutsu
necrotic damage and you regain hit points equal to half Description: You weave together a mixture of
the amount of necrotic damage dealt. Until the jutsu summoning seals and summon forth a wall of angry,
ends, you can make the attack again on each of your irrational and non-compromising bees.
turns as an action. The wall is 5 feet thick, 15 feet high and up to 30 feet
At Higher Ranks: For each rank you cast this jutsu long. The wall must be continuous and at least 5 feet
above C-Rank, increase the cost of this jutsu by 3 and the thick along its entire length. You select where the wall of
damage by 1d10. bees appear and the entire length must be within your
line of sight and within this jutsu’s range from you.
MEDICAL RELEASE: VENOMOUS HAZE A creature that starts within the bee’s wall or that gets
Classification: Ninjutsu within 5 feet of the wall of bees agitates the insects and
Rank: C-Rank are swarmed by them and must make a constitution
Casting Time: 1 Action saving throw against their assault. On a failed save they
Range: Self (30 Foot cube)
take 5d6 poison damage and are incapacitated until the
Duration: Concentration, up to 1 minute
end of the current turn. On a successful save they take
Components: HS, CM
half damage and suffer no additional effects.
Cost: 8 Chakra
Keywords: Ninjutsu, Medical
Description: You begin to generate poisonous medical
NEEDLE JIZO [CHANGED]
Classification: Ninjutsu
chakra and release it, creating a poisonous haze, enough Rank: C-Rank
to fill a 30-foot cube originating from you. Casting Time: 1 Reaction, which you take when you would
All creatures within the haze who would suffer take damage.
damage of varying types also suffer additional effects Range: Self
based on the damage taken. Duration: Concentration, up to 1 minute.
Bludgeoning Damage. Once per turn, must make a Components: HS, CM
constitution saving throw, gaining the poisoned Cost: 9 Chakra
condition as they inhale a large breath of poison. Keywords: Ninjutsu
Piercing Damage. Once per turn, must make a Description: You activate the roots of your hair causing your
constitution saving throw, gaining the envenomed hair to grow at a heightened rate, while you control it to
condition as poison is injected into them with each wrap around your body and harden with spiked, needle like
strike. hair protruding from it. While inside your hardened hair
Slashing Damage. They take an additional 1d6 poison reduce your movement speed to 0. You gain +4 AC against
damage once per turn. the triggering attack or damage dealt, potentially avoiding
At Higher Ranks: For each rank you cast this jutsu the attack until you end this jutsu. Creatures who make a
above C-Rank, increase the cost of this jutsu by 3. If this melee attack against that would hit take 3d4 Piercing
jutsu cast at A-Rank, increase the size of the cube by 15 damage.
feet.

22
At Higher Ranks: For each rank you cast this jutsu above At Higher Ranks: For each rank you cast this jutsu above
C-Rank, increase the cost of this jutsu by 3. Increase the AC C-Rank, increase the cost of this jutsu by 3 the number of
Bonus by +1 or damage by 1d4, pick one. creatures you can touch by +1

RASENGAN [CHANGED] SEALING ART: SPLINTER [CHANGED]


Classification: Ninjutsu Classification: Ninjutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 5 feet Range: 30 feet
Duration: Concentration, up to 1 Minute Duration: Instant
Components: CM Components: HS, CM, CS
Cost: 8 Chakra Cost: 5 Chakra
Keywords: Ninjutsu, Clash Keywords: Ninjutsu, Fuinjutsu
Description: You collect chakra into your hand generating a Description: You infuse chakra into a chakra seal as you
powerful sphere of spiraling chakra to strike an enemy with. attempt to mark a person with the seal of prevention and
You do not spend chakra to maintain concentration on this then shatter it causing a fracture in their internal balance
jutsu. Starting next turn, you can spend your action to make a of Yin and Yang. A creature you can see within range, must
melee ninjutsu attack against a creature within range. On a succeed a Charisma saving throw. On a failed save the
hit, the you deal 5d8 force damage and the target makes a target creature takes 4d6 Chakra damage and is unable to
Strength saving throw. On a failed save they are knocked back make Hand Signs (HS) until the end of their next turn.
30ft and is dazed. This jutsu then ends. If a creature knocked At Higher Ranks: For each rank you cast this jutsu above
back by this jutsu collides with a solid object, their movement C-Rank, increase the cost of this jutsu by 3 and the damage
is stopped, taking damage as if they had fallen an equal by 1d6.
distance.
At Higher Ranks: For each rank above C-Rank, increase the SEALING ART: CHAKRA DISPEL
cost by 3 and the damage by 3d8 and the knock back distance Classification: Ninjutsu
by 10 feet. If this Jutsu is cast at B-Rank or higher, you can Rank: C-Rank
make the melee ninjutsu attack the turn you cast it. You may Casting Time: 1 Action
also add a nature release keyword & change this jutsu’s Range: 30 feet
damage type to match the nature release you currently can Duration: Instant
use. You gain the following benefits depending on the Nature Components: HS, CM, CS
Release chosen: Cost: 9 Chakra
Keywords: Ninjutsu, Fuinjutsu
• Earth: The target takes earth damage is bruised & gains the
Description: You infuse chakra into a chakra seal as you
weakened condition until the end of their next turn. attempt to end a jutsu with the seal of finis.
• Wind: The Rasengan gains a range of 60 Feet and you can
Choose any creature, object, or chakra-based effect you
instead make a ranged ninjutsu attack targeting a creature can see as you mark it with your chakra seal. You then
within that range. On a hit, the target takes wind damage attempt to end any Ninjutsu or Genjutsu currently
and the Rasengan expands. All Creatures, except the affecting it of a rank less than the rank this jutsu was cast
original target, in a 15-foot radius sphere centered on the at.
original target must make a Dexterity saving throw, taking If the Jutsu is of a rank equal to or higher than the rank
the damage of this jutsu as well on a failed save. of this jutsu, you instead must make an ability check, using
• Fire: The target takes fire damage, and all creatures in a
your ninjutsu ability modifier. The DC equals (12 +the rank
30-foot cone behind the target creature must make a of the Jutsu, D-Rank: 1, C-Rank: 2, B-Rank: 3, A-Rank: 4, S-
Constitution saving throw, gaining the burned condition Rank: 5).
on a failed save. At Higher Ranks: For each rank you cast this jutsu above
• Water: Target creature takes cold damage and makes their
C-Rank, increase the cost of this jutsu by 3.
saving throw at disadvantage. On a failed save, they are
knocked back twice the distance, taking falling damage if SEALING ART: CIRCLE OF DEFIANCE
they hit a solid surface. Classification: Ninjutsu
• Lightning: The attack made has advantage and on a Rank: C-Rank
hit, the target creature take lightning damage and Casting Time: 1 Action
gains the Shocked condition. Range: Self (30-foot radius sphere)
Duration: Concentration, Up to 1 minute
REFRACTION OF LIGHT TECHNIQUE Components: HS, CM, CS
Classification: Ninjutsu Cost: 8 Chakra
Rank: C-Rank Keywords: Ninjutsu, Fuinjutsu
Casting Time: 1 Action Description: You infuse chakra into a chakra seal as you
Range: Touch attempt to end a jutsu with the seal of resistance.
Duration: Concentration, up to 1 Hour For this jutsu’s duration, as a bonus action you may
Components: HS, CM select one willing creature within range. That creature
Cost: 8 Chakra gains Temporary hit points equal to 2d8 + Your Ninjutsu
Keywords: Ninjutsu ability Modifier, until the end of their next turn.
Description: You touch a willing creature creating a thin At Higher Ranks: For each rank you cast this jutsu above
layer of chakra that reflects light particles preventing C-Rank, increase the cost of this jutsu by 3 and the amount
them from hitting the creature, granting it invisibility. of temporary hit points by 1d8 and the number of creatures
Anything the target is wearing or carrying is invisible as you can target by +1.
long as it is on the target’s person. The jutsu ends for a
target that attacks or casts a jutsu.

23
SEALING ART: CURSE your maximum chakra by 10, up to your original
Classification: Ninjutsu maximum.
Rank: C-Rank You place a seal on the objects as they conjoin to form
Casting Time: 1 Action a mimicry of life, raising a construct creature. The
Range: Touch creature becomes a construct with the following
Duration: Concentration, Up to 10 minutes statistics (When a feature or ability asks for Rank of
Components: HS, CM, CS
jutsu use the following; C-Rank: 2, B-Rank: 3, A-Rank: 4,
Cost: 8 Chakra S-Rank: 5)
Keywords: Ninjutsu, Fuinjutsu On each of your turns, you can use a bonus action to
Description: You infuse chakra into a chakra seal as you
mentally command any creature you’ve created with this
attempt to mark a creature you can touch with the seal of jutsu if the creature is within 60 feet of you. You can
pestilence. You do not need to spend chakra to maintain
control up to 4 Creatures at a time this way. (if you
Concentration on this jutsu.
control multiple creatures, you can command any or all
You touch a creature, and that creature must succeed of them at the same time, issuing the same command to
on a Charisma saving throw or become cursed for the each one). You decide what action the creature will take
duration of the jutsu. When you cast this jutsu, choose
and where it will move during its next turn, or you can
the nature of the curse from the following options:
issue a general command, such as to guard a particular
• Choose one Ability Score. While cursed, the target has chamber or corridor. If you issue no commands, the
disadvantage on ability checks and saving throws creature only defends itself against hostile creatures.
made with that ability score. Once given an order, the creature continues to follow it
• While cursed, the target has disadvantage on attack until its task is complete.
rolls against you. The creature is under your control for 24 hours, after
• While cursed, the target must make a Wisdom saving which it stops obeying any command you’ve given it. To
throw at the start of each of its turns. If it fails, it maintain the control of the creature for another 24
wastes its action that turn doing nothing. hours, you must cast this jutsu on the creature again
• While the target is cursed, your attacks and jutsu deal before the current 24-hour period ends. The use of the
an extra 1d8 necrotic damage to the target. jutsu reasserts your control over up to four creatures you
• At the DM’s option, you may choose an alternative have animated with this spell, rather than animating a
curse effect, but it should be no more powerful than new one. Recasting the jutsu in this way on an already
those described above. The DM has final say on such a summoned construct does not reduce your maximum
curses effect. chakra a second time.
At Higher Ranks: For each rank you cast this jutsu
Any Ninjutsu of equal rank or higher cast with the
above C-Rank, increase the cost of this jutsu by 3 and the
Fuinjutsu keyword may be used in an attempt to end this
number hit points your construct has by 10.
jutsu’s effects. When attempted, the caster spends the
jutsu’s chakra cost and makes an Ability Check using its
Ninjutsu Ability Modifier vs a DC (15 + The Rank of this
jutsu, C-Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5). On a
failed check, that creature is unable to use the same jutsu Medium Construct, unaligned
to end this jutsu’s effects for 24 hours.
At Higher Ranks: For each rank you cast this jutsu Armor Class 13 + The Rank of the Jutsu. (Natural Armor)
above C-Rank, increase the cost of this jutsu by 3 and the Hit Points 20 + 10 for each rank above C-Rank.
number of curse effects a creature is affected by +1. If Speed 30 ft.
casted at B-Rank or above this jutsu no longer requires
concentration. When cast at B-Rank, this jutsu has a STR DEX CON INT WIS CHA
Duration of 8 Hours. If cast at A-Rank, this jutsu has a 18 (+4) 12 (+1) 16 (+3) 1 (-5) 10 (+0) 1 (-5)
duration of 24 hours. If Cast at S-Rank This jutsu has a
duration of Permanent (Until Dispelled.) Damage Immunities Necrotic, Poison
Damage Resistances Bludgeoning
SEALING ART: INANIMATE PUPPET Damage Vulnerabilities Lightning
Classification: Ninjutsu Condition Immunities Charmed, Exhaustion, frightened, paralyzed,
Rank: C-Rank poisoned.
Casting Time: 1 Hour Senses passive Perception 10
Range: Touch
Duration: Instant.
Unnatural Fortitude. The Inanimate Puppet makes constitution saving
Components: HS, CM, CS
throws at advantage.
Cost: 10 Chakra
Keywords: Ninjutsu, Fuinjutsu
Description: You infuse chakra into a chakra seal as you
Multiattack. The Inanimate Puppet can attack a number of times equal to
attempt to mark an object you can see with the seal of
the jutsu’s rank with their slam attack.
false life.
This jutsu creates false life. A creature from Slam. Melee Weapon Attack: + (5 + The Rank of the jutsu) to hit, reach 5 ft.,
nothingness. A servant formed from the world around one creature. Hit: 1d8 + 4 Bludgeoning damage.
you. Choose a pile of rocks, dried bones, leaves, wood or SMASH (Recharge 11-12): The Inanimate Puppet slams the ground. All
any other inanimate objects that you can reach while creatures within 10 feet of it must succeed a DC (12 + The Rank of the
casting this jutsu. Temporarily reduce your Maximum Jutsu.) Dexterity Saving throw. On a failed save, they take 3d8
Chakra by 10 for each puppet you create. You cannot bludgeoning damage, are knocked prone and Dazed until the end of their
reduce the cost of this jutsu by more than half. For each next turn.
puppet that dies, or you lose control of, you increase

24
SEALING ART: MARK OF FINDING a bonus action. You can command all of your clones to
Classification: Ninjutsu perform up to 1 Action and 1 Move action. Clones do not have
Rank: C-Rank bonus actions instead using their Action. Clones act at once
Casting Time: 1 Minute and all attempt to perform the same command given. If
Range: Self (1 Mile Radius) commanded to perform the help action, they can only help
Duration: Concentration, Up to 1 Hour the summoner. Clones do not have Reactions. Each clone
Components: HS, CM, CS
has non-enhanced versions of your weapons and armor.
Cost: 9 Chakra Weapons you have with the ammunition property that the
Keywords: Ninjutsu, Fuinjutsu, Sensory clone would gain only have a d4 ammunition die that cannot
Description: You infuse chakra into a chakra seal as you
be transferred and is summoned in any empty space that
attempt to mark yourself with the seal of clairvoyance. can hold it up to 30 feet away. They cannot use chakra Seals.
You do not need to spend chakra to maintain
Clones also cannot use clan or class Features.
Concentration on this jutsu.
All Clones have 1 Hit Point and 6 Temporary Chakra
When you cast this jutsu select one creature or points. Clones have an AC equal to your Ninjutsu Save DC,
location that you have seen or can clearly describe. When can use all jutsu that you have (except Jutsu with “Clone” in
you do for the duration of this jutsu, you know the
its name, Fuinjutsu and Jutsu with the Combination
General direction of this creature or location so long as it
keyword) expending their own chakra. Damaging jutsu
is within your Jutsu’s radius. This seal does not give you casted by a Clone deals half damage. Their Saving throws
absolute knowledge on the creatures or locations,
and skills that the user is proficient in are all equal to half
coordinates, but only what direction they are in relation
the user’s Ninjutsu Attack Bonus.
to you. Jutsu and attacks a clone uses are equal to half the users
At Higher Ranks: For each rank you cast this jutsu
attack bonus for the attack used. Jutsu that requires a saving
above C-Rank, increase the cost of this jutsu by 3 and the
throw uses the following Save DC: 8 + The Clones
radius of this jutsu by 1 Mile appropriate attack bonus.

SEALING ART: MOBILITY RESTRICTION SHADOW SHURIKEN TECHNIQUE


Classification: Ninjutsu
Classification: Ninjutsu
Rank: C-Rank
Rank: C-Rank
Casting Time: 1 Reaction, which you take when you are the Casting Time: 1 Action
target of, or would make a saving throw against, a Taijutsu
Range: Self (30-foot Cone)
or Bukijutsu.
Duration: Instant
Range: 30 feet
Components: HS, CM, W (Thrown)
Duration: Instant
Cost: 8 Chakra
Components: HS, CM, CS
Keywords: Ninjutsu, Bukijutsu
Cost: 9 Chakra
Description: You throw a single weapon, when you do, you
Keywords: Ninjutsu, Fuinjutsu
quickly multiply it five-fold, creating multiple copies of it
Description: You infuse chakra into a chakra seal as you
while in transit. Creatures within this jutsu’s range must
attempt to mark a creature you can see with the seal of
succeed a Dexterity saving throw taking 5dX + your Dexterity
patience.
modifier on a failed save, or half as much on a success. (X
A creature who you can see within range, who cast a
equals the original Damage die of the thrown weapon d4, d6,
Taijutsu or Bukijutsu, that would target you or force you to
d8, d10, d12).
make a saving throw must first succeed a Charisma saving
At Higher Ranks: For each rank you cast this jutsu
throw. On a failed save the target creatures movement is
above C-Rank, increase the cost of this jutsu by 3 and the
interrupted reducing their movement speed to 0 for the
damage by 2dX.
casting the triggering jutsu.

SHADOW CLONE TECHNIQUE SHATTER [CHANGED]


Classification: Ninjutsu
Classification: Ninjutsu
Rank: C-Rank
Rank: C-Rank
Casting Time: 1 Action
Casting Time: 1 Action
Range: 60 feet
Range: Self
Duration: Instant
Duration: 1 Minute
Components: HS, CM
Components: HS, CM
Cost: 8 Chakra
Cost: Special (6 Chakra)
Keywords: Ninjutsu
Keywords: Ninjutsu, Fuinjutsu Description: You place your hands on a solid surface within
Description: An Advanced Version of the ‘Clone Genjutsu’ range before your hand vibrates and releases a massive
that creates a solid clone out of thin air using only chakra. surge of chakra creating a sudden loud ringing noise, that
Clones made using this way are not capable of individual erupts from a point of your choice within range. Each
thought, instead sharing a mental bond between the clones creature excluding you, in a 15-foot radius sphere centered
and users. This bond is one way and the clones cannot send on the point of your choice within range must succeed a
orders, thoughts or images to the users until they die in constitution saving throw, taking 4d6 bludgeoning damage
which case all information the clone has is transferred to and being dazed on a failed save and half as much on a
the user. The clones follow the user’s orders. A Shadow successful one. A creature made of inorganic material such
Clone otherwise is its own person and if caught by a as stone, has disadvantage on the saving throw, takes
Genjutsu, only they are affected and not the user or other double damage and cannot be resistant or immune to this
clones. If a creature fails a save from a jutsu used by a clone, jutsu.
and that clone is destroyed or unsummoned, that Jutsu’s At Higher Ranks: For each rank you cast this jutsu above
effect also ends on the creature. C-Rank, increase the cost of this jutsu by 3 and the damage
The user of this jutsu can create up to 4 clones at once by 1d6.
Costing 6 Chakra per clone. Clones act as part of your turn as

25
B-RANK:
BEAST IMITATING ART: TIGER
Classification: Ninjutsu Large Construct, unaligned
Rank: B-Rank
Casting Time: 1 Action
Armor Class 13 + Your Ninjutsu Ability Modifier
Range: Self
Hit Points 76 (8d10 + 32)
Duration: Concentration, Up to 1 minute
Components: HS, CM, CS, NT (Empty Scroll) Speed 45 ft.
Cost: 14 Chakra
Keywords: Ninjutsu, Fuinjutsu STR DEX CON INT WIS CHA
Description: You draw a picture of a Tiger. Infusing 18 (+4) 18 (+4) 18 (+4) 1 (-5) 10 (+0) 1 (-5)
chakra into it as it exits your scroll and standing next to
you. Condition Immunities Charmed, Chilled, Exhaustion, frightened, paralyzed,
You summon a construct Ink Tiger. The construct poisoned.
Tiger has the following Statistics, using your Ninjutsu Senses Darkvision 30 ft., passive Perception 10
attack bonus and Save DC for anything that requires an
attack or saving throw. Immutable Form. The Ink Tiger is immune to any Jutsu or effect that
You may command the Ink Tiger as a bonus action on would alter its form.
your turn. The Ink Tiger may take an appropriate bonus Inky Weapons. The Ink Tiger attacks are chakra enhanced.
action if able.
At Higher Ranks: For each rank you cast this jutsu
above B-Rank, increase the cost of this jutsu by 3 and the Multiattack. The Ink Tiger can attack twice with their claws.
Ink Tiger Hit points by 2d10. Claw. Melee Weapon Attack: reach 5 ft., one creature. Hit: 3d6 + 4
Slashing damage. A creature who takes damage from this attack must
BESTIAL ART: LYCANTHROPE [CHANGED] succeed a Constitution saving throw, gaining 2 ranks of the bleeding
Classification: Ninjutsu condition.
Rank: B-Rank
Casting Time: 1 Action Roar (Recharge 5-6). The Ink Tiger as a bonus action, may roar. All
Range: Self creatures of your choice within 20 feet of it must succeed a Charisma
Duration: Concentration, Up to 1 minute saving throw. On a failed save, they gain 3 ranks of Fear for the
Components: HS, CM, CS duration. At the end of a frightened creatures turn, they remake the
Cost: 14 Chakra Charisma save to end the Fear condition.
Keywords: Ninjutsu, Fuinjutsu
Description: You infuse chakra into a chakra seal as you
attempt to mark yourself with the seal of wolves.
Your voice, figure, and temperament becomes bestial
in nature. You grow fur of any color of your choice
covering your arms, and your hands become large claws
with iron like nails.
For this jutsu’s duration, you gain the following
benefits;
• Your Strength becomes 19 if it is not already 19 or
higher. If it is 19 or higher already, you instead
increase your Strength Score by +2.
• Your unarmed damage now deal 2d8.
• You gain a +20 bonus to movement speed.
• Attacks of Opportunity you make are at advantage.
• When you take the attack action, you can make two
attacks instead of one, if you cannot already. If you
already can, then you instead make one additional
unarmed attack

26
CLONE ART: COMBINATION CLONE ART: OVERWHELM
Classification: Ninjutsu Classification: Ninjutsu
Rank: B-Rank Rank: B-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 60 feet Range: 60 feet
Duration: Instant. Duration: Concentration, Up to 1 minute.
Components: HS, CM Components: HS, CM
Cost: 12 Chakra Cost: 14 Chakra
Keywords: Ninjutsu Keywords: Ninjutsu
Description: As a part of the requirements to cast this Description: As a part of the requirements to cast this
jutsu, you must have at least 1 clone active from any jutsu, you must have at least 1 clone active from any
Ninjutsu cast with “Clone” in its name, in which the Ninjutsu cast with “Clone” in its name, in which the
clone may perform an attack of any type. clone may perform an attack of any type.
All clones who you have not commanded converge on All clones who you have not commanded converge on
a willing creature other than yourself, within range a hostile creature within range.
providing it aid in casting a single jutsu or making a All clones immediately move to the closest space they
single attack. can occupy next to the creature following them and
All clones immediately move to the closest space they hindering their activities. This jutsu does not cost chakra
can occupy next to the creature following them and to maintain concentration.
allowing them to move through any space they occupy The next time this creature or creature within 15 feet
when asked by that creature. of the target would cast a jutsu or make an attack, for the
The next time this creature would cast a jutsu or make duration, your clones do all they can to impede them,
an attack, before the end of its next turn, your clones do from body blocking, getting in the way, to attacking
all they can to aid them, from assisting in molding them while they perform the action.
chakra, providing distractions, or even protecting them Select one of the following penalties to grant the
from being hit by body blocking. creature(s); Penalty to attack rolls or AC depending on
Select one of the following bonuses to grant the how many clones you have active at the time of casting
creature; Bonus to attack, damage, Save DC or jutsu cost this jutsu. This choice cannot be changed after casting.
depending on how many clones you have active at the The select creature(s) must succeed a Wisdom Saving
time of casting this jutsu. This choice cannot be changed throw. On a failed save being impeded by your clones
after casting. until the start of their next turn. The affected creature
If the Jutsu the creature cast would require multiple repeats this saving throw at the end of each of their
attack rolls or saving throws, they only apply the turns for the duration.
bonuses to the initial Save DC or first attack or damage If the Jutsu the creature cast would require multiple
rolls. attack rolls or saving throws, the penalty applies to all
• Attack Roll(s) attack rolls.
Each time a jutsu is cast or attack is made, that misses
o +1 Clones: +1 to attack rolls or +2d4 damage rolls.
due to the penalty, one clone is randomly destroyed.
o +3 Clones: +3 to attack rolls or +3d4 damage rolls.
o +5 Clones: +5 to attack rolls or +5d4 damage rolls. • Attack Roll(s)
o +10 Clones: +10 to attack rolls or +10d4 damage rolls. o +1 Clones: -1 to attack rolls
o +20 Clones: +15 to attacks rolls or +14d4 damage rolls o +3 Clones: -3 to attack rolls
• Saving Throw(s) o +5 Clones: -5 to attack rolls
o +1 Clones: +1 to save DC or +2d4 damage rolls. o +10 Clones: -10 to attack rolls
o +3 Clones: +2 to save DC or +3d4 damage rolls. o +20 Clones: -15 to attacks rolls
o +5 Clones: +3 to save DC or +5d4 damage rolls. • Armor Class Penalty
o +10 Clones: +5 to save DC or +10d4 damage rolls. o +1 Clones: -1 to AC.
o +20 Clones: +10 to save DC or +14d4 damage rolls. o +3 Clones: -2 to AC.
• Cost Reduction o +5 Clones: -3 to AC.
o +1 Clones: -1 to Jutsu Cost (Min 1). o +10 Clones: -5 to AC.
o +3 Clones: -2 to Jutsu Cost (Min 1). o +20 Clones: -10 to AC.
o +5 Clones: -3 to Jutsu Cost (Min 1).
o +10 Clones: -4 to Jutsu Cost (Min 1).
o +20 Clones: -5 to Jutsu Cost (Min 1).

27
CLONE ART: SUPPORT KAGURA’S MIND EYE
Classification: Ninjutsu Classification: Ninjutsu
Rank: B-Rank Rank: B-Rank
Casting Time: 1 Reaction, which you take when you see a Casting Time: 1 Action
creature who would take damage, or make a saving throw Range: 1 mile
from a jutsu that you can see. Duration: 1 minute
Range: 60 feet Components: HS, CM
Duration: Concentration, Up to 1 minute. Cost: 14 Chakra
Components: HS, CM Keywords: Ninjutsu, Sensory
Cost: 11 Chakra Description: You force open your minds 3rd Eye greatly
Keywords: Ninjutsu increasing your perceptive abilities almost 10-fold. You
Description: As a part of the requirements to cast this can now see chakra up to 1 mile away, and identify
jutsu, you must have at least 1 clone active from any creatures based on their chakra patterns if you have seen
Ninjutsu cast with “Clone” in its name, in which the or experienced them before. You can sense fluctuations
clone may perform an attack of any type. in a person's chakra when they lie or are performing
All clones who you have not commanded converge on jutsu. You gain advantage on Insight checks to see if a
an allied creature within range. creature is lying. You also gain advantage on perception
All clones immediately move to the closest space they checks made to track someone using only their chakra.
can occupy next to the creature following them and For the duration of this jutsu, creatures in range
protecting them. This jutsu does not cost chakra to cannot gain the benefit of being hidden, or obscured
maintain concentration. from you.
This creature gains a bonus to their AC and Saving
throws. Select one of the following bonuses to grant the LIFE TRANSFERENCE
creature(s); Bonus to their AC and Saving throws Classification: Ninjutsu
depending on how many clones you have active at the Rank: B-Rank
time of casting this jutsu. Casting Time: 1 Action
Each time a jutsu is cast or attack is made, that misses Range: Touch
due to the bonus, one clone is randomly destroyed. Your Duration: Instant
Components: HS, CM
clones are unable to grant any bonuses against Genjutsu.
Cost: 12 Chakra
• Armor Class/Saving throw Bonus
Keywords: Ninjutsu
o +1 Clones: +1 to AC & Saving throws. Description: You sacrifice some of your health to mend
o +3 Clones: +2 to AC & Saving throws. other creatures’ injuries. You take 4d8 necrotic damage
o +5 Clones: +3 to AC & Saving throws. which can’t be reduced in any way, and one creature you
o +10 Clones: +5 to AC & Saving throws. can reach regains a number of hit points equal to twice
o +20 Clones: +10 to AC & Saving throws. the necrotic damage you take.
At Higher Ranks: For each rank you cast this jutsu
EXPLOSIVE SUBSTITUTION TECHNIQUE above B-Rank, increase the cost of this jutsu by 3 and the
Classification: Ninjutsu necrotic damage you take by 2d8.
Rank: B-Rank
Casting Time: 1 Reaction, which you take when you would
take damage.
LION MANE: HUNTING PREDATOR
Classification: Ninjutsu
Range: Self (30-foot radius sphere)
Rank: B-Rank
Duration: Instant
Casting Time: 1 Bonus Action
Components: HS, NT (Explosive Tools)
Range: Self
Cost: 13 Chakra
Duration: Concentration, Up to 1 minute
Keywords: Ninjutsu Components: HS, CM
Description: An advanced version of the Substitution Cost: 11 Chakra
Technique, where in addition to avoiding damage, you leave Keywords: Ninjutsu
behind an explosive surprise. When you would take damage, Description: You activate the roots of your hair causing
from an attack you may increase your AC by +5 against the your hair to grow at a heightened rate and granting you
triggering attack. Regardless if this would cause the attack full control over your hairs movements.
to miss or not, you move without provoking attacks of For the duration of this jutsu you gain additional
opportunity up to your full movement +10 away. You then actions which you can take using your hair. For this
leave behind a decoy with an Explosive tool attached to it, jutsu’s duration, when you would cast Needle Jizo, you
which immediately explodes, catching all creatures in a 30- may reduce Needle Jizo’s Cost by -5 or Lion Mane: Needle
foot radius sphere, centered on your location, before you Hell, reducing its cost by -10. (Both Jutsu to a minimum
moved as a result of this jutsu. Each of these creatures must of 1)
succeed a Dexterity saving throw. On a failed save, they
suffer the effects of the explosive tool you left behind, or 1 Action.
• Attack: You command your hair to lash out attacking a
half as much on a success. This does spend a use of the
explosive tool used. creature you can see within 90 feet of you. Make a
melee ninjutsu attack. On a success you deal 3d10
piercing and 3d10 bludgeoning damage as your hair
sharpens and slams into them.
• Wrap: You command your hair to lash out grabbing a
creature you can see within 90 feet of you. Make a
melee ninjutsu attack. On a success, you grapple and
restrain them. A grappled creature makes a Strength
(Athletics) or Dexterity (Acrobatics) check vs your
Ninjutsu save DC to escape. On a failed check, they

28
remain grappled and restrained by your hair. You can MEDICAL RELEASE: BODY PATHWAY
then move the grappled creature anywhere within 90 DERANGEMENT
feet of you as if you were dragging them. Classification: Ninjutsu
• Crush and Tear: You command your hair to crush and Rank: B-Rank
tear into a creature currently grappled by it. A creature Casting Time: 1 Action
grappled by your hair takes 12d6 slashing damage as it Range: Touch
attempts to tear them apart. A grappled creature Duration: Up to 1 minute
immediately gets to attempt their checks to escape Components: HS, CM, M
after taking damage as a result of this action. Cost: 12 Chakra
Keywords: Ninjutsu, Medical
MEDICAL RELEASE: ACIDIC BLADE Description: You coat your fingertips in chakra and
Classification: Ninjutsu attempt to strike an opponent at the nape of their neck
Rank: B-Rank sending a surge of chakra through their central nervous
Casting Time: 1 Bonus Action system mixing up signals from their brain to the rest of
Range: Touch their bodies. Make a Melee Ninjutsu Attack. On a hit, the
Duration: Concentration, up to 1 minute target creature must make a constitution saving throw.
Components: HS, CM, W (Any) On a failed save, the target creature's speed is halved,
Cost: 11 Chakra it takes a -2 Penalty to AC, automatically fails Dexterity
Keywords: Ninjutsu, Medical saving throws and cannot use reactions. On its turn, it
Description: You draw out chakra and coat it over a can either use an action or bonus action, not both.
weapon you can reach. When you do, for the duration, Regardless of the creature's abilities or jutsu
twice per turn when a successful weapon attack is made descriptions, it can’t make more than one attack during
with the weapon, it deals an additional 3d8 acid damage. its turn. If the creature wants to use an action to make an
Creatures who take acid damage as a result of this ability save to end this effect, they must instead roll an
jutsu, make a constitution saving throw. On a failed save, Intelligence save.
they gain one rank of the Corroded Condition.
At Higher Ranks: For each rank you cast this jutsu MEDICAL RELEASE: CONTAGION
above B-Rank, increase the cost of this jutsu by 3. If this Classification: Ninjutsu
jutsu is cast at S-Rank, increase the damage this jutsu Rank: B-Rank
deals by 1d8. Casting Time: 1 Action
Range: Touch
MEDICAL RELEASE: BLOOD ROT CURSE Duration: 1 Week
Classification: Ninjutsu Components: HS, CM
Rank: B-Rank Cost: 12 Chakra
Casting Time: 1 Action Keywords: Ninjutsu, Medical
Range: Touch Description: You infuse putrefied Medical Chakra onto
Duration: Instant your hand as you become able to inflict disease from
Components: CM, CS touch alone. Make a Melee ninjutsu attack against a
Cost: 14 Chakra, X Hit die. (You decide) creature within your reach. On a hit the target is
Keywords: Ninjutsu, Medical, Fuinjutsu poisoned.
Description: You weave necrotic chakra into a special At the end of each of the poisoned creatures turns, the
wavelength, invisible to even creatures with Chakra sight. target must make a Constitution saving throw. If the
When you cast this jutsu roll all spent hit die. Recording target succeeds on three of these saves, it is no longer
the result. poisoned and the jutsu ends. If the targets fails three of
You touch a creature who’s hit points are not full and these saves, the target is no longer poisoned, but choose
bestow a curse. The cursed target must make a Charisma one of the diseases below. The target is subjected to the
saving throw. You can attempt to bestow the curse in a chosen disease for the Jutsu’s duration.
concealed manner not revealing your intentions by Since this jutsu induces a natural disease in its target,
making a Stealth check vs the targets passive insight. On a any effect that removes a disease or otherwise
success, the target is unaware of the curse you placed on ameliorates a diseases effects apply to it.
them.
• Blinding Sickness. Pain grips the creature’s mind, and
The curse takes effect immediately, for a number of
its eyes turn milky white. The creature has
days, equal to half result of your spent hit die, the target
disadvantage on Wisdom checks and Wisdom saving
cannot regain hit points except as a result of long and full
throws and is blinded.
rests, if and when they would take Acid, Poison or
• Filth Fever. A raging fever sweeps through the
Necrotic damage, they take 2d4 additional damage of that
creature’s body. The creature has disadvantage on
same type. Additionally, if a creature is poisoned or
Strength checks, Strength saving throws, and attack
envenomed, they make whatever ability checks, or saving
rolls that use Strength.
throws to remove the chosen condition at disadvantage.
• Flesh Rot. The creature’s flesh decays. The creature
Finally, this jutsu’s effect can only be removed by a
has disadvantage on Charisma checks and
Ninjutsu with the Fuinjutsu keyword of B-Rank or higher
vulnerability to all damage.
that dispels jutsu based effects.
• Mindfire. The creature’s mind becomes feverish. The
creature has disadvantage on Intelligence checks and
Intelligence saving throws, and the creature becomes
Berserked for the duration.
• Seizure. The creature is overcome with shaking. The
creature has disadvantage on Dexterity checks,
Dexterity saving throws, and attack rolls that use
Dexterity.

29
• Slimy Doom. The creature begins to bleed It screeches a spectral wail that penetrates to the souls
uncontrollably. The creature has disadvantage on of most creatures, calling and pulling on their spiritual
Constitution checks and Constitution saving throws. selves. All creatures within range must make a
In addition, whenever the creature takes damage, it is constitution saving throw. On a failed save, creatures take
stunned until the end of its next turn. 6d8 necrotic damage and the target reduces the number
of hits die they have by 1d6. If a creature affected by this
MEDICAL RELEASE: DEAD HEARTBEAT jutsu has 0 Hit die, they take additional necrotic damage
TECHNIQUE equal to your level on a failure.
Classification: Ninjutsu At Higher Ranks: For each rank you cast this jutsu
Rank: B-Rank above B-Rank, increase the cost of this jutsu by 3 chakra.
Casting Time: 1 Day If this jutsu is cast at S-Rank, you spend 1 additional hit
Range: Touch die and increase the damage by 2d8, and the number of
Duration: Special
hit die lost to 1d8, from 1d6.
Components: HS, CM, CS
Cost: 14 Chakra
Keywords: Ninjutsu, Medical, Fuinjutsu
MEDICAL RELEASE: INVESTITURE OF ACID
Classification: Ninjutsu
Description: When casting this jutsu, you must have Rank: B-Rank
fully intact corpse of a humanoid creature. You perform Casting Time: 1 Action
a type of surgery designed to induce a false heartbeat. At Range: Self
the conclusion of this jutsu’s casting, the corpse begins Duration: Concentration, up to 10 minutes
to move at your behest. You must stay within 90 feet of Components: HS, CM
the corpse while facilitating its temporary revival. Cost: 13 Chakra
All wounds, and damage the corpse had prior to this Keywords: Ninjutsu, Medical
jutsu’s casting remains. The corpse you use this on only Description: You draw out acidic chakra and infuse it
retains their memories. They can regain their into yourself, coating your entire body like armor. The
personalities if you instead extend this jutsu’s casting acid does not harm you. You cannot lose concentration
time to 1 Week. on this jutsu as a result of damage. For the duration, you
The corpse cannot disobey you, and must not act in gain the following benefits;
any way that would bring you harm. The corpse has 1 Hit • You are immune to Acid, Poison, and Cold Damage.
points and calculates its AC as normal. It cannot cast • You have resistance to Bludgeoning, Piercing and
jutsu, or use features by any means. The corpse remains Slashing damage from weapons and bukijutsu that use
active until you dismiss this jutsu as a bonus action or weapons as a component.
begin concentrating on any other jutsu or feature. A • You have vulnerability to Earth and Fire damage.
corpse can only be temporarily be brought back this way • You can move across difficult terrain on solid ground
once ever using this jutsu. without spending any extra movement, as you melt
the obstructions in your path.
MEDICAL RELEASE: DEATH WARD • The ground in a 10-foot radius around you is covered
Classification: Ninjutsu
in acid, counts as difficult terrain for creatures other
Rank: B-Rank
than you, and moves with you.
Casting Time: 1 action
• You can use your action to blast a 15-foot cone of acid
Range: Touch
Duration: Until it triggers. from you in a direction you choose. Each creature in
Components: HS, CM, CS the cone must make a Dexterity saving throw. A
Cost: 14 Chakra creature takes 4d8 Acid damage and gains 1 rank of the
Keywords: Ninjutsu, Medical, Fuinjutsu corroded condition on a failed save or half as much
Description: You draw your chakra seal onto a talesman and no further effects on a successful one.
or scroll and place it onto a creature granting it a
measure of protection from death. The first time the
target would drop to 0 hit points as a result of taking
damage, the target instead stops to 1 hit point, and the
jutsu ends. If the jutsu is still in effect when the target is
subjected to an effect that would kill it instantly without
dealing damage (Except Exhaustion), that effect is
instead negated against the target, and the jutsu ends.

MEDICAL RELEASE: GRIM CALLING


Classification: Ninjutsu
Rank: B-Rank
Casting Time: 1 Action
Range: Self (30 feet)
Duration: Instant
Components: HS, CM, CS
Cost: 14 Chakra, 2 Hit Die
Keywords: Ninjutsu, Medical, Fuinjutsu
Description: You weave summoning seals together and
infuse them with medical release chakra manifesting the
head of the Reaper of death. His fangs bite into you and
draw out a fragment of your spirit turning it into a
temporary source of necrotic power.

30
MEDICAL RELEASE: RECONSTRUCTIVE MEDICAL RELEASE: SPORES OF RUIN
HAND Classification: Ninjutsu
Classification: Ninjutsu Rank: B-Rank
Rank: B-Rank Casting Time: 1 Action
Casting Time: 1 Action Range: Self (30-foot cone)
Range: Touch Duration: Instant
Duration: Instant Components: HS, CM
Components: HS, CM Cost: 14 Chakra
Cost: 14 Chakra Keywords: Ninjutsu, Medical
Keywords: Ninjutsu, Medical Description: You begin to generate poisonous medical
Description: You coat your hand in cell manipulating chakra and release it, creating a massive wave of
Medical chakra. You can attempt to manipulate the infectious spores of your design.
cellular integrity of a creatures cells. All creatures of your choice within range must make a
As an action on your turn, you can touch a willing Constitution saving throw. On a failed save creatures
creature you can reach. When you do, you can jumpstart take 5d8 poison damage, becomes poisoned, and gains 1
their cellular regenerative process. The creature regains rank of envenomed. On a successful save creatures take
hit points equal to 3d8 + Your ninjutsu ability Modifier. half damage and suffer no further effect.
Afterwards, for the next minute, the creature regains 5 Additionally, creatures who failed their save begin to
hit points at the beginning of each of their turns. exhibit bouts of a terrifying disease of your making.
Alternatively, as an action you can attempt to touch a Black fungus begins to grow from their skin. Black ooze
hostile creature you can reach. Make a melee ninjutsu begins to leak from their eyes, mouth and ears. Creatures
attack. On a successful hit, they take 5d10 Necrotic who would touch the affected creature also becomes
Damage and become compromised. A compromised exposed to this disease making a constitution saving
creature must make a constitution saving throw at the throw, suffering the effects of this jutsu as normal.
beginning of each of their turns for the next minute. Any At the beginning and end of an envenomed creatures
jutsu or affect that would remove conditions can end the turn they suffer the effects of the envenomed condition.
compromised condition on a creature. Finally, a jutsu with the medical keyword that removes
A compromised creature who succeeds three saving conditions of B-Rank or higher can end this effect. If the
throws first, ends this condition. A compromised caster must touch or be in contact with the patient to
creature who fails three saving throws first, has their cast the jutsu, then the caster must make a saving throw
cells begin to fail and rupture. They permanently gain as they become exposed to the effects of this jutsu as
one rank of Exhaustion and the weakened, and dazed well.
conditions. A creature who gains these conditions this At Higher Ranks: For each rank you cast this jutsu
way can have them removed only be a casting of; above B-Rank, increase the cost of this jutsu by 3 and the
Restorative at A-Rank, Regenerate, Medical Aura and damage by 1d8.
remain within the Aura for no less than 1 week straight,
Medical Release: Heal or Reconstructive Hand on them MEDICAL RELEASE: STRENGTH OF 100
no less than 3 times in an 8-hour period. Classification: Ninjutsu
Rank: B-Rank
MEDICAL RELEASE: REVIVAL Casting Time: 1 Bonus Action
Range: Self
Classification: Ninjutsu
Duration: Concentration, Up to 1 Minute
Rank: B-Rank
Components: CM
Casting Time: 1 Action
Range: Touch Cost: 14 Chakra
Duration: Instant Keywords: Ninjutsu, Medical
Components: HS, CM Description: You use finely controlled chakra across
Cost: 14 Chakra your body, granting you strength of over 100 people.
Keywords: Ninjutsu, Medical Your strength becomes 20 for the Duration. Your jump
Description: You send a surge of healing chakra through height and distance are doubled. You gain Advantage on
a creature that has been dead for no more than 1 minute Strength & Constitution Ability, Ability checks, and
that didn’t die of old age, isn’t undead, and not missing saves.
its head. You make a Medicine Ability Check vs DC (14 + 1 When you make an unarmed attack, you deal 3d10
for every round the target has been dead.) The target Bludgeoning damage. After you end this jutsu, you suffer
returns to life with 1 Hit Point. Missing body parts are the consequences of pushing your body to its limit. Your
not returned. Internal organs are healed and movement speed is halved, you gain disadvantage on
regenerated. This jutsu cures all normal diseases Strength & Constitution Checks. These lasts until you
affecting the creature when it dies. This jutsu does not take a short rest.
remove ranks of exhaustion a creature has accumulated At Higher Ranks: For each rank you cast this jutsu
prior to death. above B-Rank, increase the cost of this jutsu by 3 and the
damage by 1d10.

31
MEDICAL RELEASE: VENOM SHOWER Creatures who would begin their turn submerged in the
Classification: Ninjutsu acid takes 7d4 acid damage and must make a
Rank: B-Rank constitution saving throw, being blinded and gaining the
Casting Time: 1 Action corroded condition on a failed save.
Range: 120 Feet When this jutsu would end, the acid turns back into
Duration: Instant normal water.
Components: HS, CM
At Higher Ranks: For each rank you cast this jutsu
Cost: 10 Chakra above B-Rank, increase the cost of this jutsu by 3 and the
Keywords: Ninjutsu, Medical size of the acid conversion doubles. (15>30>60)
Description: You begin to generate poisonous medical
chakra and release it, creating a rain of poisonous MULTI-SHADOW CLONE TECHNIQUE
needles. Classification: Ninjutsu
Select a space in the air that you can see. You create a Rank: B-Rank
poisonous gas cloud that begins to rain down poisonous Casting Time: 1 Action
needles filling a 20-foot radius, 50-foot-high cylinder. Range: Self
Each creature in the cylinder must make a Dexterity Duration: 1 Minute
saving throw. A creature takes 6d6 poison damage on a Components: HS, CM
failed save and half as much on a successful save. Cost: Special (8 Chakra)
The ground this area affects generates poisonous Keywords: Ninjutsu, Fuinjutsu
thorns on the ground that lasts for 1 minute. Creatures Description: An even more advanced Version of the
who would attempt to enter the area of poisonous thorns ‘Shadow clone technique’ that creates a solid clone out
takes 4d4 poison damage for each 5 feet they move of thin air using only chakra. This bond is still one way
through the affected area. Once a space has been moved and the clones cannot send orders, thoughts or images
through, the thorns break becoming inert. to the users until they die in which case all information
At Higher Ranks: For each rank you cast this jutsu the clone has is transferred to the user. The clones follow
above B-Rank, increase the cost of this jutsu by 3 and the the user’s orders to the letter.
damage by 1d8. The user of this jutsu can create up to 10 Clones at
once Costing 8 Chakra per clone. Clones act as part of
MEDICAL RELEASE: VITRIOLIC SPHERE your turn as a Bonus action to command. All of your
Classification: Ninjutsu clones perform up to 1 Action and 1 Move action. Clones
Rank: B-Rank do not have bonus actions instead using their Action.
Casting Time: 1 Action Clones act at once and all attempt to perform the same
Range: 150 feet command give. If commanded to perform the help
Duration: Instant action, they can only help the summoner. Clones do not
Components: HS, CM
have Reactions. Each clone has the same basic
Cost: 11 Chakra equipment as you and is summoned in any empty space
Keywords: Ninjutsu, Medical that can hold it up to 30 feet away. They cannot use
Description: You point at a place within range, and
chakra Seals. Clones also cannot use clan or class
conjure a glowing 1-foot ball of bubbling acid that Features.
streaks to the chosen location and explodes in a 15-foot For every 2 Clones you summon increase your AC by +1
radius sphere. Each creature in that area must make a
for the duration as you and your clones are constantly
Dexterity saving throw taking 10d4 Acid damage and 5d4
moving between one another when you act.
Acid damage at the end of its next turn and gains 1 rank
All Clones have 1 Hit Point and 8 Temporary Chakra.
of corrosion. On a successful save, a creature takes half
Clones have an AC equal to your Ninjutsu Save DC. Clones
the initial damage and suffer no further effects.
can use all jutsu that you have (except Jutsu with
At Higher Ranks: For each rank you cast this jutsu “Clone” in its name & Fuinjutsu & Jutsu with the
above B-Rank, increase the cost of this jutsu by 3 and the
Combination keyword) expending their own chakra.
initial damage by 2d4 and the lingering damage by 1d4.
Damaging jutsu casted by a Clone deals half damage.

MEDICAL RELEASE: WATER TO ACID


Their Saving throws & skills that the user is proficient in,
attack bonuses and Save DC’s are all equal to the user’s
Classification: Ninjutsu
appropriate Attack Bonuses, saving throws, and Save DC.
Rank: B-Rank

NONDETECTION
Casting Time: 1 Action
Range: Touch
Duration: Concentration, up to 10 minutes Classification: Ninjutsu
Components: HS, CM Rank: B-Rank
Cost: 13 Chakra Casting Time: 1 Action
Range: Touch
Keywords: Ninjutsu, Medical
Duration: Concentration, up to 8 hours.
Description: You draw out acidic chakra and infuse it Components: CM
into a body of water that you can see. You convert a 15-
Cost: 14 Chakra
foot cubes worth of water, into pure acid for the Keywords: Ninjutsu, Sensory
duration. Jutsu with the Water release keyword that Description: For the duration, you suppress a creatures
would require a source of water, cannot use this pool of
chakra which lowers their presence and hides them from
acid. If you would convert a pool of water into acid and
Jutsu with the Sensory Keyword. The target can be a
there is water outside of this jutsu’s area of effect, then willing creature or a place or an object no larger than 10
creatures can still use water release ninjutsu that
feet in any dimension. The target can’t be sensed or seen
requires sources of water.
by jutsu with the sensory keyword of B-Rank or lower.
Any creature that is in contact with the water when it The target also cannot have its chakra seen by anything
turns to acid such as stand on top of it with the water short of Truesight.
walking technique immediately sinks down into it.

32
SEALING ART: BANISHING SEAL SEALING ART: CURSE OF THE PREY
Classification: Ninjutsu [CHANGED]
Rank: B-Rank Classification: Ninjutsu
Casting Time: 1 Action Rank: B-Rank
Range: 60 feet Casting Time: 1 Action
Duration: Concentration, up to 1 minute Range: Touch
Components: HS, CM, CS Duration: Concentration, Up to 1 minute
Cost: 14 Chakra Components: HS, CM, CS
Keywords: Ninjutsu, Fuinjutsu Cost: 14 Chakra
Description: You create a sealing talisman or sealing Keywords: Ninjutsu, Fuinjutsu
scroll and impart your chakra seal onto it and throw it Description: You attempt to impose the qualities of a
towards a creature you can see within range and it stops single weak bestial creature. Select one creature within
before touching them and opens a portal that attempts your reach. The target must succeed a Constitution
to send the creature to a pocket dimension. The target saving throw. On a failed save, they gain one of the
must succeed a Charisma saving throw or be banished to following bestial qualities.
this pocket dimension for the duration. Swallows Endurance: The creatures bones begin to feel
At Higher Ranks: For each rank you cast this jutsu hollow and brittle as their heart begins to beat furiously
above B-Rank, increase the cost of this jutsu by 3 and as their blood begins to thin. For the duration, they have
you can target one additional creature. a -3 penalty on all constitution saving throw and ability
checks. Additionally, they cannot take the Dash Action
SEALING ART: CIRCLE OF AUTHORITY and cannot gain additional speed by any means.
Classification: Ninjutsu Mites Strength: The creatures muscles begin to grow
Rank: B-Rank weak and unable to carry weight. They gain a -4 Penalty
Casting Time: 1 Action
to their Strength ability score and disadvantage on
Range: Self (30-foot radius sphere)
Strength saving throws and attacks made with strength.
Duration: Concentration, up to 1 Minute
Sloth’s Grace: The creatures reflexes are shot as they
Components: HS, CM, CS
become unable to move gracefully or even carry
Cost: 13 Chakra
Keywords: Ninjutsu, Fuinjutsu themselves correctly. They gain a -4 penalty to their
Dexterity ability score and disadvantage on Dexterity
Description: You infuse chakra into a chakra seal as you
attempt to mark yourself with the seal of domination. saving throws and ability checks. They also take double
You then exude a 30-foot radius sphere of authority that damage from falling, and they spend their full
movement trying to stand from Prone.
other creatures must abide by. This radius follows you.
Rhinoceros Splendor: The creatures vision, auditory
For this jutsu’s duration, anytime a hostile creature in
perception and sense of smell becomes dull and weak as
this jutsu’s radius would make a saving throw against a
they gain a -4 Penalty to their Wisdom ability score and
jutsu you or an allied creature cast, they immediately
disadvantage on Wisdom ability checks. Their visual
take a -3 Penalty to their roll.
range is cut in half and they cannot hear things more
At Higher Ranks: For each rank you cast this jutsu
than 30 feet away from them.
above B-Rank, increase the cost of this jutsu by 3 and the
Turkey’s Cunning: The creatures ability to think
radius by 5 feet.
through complex matters and concepts becomes
SEALING ART: COMMUNE muddled. They find it hard to remember simple
Classification: Ninjutsu handsigns, colors and even their left from their right.
Rank: B-Rank They gain a -4 Penalty to their intelligence ability score
Casting Time: 1 Action and disadvantage on intelligence saving throws and
Range: Self ability checks. They cannot concentrate on more than 1
Duration: 1 Minute Jutsu, and the Base Concentration check DC becomes 17.
Components: HS, CM, CS Turtles Hubris: The creatures ability to exert is fore of
Cost: 12 Chakra will is hindered. They gain a -3 penalty on all charisma
Keywords: Ninjutsu, Fuinjutsu saving throws and ability checks. Additionally, their
Description: You infuse chakra into a chakra seal as you Deception, Intimidation and Persuasion bonuses are
attempt to mark yourself with the seal of relation. reduced to 0.
You reach out into the void. Calling upon the spirit of a
single deceased spirit, with whom you have a connection SEALING ART: DIMENSIONAL POCKET
with, be it ancestral, legacy, ideals, historical, or Classification: Ninjutsu
antagonistic. The DM allow other forms of relation as Rank: B-Rank
well. You summon the spirit to the material plane and Casting Time: 1 Month
ask it three questions that can be answered with a yes or Range: Self
no. You must ask your questions before the jutsu ends. Duration: Permanent
Components: HS, CM, CS
You the most correct answer possible from to the spirits
Cost: 14 Chakra
knowledge.
Keywords: Ninjutsu, Fuinjutsu
The spirit is not omniscient, so you may receive
Description: You infuse chakra into a chakra seal as you
unclear or uncertain answers, if a question lies beyond
the spirits knowledge. In a case where a one-word attempt to tear open a rift in the fabric of reality,
answer could be misleading or contrary to the spirits marking out a small space in the void for yourself with
the seal of distortion.
interests, the DM may offer a short phrase as an answer
instead. As a part of the casting of this jutsu, you must mark a
representative space no larger than a 20-foot cube with
A spirit cannot be summoned this way more than once
chakra seals, doing this dictates the exact size of your
per month.
pocket dimension.

33
If this jutsu casting time is interrupted, the jutsu ends SEALING ART: GIFT OF THE APEX [CHANGED]
and you must restart the process from scratch. Classification: Ninjutsu
After successfully casting this jutsu, you create a room Rank: B-Rank
in the void, unable to accessed without jutsu that can Casting Time: 1 Action
traverse through dimensions or teleport ignoring space Range: Touch
all together. Duration: Concentration, up to 1 minute.
Components: HS, CM
This room is one of your design and can look however
Cost: 14 Chakra
you describe it. While inside this dimension, you are no
Keywords: Ninjutsu
longer on the material plane. You are unaware of what’s
Description: You begin to gain qualities of a single bestial
going on, on the material plane. You cannot
creature. Granting you chakra projections that enhance your
communicate with or locate people on the material
physical traits. Select one of the following beasts to gain
plane. If you exit your room, stepping into the void, you
traits from.
are instantly shunted to a random location on the
Bears Endurance: You gain a +4 Bonus to your
material plane. This can be anywhere from another
Constitution ability score and advantage on constitution
country, to the bottom of the ocean, or even 10,000 feet
saving throws.
in the sky.
Bull’s Strength: You gain a +4 Bonus to your Strength
This room produces no sound and cannot be found by
ability score and advantage on Strength saving throws.
normal means. You can freely access your room, by
You grow horns made of chakra. As an action you can
spending 10 minutes weaving handseals and
attempt to gore an enemy. Make a melee attack against a
materializing a gate which takes you directly to this
creature within 5 feet of you dealing 2d12 + Strength
room. The room has 4 walls, and can only ever be 1 floor.
piercing damage and knocking them prone.
It has a single door, which cannot be locked by normal
Cat’s Grace: You gain a +4 Bonus to your Dexterity
means, which leads to a short bridge feeding into a
chakra gate which takes you back to the material plane ability score and advantage on Dexterity saving throws.
from the exact location you entered to your room from You grow cat like claws and can make melee attacks
using Dexterity instead of strength for attack and
originally.
damage rolls. You gain natural weapon claw attacks that
SEALING ART: DISPLACEMENT SEALING TRAP deals 2d8 + Dexterity slashing damage. You can make
Classification: Ninjutsu two attacks using this natural weapon.
Rank: B-Rank Eagle’s Splendor: You gain a +4 Bonus to your Wisdom
Casting Time: 1 Minute ability score and advantage on Wisdom saving throws.
Range: 10 feet Double the range of all ranged attacks.
Duration: Instant Fox’s Cunning: You gain a +4 Bonus to your
Components: HS, CS intelligence ability score and advantage on intelligence
Cost: 14 Chakra saving throws. You can concentrate on up to 3 Jutsu at
Keywords: Ninjutsu, Fuinjutsu once and gain advantage on concentration checks.
Description: You draw a circle up to a 10-foot diameter Lions Presence: You gain a +4 Bonus to your Charisma
circle on the ground inscribed with shinobi sigils that link ability score and advantage on charisma saving throws.
your location to another location of which you’ve been too You cannot be charmed, feared, berserked, or maddened.
or know its exact coordinates. Only you or a trigger you set
can trigger this sealing circle. Once activated All creatures in SUMMONING: RASHOMON [CHANGED]
the circle are immediately teleported to the exact location Classification: Ninjutsu
within 10 feet of its exact coordinates. Rank: B-Rank
Casting Time: 1 Reaction, which you take when you see a
SEALING ART: DIVINATION TECHNIQUE creature perform any action, or when you would take
Classification: Ninjutsu damage or make a saving throw.
Rank: B-Rank Range: 30 Feet
Casting Time: 1 Action Duration: 1 Minute
Range: Self Components: HS, CS
Duration: Instant Cost: 12 Chakra
Components: HS, CM, CS Keywords: Ninjutsu, Fuinjutsu
Cost: 14 Chakra Description: You bite your finger drawing blood before
Keywords: Ninjutsu, Fuinjutsu using it as a catalyst to summon Rashomon, a 60 feet tall,
Description: You infuse chakra into a chakra seal as you 30 Feet wide, and 5 feet thick gate made of iron, brick,
attempt to peer through the fabric of time, diving future chakra and other materials. This wall is erected standing
events with the seal of perception. straight upward. If you are in an area that cannot fit
You must ask a single question concerning a specific Rashomon, this jutsu will fail. Rashomon has an AC equal
goal, event or activity to occur within 7 days. The DM to your Ninjutsu save DC, and 50 Hit points and is resistant
offers as truthful a reply as possible. The reply might be to all damage. Rashomon will remain summoned until the
a short phrase, a cryptic rhyme or an omen. You hear the jutsu ends or its Hit points are reduced to 0. When
aforementioned in your own voice as if you are speaking Rashomon’s Hit points are reduced to 0, he disappears.
to a future version of yourself. The design of Rashomon is up to the user as well as the
This jutsu doesn’t take into account any possible color and imagery on the wall itself.
circumstances that might change the outcome, such as At Higher Ranks: For each rank you cast this jutsu above
the casting of certain jutsu, or the loss or gain of a B-Rank, increase the cost of this jutsu by 3. Increase the AC
companion. by +1 and the Hit points by 15.
You cannot peer into the future this way more than
once per week.

34
THOUSAND-ARMED MURDER WARDING SEAL
Classification: Ninjutsu Classification: Ninjutsu
Rank: B-Rank Rank: B-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 5 Feet Range: Touch
Duration: Concentration, up to 1 minute Duration: Instant
Components: HS, CM Components: HS, CM, CS
Cost: 12 Chakra Cost: 14 Chakra
Keywords: Ninjutsu Keywords: Ninjutsu, Fuinjutsu
Description: An Advanced version of the “Arms of Description: When you cast this jutsu, you inscribe a
Buddha” Ninjutsu. This advanced version keeps the harmful seal either on a surface (such as a section of
Golden Buddha materialized out of golden chakra. This floor, a wall, or a table) or within an object that can be
Buddha stands behind its user with a calm and peaceful closed to conceal the seal (such as a book, a scroll, or a
face, however whenever the user gets angry or intends to treasure chest). If you choose a surface, the seal can
attack, the spirit turns red and grows fangs and its cover an area of the surface no larger than 10 feet in
appearance becomes akin to a demon and attacks its diameter. If you choose an object, that object must
users’ enemies with its 1000 hands or protects its user remain in its place; if the object is moved more than 10
when attacked. feet from where you cast this jutsu, the seal is broken
As a Bonus action, make a Melee Ninjutsu Attack and this jutsu ends without being triggered.
against a creature you have already made an attack The seal is nearly invisible, requiring an intelligence
against this turn, no more than 10 feet away. On a hit, (Investigation) or Intelligence (Ninshou) check against
the target creature takes 8d8 Bludgeoning Damage. your ninjutsu save DC to find it.
Alternatively, as a Reaction, when you are hit by a You decide what triggers the seal when you cast the
Ninjutsu, Taijutsu, or weapon attack. Roll 2d12 + jutsu. For seals inscribed on a surface, the most typical
Ninjutsu ability modifier, reduce the incoming damage triggers include touching or stepping on the seal,
you take by the result. removing another object covering it, approaching within
At Higher Ranks: For each rank you cast this jutsu a certain distance of it, or manipulating the object that
above B-Rank, increase the cost of this jutsu by 3. holds it.
Increase the Damage by 1d8 and the reaction roll by 2d12. You can further refine the trigger so the jutsu is
activated only under certain circumstances or according
TOBIRAMA’S PRIVATE SANCTUM to a creature’s physical characteristics (such as height or
Classification: Ninjutsu weight). You can also specify creatures that don’t trigger
Rank: B-Rank the seal, such as those who say a certain password.
Casting Time: 1 Action When you inscribe the seal, you can store a Ninjutsu or
Range: 120 feet
Genjutsu of B-Rank or lower in the seal by casting it as
Duration: 24 Hours
part of creating the seal. The jutsu must target a single
Components: HS, CM, CS
creature or an area. The jutsu being stored has no
Cost: 14 Chakra
immediate effect when cast in this way. When the seal is
Keywords: Ninjutsu, Fuinjutsu
triggered, the stored jutsu is cast. If the jutsu has a
Description: You make an area within range secure. This
target, it targets the creature that triggered the seal. If
area is a cube that can be as small as 5 feet to as large as
the jutsu affects an area, the area is centered on that
100 feet on each side. This jutsu lasts for the duration, or
creature. If the jutsu summons hostile creatures or
until you use an action to dismiss it.
creates harmful objects or traps, they appear as close as
When you cast this jutsu, you decide what sort of
possible to the intrude and attack it. If the jutsu requires
security it provides, choosing no more than 2 of the
concentration, it lasts until the end of its full duration.
following;
At Higher Ranks: For each rank you cast this jutsu
• Sound can’t pass through the barrier at the edge of the above B-Rank, increase the cost of this jutsu by 3 and the
warded area. rank of a Sealed Jutsu by 1. (B>A>S)
• The barrier of the warded area appears dark and foggy,
preventing vision (including Darkvision) through it.
• Sensors created by Jutsu with the Sensory Keyword
can’t appear inside the protected area or pass through
the barrier at its perimeter.
• Creatures in the area can’t be seen by Jutsu with the
Sensory keyword or by Chakra Sight.
• Nothing can teleport into or out of the warded area.
• Dimensional travel is blocked within the warded area.

35
A-RANK: BEAST IMITATING ART: ONI TWINS
Classification: Ninjutsu
ANIMATE OBJECTS Rank: A-Rank
Classification: Ninjutsu Casting Time: 1 Action
Rank: A-Rank Range: Self
Duration: Concentration, Up to 1 minute
Casting Time: 1 Action
Range: Self Components: HS, CM, CS, NT (Empty Scroll)
Duration: Concentration, up to 1 minutes Cost: 20 Chakra
Components: HS, CM Keywords: Ninjutsu, Fuinjutsu
Cost: 19 Chakra Description: You draw a picture of two Oni, Demons of
Keywords: Ninjutsu your description. Infusing chakra into it as it exits your
Description: Objects come to life at your command. scroll and standing next to you.
Choose up to ten objects within range that are not being You summon two construct Ink Oni’s. The Ink Oni’s
worn or carried. Medium targets count as two objects, has the following Statistics using your Ninjutsu attack
large targets count as four objects, huge targets count as bonus and Save DC for anything that requires an attack
eight objects. You can’t animate any object larger than or saving throw;
Huge. Each target animates and becomes a creature You may command both Ink Oni’s as a bonus action on
under your control until the jutsu ends or until reduced your turn. Each Ink Oni may be commanded to perform
to 0 hit points. different actions. The Ink Oni’s may take an appropriate
As a bonus action, you can mentally command any bonus actions or reactions if able.
creature you made with this jutsu if the creature is At Higher Ranks: For each rank you cast this jutsu
within 500 feet of you (if you control multiple creatures, above A-Rank, increase the cost of this jutsu by 3 and the
you can command any or all of them at the same time, number of Oni’s you summon by +1.
issuing the same command to each one). You decide
what action the creature will take and where it will move
during its next turn, or you can issue a general
command, such as to guard a particular chamber or Large Construct, unaligned
corridor. If you issue no commands, the creature only
defends itself against hostile creatures. Once given an Armor Class 15 + Your Ninjutsu Ability Modifier
order, the creature continues to follow it until its task is Hit Points 113 (5d12 + 78)
complete. Speed 45 ft.
A NIMATED O BJECT S TATISTICS
STR DEX CON INT WIS CHA
Size HP AC Attack Ability Scores 24 (+7) 14 (+2) 22 (+6) 1 (-5) 10 (+0) 1 (-5)
Tiny 20 18 +8 to hit, 1d4+4 Str:4, Dex:18
Small 25 16 +6 to hit, 1d8+2 Str:6, Dex:14 Condition Immunities Charmed, Chilled, Exhaustion, frightened,
paralyzed, poisoned.
Medium 40 13 +5 to hit, 2d6+1 Str:10, Dex:12 Senses Darkvision 30 ft., passive Perception 10
Large 50 10 +6 to hit, 2d10+2 Str:14, Dex:10
Immutable Form. The Ink Oni is immune to any Jutsu or effect
An animated object is a construct with AC, hit points,
that would alter its form.
attacks, Strength, and Dexterity determine by its size. Its
Constitution is 10 and its Intelligence and Wisdom are 3, Inky Weapons. The Ink Oni attacks are chakra enhanced.
and its Charisma is 1. Its speed is 30 feet; if the objects
lack legs or other appendages it can use for locomotion,
it instead has a flying speed of 30 feet and can hover. If Guard. The Ink Oni can, as a reaction raise its guard protecting all
the object is securely attached to a surface or larger creatures within 5 feet of it. Until the beginning of your next turn,
object, such as a chain bolted to a wall, its speed is 0. It all attacks that would target a creature within 5 feet of the Oni,
has blindsight with a radius of 30 feet and is blind instead targets the Oni.
beyond that distance. When the animated object drops to
0 hit points, it reverts to its original object form, and any
remaining damage carries over to its original object Multiattack. The Ink Oni can attack twice with their Mauls.
form. Maul. Melee Weapon Attack: reach 5 ft., one creature. Hit: 2d10 +
If you command an object to attack, it can make a 7 Bludgeoning damage. A creature who takes damage from
single melee attack against a creature within 5 feet of it. this attack twice must succeed a Constitution saving throw,
It makes a slam attack with an attack bonus and being dazed until the end of their next turn.
bludgeoning damage determine by its size. The DM Twin Oni Slam (Recharge 11-12). The Ink Oni as an action, may
might rule that a specific object inflicts slashing or withhold its action. If both Ink Oni withhold their action, on
piercing damage based on its form.
the following turn, you may command them to perform a Twin
Oni Slam on a creature they are both within 10 feet of. One
Oni of your choice makes 3 Maul attacks at advantage. Each
successful hit increases the damage by 1d10. Once used, both
Oni must recharge to be able to perform this attack.
Oni Focus (Recharge 7-8). The Oni, as a bonus action may focus.
Until the end of your turn, the Oni’s next Maul attack scores a
critical hit on a roll of 19 or 20.

36
BESTIAL ART: PREDATOR [CHANGED] EXCELLENT CHAKRA SPEARS
Classification: Ninjutsu Classification: Ninjutsu
Rank: A-Rank Rank: A-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Self Range: Self (60-foot cone)
Duration: Concentration, Up to 1 minute Duration: Instant
Components: HS, CM, CS Components: HS, CM
Cost: 18 Chakra Cost: 20 Chakra
Keywords: Ninjutsu, Fuinjutsu Keywords: Ninjutsu
Description: You infuse chakra into a chakra seal as you Description: You create eight spears of highly condensed
attempt to mark yourself with the seal of Predation. You chakra that you then launch simultaneously. All
cannot reduce the cost of this jutsu by any means. creatures in a 60-foot cone originating from you, must
Your eyes become beast like with your iris looking make a Dexterity Saving throw, taking 10d6 damage on a
more feline than human. Your muscles grow stronger failed save or half as much on a successful one.
and leaner, as you encompass a wolves physicality. Your If you have a nature release, this jutsu gains a single
senses grow sharper as you can tell the exact distribution nature release keyword that you can cast and it’s damage
of water in the air if you so choose. type becomes the corresponding nature releases damage
For this jutsu’s duration, you gain the following type (Water = Cold). If you do not have a nature release
benefits; this jutsu instead deals Force Damage.
• Your Strength, Dexterity and Wisdom becomes 19 if it • Earth: On a failed save, a creature is also dazed.
is not already 19 or higher. If a score is 19 or higher Additionally, for the next minute, it must make
already, you instead increase it by +2. Constitution saving throws at the beginning of each of
• You gain a +5 to Acrobatics, Athletics, Stealth and its turns. If it fails to save three times, it becomes
Perception checks. petrified, unable to be restored unless a targeted by a
• You cannot be seen with Chakra sight. Jutsu that removed Conditions casted at S-Rank. If it
• You gain a bonus to movement speed equal to 10 times succeeds three times, it no longer needs to make
your Strength Modifier. constitution saves, whichever comes first.
• Your jump distance and height are doubled. • Wind: On a failed save, a creature is also weakened
• When Attacking a creature who has not yet acted in until the end of its next turn. Additionally, for the next
combat, who has not seen you, or who are surprised, minute, it must make Constitution saving throws at
you score a critical hit on a roll of 16 or higher. the beginning of each of its turns. If it fails to save
• When you make an unarmed attacks, you can instead three times, it becomes permanently Dazed, unable to
use a Claw attack. Your claw attacks deal 2d6 + Str + be healed unless a targeted by a Jutsu that removed
Dex Slashing or Piercing damage, your choice. You Conditions casted at S-Rank. If it succeeds three
cannot use Claw attacks as a part of Taijutsu or times, it no longer needs to make constitution saves,
Bukijutsu. whichever comes first.
• Attacks of Opportunity you make are at advantage. • Fire: On a failed save, a creature is also burned.
• When you take the attack action, you can make two Additionally, for the next minute, it must make
attacks instead of one, if you cannot already. If you Constitution saving throws at the beginning of each of
can, then you instead make one additional unarmed its turns. If it fails to save three times, it becomes
attack permanently vulnerable to fire damage, unable to gain
resistance or immunity. This effect is unable to be
CROWN OF STARS removed unless a targeted by a Jutsu that removed
Classification: Ninjutsu Conditions casted at S-Rank. If it succeeds three
Rank: A-Rank times, it no longer needs to make constitution saves,
Casting Time: 1 Action whichever comes first.
Range: Self • Cold: On a failed save, a creature is also chilled.
Duration: Concentration, up to 10 minutes
Additionally, for the next minute, it must make
Components: HS, CM
Constitution saving throws at the beginning of each of
Cost: 19 Chakra
its turns. If it fails to save three times, it becomes
Keywords: Ninjutsu
petrified in ice, unable to be restored unless a targeted
Description: You Create 8 Globes of light, that split into
by a Jutsu that removed Conditions casted at S-Rank.
groups of 4 as they circle your wrists or ankles. You can use
If it succeeds three times, it no longer needs to make
a bonus action to send one of the globes streaking toward
constitution saves, whichever comes first.
one creature or object within 60 Feet of you. When you do,
• Lightning: On a failed save, a creature is also shocked
make a ranged Ninjutsu attack. On a hit the target takes 3d12
for the next minute. Additionally, for the next minute,
Force Damage. Whether you hit or miss you spend one globe
it must make Constitution saving throws at the
and it vanishes after use. The Jutsu ends early if you expend
beginning of each of its turns. If it fails to save three
the last globe or fall unconscious. If you have 4 or more
times, it permanently gains 3 ranks of shocked, unable
globes, they shed a bright light in a 30-foot radius and dim
to be healed unless a targeted by a Jutsu that removed
light for an additional 30 feet. If you have less than 4, the
Conditions casted at S-Rank. If it succeeds three
remaining globes shed dim light in a 30-foot radius.
times, it no longer needs to make constitution saves,
At Higher Ranks: For each rank you cast this jutsu
whichever comes first.
above A-Rank, increase the cost of this jutsu by 3 and the
• Force: The damage increases by 6d6.
number of motes created increases by 2.

37
FISSION TECHNIQUE creature, you have advantage on the next attack roll made
Classification: Ninjutsu against the creature until the end of your next turn.
Rank: A-Rank A seal created by this jutsu can only be teleported to up
Casting Time: 1 Action to 5 times before the seal is eroded from chakra overload
Range: Self forcing you to redo the sealing process. Others who have
Duration: 1 Minute this jutsu, with whom you share this jutsu’s network with,
Components: CM
can use your seal to teleport to other marked locations that
Cost: 20 Chakra you made that bear your seal so long as they know the
Keywords: Ninjutsu location of the target seal's destination.
Description: The Fission Technique is a highly advanced
At Higher Ranks: When you would upcast this jutsu,
ninjutsu which allows you to split your own body into Beginning at S-Rank; You are able to mark a single object,
two identical — yet entirely independent — duplicates
surface, or a weapon within 5 feet as a bonus action at the
of yourself. You cannot reduce the cost of this jutsu by
cost of 10 chakra. You also multiply your teleportation
any means. distance by 10 by increasing the cost to teleport by 10.
Unlike clone techniques that only appear to be similar,
the ability is instead a physical separation and so does FORCECAGE
not require hand seals to activate, making it faster in Classification: Ninjutsu
comparison as a result. Rank: A-Rank
You may make an exact copy of yourself, you cut your Casting Time: 1 Action
current and maximum hit and chakra points in half and Range: 100 feet
your clone gains that much, this clone is an exact copy of Duration: 1 hour
yourself being able to use your Class and Clan features & Components: HS, CM, CS
jutsu. Cost: 19 Chakra
If you have an expendable feature such as combo Keywords: Ninjutsu, Fuinjutsu
points or superiority die the clone gains half the amount Description: You impart a scroll with your chakra seal,
you had when you casted this jutsu. The clone acts at the which conjures an immobile, glowing blue, cube shaped
end of your turn. prison composed of chakra, springs into existence around
At the end of this jutsu’s duration you fuse back an area you choose within range. The prison can be a cage or
together, regaining any hit and chakra points the clone a solid box as you choose.
had, restoring your maximum hit and chakra points back A prison in the shape of a cage can be up to 20 feet on a
to normal, and gaining any conditions, poisons or side. A prison in the shape of a box can be up to 10 feet on a
diseases the clone may have had. side, creating a solid barrier that prevents any matter from
If the clones body is destroyed, not whole, passing through it and blocking any jutsu cast into or out of
transformed (such as petrified) or not on the same plane the area.
of existence before refusing back together with you, you When you can the jutsu, any creature that is completely
do not regain any hit or chakra points and your inside the cages area is trapped. Creatures only partially
maximum hit and chakra points are permanently cut in within the area, or those too large to fit inside the area, are
half. If you can find your clones body and recast this pushed away from the center of the area until they are
jutsu while touching it, you refuse with it as normal. completely outside the area.
A creature inside the cage can’t leave it by non-
FLYING THUNDER GOD teleportation means. If the creature tries to use
Classification: Ninjutsu teleportation to leave the cage, it must first make an
Rank: A-Rank Intelligence saving throw, on a success the creature can use
Casting Time: Special that jutsu or feature to exit the cage. On a failure the
Range: 1 mile creature can’t exit the cage and wastes the use of the jutsu
Duration: Special or effect.
Components: HS, CM, CS, NT, W
Cost: Special HAREM TECHNIQUE
Keywords: Ninjutsu, Fuinjutsu Classification: Ninjutsu
Description: Using a Chakra Seal you are able to imprint a Rank: A-Rank
personally made seal upon any weapon, surface, or object. Casting Time: 1 Action
This process takes 1 hour. Marking objects, surfaces or Range: Self (60 feet)
weapons this way costs 20 chakra. Spending this chakra Duration: Concentration, Up to 1 Minute
allows you to mark as many objects, weapons, or surfaces Components: HS, CM
within 30 feet of you. Cost: 20 Chakra
Additionally, as an action, you may make a ninjutsu Keywords: Ninjutsu
attack. On a hit, target creature is marked. Attempting to Description: As a part of casting this jutsu, you must
mark creatures in this way costs 5 chakra regardless if you know either the Shadow Clone Technique or the Multi-
hit or miss. Shadow Clone Technique and the Sexy Technique.
You can have up to 10 markings active at once. If you You quickly combine the casting of one of the
make a 11th mark then one of the previous seals vanish. aforementioned Shadow Clone techniques and the sexy
On your turn, you are able to spend 5 chakra and half of technique, you must have at least 1 clone active from any
your maximum movement to teleport yourself and up to Jutsu cast with “Clone” in its name, in which the clone
one creature within 5 feet of you, up to 1 mile from your may perform an attack of any type. All clones who you
current position towards either a Chakra seal made by this have not commanded converge onto you as your begin to
jutsu or the Chakra Mark ninjutsu, appearing within 5 feet transform in unison.
of your selected seal in a space that can hold you. If you end You and each of your clones transforms into beauty
your movement using this jutsu within 5 feet of a hostile unmatched, be it a male or female and move up to 60
feet towards a single creature you can see within range
ending your movement within 5 feet.

38
When you cast this jutsu you must choose between Also, when an affected hostile creature hits an affected
either a male or female transformation. When you do, allied creature with a melee attack, your Aura of Power
the select creature, if they are attracted to the chosen flashes with extreme pressure. The attacker must succeed
gender, must succeed a Charisma saving throw. on a constitution saving throw or be incapacitated until the
On a failed save the target is charmed, grappled, and end of their next turn.
restrained by you. If a creature is currently engaged in
combat, they make the save at advantage and if a MEDICAL RELEASE: CASUALTY PUPPET
creature takes damage or are affected by a hostile [CHANGED]
creatures jutsu while charmed by this jutsu the charmed Classification: Ninjutsu
condition immediately ends. Rank: A-Rank
A creature remakes this save at the end of each of their Casting Time: 1 Minute
turns. On a success, ending the charmed condition. Range: Touch
Duration: 10 Minutes
A creature charmed by this jutsu also have the
Components: HS, CM, CS
following additional conditions affecting them. Once a
Cost: 20 Chakra
creature is no longer charmed, they also immediately
Keywords: Ninjutsu, Medical, Fuinjutsu
end whatever other condition they may have had as a
Description: As a part of the casting of this jutsu, you
result of this jutsu based on the number of clones you
must have a creature who has been dead no longer than
currently have active. These affects are cumulative.
10 minutes available to you. You place a chakra seal onto
• Harem Effects the corpses body. When you do you perform a ritual
o +1 Clones: Disadvantage on their Strength Saving absorbing its memories fully into the seal, then placing
throws. the chakra seal on yourself.
o +3 Clones: Disadvantage on their Wisdom Saving For this jutsu’s duration, you gain access to all of the
throws. memories and Jutsu, that the creature knew. While you
o +5 Clones: If in combat, target creature makes have the chakra seal attached to you, you cannot end this
their save without advantage. jutsu early.
o +10 Clones: Stunned. Your mind begins to feel hazy and clouded. At the
o +20 Clones: Paralyzed. beginning of each of your turns while in combat, or
every minute while not in combat. You must succeed a
LION MANE: NEEDLE HELL Wisdom saving throw vs a DC (Original Creatures Level +
Classification: Ninjutsu Their Proficiency Bonus). On a failed save, you act as
Rank: A-Rank they would until the end of their turn.
Casting Time: 1 Reaction, which you take when you are
targeted for an attack or Jutsu.
Range: Self
MEDICAL RELEASE: CORROSIVE PLUME
Classification: Ninjutsu
Duration: 1 Round
Rank: A-Rank
Components: HS, CM
Casting Time: 1 Action
Cost: 15 Chakra
Range: 120 Feet
Keywords: Ninjutsu
Duration: Instant
Description: An advanced version of the “Needle Jizo” Components: HS, CM
Ninjutsu. You create a much thicker and much denser Cost: 19 Chakra
shield of hair that covers your entire body that also Keywords: Ninjutsu, Medical
shoots your hair like needles outwards in a 360-degree Description: You mold acidic chakra into the shape of flower
area around you with enough force to tear boulders on a point that you can see within range. This flower then
apart. You gain +5 AC for the duration of this jutsu and begins to grow and bloom at a violent rate. All creatures
all creatures in a 15 Foot-radius sphere centered on you, within 30 feet of the flower when it blooms must make a
must make a Dexterity saving throw, taking 8d8 Piercing Dexterity saving throw, taking 12d6 acid damage and
damage on a failed save, or half as much on a successful gaining 2 ranks of the corroded condition.
one. A creature who fails their saving throw, who has 5 ranks
At Higher Ranks: For each rank you cast this jutsu of corroded has vulnerability to acid damage from this jutsu.
above A-Rank, increase the cost of this jutsu by 3 and the Armor, weapons and items that are not being held are
damage by 1d8 immediately dissolved if they do not have a seal, or chakra-

MEDICAL RELEASE: AURA OF POWER


based effect of A-Rank or higher cast upon it or infused into
it.
Classification: Ninjutsu
Creatures reduced to 0 hit points as a result of this jutsu
Rank: A-Rank
are dissolved into a mass of acidic goop, unable to be
Casting Time: 1 Action
Range: Self revived.
Duration: Concentration, up to 1 minute
Components: HS, CM
Cost: 20 Chakra
Keywords: Ninjutsu
Description: Intense chakra lashes out from you and
coalesces in a soft radiance of blue light in a 30-foot radius
around you. Allied creatures of your choice in the radius
when you cast this jutsu have advantage on all saving
throws against Ninjutsu. Hostile creatures within this radius
have disadvantage on saving throws against Ninjutsu cast
from within this jutsu’s radius.

39
MEDICAL RELEASE: GRIM REALITY MEDICAL RELEASE: NEGATIVE EMOTION
Classification: Ninjutsu SENSING
Rank: A-Rank Classification: Ninjutsu
Casting Time: 1 Action Rank: A-Rank
Range: Self Casting Time: 1 Action
Duration: Concentration, up to 1 Minute Range: 100 feet
Components: HS, CM, CS Duration: Concentration, up to 1 hour.
Cost: Special (20 Chakra), 5 Hit Die Components: HS, CM
Keywords: Ninjutsu, Medical, Fuinjutsu Cost: 16 Chakra
Description: You weave summoning seals together and Keywords: Ninjutsu, Sensory, Medical
infuse them with medical release chakra manifesting the Description: This is a perfected sensory ninjutsu based
cloak, weapon and presence of the Reaper of death. He on the principles from “Kagura’s Mind Eye”. This jutsu
demands a large payment for you borrowing his power, so digs further instead targeting a creature's emotions to
he takes it by stripping you of a large portion of your life track and keep notice of them from up to 100 feet away.
force. You are able to immediately tell the emotional state or
You cannot lose concentration on this jutsu as a result of intentions of a creature within range. A Creature who
damage and you cannot end concentration of this jutsu on attempts to hide these emotions must make a Deception
other creatures turn, instead only being able to end it, at the check against your Ninjutsu Save DC. You can sense
end of one of your own turns. Additionally, this jutsu cannot discomfort, enjoyment, anger, and even killing intent.
be dispelled or interrupted by another creatures jutsu, by
any means, except by a jutsu of S-Rank. At the beginning of MEDICAL RELEASE: REGENERATE
each of your turns, instead of spending chakra to maintain Classification: Ninjutsu
concentration, you must spend a Hit die. Rank: A-Rank
You don the cloak, and blade of the reaper. The Cloak of Casting Time: 1 Action
Range: Touch
the reaper grants you an AC equal to your Ninjutsu save DC
Duration: 1 hour
if your current AC is lower. The blade of the reaper is a
Components: HS, CM
construct weapon, in the form of either a tanto or scythe,
Cost: 18 Chakra
which you choose when you cast this jutsu. If tanto, the
Keywords: Ninjutsu, Medical
weapon deals 2d6 + Ninjutsu ability modifier necrotic
Description: You touch a creature and stimulate its
damage, and scores a critical hit on a roll of 18~20. If scythe,
natural healing ability. The target regains 4d8+15 hit
the weapon deals 2d8 +Ninjutsu ability modifier necrotic
points. For the duration of the jutsu, the target regains 1
damage, has reach 2, Deadly, and Two-Handed. Regardless
hit point at the start of each of its turns (10 hit points per
of the weapon chosen you can as an action make two melee
minute).
ninjutsu attacks using the construct weapons.
The targets severed body members (fingers, legs,
Finally, if you would cast another jutsu with the Medical
tails, and so on), if any, are restored after 2 minutes. If
keyword, that has the Grim pre-fix, you can spend Chakra
you have the severed part and hold it to the stump, the
die in place of hit dice as a part of their cost, additionally, if
jutsu instantly causes the limb to knit to the stump.
you would force a creature to lose hit dice, you regain one
hit die for each creature who lost hit dice. You lose all gained
MEDICAL RELEASE: SCORPIONS STING
hit die at the end of this jutsu’s duration. Classification: Ninjutsu
Rank: A-Rank
MEDICAL RELEASE: HEALING WAVE Casting Time: 1 Action
Classification: Ninjutsu Range: Self
Rank: A-Rank Duration: Concentration, up to 1 minute
Casting Time: 1 Action Components: HS, CM
Range: 30 Feet radius sphere Cost: 17 Chakra
Duration: Instant
Keywords: Ninjutsu, Medical
Components: HS, CM
Description: You mold poisonous chakra into the shape of
Cost: 19 Chakra
a scorpion stinger dripping with poison, and fully under
Keywords: Ninjutsu, Medical
your control. The tail has a reach of 15 feet and scores a
Description: You clasp your hands releasing a shockwave of
critical hit on a roll of 19~20.
healing energy in a 30-foot radius sphere centering on you.
For the duration, as an action you can make two melee
You heal up to 8 creatures a total of 80 hit points between
ninjutsu attacks, dealing 4d8 + your ninjutsu ability
them while also gaining advantage on Constitution saving
modifier poison damage on a hit. Once per turn, a
throws and soothing all physical and mental pain. Until the
creature who takes damage from this jutsu must make a
end of your next turn, creatures healed by this jutsu gain
constitution saving throw, gaining 2 ranks of
resistance to the next instance of damage they take.
envenomed on a failed save.
A creature you target, who has 5 ranks of envenomed
has vulnerability to poison damage from this jutsu’s
attacks for the duration.

40
MEDICAL RELEASE: WILT an object, that object must remain in its place; If the object
Classification: Ninjutsu is moved more than 10 feet from where you cast this jutsu,
Rank: A-Rank the seal is broken and this jutsu ends without being
Casting Time: 1 Action triggered.
Range: Self (45-Foot cube) The seal is nearly invisible requiring an Intelligence
Duration: Concentration, up to 1 minute (Investigation) or (Ninshou) check vs your ninjutsu save DC
Components: HS, CM, CS
to find it. You decide what triggers the seal when you cast
Cost: 20 Chakra the jutsu such as touching or stepping on the seal, removing
Keywords: Ninjutsu, Medical another object covering it, approaching within a certain
Description: You infuse necrotic chakra into a surge of
distance of it or manipulating the object that holds it.
medical chakra, designed to suck the life from a target You can further refine the trigger so the seal is activated
creature.
only under certain circumstances or according to a
You draw the life force of all creatures of your choice
creature’s physical characteristics (such as height or
within range, that you can see. Each creature in the area weight). You can also specify creatures that don’t trigger the
must make a Constitution Saving throw. Construct and seal, such as those who say a certain password.
undead aren’t affected. Plants, Celestials, and Demons
When you inscribe the seal, choose one of the options below
make this saving throw at disadvantage.
for its effect. Once triggered, the seal glows, filling a 30-foot
A creature takes 10d8 Necrotic Damage and are radius sphere with dim light for 10 minutes, after which
marked with the seal of extraction for the next minute,
time the jutsu ends. Each creature in the sphere when the
or half as much damage and no additional effects on a
seal activates is targeted by its effect, as is a creature that
successful save. enters the sphere for the first time or ends its turn there.
A creature marked with the seal of extraction takes 5
Death. Each creature makes a constitution saving throw,
additional Necrotic damage each time they would take
taking 10d10 necrotic damage on a failed save or half as
damage from any source for the duration. Plants, much on a successful one.
Celestials, and Demons instead take 10 additional Hopelessness. Each target must make a charisma saving
Necrotic damage each time they would take damage
throw. On a failed save, the target is overwhelmed with
from any source for the duration. despair for 1 minute. During this time, it can’t attack or
A creature marked with the seal of extraction can as an
target any creature with harmful abilities, jutsu or attacks.
action attempt to remove the seal by making an
Stunning. Each target must make a Wisdom saving throw
Intelligence (Ninshou) check vs your Ninjutsu save DC, and becomes stunned for 1 minute on a failed save.
removing it early on a success. Plants, Celestials, and
Demons make this ability check at disadvantage. SEALING ART: SHINING STARS, SOARING
REVERSE SEAL SUMMONING STRIKE
Classification: Ninjutsu
Classification: Ninjutsu
Rank: A-Rank
Rank: A-Rank Casting Time: 1 Action
Casting Time: 1 Action Range: 120 feet
Range: Self Duration: Concentration, Up to 1 minute
Duration: Instant Components: HS, CM, CS
Components: HS, CM, CS
Cost: 20 Chakra
Cost: 20 Chakra
Keywords: Ninjutsu, Fuinjutsu
Keywords: Ninjutsu, Fuinjutsu
Description: As a part of the requirements to cast this
Description: You mark up to 6 willing Creatures with a
jutsu, you must know the Hollow Stars jutsu. You form
chakra seal, marking them with your personal seal
two tiny objects in the shape of stars, in unoccupied
formation. With this seal, you can, as a bonus action,
spaces, that you can see within range. Each object has 45
teleport creatures marked with your seal, to you, from up to
Hit points and an AC equal to your Ninjutsu save DC. At
1 mile away. You may also Inversely teleport to them, as a
the end of each of your turns, each object casts Hollow
bonus action, from up to 300 Feet away, occupying a space
Stars at C-Rank as if you cast them, targeting
within 5 feet of them that can hold you. Creatures marked
appropriate locations within range of your choice.
can resist being summoned causing this jutsu to fail, if they
If these objects are destroyed, this jutsu immediately
resist you do not spend chakra.
ends.
At Higher Ranks: For each rank you cast this jutsu
At Higher Ranks: For each rank you cast this jutsu
above A-Rank, increase the cost of this jutsu by 3 and
above A-Rank, increase the cost of this jutsu by 3 and the
multiply the range by 10.
number of star shaped objects made by +1.

SEALING ART: SEAL OF DISCORD SEALING ART: TETHERED ESSENCE


Classification: Ninjutsu
Classification: Ninjutsu
Rank: A-Rank
Rank: A-Rank
Casting Time: 1 Action
Casting Time: 1 Action
Range: Touch
Range: 60 Feet
Duration: Until dispelled or triggered.
Duration: 1 Hour
Components: HS, CM, CS
Components: HS, CM, CS
Cost: 20 Chakra
Cost: 20 Chakra
Keywords: Ninjutsu, Fuinjutsu
Keywords: Ninjutsu, Fuinjutsu
Description: When you cast this jutsu, you inscribe a
Description: You infuse chakra into a chakra seal as you
harmful seal either on a surface (such as a section of floor, a
attempt to mark two creatures (excluding yourself) with
wall, or a table) or within an object that can be closed to
the seal of mirrors.
conceal the seal (such as a book, a scroll, or a treasure
Select two creature you can see within range. Each
chest). If you choose a surface, the seal can cover an area of
creature must succeed a Charisma Saving throw. They
the surface no larger than 10 feet in diameter. If you choose
make this save at disadvantage if they are within 30 feet

41
of each other. Either creature can willingly fail the save. jutsu of C-Rank or lower, that requires that nature
If either creature saves, the jutsu has no effect. If both release that they knew. You cannot learn additional jutsu
saves fail, the creatures are linked for the duration, of the stolen nature release unless you already have the
regardless of the distance between them. When damage chosen nature affinity. If you would gain another nature
is dealt to one of them, the same damage is dealt to the release as a result of this jutsu, you instead replace the
other one. If hit points are restored to one of them, the previous nature release and jutsu known.
same number of hit points are restored to the other one.
If either of the tethered creatures is reduced to 0 hit S-RANK:
points, the jutsu ends on both. If the jutsu ends on one
creature, it ends on both. CHAKRA DISTORTION FIELD
Classification: Ninjutsu
SEALING ART: TOBIRAMA’S SWORD Rank: S-Rank
Classification: Ninjutsu Casting Time: 1 Action
Rank: A-Rank Range: Self (10 foot-Radius sphere)
Casting Time: 1 Action Duration: Concentration, up to 1 Minute
Range: 60 feet Components: HS, CM
Duration: Concentration, up to 1 minute Cost: 30 Chakra
Components: HS, CM Keywords: Ninjutsu
Cost: 17 Chakra Description: A 10-foot radius invisible sphere of chakra
Keywords: Ninjutsu, Fuinjutsu distortion. This area is divorced from chakra that makes
Description: You conjure a sword-shaped place of up the world. Within the sphere, Ninjutsu or Genjutsu
special distortion that hovers within range. It lasts for can’t be cast, and chakra items become mundane. Until
the duration. the jutsu ends, the sphere moves with you, centered on
When the sword appears, you make a melee ninjutsu you.
attack against a target of your choice within 5 feet of the Jutsu and other chakra-based effects except those
sword. On a hit, the target takes 5d10 + Ninjutsu Modifier created by an S-Ranked Artifact or Sage are suppressed
force damage. Until the jutsu ends, you can use a bonus in the sphere and can’t protrude into it. Chakra spent to
action on each of your turns to move the sword up to 30 cast a suppressed jutsu is lost. While an effect is
feet to a spot you can see and repeat this attack against suppressed, it doesn’t function, but the time it spends
the same target or a different one. If you successfully suppressed counts against its duration.
score a critical hit with this jutsu, you instead roll 15d10. Targeted Effects. Jutsu and other chakra effects such as
At Higher Ranks: For each rank you cast this jutsu Flame bolt or Doubled Pain, that target a creature or an
above A-Rank, increase the cost of this jutsu by 3 and the object in the sphere have no effect on that target.
amount of attacks the sword can make by 1 per round. Areas of Chakra. The area of another jutsu or chakra
effect such as Fireball, can’t extend into the sphere. If
TOUCH OF DEATH [CHANGED] the sphere overlaps an area of chakra, the part of the
Classification: Ninjutsu area that is covered by the sphere is suppressed. For
Rank: A-Rank example, the winds created by Wall of wind are
Casting Time: 1 Action
suppressed within the sphere, creating a gap in the wall
Range: Touch
if the overlap is large enough.
Duration: Instant
Components: CM Jutsu. Any active jutsu or other chakra effect on a
Cost: 20 Chakra creature or an object in the sphere is suppressed while
Keywords: Ninjutsu the creature or object is in it.
Description: You come close and begin to touch a willing Chakra items. The properties and abilities of chakra
creature you can reach. This touch can be in the form of a items are suppressed in the sphere. For example, a +1
grab, kiss, or hug. When you do, you immediately Katana in the sphere functions as a non-chakra
become aware of all Nature affinities the creature has if enhanced katana. A Chakra weapons properties and
any. powers are suppressed if it is used against a target in the
The target creature must succeed a Constitution sphere or wielded by an attacker in the sphere. If a
saving throw. On a failed save, you begin to suck the chakra weapon or piece of chakra enhanced ammunition
chakra directly from them, dealing 12d6 chakra damage fully leaves the sphere.
or none on a success. You regain chakra points equal to
the amount lost. If you reduce a creatures chakra to 0 as MEDICAL RELEASE: STRENGTH OF 1000
Classification: Ninjutsu
a result of this jutsu and still have left over chakra that
Rank: S-Rank
would be drained, you instead begin to instead drain
Casting Time: 1 Action
their life force. A creature reduces to 0 chakra instead Range: Self
takes any remaining result as double damage. Duration: Concentration, up to 1 Minute
If you cast this jutsu on a creature who has 0 chakra, Components: HS, CM
you instead deal 12d10 chakra damage, or none on a Cost: 30 Chakra
success. You regain chakra points equal to the amount Keywords: Ninjutsu, Medical
lost. Description: As a prerequisite for learning this jutsu you
If you attempt to cast this jutsu on an unwilling must know the “Strength of 100 Technique” Jutsu. You have
creature, you make a melee ninjutsu attack. On a hit, you mastered the “Strength of 100 Technique” perfecting
then attempt to drain their chakra as normal. the chakra control needed and finding the most efficient
Additionally, if you reduce a creatures Hit points to 0 way to enhance your physical strength by over 1000
as a result of this jutsu, you are temporarily able to steal times. For the duration, your strength score Double.
their nature release from them, if they have any. Your jump distance is multiplied by 4, your movement
Until you complete a long rest, you randomly gain one speed is tripled, you gain advantage on Constitution,
of the target creatures nature release and one random

42
Strength and Dexterity saving throws, and you FOUR YANG FORMATION
regenerate hit points equal to 2d12+ your constitution Classification: Ninjutsu
modifier at the start of each of your turns. Rank: S-Rank
When you make an unarmed attack, you deal an Casting Time: 1 Action
additional 3d10 Bludgeoning damage. When this jutsu Range: Up to 60 Feet
ends or you deactivate this jutsu, your body experiences Duration: Concentration
Components: HS, CM, CS, 3 Other Four Yang Formation
a massive shock. You gain 5 ranks of exhaustion which
Users
cannot be removed or healed by any means. You must
Cost: 30 Chakra
complete at least 4 weeks of Recouperation during
Keywords: Ninjutsu, Fuinjutsu
Downtime to remove them.
Description: You and 3 other users of this jutsu take
DEMIPLANE position in 4 points, surrounding the area you wish to
Classification: Ninjutsu seal. You each take position in 4 different points no more
Rank: S-Rank than 60 feet away from one another and each spend your
Casting Time: 1 action turn activating this jutsu. When all 4 are complete you
Range: 30 feet bend time and space sealing away the enclosed space in a
Duration: 1 hour pocket dimension composed of null space. Creatures
Components: HS, CM, CS trapped in this pocket dimension, are unable to escape
Cost: 35 Chakra unless they perform the same jutsu, or can teleport
Keywords: Ninjutsu, Fuinjutsu using the “Flying Thunder God: Guiding Thunder”,
Description: When you cast this jutsu, you inscribe a “Displacement Sealing Trap”, “Flying Thunder God”, or
transportation seal either on a surface (such as a section “Four Yang Formation” Ninjutsu.
of floor, a wall, or a table) or within an object that can be
closed to conceal the seal (such as a book, a scroll, or a MEDICAL RELEASE: BLOOD TO ACID
treasure chest). If you choose a surface, the seal can Classification: Ninjutsu
cover an area of the surface no larger than 10 feet in Rank: S-Rank
diameter. If you choose an object, that object must Casting Time: 1 Action
remain in its place; if the object is moved more than 10 Range: 120 Feet
feet from where you cast this jutsu, the seal is broken Duration: Instant
Components: HS, CM
and this jutsu ends without being triggered.
Cost: Special (50 Chakra)
The seal glows as a shadowy door forms on a flat solid
Keywords: Ninjutsu, Medical
surface that is attached to the surface the seal is placed
Description: You mold acidic into a form of your choice
on. The door is large enough to allow medium creatures
before attempting to infuse it into a creature you can see
to pass through unhindered. When opened, the door
within range, turning all of their blood into acid,
leads to a Demiplane that appears to be an empty room
destroying them from the inside.
30 feet in each dimension, made of wood or stone. When
Select one creature you can see within range. The
the jutsu ends, the door disappears, and any creature or
target must make a Constitution saving throw, taking
objects inside the Demiplane remain trapped there, as
10d12 + 40 acid damage on a failed save as all of their
the door also disappears from the other side.
blood is turned to acid. A creature who passes the save
Each time you cast this jutsu, you can create a new
only takes half damage and suffer no further effects.
Demiplane, or have the shadowy door connect to a
A creature who failed their saving throw converts all
Demiplane you created with a previous casting of this
ranks of bleeding or lacerated into corroded and ignores
jutsu. Additionally, if you know the nature and contents
the stack limitations found in the condition until this
of a Demiplane created by a casting of this jutsu by
effect is ended on them. At the beginning of each of its
another creature, you can have the shadowy door
turns, it must make a Constitution saving throw or be
connect to its Demiplane instead.
stunned until the beginning of its next turn from the
FLYING THUNDER GOD: GUIDING THUNDER never-ending pain it experiences. A creature who has
Classification: Ninjutsu had its blood turned into acid gains a rank of corroded in
Rank: S-Rank place of any ranks of bleeding.
Casting Time: 1 Reaction to another creature's Move, Additionally, it suffers 10d4 acid damage every hour as
Attack, or Cast a Jutsu Action their acidic blood constantly destroys them from the
Range: 30 Feet inside. Its blood can be turned back to normal with a
Duration: Instant casting of this jutsu again targeting it, or by casting
Components: HS, CM, CS another ninjutsu with the medical keyword that removes
Cost: 22 Chakra conditions at S-Rank.
Keywords: Ninjutsu, Fuinjutsu
Description: You bend space and time by making a
sealing formation in midair up to 30 feet away from you
in a space you can see that you decide. Creatures, objects
or Jutsu that cross through this space are immediately
teleported to a location that you have previously marked
with any Chakra Seal within 10 miles. This destroys the
Chakra Seal after activation.

43
MEDICAL RELEASE: GENOCIDE range die as their heart stops, their blood thins, and
Classification: Ninjutsu their cells forget the functions they normally are tasked
Rank: S-Rank with.
Casting Time: 1 Action Creatures who have between 81 and 100 Hit points, can
Range: 120 Feet feel their body begin to suffer from necrosis as they
Duration: Instant attempt to resist. These creatures make a Constitution
Components: HS, CM
saving throw. On a failed save, they become crippled by
Cost: Special (50 Chakra) the pain. A creature crippled by the pain, speed can never
Keywords: Ninjutsu, Medical be higher than 10, they have disadvantage on all rolls
Description: You begin to generate corrupted medical
using Strength or Dexterity, and if they attempt to cast a
chakra and infuse it with pure prejudice and malice jutsu of any type they must succeed a Constitution
towards a creature and their bloodline.
saving throw vs your Ninjutsu Save DC, on a failed save,
Select the name of a Clan or a specific creature if you are
they take 8d8 necrotic damage that ignores Temporary
unsure of their clan. The target must be of a level equal to Hit points, Resistance and Immunity as their chakra
or lower than your own as you fire a blast of Necrotic network is attacked by the necrosis, temporarily
chakra that cannot miss, so long as you can see them. The
reducing their Maximum chakra by the result as well. A
target must succeed a constitution saving throw. For every
crippled creature is crippled permanently, or until they
condition with a different name, they are under the effects have a Jutsu that removes conditions casted on them a
of, they suffer a -2 penalty to their save. On a failure, the
S-Rank.
target takes 10d10+50 necrotic damage, or half as much on
a successful save. MEDICAL RELEASE: PLAGUE
At the beginning of the affected creatures turn, pass or Classification: Ninjutsu
fail, tendrils of necrotic chakra leap out from that creature, Rank: S-Rank
up to 100 feet, to all other creatures that share the targets Casting Time: 1 Day
clan, or bloodline based on what you chose. All such Range: Self (1 Mile)
creatures, excluding the original target, must make Duration: Forever
constitution saving throws, taking 50 necrotic damage on a Components: HS, CM
failed save, or half as much on a success. Cost: Special (100 Chakra)
At the beginning of a creature who fails their saving Keywords: Ninjutsu, Medical
throws from the tendrils, more tendrils leap out from them Description: You begin to generate poisonous, venomous
with the same restrictions an additional 100 feet repeating and toxic medical chakra and infuse it directly into the air
the previous process, but excluding all creatures who were itself. Yourself and 10 other creatures of your choice are
previously affected by the jutsu. This affect repeats until no immune to the effects of this jutsu. Once this jutsu is cast,
other creatures who share the original targets clan or it continues to permeate the affected area forever after
bloodline are within range of the tendrils. casting.
Dark green, purple and black clouds fill the air, as a foul
MEDICAL RELEASE: HEAL smell of poison and toxins sail in the wind. A low moan can
Classification: Ninjutsu always be heard omnipresently. Each creature who are
Rank: S-Rank under the clouds when this jutsu is cast must make a
Casting Time: 1 Action constitution saving throw. A creature who is already
Range: 60 Feet suffering from a disease or who is poisoned or envenomed
Duration: Instant makes their saves at a -5 penalty. On a failed save, a
Components: HS, CM
creature gains 5 ranks of the envenomed condition and
Cost: 50 Chakra
they are permanently poisoned unless removed by a Jutsu
Keywords: Ninjutsu, Medical
with the medical keyword that removes conditions of S-
Description: You manifest and release a torrent of Rank. This jutsu ignores immunity to the poisoned
Medical chakra that flows out from you into injured
condition and damage. A creature can never have their hit
creatures of your choice. You cannot reduce the cost of
points reduced below 0 as a result of the envenomed
this jutsu by any means. You restore up to 500 hit points, condition, instead forced to suffer until killed by other
divided as you choose among any number of creatures means.
that you can see within range. Creatures healed by this
Creatures who come into contact with a creature who
jutsu are also cured of all diseases and any effect that was poisoned or envenomed by this jutsu must make the
inflicts conditions, regardless of the effects restriction save as if they were under the clouds of this jutsu when
or limitation. This jutsu has no effect on undead or
cast.
constructs. Once cast, this jutsu cannot be cast again
A creature who would wake up from a rest of any type
until you complete a Full Rest. under clouds created by this jutsu must make a save as if

MEDICAL RELEASE: IMPENDING END


they were under the clouds of this jutsu when cast.
The affected area grows by 1 mile every month until
Classification: Ninjutsu
this jutsu is dispelled. The clouds can only be dispelled
Rank: S-Rank
by 3 castings of a Ninjutsu with the Fuinjutsu keyword
Casting Time: 1 Action
Range: 40 Feet cast at S-Rank targeting them from within 10 feet of the
Duration: Instant original space the jutsu was cast from.
Components: HS, CM
Cost: 55 Chakra
Keywords: Ninjutsu, Medical
Description: You manifest and release a torrent of putrid
Medical chakra that flows out from you into creatures of
your choice. You cannot reduce the cost of this jutsu by
any means. Creatures with 80 Hit points or less within

44
MEDICAL RELEASE: SUPREME POISON DEITY
Classification: Ninjutsu
Rank: S-Rank
Casting Time: 1 Full Turn Action
Huge Construct, unaligned
Range: 120 Feet
Duration: Concentration, up to 1 minute
Components: HS, CM, CS Armor Class 16 + Your Ninjutsu Ability Modifier
Cost: Special (25 Chakra) Hit Points 230 (20d12 + 100)
Keywords: Ninjutsu, Medical, Fuinjutsu Speed 60 ft.
Description: You mold poisonous into the form of a huge
construct scorpion, known as the Supreme Poison Deity, STR DEX CON INT WIS CHA
26 (+8) 14 (+2) 21 (+5) 1 (-5) 10 (+0) 1 (-5)
formed entirely of poison, toxins and venom. This
construct uses your Ninjutsu attack bonus and Save DC
for effects that requires it. Damage Immunities Acid, Poison, Psychic, Cold, Bludgeoning, Piercing and
It rolls initiative as it has its own turns, using your Slashing damage.
Ninjutsu ability modifier + proficiency as its initiative. Damage Resistance Lightning, Wind
Damage Vulnerability Earth, Fire
PLANE SHIFT Condition Immunities Charmed, Chilled, Bleeding, Shocked, Exhaustion,
Classification: Ninjutsu frightened, paralyzed, poisoned
Rank: S-Rank Senses Darkvision 60 ft., passive Perception 10
Casting Time: 1 action
Range: Touch Immutable Form. The Supreme Poison Deity is immune to any Jutsu or
Duration: Instant effect that would alter its form.
Components: HS, CM, CS
Poisonous Weapons. The Deities attacks are chakra enhanced.
Cost: 24 Chakra
Keywords: Ninjutsu, Fuinjutsu One with Poison. When the Deity is in contact with a body of water
Description: You and up to eight willing creatures who regardless of size, it turns it into poison up to 100 feet out from it.
are touching each other are transported to a different
location that you’ve placed a Chakra seal prior. This
location can be on the standard plane of existence, or in Multiattack. The Supreme Poison Deity can attack 3 times. Twice with its
a pocket dimension that has not collapsed. Stinger and once with its Pincer.
Stinger. Melee Weapon Attack: Reach 15 ft., one creature. Hit: 5d8 + 8
REALITY BREAK Poison damage. A creature hit by this attack must succeed a
Classification: Ninjutsu Constitution Saving throw. On a failed save they are Poisoned and
Rank: S-Rank gain 2 ranks of envenomed.
Casting Time: 1 action
Range: 60 feet Pincer. Melee Weapon Attack: Reach 10 ft., one creature. Hit: 2d10 + 8
Duration: Concentration, up to 1 minute Poison damage. A creature hit by this attack must succeed a Strength
Components: HS, CM saving throw. On a failed save they are Grappled and restrained. A
Cost: 24 Chakra Grappled creature can make a Strength saving throw, escaping on a
Keywords: Ninjutsu, Fuinjutsu successful save.
Description: You shatter the barriers between Poison Charges (Charges: 6): The Deity has a number of charges, which it
dimensions thrusting a creatures into turmoil and can use to cast Ninjutsu with the Medical Keyword, that deals poison
madness. The target must succeed a constitution saving damage. When it casts a jutsu it spends a number of charges equal to the
throw or it can’t take reactions until the jutsu ends. The jutsu’s rank (D-Rank: 1, C-Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5)
target must also roll a d10 at the start of each of its turns;
the number rolled determines what happens to the
target as shown on the Reality break table. If used while
inside of a pocket dimension created by another jutsu,
that dimension collapses on itself being destroyed and
never being able to be reached ever again.

R EALITY B REAK EFFECTS


D10 Effects
1-2 Collapsing World. The target takes 12d8 force damage, and is stunned until the end of the turn. If the target was in a pocket dimension,
they return to the standard plane of existence.
3-5 Rending Rift. The target must make a Dexterity saving throw, taking 8d12 force damage on a failed save, or half as much damage on a
successful save.
6-8 Wormhole. The target is teleported, along with everything it wearing and carrying, up to 100 miles away to an unoccupied space in a
random direction. The target also takes 12d10 force damage and is prone.

9-10 Chill of the Dark Void. The target takes 12d10 Necrotic Damage and is blinded permanently. This can be removed with a Minor
restorative of A-Rank or Higher.

45
REAPER DEATH SEAL
Classification: Ninjutsu
Rank: S-Rank
Casting Time: 1 Action
Range: 5 feet
Duration: Instant
Components: HS, CM
Cost: Special (50 Chakra)
Keywords: Ninjutsu, Fuinjutsu
Description: You summon the reaper of souls. Along
with casting this jutsu you target a restrained creature
within range. The reaper of death reaches through you,
using your soul as a glove reaching into the grabbed
creature and pulls their souls out Immediately killing
them. The user of this jutsu also dies after the jutsu has
concluded both of their souls being sealed into the belly
of the reaper of souls.

SEALING ART: GATE OF THE AFTERLIFE


Classification: Ninjutsu
Rank: S-Rank
Casting Time: 1 Year

SEALING ART: IMPURE WORLD


Range: 10 Feet
Duration: Permanent
Components: HS, CM DESTRUCTION
Cost: Special (138 Chakra) Classification: Ninjutsu
Keywords: Ninjutsu, Fuinjutsu, Combination Rank: S-Rank
Casting Time: 1 Full Turn Action
Description: You and all casters infuse chakra into
Range: 30 foot
chakra seals as you attempt to tear open the gates of hell
Duration: Instant
with the seal of the ever after. Components: HS, CM, CS
For 8 Hours a day, for 1 Year, you and no less than 10 Cost: 45 Chakra
Casters, work together adding, reinforcing and Keywords: Ninjutsu, Fuinjutsu
manifesting chakra seals designed to open a portal to the Description: You infuse chakra into chakra seals as you
afterlife. If this casting is interrupted by having chakra attempt to tear into the underworld with the seal of the
seals destroyed or a caster dying, the jutsu fails having to consecration.
be recast from scratch. You summon a coffin to act as a gateway to the
Once completed, this jutsu creates a 2-way portal to underworld. The coffin springs open, as shadow tendril
the afterlife. Living creatures who pass through this gate like hands launch forward piercing the body a creature
into the world of the afterlife can remain there for no you can see within range. Make a ranged Ninjutsu attack.
longer than a number of hours, equal to their level. If On a hit, you deal 18d10 necrotic damage.
they remain any longer their material bodies If this jutsu reduces a creature to 0 Hit points, their
disintegrate as only their souls remain, unable to cross soul is torn from their body as it is sealed within the
back over onto the material plan as a living creature ever coffin.
again. Moving forward, until there is not a soul bound to the
A Spirit who finds this gateway, can cross over into the coffin, whenever you would cast this jutsu, you instead
material plane and can possess any creature of equal or summon an undead construct of the creature you
lower level than they were in life. If the creature originally killed using this jutsu. The construct acts at
attempts to possess a creature of lower level than it, then the end of your turn, and follows your command. It can
it completely dominates their mind and body, kicking speak freely but cannot willingly act in a way counter to
out their spirit. The spirit has access to all features, jutsu any action you provide it. The construct has half as many
and abilities they had access to in life and any jutsu, hit points it had in life, can cast jutsu and use clan
features and abilities the original body had access too. features it had in life using your chakra instead.
The spirit that was kick out of that body is sucked into A construct summoned this way can only remain
the afterlife, taking the place of that escaped Spirit. summoned for 1 minute before being pulled back into the
If the creature attempts to possess a creature of equal coffin at the end of the duration to be saved for later use.
or higher level than it, then the target of possession A construct that is killed while summoned does not
makes a Charisma save vs the Level + Proficiency of the return to the coffin, instead relinquishing the soul that
creature. On a success, they resist. On a failure, their was bound to it.
spirits are kicked out of their body.

46
SEALING ART: VOID
Classification: Ninjutsu
Rank: S-Rank
Casting Time: 1 Action
Range: 1000 feet
Duration: Concentration, Up to 1 Minute
Components: HS, CM, CS
Cost: 23 Chakra
Keywords: Ninjutsu, Fuinjutsu
Description: You infuse chakra into chakra seals as you
attempt to tear into the underworld with the seal of the
emptiness.
You select a 30-foot radius sphere within range,
creating a sphere of emptiness, where the material plane
and the space inside the sphere are of different
dimensional make ups. For the jutsu’s duration, the
sphere and any place within 100 feet of it are difficult
terrain, and non-Chakra enhanced objects fully inside
the sphere are shunted to the space in-between
dimensions if they aren’t being worn or carried.
When the sphere appears and at the start of each of
your turns, until the jutsu ends, unsecured objects
within 100 feet of the sphere are pulled towards the
spheres center, ending in an unoccupied space as close
to the center as possible.
A creature that starts its turn within 100 feet of the
sphere must succeed a Strength saving throw or be
pulled straight towards the spheres center, ending in an
unoccupied space as close as possible to the center. A
creature that enters the sphere for the first time on a
turn or starts its turn there takes 10d10 force damage
and is restrained until it is no longer in the sphere. If the
sphere is in the air, the restrained creature hovers inside
the sphere. A creature can use its action to make a
strength saving throw against your Ninjutsu save DC,
ending this restrained condition on itself or another
creature in the sphere that it can reach. A creature who is
reduced to 0 hit points by this jutsu is shunted into the
space in-between dimensions where they drift forever
frozen in time, along with any items it was wearing or
carrying.

47
EARTH RELEASE
Earth Release is one of the basic elemental nature transformation techniques and allows the user to manipulate the
surrounding earth for offensive and defensive purposes or create it; be it dirt, mud, or rock.
Earth Release techniques have the ability to change the strength and composition of the earth from being as hard as
metal to as soft as clay as well as manipulating their density, making them heavier or lighter. This includes allowing the
user to travel through ground and rock in various ways which can be essential for both transportation and for setting up
attacks or creating defenses or for offence. Indeed, this makes earth techniques one of the most versatile of the elemental
techniques. Pre-existing earth is not necessary though, for the user can create it with their own chakra.

Earth Release is naturally strong against Water Release and weak against Lightning Release.

Prerequisite: You must have the Earth Release Affinity to learn jutsu with the Earth Release Keyword.

Special Effect: All Structures and constructs made by a Ninjutsu with the Earth Release keyword has resistance to cold
damage and vulnerability to lightning Damage, even if they jutsu does not specific ally state its resistances or immunities.

D-RANK: EARTH RELEASE: BEDROCK SKIN


EARTH RELEASE: AGONIZING THORN [CHANGED]
Classification: Ninjutsu
Classification: Ninjutsu
Rank: D-Rank
Rank: D-Rank Casting Time: 1 Reaction, which you take when you take
Casting Time: 1 Action damage.
Range: 30 Feet
Range: Self
Duration: Instant Duration: Instant
Components: HS, CM Components: HS, CM
Cost: 4 Chakra Cost: 4 Chakra
Keywords: Ninjutsu, Earth Release
Keywords: Ninjutsu, Earth Release
Description: You generate Shards of earth and hurl them Description: The Jutsu hardens the skin in response to
at a creature or object within range. Make a Ranged taking damage. Reduce the damage you take until the
Ninjutsu Attack against the target. On a hit, the target
beginning of your next turn by 1d6+4 (Excluding Psychic
takes 3d8 Earth damage and must make a Strength
or Lightning damage) until the start of your next turn.
saving throw, being knocked prone on a failed save. At Higher Ranks: For each rank you cast this jutsu
At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3 and
above D-Rank, increase the cost of this jutsu by 3 and the damage reduction by +4.
the damage by 1d8
EARTH RELEASE: CALCITE: MIGHT
EARTH RELEASE: BEDROCK COFFIN Classification: Ninjutsu
Classification: Ninjutsu Rank: D-Rank
Rank: D-Rank Casting Time: 1 Action
Casting Time: 1 Action Range: 30 Feet
Range: 30 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: Ninjutsu, Earth Release, Medical
Keywords: Ninjutsu, Earth Release Description: You create a surge of Earth Release Chakra
Description: You manipulate and mold the earth under and use it to amplify a willing creature you can see
your enemies to encase them in a coffin of stone. Target within range. Once successfully cast, you do not need to
creature makes a Dexterity saving throw. On a failed see where the target is and must remain within 120 feet
save, they are captured inside the coffin and are treated of them.
as restrained and grappled. On a success they dodge out Target creatures Strength becomes 18 for the duration
of the way of the coffins collapsing form. On each of if it is not already. Their Unarmed, Weapon, and Taijutsu
their turns thereafter, they can make a Strength saving Attacks deal an additional 1d6 Earth Damage and you
throw to force their way out. If a creature attempts to always know when they take damage and their current
attack the coffin to break it, the coffin is an Earthen condition even if you cannot see them for the duration.
Construct, has an AC equal to your Ninjutsu Save DC, 25 At Higher Ranks: For each rank you cast this jutsu
Hit Points, Resistance to Cold damage and vulnerability above D-Rank, increase the cost of this jutsu by 3 and
to Lightning damage. the number of creatures affected by +1.
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 can target by +1 and the hit
points of the coffin by 10.

1
EARTH RELEASE: EARTH FLOW RIVER EARTH RELEASE: EARTHEN GRASP
[CHANGED] [CHANGED]
Classification: Ninjutsu Classification: Ninjutsu
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
Cost: 5 Chakra Cost: 5 Chakra
Keywords: Earth Release, Ninjutsu Keywords: Earth Release, Ninjutsu
Description: You transform the surface in front of you into Description: You select a 5-foot-square of unoccupied
a mud river. The river created is a 30-foot cone, that space on the ground that you can see within range. A
sweeps creatures off of their feet and carries them to the medium sized hand made from earth, soil and dust forms
end of the cone furthest away from the caster. and reaches for one creature you can see within 10 feet of
Creatures in the path of the mud slide must make a it. The target must make a Strength saving throw. On a
Strength saving throw. On a failed save they are swept up failed save, the target takes 2d6 earth damage and is both
and moved to the end of the stream, falling prone being grappled and restrained for the Jutsu’s duration. A creature
disarmed of any weapons or items they are holding and grappled in this way has one of their hands bound and is
having their speed reduced by 10 feet until the end of their unable to form handseals or use Chakra seals.
next turn. On a successful save, no effects. As a bonus action, you can cause the hand to crush the
At Higher Ranks: For each rank you cast this jutsu above restrained target, dealing 2d6 earth damage.
D-Rank, increase the cost of this jutsu by 3 and the size of As an action on their turn, the restrained target can
the cone by 5ft and the speed they are reduced by 5 feet. remake the saving throw. On a success, the target escapes
and is no longer restrained by the hand.
EARTH RELEASE: EARTH SPINE GRUDGE As an action, you can cause the hand to reach for a
Classification: Ninjutsu different creature or to move up to 30 feet to a different
Rank: D-Rank unoccupied space that you can see. This movement must be
Casting Time: 1 Action along the same or connected surface the hand is attached
Range: Self
to. The hand releases a restrained target if you do either.
Duration: 1 minute
This hand counts as an Earthen Construct.
Components: HS, CM
At Higher Ranks: For each rank you cast this jutsu above
Cost: 4 Chakra
D-Rank, increase the cost of this jutsu by 3, the number of
Keywords: Ninjutsu, Earth Release
Earthen hands that can target other creatures by +1 and
Description: You generate Shards of earth and levitate
increase the damage by 1d6.
them around yourself, creating a field of stone debris to
protect you. For the duration of this jutsu, ranged attacks
are made as if you are under half cover, with the floating
EARTH RELEASE: EARTHEN TREMOR
Classification: Ninjutsu
earth around you. Rank: D-Rank
Also, creatures of your choice treat all spaces within 10 Casting Time: 1 Action
feet of you as difficult terrain. This floating earth counts as Range: 60 feet (20-foot cube)
a single earthen construct while active. Duration: Instant
Components: HS, CM
EARTH RELEASE: EARTHEN ENTANGLEMENT Cost: 3 Chakra
Classification: Ninjutsu Keywords: Earth Release, Ninjutsu
Rank: D-Rank Description: You cause a tremor in the ground on a 20-foot
Casting Time: 1 Action cube centering on a point you can see within range.
Range: 60 Feet
Each creature other than you in that area must make a
Duration: Concentration, up to 1 minute.
Dexterity saving throw. On a failed save, a creature takes
Components: HS, CM
2d8 earth damage is knocked prone. If the ground in that
Cost: 5 Chakra
area is loose earth or stone, it becomes difficult terrain
Keywords: Ninjutsu, Earth Release
until it is cleared, which takes about 10 minutes of work.
Description: Hooking and grasping arches of stone sprout
At Higher Ranks: For each rank you cast this jutsu above
from the ground in a 20-foot cube starting from a point
D-Rank, increase the cost of this jutsu by 3 and the damage
within range. For the duration, these earthen arches turn
by 1d8 and the radius by 5 feet.
the ground into difficult terrain. Creatures cannot take the
dash or dodge actions while within this area of difficult
terrain.
Creature(s) of your choice in the area when you cast the
ninjutsu must succeed on a Strength saving throw or be
restrained by the criss crossing stone arches until the jutsu
ends. A creature restrained by the earth can use its action
to make a Strength check against your Ninjutsu save DC.
On a success, it frees itself.
When you cast this jutsu, the difficult terrain remains
even after you end concentration on this jutsu. The difficult
terrain can be cleared with 10 minutes of work attempting
to do so. While the difficult terrain remains, its counted as
a single earthen construct.

2
EARTH RELEASE: GEO BREASTPLATE EARTH RELEASE: GEO RESONANCE
Classification: Ninjutsu Classification: Ninjutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Self Range: 90 Feet
Duration: 8 Hours Duration: Concentration, Up to 1 minute
Components: HS, CM Components: HS, CM
Cost: 5 Chakra Cost: 5 Chakra
Keywords: Ninjutsu, Earth Release Keywords: Ninjutsu, Earth Release
Description: You create an aura of Earth Release chakra Description: You amplify constructs made of earth causing
that permeates your body for the duration. This chakra acts them to manifest an aura of Earth Release Chakra. Select an
as a breastplate of steel like material. Earth Construct of your creature within range. All creatures
For the duration your AC is Calculated as 13 + Your of your choice within 60 feet of the chosen construct must
Constitution Modifier + Half of your proficiency bonus succeed a Strength saving throw each turn they start in the
(Rounded Down). This jutsu ends if you wear armor or aura of a Construct. If a creature is within 2 different aura
dismiss the jutsu as a bonus action. created by this jutsu they make a single Saving throw.
On a failed save, a creature’s AC is reduced by 1 until the
EARTH RELEASE: GEO GENESIS [CHANGED] beginning of their next turn as you increase the weight of
Classification: Ninjutsu the chosen creatures forcing them to move slower.
Rank: D-Rank A creature can be affected by no more than 2 Auras
Casting Time: 1 Action created by this jutsu.
Range: 30 Feet
At Higher Ranks: For each rank you cast this jutsu above
Duration: Special
D-Rank, increase the cost of this jutsu by 3. Casting this
Components: HS, CM
jutsu at B-Rank, increase the AC penalty to -2. Casting this
Cost: 5 Chakra
jutsu at S-Rank, increase the AC bonus to -3.
Keywords: Ninjutsu, Earth Release
Description: You create a shard of shimmering earth,
made of Earth Release Chakra. This shard can be any
EARTH RELEASE: GEOLOCATION
Classification: Ninjutsu
shape you chosen and can shimmer in any color you like.
Rank: D-Rank
You then select a space you can see within range and Casting Time: 1-Action
throw the shimmering shard to the chosen space. Range: Self
As a bonus action on your turn, you may trigger the Duration: 10 minutes
shard causing it to erupt into a blooming flowerhead Components: HS, CM
made of earth. All creatures within 10 feet of the shard Cost: 5 Chakra
must succeed a Strength saving throw taking 2d6 + Your Keywords: Earth Release, Ninjutsu, Sensory
Ninjutsu ability Modifier Earth damage and being Dazed Description: You extend your chakra throughout the earth
on a failed save or half as much on and no additional around you extending up to 30 feet from you. For the
effects on a successful save. duration you gain tremor sense. Creatures who move
Once the shard blooms it sits unmoving on the ground under the surface that you are standing on are perceived
and counts as an Earth Construct. Up to 3 medium by you with your tremor sense.
creatures may safely stand on the flower of earth. As a At Higher Ranks: For each rank you cast this jutsu above
reaction or bonus action you may cause the flower to D-Rank, increase the cost of this jutsu by 3. If cast at C-
shoot 60 feet into the air taking any creature standing on Rank Increase the duration to 1 hour. If cast at B-Rank; 8
it into the air with it. The flower either dissolves at the Hours. If cast at A-Rank 24 Hours.
end of your next turn or when it reaches its maximum
height automatically (your choice). EARTH RELEASE: GOLDEN GEMS
Classification: Ninjutsu
EARTH RELEASE: GEO ISOTOMA Rank: D-Rank
Classification: Ninjutsu Casting Time: 1 Action
Rank: D-Rank Range: Self
Casting Time: 1 Bonus Action Duration: 1 minute
Range: 90 Feet Components: HS, CM
Duration: Concentration, Up to 1 minute Cost: 5 Chakra
Components: HS, CM Keywords: Ninjutsu, Earth Release
Cost: 5 Chakra Description: You solidify your Earth Release chakra into 3
Keywords: Ninjutsu, Earth Release small Shimmering Crystalline Gems. The Gems can be any
Description: You amplify constructs made of earth color you choose and they float around you for the
causing them to manifest an aura of Earth Release Chakra. duration. You can spend your gems to perform a series of
Select an Earth Construct of your creation within range. actions as detailed below. When you spend a gem, they
All creatures of your choice within 60 feet of the chosen shatter after use;
construct gains a +1 bonus to their AC, as you decrease the As an Action, you may collect all remaining gems into a
weight of the chosen creatures allowing them to move single mass of shimmering crystalline chakra before firing
faster and with less resistance. A creature can be affected it like a cannon in a straight line. All creatures in a 5-foot
by no more than 2 aura created by this jutsu. wide, 60-foot line must succeed a Dexterity saving throw
At Higher Ranks: For each rank you cast this jutsu taking 1d12 for every gem you have + Your Ninjutsu Ability
above D-Rank, increase the cost of this jutsu by 3. Casting Modifier on a failed save or half as much on a successful
this jutsu at B-Rank, increase the AC bonus to +2. Casting save.
this jutsu at S-Rank, increase the AC bonus to +3.

3
As a bonus action you may make a ranged Ninjutsu Any creature who assists in casting this jutsu as a
attack, spending one of your gems, targeting a creature combination jutsu increases the damage of this jutsu by one
you can see within 60 feet of you. On a hit, you deal 2d6 step based on the highest Charisma Modifier within the
Earth damage. group of casters. (+0-1: No Change, +2: D8, +3-4: D10, +5:
At Higher Ranks: For each rank you cast this jutsu above D12).
D-Rank, increase the cost of this jutsu by 3 and you
generate 1 additional Gem. EARTH RELEASE: JADE SCREEN [CHANGED]
Classification: Ninjutsu
EARTH RELEASE: HEADHUNTER TECHNIQUE Rank: D-Rank
Classification: Ninjutsu Casting Time: 1 Action
Rank: D-Rank Range: 30 feet
Casting Time: 1-Action Duration: Concentration, Up to 1 minute
Range: Touch Components: HS, CM, CS
Duration: Instant Cost: Special (28 Chakra)
Components: HS, CM Keywords: Ninjutsu, Earth Release, Fuinjutsu, Combination
Cost: 3 Chakra Description: You summon two pillars of earth each 15 feet tall,
and 5 feet thick. They each occupy a space that can hold them
Keywords: Earth Release, Ninjutsu
and must be within 25 feet of each other with no other
Description: While burrowing under a target, you can
structures directly in-between them. These pillars are
attempt to drag them under leaving them submerged in the structures of your design and cannot be moved once conjured.
earth with only their head being exposed. Target creature A film of earth release chakra is created between the
makes a Dexterity saving throw to avoid being snatched two pillars in a straight line. This film and pillars share a
into the ground and restrained. If you are hidden from the number of hit points equal to twice your Ninjutsu Save
target and they are unaware of your presence they make DC and has resistance to bludgeoning, piercing and
this save at disadvantage. Creatures who are restrained by slashing damage. All attacks or jutsu from one side of
this jutsu can make a strength (athletics) check vs your your choice, that would pass through this film instead
Ninjutsu Save DC as an action on their turn to escape the strike it reducing its hit points as if it was the original
ground, ending the restrained condition. target. Once the hit points of the structure and film
reaches 0, this jutsu immediately ends as the structure
EARTH RELEASE: JADE DEVOTION crumbles.
Classification: Ninjutsu
All ranged attacks that would pass through the film of
Rank: D-Rank
your choice, passes through harmlessly and increases
Casting Time: 1 Action
Range: Self (10-foot sphere) the attacks range by 10 feet, and damage by 1 damage
Duration: Instant die. This jutsu can deal additional damage in this way no
Components: HS, CM more than 3 times per casting.
Cost: 5 Chakra Combination: If this jutsu is cast as a Combination jutsu
Keywords: Ninjutsu, Earth Release with 2 or more casters neither caster needs to spend chakra
Description: You release a surge of earth release chakra to maintain concentration on this jutsu.
that permeates you and your allies. All willing creatures of Any creature who assists in casting this jutsu as a
your choice within a 10-foot sphere centering on you, combination jutsu increases the damage based on the
gains 3d6 + Ninjutsu ability modifier in temporary hit highest Charisma Modifier within the group of casters. (+0-
points and resistance to bludgeoning piercing and slashing 1: No Change, +2: +2 additional damage die, +3: 3 additional
damage so long as they have temporary hit points granted damage die, +4: 4 additional damage die, +5: 5 additional
by this jutsu. damage die).
Additionally, creatures who have temporary hit points
granted by this jutsu count as Earth Constructs created by EARTH RELEASE: MOLE MOVEMENT
you. Classification: Ninjutsu
At Higher Ranks: For each rank you cast this jutsu Rank: D-Rank
Casting Time: 1Action
above D-Rank, increase the cost of this jutsu by 3 and
Range: Self
temporary hit points by 1d6. Duration: Concentration, up to 1 minute.
Components: HS, CM
EARTH RELEASE: JADE RAIN [CHANGED] Cost: 4 Chakra
Classification: Ninjutsu
Keywords: Earth Release, Ninjutsu
Rank: D-Rank
Description: You begin to sink into the ground after
Casting Time: 1 Action
converting the earth under your feet into a soft sand like
Range: 90 feet
Duration: Instant substance. You gain a burrow speed of 30 feet. You can
Components: HS, CM, CS burrow through earth and sand alike. If you run out of
Cost: Special (28 Chakra) chakra while underground you emerge directly up from
Keywords: Ninjutsu, Earth Release, Fuinjutsu, Combination where you are. You leave a single tunnel large enough for
Description: By weaving your handseals together you create a one person to fit through at a time. You have knowledge
seal made completely of shimmering earth Release Chakra in of how many people are on the surface directly above
the air above you. This seal then alters its angle before you you in a 10-foot radius sphere centering on you.
release a swarm of shimmering shards of sharpened stone.
All creatures in a 15-foot wide, 90-foot-long line
originating from you must succeed a Dexterity saving
throw, taking 6d6 earth damage on a failed save or half
as much on a successful one.
Combination: If this jutsu is cast as a Combination jutsu
with 2 or more casters you increase the damage die by 3.

4
EARTH RELEASE: MUD WAVE [CHANGED] EARTH RELEASE: STONE FIST [CHANGED]
Classification: Ninjutsu Classification: Ninjutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Self (20-foot cone) Range: Self
Duration: Instant Duration: 1 minute
Components: HS, CM Components: HS, CM
Cost: 4 Chakra Cost: 4 Chakra
Keywords: Earth Release, Ninjutsu Keywords: Earth Release, Ninjutsu, Clash
Description: You churn the earth in front of you and Description: You encase a single arm in rock, enabling
blast it forward in a 20-foot cone. Creatures in the cone yourself to strike with hardened punches, while also
must make a Strength saving throw taking 3d6 earth protecting yourself from direct contact. For the duration
damage and being bruised on a failed save, and half as of this jutsu, when you take the attack action, you
much damage and not additional effect on a successful instead deal you deal your Unarmed Damage +2d6 earth
save. damage. This Jutsu's benefits cannot be applied to any
At Higher Ranks: For each rank you cast this jutsu Taijutsu or Bukijutsu cast under any circumstances.
above D-Rank, increase the cost of this jutsu by 3, For the duration of this jutsu one of your hands are
damage by 1d6 and the cone size by 5 feet. occupied and cannot be used to make Hand Signs (HS) or
use Chakra Seals (CS). Also, when you strike a creature
EARTH RELEASE: RISING ROCK TECHNIQUE with the encased arm, it does not count as direct contact
[CHANGED] with them.
Classification: Ninjutsu At Higher Ranks: For each rank you cast this jutsu
Rank: D-Rank above D-Rank, increase the cost of this jutsu by 3. When
Casting Time: 1-Action this jutsu is cast at B-Rank, increase damage by 1d6.
Range: 30 feet When this jutsu is cast at S-Rank, increase damage by
Duration: Instant
1d6.
Components: HS, CM
Cost: 4 Chakra
EARTH RELEASE: TECTONIC TIDE
Keywords: Earth Release, Ninjutsu, Clash
Description: You tear two large chunks of stones from
[CHANGED]
Classification: Ninjutsu
the ground using the strength of your chakra alone,
Rank: D-Rank
hurling them at a single target. Make two ranged Casting Time: 1 Action
ninjutsu attacks against the target dealing 2d12 Earth Range: Special
damage on a hit. Duration: Instant
The two large chunks of stone remain after being Components: HS, CM
hurled, being counted as an earthen construct, Cost: 4 Chakra
occupying two spaces of your choice within 5 feet of the Keywords: Ninjutsu, Earth Release
original target. Description: You churn the ground under you and up to 2
Select two spaces within 5 feet of you when you cast Earthen Constructs of your creation and create a
this jutsu. These two spaces from which you pulled the localized quake of earth that bends and snaps the ground
stones from count as difficult terrain until cleared, under them and rolls outward from in a wave.
which takes at least 10 minutes of work. Select up to two Earthen Constructs of your creation,
At Higher Ranks: For each rank you cast this jutsu including yourself. All other creatures within a 20-foot
above D-Rank, increase the cost of this jutsu by 3 and radius of yourself and the chosen constructs must
the damage by 1d12. succeed a Dexterity saving throw taking 2d8 earth
damage and being knocked prone and bruised on a failed
EARTH RELEASE: ROCK SHURIKEN save or half as much with no additional effects on a
[CHANGED] successful save. If a creature is in more than one radius,
Classification: Ninjutsu they only make 1 saving throw, being affected by this
Rank: D-Rank jutsu up to twice.
Casting Time: 1-Action At Higher Ranks: For each rank you cast this jutsu
Range: 30 feet above D-Rank, increase the cost of this jutsu by 3 radius
Duration: Instant
by 5 feet, and damage by 1d8.
Components: HS, CM
Cost: 3 Chakra
Keywords: Earth Release, Ninjutsu
Description: You mold and shape small stones into the
shape of shuriken. When you do, you autonomously fire
them all off, one after another like bullets pelting and
tearing through enemies.
Make a ranged ninjutsu attack. On a hit, you deal 4d6
earth damage, and inflicting 1 bruised.
At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3 and
the damage by 1d6.

5
C-RANK: EARTH RELEASE: EARTH CLONE
Classification: Ninjutsu
EARTH RELEASE: CALCITE: SWIFT Rank: C-Rank
Classification: Ninjutsu Casting Time: 1 Action
Rank: C-Rank Range: 120 Feet
Duration: Concentration, up to 10 minutes
Casting Time: 1 Action
Range: 30 Feet Components: HS, CM
Duration: Concentration, Up to 1 minute Cost: 8 Chakra
Components: HS, CM Keywords: Earth Release, Ninjutsu
Cost: 9 Chakra Description: A modified version of the Shadow Clone
Keywords: Ninjutsu, Earth Release, Medical Technique that allows the user to create a solid construct
Description: You create a surge of Earth Release Chakra from soil, rock and sand in their own image. The clone
and use it to amplify a willing creature you can see weights 6 times as much as the user and cannot swim (or
within range. Once successfully cast, you do not need to drown). You create a single clone that is incapable of
see where the target is and must remain within 120 feet sentient thought, but can be mentally commanded as a
of them. bonus action to complete a task set by the user so long as
Target creatures Dexterity becomes 20 for the they are standing on the same surface within 120 feet of one
duration if it is not already. They gain Proficiency in another. If the clone and user are ever outside of this range
Dexterity saving throws and their speed is increased by the clone melts away back into the materials that made it.
20 feet. This clone for the duration counts as an Earthen construct.
At Higher Ranks: For each rank you cast this jutsu The Earth clone has an AC equal to your Ninjutsu Save DC,
above C-Rank, increase the cost of this jutsu by 3 and 20 hit points, it does not have chakra of its own. It has
their speed by 10 feet. Immunity to Genjutsu, Psychic & Poison damage,
Resistance to Bludgeoning, Earth & Cold Damage. But
EARTH RELEASE: CRYSTALIZED ASCENSION vulnerability to lightning damage. If your Earth Clone must
Classification: Ninjutsu make a saving throw it uses your Ninjutsu ability modifier
Rank: C-Rank regardless of the type of saving throw made.
Casting Time: 1 Action Your clone has a replica of any weapons you have on you
Range: Touch at the time of creation that is also made from the same
Duration: Concentration, Up to 1 minute materials that constitute it’s made from. When the clone
Components: HS, CM
makes an Attack using this weapon or an unarmed attack it
Cost: 9 Chakra
deals 1d8 earth damage regardless of the attack used. It can
Keywords: Ninjutsu, Earth Release
make up to 2 attacks using its action. It does not get a Bonus
Description: You materialize Earth release chakra into
action or a reaction. You can cast ninjutsu, that you know
the form of armor on a willing creatures body for the
(except Jutsu with “Clone” in its name & Fuinjutsu & Jutsu
duration. Target creature’s AC becomes equal to your
with the Combination keyword) with the Earth Release
Ninjutsu Save DC + their Dexterity Modifier and gains
keyword through your earth clone as if the clone is casting it
Temporary hit points equal to your Ninjutsu save DC.
itself. The Clone cannot use any Clan or Class Features, it
Additionally, melee weapon attacks made by the target
also cannot use any Feats you may have.
creature deal additional damage equal to your Ninjutsu
Creatures who have chakra sight can immediately tell the
Ability modifier for the duration.
clone is made of earth and can distinguish the clone from

EARTH RELEASE: DARK ROCK


the original.
At Higher Ranks: For each rank you cast this jutsu above
Classification: Ninjutsu
C-Rank, increase the cost of this jutsu by 3 and the clones
Rank: C-Rank
Casting Time: 1 Action Hit points by 10.
Range: 30 Feet
Duration: Concentration, Up to 1 minute EARTH RELEASE: EARTH DRAGON BULLET
Components: HS, CM, CS [CHANGED]
Cost: 7 Chakra Classification: Ninjutsu
Keywords: Ninjutsu, Earth Release, Fuinjutsu Rank: C-Rank
Description: You slam your palms into the ground as the Casting Time: 1 Action
immediate area becomes blackened. A single earthen Range: 30 Feet
Duration: Instant
construct is erected from the ground at a point of your
Components: HS, CM
choice within range. The structure is black and cold to
Cost: 7 Chakra
the touch and emanates a light obstructing aura.
Keywords: Earth Release, Ninjutsu, Clash
The Structure absorbs all light within 15 feet of it
Description: You spit up a puddle of mud from your
creating a blackened field that cannot be seen through to
stomach after molding chakra which transforms into a
the other side. Creatures within that radius are
Dragon head that then opens its mouth and fires
immediately blinded and cannot see while within the
compressed balls of mud that are meant to cause
radius and cannot be seen by creatures outside the radius
concussive damage on impact. Make two ranged ninjutsu
either. A creature who touches the structure can see
attacks targeting different creatures. On a hit the target
through the blackened field as if it wasn’t there at all and
takes 8d4 earth damage and must succeed a constitution
loses the blinded condition so long as they remain within
saving throw. On a failed save they are bruised.
contact with the structure.
At Higher Ranks: For each rank you cast this jutsu
The structure has an AC and hit point value equal to
above C-Rank, increase the cost of this jutsu by 3 and
your Ninjutsu save DC. If the structure is destroyed the
damage by 2d4
jutsu immediately ends.

6
EARTH RELEASE: EARTH FLOW SPEARS EARTH RELEASE: GEO ROCKBLADE
Classification: Ninjutsu Classification: Ninjutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 60 ft (10 Foot cube) Range: Touch
Duration: Instant Duration: 1 minute
Components: HS, CM Components: HS, CM
Cost: 7 Chakra Cost: 9 Chakra
Keywords: Earth Release, Ninjutsu Keywords: Ninjutsu, Earth Release
Description: Choose a point you can see on the ground Description: You manifest a Geo weapon made from
within range. A Fountain of spiked earth molded from the pure Earth Release chakra of your design and make by
ground erupts in a 10-foot cube. Each creature in that area picking up a single stone. This stone reshapes and
must make a Dexterity saving throw. A creature takes 3d12 reforms until it takes the shape of the weapon you chose.
earth damage on a failed save, or half as much damage on a You gain proficiency in the Stone Weapon made and the
successful one. Stone weapon gains all that weapons properties.
The affected area is now considered difficult terrain until If you create a weapon without the Two-Handed
it is cleared, which requires 10 minutes of work. Property, the weapon deals 2d6 + your Ninjutsu Ability
At Higher Ranks: For each rank you cast this jutsu above Modifier earth damage.
C-Rank, increase the cost of this jutsu by 3 and the damage If you create a weapon with the Two-Handed
by 1d12. property, the weapon deals 2d8 + your Ninjutsu Ability
Modifier earth damage.
EARTH RELEASE: GEO PROGENITURE If another creature takes this weapon and attempts to
Classification: Ninjutsu use it, it loses one damage die.
Rank: C-Rank You can dismiss this weapon as a bonus action or
Casting Time: 1 Action reaction.
Range: 60 Feet
Duration: Special
Components: HS, CM, CS
EARTH RELEASE: GUIDE TO RESISTANCE
Classification: Ninjutsu
Cost: 8 Chakra
Rank: C-Rank
Keywords: Ninjutsu, Earth Release, Fuinjutsu Casting Time: 1 Action
Description: You weave handseals as you can manifest Range: Touch
multiple shards of shimmering earth, made of Earth Duration: Concentration, up to 1 minute
Release Chakra. These shards can be any shape you Components: HS, CM, CS
chose and can shimmer in any color you like. You can Cost: 8 Chakra
create up to 3 shards using this jutsu. You then select a Keywords: Ninjutsu, Earth Release, Fuinjutsu
number of space you can see equal to the number of Description: You fuse a willing creature you touch with a
shards you create within range and throw one Fuinjutsu seal made of Earth release chakra. For the
shimmering shard to each space. Each shard you create duration, the target creature gain resistance to
this way costs 8 chakra. bludgeoning, piercing, slashing Damage or Immunity to
As a bonus action on your turn, you may trigger all the Cold Damage, and Vulnerability to Lightning Damage.
shards created by this jutsu, causing it to erupt into a
blooming flowerhead made of earth. All creatures within EARTH RELEASE: MOVING EARTH CORE
15 feet of a shard must succeed a Dexterity saving throw Classification: Ninjutsu
taking 4d8 Earth damage and being Dazed on a failed Rank: C-Rank
save or half as much on and no additional effects on a Casting Time: 1 Action
Range: Touch
successful save.
Duration: 1 Minute
A creature who is within the range or more than one
Components: HS, CM
shard takes a -1 penalty to their saving throw for each
Cost: 6 Chakra
additional shard they are within the range of beyond the
Keywords: Earth Release, Ninjutsu
first shard.
Description: You are able to amplify constructs made of
A creature who is within the range of more than one
earth causing them to become far more potent, tough, and
shard makes only one saving throw, not three.
durable. Select one earthen construct you can see and reach.
A creature that fails this save by 5 or more instead
By touching it, you infuse it with a surge of Earth Release
becomes stunned for a number of turns equal to the
chakra, amplifying it. Earthen constructs you cast this jutsu
number of shards they are within the range of.
on, gains the following benefits;
A creature who fails this save by 10 or more and are
within the range of three shards becomes petrified for 1 • Bonus 2d10 + Your Ninjutsu ability modifier in Hit points

minute. or Temporary hit points.


• Reduces incoming damage by 1d8 + (The rank of this jutsu
when cast; C-Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5)
• Deals 2d6 bonus earth damage if it scores a hit with one of
its attacks, once per turn.
If you target an area without an earth construct, you
can manipulate the terrain a bit, moving it up to 15 feet
higher or deeper, or forming it into a simple structure of
your choice within a 15-foot cube.

7
EARTH RELEASE: MUD WOLF [CHANGED] Medium Construct, unaligned
Classification: Ninjutsu
Rank: C-Rank
Armor Class 11+ your ninjutsu ability modifier
Casting Time: 1 Action
Range: 60 Feet Hit Points 25 (5d6+5)
Duration: Concentration, up to 1 minute. Speed 40 ft.
Components: HS, CM, CS
Cost: 8 Chakra STR DEX CON INT WIS CHA
Keywords: Earth Release, Ninjutsu, Fuinjutsu 12 (+1) 12 (+1) 12 (+1) 1 (-5) 10 (+0) 1 (-5)
Description: You focus on conjuring a beast made of pure
earth release chakra. By fusing your earth release chakra Damage Immunities Acid, Poison, Psychic, Bludgeoning, Slashing, Piercing
with the surrounding dirt, earth and other earthen like and Slashing from non-Chakra enhanced weapons.
minerals, you are able to conjure two mud wolves. Mud Condition Immunities Charmed, Exhaustion, frightened, paralyzed, petrified,
wolves are Earthen constructs. poisoned
The Wolves have the following stats and act as a bonus Senses Darkvision 60 ft., passive Perception 10
action on your turn and use your Ninjutsu attack bonus or
Ninjutsu Save DC when an effect calls for it. When you Immutable Form: The Mud Wolf is immune to any Jutsu or effect that
command them, all wolves currently active acts at the same would alter its form.
time, and attempt to perform the same actions against Elemental Weapons: The Mud Wolfs weapon attacks are chakra enhanced
either the same creature or different creatures determined Pack Tactics. While the Mud wolf and an ally to the wolf are both within 5 feet
by you. of the same hostile creature, the wolf makes its attack at advantage.
At Higher Ranks: For each rank you cast this jutsu above
C-Rank, increase the cost of this jutsu by 3, the number of
Wolves you Summon by +1 and the wolves hit points by +10. Bite. Natural weapon Attack: (Your ninjutsu attack bonus) to hit, Reach 5ft.,
one target. Hit: 1d8+ Ninjutsu ability mod, earth damage.
EARTH RELEASE: RENDING DRILL FANG Grab. If target creature is hit by your bite attack, they must succeed a Strength
[CHANGED] save. On a failed save they are knocked prone.
Classification: Ninjutsu
Rank: C-Rank
Casting Time: 1 Action
Range: 5 Feet EARTH RELEASE: SAND ARMOR
Duration: Instant Classification: Ninjutsu
Components: HS, CM, M Rank: C-Rank
Cost: 8 Chakra Casting Time: 1 Action
Keywords: Earth Release, Ninjutsu, Clash Range: Self
Description: You cover your forearm with a spinning Duration: 1 hour.
drill made of stone. Make a melee ninjutsu attack against Components: HS, CM
a creature you can see in range dealing 5d6 Earth Cost: 8 Chakra
Damage and inflicting 1 rank of bruised. Keywords: Earth Release, Ninjutsu
If you score a critical hit with this jutsu, the earth drill Description: An extremely protective and dense layer of
splinters and explodes, tripling the damage dice, instead sand surrounds you and takes on the same texture and
of doubling them. color of your clothes, skin and item blending in with
At Higher Ranks: For each rank you cast this jutsu your clothing perfectly. For the duration of this jutsu you
above C-Rank, increase the cost of this jutsu by 3 and the gain 25 Temporary Hit Points. These Temporary Hit
damage by 1d6. Points are resistant to Piercing, Slashing & Bludgeoning
Damage as the sand protects you from physical damage.
EARTH RELEASE: ROCK TANK This armor cannot protect you from Psychic, Necrotic or
Classification: Ninjutsu Lightning Damage.
Rank: C-Rank At Higher Ranks: For each rank you cast this jutsu
Casting Time: 1 Action above C-Rank, increase the cost of this jutsu by 3 and the
Range: 30 feet Temporary Hit points by 10.
Duration: Instant
Components: HS, CM
Cost: 8 Chakra
Keywords: Earth Release, Ninjutsu, Clash
Description: The user covers itself with earth, soil or
sand and molds it into a rolling sphere that is then
launched at a target in range, crushing them beneath its
new weight. Make a melee ninjutsu attack against a
creature you can see within range propelling yourself
towards the target creature and ending your movement
occupying the targets space, if possible, dealing 4d8
Earth damage. The target also makes a Strength saving
throw being knocked prone and bruised.
At Higher Ranks: For each rank you cast this jutsu
above C-Rank, increase the cost of this jutsu by 3 and the
damage by 1d8.

8
EARTH RELEASE: SAND COFFIN BINDING They take the result times your ninjutsu ability modifier
[CHANGED] in earth damage and are dazed. On a successful save, they
Classification: Ninjutsu take half damage.
Rank: C-Rank At Higher Ranks: For each rank you cast this jutsu
Casting Time: 1 Action above C-Rank, increase the cost of this jutsu by 3 and the
Range: 15 feet die creatures roll on a failed save by 1 step.
Duration: concentration, up to 1 minute (d4>d6>d8>d10>d12).
Components: HS, CM
Cost: 9 Chakra EARTH RELEASE: TERRASHIELD
Keywords: Earth Release, Ninjutsu Classification: Ninjutsu
Description: You call forth a collection of sand, dust and Rank: C-Rank
pebbles to surround and capture a creature you can see Casting Time: 1 Reaction, which you take when you would
within range in order to crush it. take damage.
The target creature must succeed a Dexterity saving Range: Self
throw. On a failure, target creature is stunned and held 5 Duration: 1 Round
Components: HS, CM
feet off the ground by this jutsu. They are surrounded by a
Cost: 8 Chakra
mass of sand, dust and pebbles. Damage done to them from
Keywords: Earth Release, Ninjutsu
sources other than this jutsu are reduced by half.
Description: You slam your open palm onto the ground
As an action, on a following turn after capturing a
creating a 10-foot tall, 5 foot wide and 1-foot-thick stone
creature in this jutsu, the user may compress a captured
wall directly in front of you granting you total cover.
creature crushing them dealing 5d12 earth damage.
This wall acts as an earthen construct occupying a space
At the end of a captured creatures turns they makes a
of your choice within 5 feet of you, appearing right before an
Strength (Athletics) check vs your save dc to escape
attack or jutsu would hit or harm you. It has 8d6 Hit points,
regardless of being stunned.
Resistance to bludgeoning, piercing, slashing and Cold
At Higher Ranks: For each rank you cast this jutsu above
C-Rank, increase the cost of this jutsu by 3 and the damage damage and vulnerability to Lightning damage.
If the damage the wall receives would exceed its hit
by 1d12 respectively
points, when you initially conjure it. You take any remaining
EARTH RELEASE: SANDSTORM damage as normal and the wall is destroyed.
Classification: Ninjutsu The wall acts as a structure otherwise. It does not dissolve
Rank: C-Rank or vanish instead remaining until destroyed.
Casting Time: 1 Action At Higher Ranks: For each rank you cast this jutsu above
Range: 60 Feet C-Rank, increase the cost of this jutsu by 3 and the hit
Duration: Concentration, up to 1 minute. points of the wall by 2d6
Components: HS, CM
Cost: 8 Chakra EARTH RELEASE: TURNING PALM [CHANGED]
Keywords: Earth Release, Ninjutsu Classification: Ninjutsu
Description: You conjure a powerful localized spiraling Rank: C-Rank
vortex of earth, dust and sand around earthen constructs. Casting Time: Bonus action
This localized storm is 10 feet wide and 15 feet tall. You can Range: Self (45-Foot Cube)
select one earthen construct you can see in range. Creatures Duration: Instant
Components: HS, CM
who begin their turn within the storms area, excluding the
Cost: 9 Chakra
construct, must make a Strength saving throw taking 4d6
Keywords: Earth Release, Ninjutsu
earth damage and being knocked prone on a failed save. A
creature in the radius of 2 or more storms is only affected by Description: You place your palm onto any surface of earth
and cause the earth to splinter, break, and shift. The surface
one at a time.
you placed your hand on is now considered difficult terrain
At Higher Ranks: For each rank you cast this jutsu above
and cannot be fixed unless this same ninjutsu is used on the
C-Rank, increase the cost of this jutsu by 3 and the damage
affected space to reverse the effect. If The surface of earth
by 1d6 or the number of constructs you can target to conjure
you are targeting is less than 10 feet thick, when the ground
the storm around.
is shifted it may collapse into the open space, causing all
EARTH RELEASE: TECTONIC WAVE standing on it to fall with it.
Classification: Ninjutsu Additionally, if a Ninjutsu with the earth release
Rank: C-Rank keyword is cast within the splintered area, creatures who
Casting Time: 1 Action would make a saving throw to resist the jutsu’s effects,
Range: Self (25-foot cone) suffers a 1d4 penalty to their saving throws.
Duration: 1 Round
Components: HS, CM
Cost: 9 Chakra
Keywords: Ninjutsu, Earth Release
Description: You clap your hands with the force of colliding
tectonic plates as your release a surge of Earth Release
chakra into the air itself creating a cluster of floating
crystalline earth satellites that then explode. At random. All
creatures within range must succeed a Constitution saving
throw. On a failed save a creature roll 1d4+2 Recording the
result.

9
B-RANK: EARTH RELEASE: CALCITE: POWER
Classification: Ninjutsu
EARTH RELEASE: ANTLION COLLAPSE Rank: B-Rank
[CHANGED] Casting Time: 1 Action
Range: Touch
Classification: Ninjutsu
Duration: Concentration, Up to 1 minute
Rank: B-Rank
Components: HS, CM
Casting Time: 1 Action
Cost: 12 Chakra
Range: 60 feet (20-Foot Cube)
Duration: Concentration, up to 1 minute Keywords: Ninjutsu, Earth Release, Medical
Components: HS, CM Description: You create a surge of Earth Release Chakra
Cost: 12 Chakra and use it to amplify a willing creature you can reach
Keywords: Earth Release, Ninjutsu within range. Once successfully cast, you do not need to
Description: You select a space you can see within range and see where the target is and must remain within 120 feet
cause the ground to collapse in and start to swirl sucking of them.
everything in a 20 ft cube towards the center to be crushed. Jutsu the target creature casts becomes amplified by
Creatures caught in the radius and who would begin their your Earth Release Chakra. Jutsu, they cast for the
turn in this jutsu’s radius, must make a Strength saving duration deals an additional 3d8 Earth Damage once per
throw. A creature takes 5d8 Earth Damage on a failed save turn, Clashes made with their jutsu cannot be made at
and half as much on a success. While inside the radius of the disadvantage, and the Save DC for the jutsu they cast
jutsu the area is counted as difficult terrain. A creature increase by +2.
cannot dash or gain the benefit of a bonus action while Additionally, if the target attempts to cast a Jutsu with
within this area. the Earth Release Keyword, reduce the cost of their jutsu
At Higher Ranks: For each rank you cast this jutsu by 2.
above B-Rank, increase the cost of this jutsu by 3 and At Higher Ranks: For each rank you cast this jutsu
damage by 1d8 of each damage type. above B-Rank, increase the cost of this jutsu by 3. If this
jutsu is cast at S-Rank increase the bonus damage by
EARTH RELEASE: BOTTOMLESS SWAMP 1d8.
Classification: Ninjutsu
Rank: B-Rank EARTH RELEASE: CRADLE OF JADE
Casting Time: 1 Action Classification: Ninjutsu
Range: 120 Feet, (60 Foot Cube) Rank: B-Rank
Duration: Concentration, up to 1 minute Casting Time: 1 Reaction, which you take, when you or a
Components: HS, CM creature you can see within range would take damage.
Cost: 13 Chakra Range: 30 Feet
Keywords: Earth Release, Ninjutsu Duration: 1 Round
Description: You select a space within range that you can Components: HS, CM
see. Originating from that space, a swamp-like mud pool Cost: 13 Chakra
begins to form as it fills a 60 ft Cube. This mud pool Keywords: Ninjutsu, Earth Release, Medical
counts as difficult terrain, cannot be traversed using Description: You surround yourself or a creature you can
water walking techniques, and prevents creatures from see within range with Earth Release Chakra in an
dashing. Creatures caught in the radius when this jutsu attempt to protect them. When a you or a creature you
can see within range would take damage, you can spend
is cast, enters the radius, or begins their turns there
must make a Strength saving throw at the beginning of your reaction encasing them in chakra that quickly
each of their turns for the duration. solidifies as Crystalline Jade right before impact.
Each consecutive failure imposes additional penalties The Crystalline jade reduces the incoming damage by
and effects on the target creature(s). 10d6. The Crystalline jade has resistance to Cold
Damage, and Vulnerability to Lightning Damage. The
• On the first failure, a creature's movement is reduced
Crystalline jade does not protect against psychic
to 0 as their feet have been sucked below the surface damage. The Crystalline jade then dissolves at the
leaving their knees and above exposed. Creatures who beginning of the affected creatures turn.
have their movement speed reduced to 0 by this jutsu, At Higher Ranks: For each rank you cast this jutsu
automatically fail dexterity saves. above B-Rank, increase the cost of this jutsu by 3 and the
• On a second failed save, half of the creature's body is
damage reduction by 1d6.
submerged and is considered Restrained.
• On a third failed save, the creature is dragged below
the surface and must hold their breath or otherwise
begin suffocating.

On a success a creature remove one of the failure


conditions in the reverse order they received them.

10
EARTH RELEASE: CRYSTALLIZATION: WEISS EARTH RELEASE: EARTH-STYLE WALL
Classification: Ninjutsu [CHANGED]
Rank: B-Rank Classification: Ninjutsu
Casting Time: 1 Action Rank: B-Rank
Range: 75 Feet Casting Time: 1 Action or 1 Reaction, which you take when
Duration: Concentration, Up to 1 minute. you or another creature you can see in range would take
Components: HS, CM damage.
Cost: 12 Chakra Range: 30 feet
Keywords: Ninjutsu, Earth Release Duration: Instant
Description: You create a cage of earth release chakra Components: HS, CM
that you use in an attempt to trap and capture a target Cost: 11 Chakra
creature. Keywords: Earth Release, Ninjutsu
Select one creature you can see within range. Target Description: You convert chakra into earth and spit it from
creature must succeed a Constitution saving throw at the your mouth, or use earth that’s already present to quickly
beginning of each of their turns for the duration as you generate a large wall. The wall is 5 Feet Thick, 30 Feet Long
attempt to encase them into a shard of Crystal. and 25 Feet High and if the wall is generated within a
A creature who fails 1 save begins to have crystal form creature's space, the creature is pushed to either side of the
across their body as they gain the Weakened condition. A wall (Your choice). The wall can have any designs or shape
creature who fails 2 saves begins to slow as their joints you decide. The Walls AC is equal to your Ninjutsu Save DC
are overtaken by minerals, gaining the grappled and has 12d8 Hit Points. This wall is vulnerable to Lightning
Condition. A creature who fails 3 saves begins to be Damage, resistant to bludgeoning, piercing, slashing and
overtaken as they find it difficult to move gaining the cold damage and counts as an Earthen Construct.
restrained condition. A creature who fails 4 saves feels At Higher Ranks: For each rank you cast this jutsu
the crystals overtaking them as they gain the stunned above B-Rank, increase the cost of this jutsu by 3 and the
condition. A creature who fails 5 saves becomes petrified walls hit points by 2d8.
for 24 hours.
A creature who passes 3 saves immediately ends this EARTH RELEASE: IRON SKINNED SPEAR
Jutsu's effect on them and become immune to it for 24 [CHANGED]
hours. Classification: Ninjutsu
Rank: B-Rank
EARTH RELEASE: EARTH PRISON DOME Casting Time: 1 Action
[CHANGED] Range: 5 Feet
Duration: Instant
Classification: Ninjutsu
Components: HS, CM
Rank: B-Rank
Cost: 14 Chakra
Casting Time: 1 Action
Range: 20 Feet (10 Foot radius sphere) Keywords: Earth Release, Ninjutsu, Clash
Duration: Concentration, up to 1 minute Description: You focus Earth Release chakra throughout one
Components: HS, CM, CS of your limbs until it darkens into a dark brown hue and gains
Cost: 14 Chakra the texture of solid stone. You then use this darkened
Keywords: Ninjutsu, Earth Release, Fuinjutsu ligament to strike at a creature with enough force to tear
Description: You create a dome of earth around a target through almost anything.
or targets in a 10-foot sphere in front of you. Creatures Make a melee ninjutsu attack against a creature within
in the targeted radius can make a Dexterity save. On a range. On a hit, you deal 10d6 Earth damage and marking the
success, they can move half of their movement. On a creature with a mark of petrification.
failure, they do not get a chance to move. A creature marked this way makes Constitution saving
Creatures captured inside the dome begin to have their throws at the beginning of each of their turns for the next
chakra drained at the beginning of each of their turns. minute. On a failure its skin begins to harden at the point of
Each creature reduces their current chakra by 2d10+ impact as their body begins to petrify. If the creature fails
Your Ninjutsu ability modifier at the beginning of each this saving throw three times their body fully hardens as they
of its turns. Half of the result is then transferred to the become petrified turning fully into stone for the next 24
caster of this jutsu. hours.
The dome of earth has an AC equal to the users If the target creature succeeds 3 saves they reject the earth
Ninjutsu Save DC and has 40 Hit Points and counts as an chakra from their body ending the effects of this jutsu. If this
Earthen construct. The dome regains 2d8 Hit points at jutsu is used on a creature previously affected by this jutsu
the start of each of your turns so long as it has more than within 24 hours, they make each constitution saving throw at
0 hit points. The Dome is Vulnerable to lightning advantage.
Damage and resistant to cold damage. If the dome takes At Higher Ranks: For each rank you cast this jutsu
lightning damage, it does not regenerate hit points at above B-Rank, increase the cost of this jutsu by 3 and the
the start of your next turn. walls hit points by 1d6.
At Higher Ranks: For each rank you cast this jutsu
above B-Rank, increase the cost of this jutsu by 3 and the
initial hit points by 10.

11
EARTH RELEASE: LAPIS DOMINION EARTH RELEASE: MAUSOLEUM DUMPLING
Classification: Ninjutsu [CHANGED]
Rank: B-Rank Classification: Ninjutsu
Casting Time: 1 Action Rank: B-Rank
Range: Self (90-foot cube) Casting Time: 1 Action
Duration: Concentration, Up to 1 minute Range: 60 Feet (20-Foot Cube)
Components: HS, CM Duration: Instant
Cost: 14 Chakra Components: HS, CM, M
Keywords: Ninjutsu, Earth Release, Fuinjutsu Cost: 11 Chakra
Description: You release earth release chakra from your Keywords: Earth Release, Ninjutsu
body touching everything within a 90-foot cube Description: Using Chakra to enhance your physical strength
originating from you. For the duration, you do not need and to lighten the earth around you, you are able to lift a
massive volume of earth, large enough to cast a great shadow
to spend chakra to maintain this jutsu.
over multiple adversaries. You throw the Large chunk of
When you cast this jutsu you erect walls of Lapis made
stone at a space you can see within 60 Feet. The chunk of
of Earth Release chakra 30 feet high and 10 feet thick on stone then regains its weight falling at greater velocity and
the outside edges of this jutsu’s range. These walls have creating a greater impact. Creatures in the 20-foot cube that
an AC equal to your Ninjutsu save DC and a number of hit the stone chunk falls in must make a dexterity saving throw,
points equal to 10 times your proficiency bonus. taking 8d6 earth damage and gaining 2 ranks of bruised on a
Earth Release Jutsu you cast while within your jutsu’s failure, and half as much on a success.
radius cost 2 less to cast and 1 less to maintain. At Higher Ranks: For each rank you cast this jutsu
When you cast this jutsu, select a number of creatures above B-Rank, increase the cost of this jutsu by 3 and
within your jutsu’s range. Those creatures are immune damage by 1d6
to this jutsu effects. All other creatures who begin their
turns in your jutsu range or enter your Jutsu's range for EARTH RELEASE: SANDWICH TECHNIQUE
the first time must succeed a Strength saving throw. [CHANGED]
On a failed Strength saving throw the target is affected Classification: Ninjutsu
by the monumental weight your chakra enforces on the Rank: B-Rank
area and gains 1 rank of weakened and become unable to Casting Time: 1 Action
Range: 90 feet
maintain concentration on a Jutsu that does not have the
Duration: Instant
Earth Release Keyword until the end of their next turn.
Components: HS, CM

EARTH RELEASE: LAZULI TUSK Cost: 11 Chakra


Keywords: Earth Release, Ninjutsu
Classification: Ninjutsu
Description: You conjure two massive constructs of
Rank: B-Rank
Casting Time: 1 Action earth of your design and description that is large in size
Range: 80 feet on either side of a single creature you can see in range
Duration: Instant and slam them into one another with the creature in the
Components: HS, CM middle. Target creature and all creatures within 5 feet of
Cost: 14 Chakra them must succeed a Strength saving throw being
Keywords: Ninjutsu, Earth Release, Fuinjutsu crushed and taking 6d6 earth damage and being bruised
Description: You generate an earthen construct in the on a failed save or half as much on a successful one. The
form of some tusked or horned creature of your Constructs of Stone remain as Earthen constructs.
description and manipulate it to ram into a target At Higher Ranks: For each rank you cast this jutsu
creature of your choice within range. above B-Rank, increase the cost of this jutsu by 3 and the
Make a Melee Ninjutsu Attack against a target creature damage by 1d6.
within range, as the earthen construct attempts to ram
the target. On a hit, you deal 3d10 Piercing damage and EARTH RELEASE: STONE BAMBOO SHOOT
3d10 Earth Damage. [CHANGED]
Once this jutsu ends, the earthen construct stands in Classification: Ninjutsu
place occupying a 5-foot cube. The construct weighs 500 Rank: B-Rank
pounds, and can be used as partial cover. It counts as an Casting Time: 1 Action
Earthen Construct of your creation while remaining as a Range: 60 feet
Duration: Instant
part of the environment until destroyed or otherwise
Components: HS, CM
moved.
Cost: 14 Chakra
At Higher Ranks: For each rank you cast this jutsu
Keywords: Ninjutsu, Earth Release
above B-Rank, increase the cost of this jutsu by 3 and the
Description: You conjure 4 reinforced spears of earth
number of earthen constructs you summon. Each
that all converge on a single creature you can see within
Earthen construct must target a different creature.
range from 4 different points surround the target
creature. Make a Ninjutsu Attack on the target creature
dealing 6d10 Earth damage as they attempt to skewer
the target. A 20-foot radius cube centering on the target
creature becomes difficult terrain and creatures cannot
take the dash, dodge or disengage actions while within
an area of difficult terrain created by this jutsu.
At Higher Ranks: For each rank you cast this jutsu
above B-Rank, increase the cost of this jutsu by 3 and the
damage by 1d10

12
EARTH RELEASE: UNPHASED ROCK If the target creature falls under a condition inflicted
Classification: Ninjutsu by a jutsu cast by a creature other than you, you may
Rank: B-Rank spend your reaction to immediately end the condition.
Casting Time: 1 Action Additionally, if the target creature falls to 0 hit
Range: Touch points, you can as a reaction choose to instead heal
Duration: 1 Minute them by an amount equal to 7d8 + 20 Hit points, when
Components: HS, CM, CS
you do this jutsu immediately ends.
Cost: 14 Chakra
Keywords: Ninjutsu, Earth Release, Fuinjutsu EARTH RELEASE: CRYSTAL ARCANUM
Description: You mark a single stone you are holding with
[CHANGED]
chakra as you bind a piece of yourself to it for the duration. Classification: Ninjutsu
Select two Skill proficiencies or 1 Save Proficiency. This Rank: A-Rank
stone becomes imbued with that knowledge and experience, Casting Time: 1 Action
as you temporarily lose that proficiency for the duration or Range: 30 feet
until you end this jutsu as a bonus action. Duration: Instant
A creature who is holding this stone with one hand gains Components: HS, CM, CS
these proficiencies for the duration. While holding this Cost: 20 Chakra
stone you cannot make handseals or use Chakra seals with Keywords: Ninjutsu, Earth Release, Fuinjutsu
the same hand holding the stone. Description: You create a field of potent Earth Release
Chakra that permeates through you and a number of
A-RANK: earthen constructs of your choice within range 30 feet
of you.
EARTH RELEASE: ADDED/REDUCED WEIGHT Select creatures of your choice within 30 feet of
[CHANGED] yourself or an Earthen construct affected by this jutsu,
Classification: Ninjutsu gain a layer of earth release chakra that solidifies into
Rank: A-Rank the shape of armor of your description. Select creatures
Casting Time: 1 Action gains Temporary Hit points equal to three times your
Range: 5 Feet Ninjutsu Save DC.
Duration: Concentration, Up 1 minute. The temporary hit points you grant them has
Components: HS, CM Immunity to Cold Damage, resistance to bludgeoning,
Cost: 19 Chakra piercing, slashing and vulnerability to Lightning
Keywords: Earth Release, Ninjutsu
damage.
Description: You use your chakra to temporarily
manipulate the weight of something you touch. Objects
and structures, you touch increase in weight drastically, EARTH RELEASE: GRAVITY BREAK
Classification: Ninjutsu
increasing 10 times in total weight.
Rank: A-Rank
Objects and structures you touch that occupy a space
Casting Time: 1 Action
no larger than a 60-foot cube, cannot handle the strain
Range: 100 Feet
of their own weight and begin to shatter and break
Duration: Concentration, Up to 1 minute
shattering into super heavy rubble. Components: HS, CM
If used on an unwilling creature, make a Melee Cost: 20 Chakra
Ninjutsu attack on a creature. On a hit target creatures’ Keywords: Earth Release, Ninjutsu
weight is doubled, gaining +15 bulk, and has their speed Description: You focus a large amount of chakra into a
reduced to 0 feet. As an action on each of an affected 50 wide and 100-foot-high cylinder centered on a point
creatures turn, they can make a Strength saving throw to within range. All creatures and objects that aren’t
end this Jutsu’s effect on them. somehow anchored to the ground in the area begin to
If used on a willing creature, you reduce their weight fall upward and reach the top of the area when you cast
to 0 as they gain a 60-foot flying speed. If flying in this this ninjutsu. A creature can make a Dexterity saving
way, you do not need to spend chakra to maintain throw to grab onto a fixed object it can reach or anchor
concentration on this jutsu. themselves to the ground using a weapon to stab into
the ground or wedge themselves into place, thus
EARTH RELEASE: CALCITE: TENACITY avoiding the fall. If a creature prevents themselves from
Classification: Ninjutsu
falling by using a weapon they must make Strength
Rank: A-Rank
saving throws at the beginning of each of their turns,
Casting Time: 1 Action
Range: Touch falling on a failure.
Duration: Concentration, Up to 1 minute If a solid object (Such as a ceiling) is encountered in
Components: HS, CM this fall, falling objects and creatures strike it just as
Cost: 20 Chakra they would during a normal downward fall. If an object
Keywords: Ninjutsu, Earth Release, Medical or creature reaches the top of the area without striking
Description: You create a surge of Earth Release Chakra anything, it remains there, oscillating slightly, for the
and use it to amplify a willing creature you can reach duration. At the end of the duration, affected objects
within range. Once successfully cast, you do not need to and creatures fall back down.
see where the target is and must remain within 120 feet
of them.
The target creature gains advantage on saving throws
that would deal damage to them, forcefully move them,
or cause them to fall under the effects of a condition.

13
EARTH RELEASE: IRONSTONE HARDENING EARTH RELEASE: STARFALL WAKE
Classification: Ninjutsu Classification: Ninjutsu
Rank: A-Rank Rank: A-Rank
Casting Time: 1 Action Casting Time: 1 Full Turn Action
Range: Self Range: 300 Feet
Duration: Concentration, up to 1 minute Duration: Concentration, Up to 1 minute
Components: HS, CM Components: HS, CM, CS
Cost: 15 Chakra Cost: 18 Chakra
Keywords: Earth Release, Ninjutsu Keywords: Ninjutsu, Earth Release, Fuinjutsu
Description: You encase your body in stone armor as hard as Description: You manifest a series of shimmering shards of
iron. You cannot lose concentration on this jutsu as a result earth 300 feet in the air that floats above you for the duration.
of damage. You gain resistance to all incoming damage As an Action, Bonus Action, or Reaction you can call down
types (Excluding Lightning and Psychic). Additionally, these shard to bombard a space you can see within range. A
reduce all incoming damage done to you by 10 (Excluding creatures within 10 feet of the selected space must succeed a
Psychic and Lightning) and Reduce your Movement speed Dexterity saving throw taking 9d8 Earth damage on a failed
by 10. save or half as much on a successful one. A creature who would
At Higher Ranks: For each rank you cast this jutsu make a second saving throws in the same turn as the result of
above A-Rank, increase the cost of this jutsu by 3. this jutsu instead would take 9d6 Earth damage on a failed
Increase the amount of damage you reduce by 5. save or half as much on a successful one. A creature who would
make a third saving throws in the same turn as the result of
EARTH RELEASE: JADE FOREST [CHANGED] this jutsu instead would take 9d4 Earth damage on a failed
Classification: Ninjutsu save or half as much on a successful one.
Rank: A-Rank
Casting Time: 1 Action EARTH RELEASE: STONE DRAGON [CHANGED]
Range: Self (120-foot sphere) Classification: Ninjutsu
Duration: Instant Rank: A-Rank
Components: HS, CM, CS Casting Time: 1 Action
Cost: Special (110 Chakra) Range: Self
Keywords: Ninjutsu, Earth Release, Fuinjutsu, Combination Duration: Concentration, up to 1 minute
Description: You create a gargantuan sized sealing circle of Components: HS, CM
made of earth release chakra that ingrains itself into the Cost: 20 Chakra
earth itself in a massive cube originating from you. Keywords: Earth Release, Ninjutsu
Stalagmites made of stone, jade and lapis erupts from the Description: You conjure a giant Stone construct made of
ground forcing all creatures of your choice within range to earth, dust, soil, and sand forming a Large Dragon that you
make a Strength, Dexterity and Constitution saving throw. can command as a bonus action. It acts at the end of your turn
On a failed Strength Saving throw creatures are unable to and uses your Ninjutsu attack bonus and Save DC when an
avoid being thrown around and keeping their footing in this effect calls for it.
newly forming environment gaining 5 ranks of the bruised At Higher Ranks: For each rank you cast this jutsu above A-
condition and being knocked prone. Rank, increase the cost of this jutsu by 3 and the dragons hit
On a failed Dexterity save, creatures are unable to points by 20.
avoid being stabbed, crushed, or struck with
newly erupted stone, jade and lapis taking
7d10 piercing and 7d10 earth damage on a
failed save or half as much on a successful Large Construct, unaligned
save. A creature who fails this save by 10 or
more takes maximum damage. Armor Class 13+ Your Ninjutsu Ability Modifier
On a failed Constitution saving throw, some of Hit Points 150 (10d12 + 80)
your Earth Release chakra infiltrates a creature’s Speed 40 ft.
body inflicting the Poisoned Condition for the
next minute. STR DEX CON INT WIS CHA
After casting, this area becomes difficult 21 (+5) 10 (+0) 26 (+8) 1 (-5) 10 (+0) 1 (-5)
terrain and counts as a single Earthen Construct.
A creature cannot see further than 10 feet in Damage Immunities Cold, Poison, Psychic, Bludgeoning, Piercing and
front of them. This forest of Stone Jade and Slashing.
Lapis remains until destroyed or 1 year has Condition Immunities Charmed, Exhaustion, frightened, paralyzed,
passed. petrified, poisoned.
Combination: If this jutsu is cast as a Damage Vulnerabilities Lightning
Combination jutsu with 2 or more casters you Senses Darkvision 60 ft., passive Perception 10
reduce the cost of this jutsu by 2 for each Caster.
Any creature who assists in casting this jutsu Immutable Form. The Earth Dragon is immune to any Jutsu or effect
as a combination modifies its effects based on that would alter its form.
the highest Charisma Modifier within the group
Elemental Weapons. The Dragons attacks are chakra enhanced.
of casters.
(+0-2: No Change, +3-4: Disadvantage on Strength
Saving throws, +4: Disadvantage on Strength &
Multiattack. The Earth Dragon can attack 3 times with its Bite.
Constitution Saving throws, +5: Disadvantage on All
Saving throws). Bite. Melee Weapon Attack: reach 10 ft., one creature. Hit: 2d10 + 5 Earth
damage.
Dust Breath (Recharge 7-8): The dragon exhales Dust in a 30- foot cone.
Each creature in that cone must make a Dexterity saving throw, taking
55 (10d10) Earth damage and 3 ranks of bruised on a failed save, or half
14
as much damage on a successful one
EARTH RELEASE: STONE FOREST EARTH RELEASE: METEOR FALL
Classification: Ninjutsu Classification: Ninjutsu
Rank: A-Rank Rank: S-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Self (30 Foot Cube) Range: 1 Mile
Duration: Instant Duration: Instant
Components: HS, CM Components: HS, CM
Cost: 19 Chakra Cost: 30 Chakra
Keywords: Earth Release, Ninjutsu Keywords: Earth Release, Ninjutsu, Fuinjutsu
Description: You focus a large amount of chakra into the Description: Upon completion you select 4 different
palms of your hands and place them on the ground. You points you can see within range. Each creature in a 20-
create a field of spiked earth in a 30-foot cube originating foot radius sphere centered on the point you select must
from you. Creatures of your choice caught in range must make a Dexterity saving throw against your Ninjutsu
make a Dexterity saving throw, taking 10d8 Earth Damage on Save DC. Massive Chunks of stone earth and mud comes
a failed save, and half on a successful one. raining upon the selected areas. A creature takes 10d6
The area that was affected by the jutsu is now plagued by Bludgeoning & 10d6 Earth Damage on a failed save, or
massive Stone spikes that reach as high as 10 feet and criss half as much damage on a successful one. A Creature in
cross into a forest of spikes making it difficult terrain to the area of more than one Damage radius can affect no
traverse. Creatures inside the affected area roll at more than twice.
disadvantage when making Wisdom checks to perceive
something. The affected area counts as a Single Earthen EARTH RELEASE: MOON FALL
construct. Classification: Ninjutsu
At Higher Ranks: For each rank you cast this jutsu above Rank: S-Rank
A-Rank, increase the cost of this jutsu by 3 and the damage Casting Time: 1 Full Turn Action
Range: 1 Mile
by 1d8.
Duration: Special
EARTH RELEASE: STONE NEEDLE Components: HS, CM
Cost: Special
Classification: Ninjutsu
Keywords: Ninjutsu, Earth Release
Rank: A-Rank
Casting Time: 1 Action Description: Upon Competition of your Jutsu's
Range: 90 Feet handsigns you manifest a single super huge earthen
Duration: Instant construct 1 mile in the air.
Components: HS, CM Spend chakra in multiples of 35 up to twice. For every
Cost: 18 Chakra 35 chakra spent this way, the Gargantuan Moon like
Keywords: Earth Release, Ninjutsu structure you manifest grows in size and affects a larger
Description: You focus a large amount of chakra into a single area when dropped. You cannot reduce the cost of this
thin but incredibly fast spear of earth that’s 90 feet long and jutsu by any means.
5 feet wide. Creatures in range must succeed a Dexterity 35 Chakra: The Moon like structure falls on a point
saving throw taking 9d10 earth damage being Dazed and you can see within range crushing a space equal to a 30-
knocked prone on a failed save, or half as much damage and foot sphere. Each creature who are within the 30-foot
no further effects on a successful save. sphere and has a way to escape the radius be it by their
At Higher Ranks: For each rank you cast this jutsu above base movement speed or a jutsu they could cast as a
A-Rank, increase the cost of this jutsu by 3 and the damage bonus action, makes a Dexterity saving throw. On a
by 1d10. successful save, they are able to use their movement or a
jutsu which could allow them to escape the sphere. On a
S-RANK: failed save they take 22d12 earth damage. All creatures
who are within 30 feet of the sphere, including creatures
EARTH RELEASE: DIAMOND BONE HARDENING who succeeded the previous Dexterity saving throw must
[CHANGED] make a Dexterity saving throw as the shockwave from
Classification: Ninjutsu such a massive impact deals significant damage to the
Rank: S-Rank area. A creature takes 12d6 Bludgeoning & 12d6 Earth
Casting Time: 1Action Damage on a failed save or half as much damage on a
Range: Self successful one.
Duration: Concentration, up to 1 Minute 70 Chakra: The Moon like structure falls on a point
Components: HS, CM you can see within range crushing a space equal to a 60-
Cost: 25 Chakra foot sphere. Each creature who are within the 60-foot
Keywords: Earth Release, Ninjutsu sphere and has a way to escape the radius be it by their
Description: You use your mastery over chakra and Earth base movement speed or a jutsu they could cast as a
release to transform your bones into material simulating bonus action, makes a Dexterity saving throw. On a
diamonds in toughness and weight, while also gaining some successful save, they are able to use their movement or a
control over how they move and the speed at which they jutsu which could allow them to escape the sphere. On a
regenerate. For the duration, you regenerate 20 hit points at failed save they take 30d12 earth damage. All creatures
the beginning of each of your turns, you reduce all incoming who are within 50 feet of the sphere, including creatures
damage done to you by 20 (Excluding Psychic and Lightning). who succeeded the previous Dexterity saving throw must
make a Dexterity saving throw as the shockwave from
such a massive impact deals significant damage to the
area. A creature takes 15d6 Bludgeoning & 15d6 Earth
Damage on a failed save or half as much damage on a
successful one.

15
A creature who’s hit points are reduces to 0 as a result EARTH RELEASE: STAR SHATTER
of this jutsu cannot be revived by any means as their Classification: Ninjutsu
body is crush beyond repair. Rank: S-Rank
Casting Time: 1 Full Turn Action
EARTH RELEASE: PARTIAL ASSIMILATION Range: 1 Mile
CYLINDER Duration: Concentration, Up to 1 minute
Components: HS, CM
Classification: Ninjutsu
Rank: S-Rank Cost: 30 Chakra
Casting Time: 1 Action Keywords: Ninjutsu, Earth Release
Range: Self (25 feet) Description: You create a single star shaped earthen
Duration: Instant construct in the sky, 1 mile in the air before you cause it
Components: HS, CM to shatter. Select a space you can see within range. All
Cost: 25 Chakra creatures of your choice within 500 feet of the selected
Keywords: Earth Release, Ninjutsu space must succeed a Strength saving throw as the
Description: You form a cylinder 10 Feet in diameter and weight of a dying star is thrust upon them.
25 feet long by using chakra to generate molecule sized On a failed save they are Paralyzed and knocked prone
earth particles. Anyone in the cylinder will begin to be as they become unable to move and find it hard to even
deconstructed on a molecular level. Creatures in its path breathe.
must succeed a Dexterity saving throw. On a failure a A creature who begins their turn in this space, ends
creature takes 14d10 Force Damage. If a creature is their turn in this space, or enters this space for the first
reduced to less than ½ of their hit points. The user time must make the Strength saving throw.
decides on which appendage the target creature lost. A creature paralyzed by this jutsu takes 9d8 earth
(Arm or Leg). If a creature is reduced to 0 hit points, they damage at the beginning of their turn. A creature
are turned to dust and are immediately killed. paralyzed by this jutsu takes 9d8 earth damage at the
end of their turns if they do not make the Saving throw
EARTH RELEASE: PARTICLE ASSIMILATION to end this jutsu’s effects.
CUBE A paralyzed creature makes a Strength Saving throw at
Classification: Ninjutsu the end of their turns (They do not automatically fail as a
Rank: S-Rank result of being Paralyzed). On a successful save, they end
Casting Time: 1 Action the paralyzed condition on themselves immediately.
Range: Touch
Duration: Instant
Components: HS, CM
Cost: 25 Chakra
Keywords: Earth Release, Ninjutsu
Description: You form a cube 5 Feet in diameter by using
chakra to generate molecule sized earth particles. The
Cube glows white. You can throw the cube up to 30 feet
or attempt to hit someone with it. Anyone hit by the cube
will begin to be deconstructed on a molecular level. Make
a Melee or ranged Ninjutsu attack. On a hit a creature
takes 12d12 Force Damage. If a creature is reduced to less
than ½ of their hit points, the user decides on which
appendage the target creature lost. (Arm or Leg). If a
creature is reduced to 0 hit points, they are turned to
dust and are immediately killed.

16
WIND RELEASE
Wind Release is the rarest of the five nature transformations, but those who can use it are able to cut through anything.
Some shinobi use it by channeling wind chakra into weapons, making the blades far sharper and giving them greater reach.
Wind Release can also be exhaled from the user's mouth, such as to blow away everything in the area, or generated wit h
the user's hands, allowing precision strikes. Although Wind Release has naturally good range and power, it can be further
enhanced by compressing it or layering different wind streams together. Wind Release can easily launch particles into the
air, whether to create dust clouds that conceal the user's movements or sand storms that perforate targets.

Wind Release is naturally strong against Lightning Release and weak against Fire Release

Prerequisite: You must have the Wind Release Affinity to learn jutsu with the Wind Release Keyword.

D-RANK: WIND RELEASE: AIR CURRENT DANCE


Classification: Ninjutsu
WIND RELEASE: AIR BULLET [CHANGED] Rank: D-Rank
Classification: Ninjutsu Casting Time: Bonus Action
Rank: D-Rank Range: Self (10 Foot radius Sphere)
Casting Time: 1 Action Duration: 1 Minute
Range: 60-feet Components: HS, CM
Duration: Instant Cost: 3 Chakra
Components: HS, CM Keywords: Wind Release, Ninjutsu
Cost: 5 Chakra Description: You whip air currents around your hands
Keywords: Wind Release, Ninjutsu and generate a dust cloud cloaking yourself and anyone
Description: You create a small sphere of compressed in the radius of this jutsu in a thick cloud of dust and
air in the palm of your hand before launching it at a debris. All creatures are treated as if they have total
target creature that you can see within range. You fire cover while inside the cloud, from creatures outside the
two bullets of air. You can direct the bullets at the same cloud and vice versa. This total cover does not prevent
target or different ones. Make two ranged ninjutsu attacks or jutsu from entering or exiting the cloud.
attack, dealing 2d8 wind damage. Creatures other than you have disadvantage on wisdom
At Higher Ranks: For each rank you cast this jutsu ability checks to see through the cloud if they have
above D-Rank, increase the cost of this jutsu by 3 and special vision like Chakra Sight. Also, creatures other
the number of attacks by +1. than you, vision, is treated as if they are in dim light
while inside the cloud.

WIND RELEASE: BLURRING WIND


[CHANGED]
Classification: Ninjutsu
Rank: D-Rank
Casting Time: 1 Reaction, which you take when you
would take damage.
Range: Self
Duration: 1 Round
Components: HS, CM
Cost: 4 Chakra
Keywords: Wind Release, Ninjutsu
Description: Your body becomes blurred, shifting and
wavering to all who can see you. When cast, the
triggering attack rolls an additional d20, taking the
lower result. For the duration, until the beginning of
your next turn, hostile creatures have disadvantage on
attacks against you.
An attacker is immune to this effect if it doesn't rely
on sight, as with blindsight, or can see through illusions,
as with truesight.

1
WIND RELEASE: BUFFETING AIRWAVES WIND RELEASE: DUST WIND [CHANGED]
Classification: Ninjutsu Classification: Ninjutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 60 Feet Range: Self (15-foot Cone)
Duration: Instant Duration: Instant
Components: HS, CM Components: HS, CM
Cost: 4 Chakra Cost: 4 Chakra
Keywords: Wind Release, Ninjutsu Keywords: Wind Release, Ninjutsu
Description: You create currents of extremely strong Description: You generate a strong wind from your lungs
and compressed beams of air strong enough to Crack with a single breath. When you exhale you kick up a
stone and divert waterfalls. Make a ranged ninjutsu cloud of dust, dirt, and other loose debris in the target
attack. On a hit, target creature takes 4d4 Wind Damage radius. Creatures who are in the affected range must
and must make a Strength save. On a failed save they are make a Constitution Saving throw. On a failed save,
pushed back 20 feet, knocked prone and gain 1 rank of affected creatures are considered blind until the end of
bleeding. their next turn on a failed save. On a successful save no
Swirl. Creatures who would fail their saving throw, further effects are applied.
spreads all Elemental conditions currently affecting them Swirl. Creatures who would fail their saving throw,
around to all creatures, excluding the caster within 5 feet of spreads all Elemental conditions currently affecting them
them. Hostile creatures within 5 feet of the failing one gains around to all creatures, excluding the caster within 5 feet of
1 rank of all elemental conditions currently affecting it. them. Hostile creatures within 5 feet of the failing one gains
At Higher Ranks: For each rank you cast this jutsu 1 rank of all elemental conditions currently affecting it.
above D-Rank, increase the cost of this jutsu by 3, the At Higher Ranks: For each rank you cast this jutsu
damage by 1d4 and the ranks of bleed by +1 above D-Rank, increase the cost of this jutsu by 3 and
the size of the cone by 10ft
WIND RELEASE: COLLECTIVE GALE
Classification: Ninjutsu WIND RELEASE: FEATHER FALL
Rank: D-Rank Classification: Ninjutsu
Casting Time: 1 Action Rank: D-Rank
Range: 15 feet Casting Time: 1 Reaction, which you take when you
Duration: 1 Minutes begin falling.
Components: HS, CM Range: Self
Cost: 5 Chakra Duration: 1 Minute
Keywords: Wind Release, Ninjutsu, Medical Components: HS, CM
Description: You collect wind release chakra and infuse Cost: 4 Chakra
it into your Medical Release technique. One willing Keywords: Wind Release, Ninjutsu
creature within range breathes in this Medically infused Description: You create a single high-pressure stream of
wind. air from either your hands or feet slowing your descent
For the duration a creature who has breathed this while falling by 60 feet per round until the jutsu ends. If
wind does not need to breathe, Ignores the effects of 1 you land before the ninjutsu ends, you take no falling
rank of Exhaustion and when they would regain hit damage and land on your feet and the jutsu ends.
points as the result of a Ninjutsu with the Medical At Higher Ranks: For each rank you cast this jutsu
Keyword, they regain an additional 1d4 Hit points. above D-Rank, increase the cost of this jutsu by 3 and
At Higher Ranks: For each rank you cast this jutsu select 1 additional target for this Jutsu’s benefits.
above D-Rank, increase the cost of this jutsu by 3,
Ignores the effects of up to 1 additional rank of WIND RELEASE: GALE PALM [CHANGED]
Exhaustion. Classification: Ninjutsu
Rank: D-Rank
WIND RELEASE: COUNTER BREEZE Casting Time: 1 Action
Classification: Ninjutsu Range: 5 feet
Rank: D-Rank Duration: Instant
Casting Time: 1 Reaction, which you take when you Components: HS, CM, M
would take damage from a Ninjutsu or Taijutsu. Cost: 4 Chakra
Range: Self Keywords: Wind Release, Ninjutsu, Clash
Duration: 1 Round Description: You clasp your hands together coating your
Components: HS, CM, M open palms in a powerful gale. You make a Melee
Cost: 5 Chakra ninjutsu attack on a target creature or object. On a hit
Keywords: Wind Release, Ninjutsu, Clash creature take 3d6 Wind Damage and make a strength
Description: You create a condensed bubble of super saving throw to resist being knocked back 20 feet. On a
dense air around you in an attempt to deflect incoming successful strength save they suffer no additional
attacks. Roll 2d10 + Ninjutsu ability Modifier. The result effects.
of the roll is the amount of damage your air Bubble can Swirl. Creatures who would fail their saving throw,
prevent before it bursts. This lasts until the beginning of spreads all Elemental conditions currently affecting them
your next turn. Lightning Damage deals half as much around to all creatures, excluding the caster within 5 feet of
damage to your air bubble and Fire Damage deals twice them. Hostile creatures within 5 feet of the failing one gains
as much. 1 rank of all elemental conditions currently affecting it.
At Higher Ranks: For each rank you cast this jutsu At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3 and above D-Rank, increase the cost of this jutsu by 3 and
roll an additional 1d10. the damage by 1d6

2
WIND RELEASE: GRYPHONS WING BEAT takes 3d8 + Your Ninjutsu Ability Modifier damage, of
Classification: Ninjutsu their select conditions type.
Rank: D-Rank At Higher Ranks: For each rank you cast this jutsu
Casting Time: 1 Action above D-Rank, increase the cost of this jutsu by 3, the
Range: Self (20-foot radius) damage by 1d6 or 1d8.
Duration: Instant
Components: HS, CM WIND RELEASE: PASSING TYPHOON
Cost: 4 Chakra Classification: Ninjutsu
Keywords: Wind Release, Ninjutsu Rank: D-Rank
Description: You create two wings made of wind release Casting Time: 1 Action
chakra that beats with enough force to feel like a tornado Range: Self (15-foot radius sphere)
is passing through. Duration: Concentration, up to 1 Minute
All creatures within range must succeed a Strength Components: HS, CM
saving throw to resist being bruised and Knocked prone. Cost: 4 Chakra
A creature who is bruised finds it difficult to maintain Keywords: Wind Release, Ninjutsu
concentrating on multiple jutsu. If a creature is Description: You create a powerful current of strong
concentrating on more than 1 jutsu, they must lose winds in a 15-foot radius sphere, centering on you. This
concentration on all but 1 jutsu. field of wind also follows you.
Swirl. Creatures who would fail their saving throw, For the duration, while within its area, it deafens other
spreads all Elemental conditions currently affecting creatures, extinguishes unprotected flames, becomes
them around to all creatures, excluding the caster within difficult terrain to creatures other than you and disperses
5 feet of them. Hostile creatures within 5 feet of the vapors, gases and fogs that can be dispersed by strong
failing one gains 1 rank of all elemental conditions winds. Additionally, ranged attacks have disadvantage if
currently affecting it. they pass into or out of the area of this jutsu.
At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3, the WIND RELEASE: PEACOCK WHIRLWIND
range by 10 feet. Classification: Ninjutsu
Rank: D-Rank
WIND RELEASE: LIONS GROWL [CHANGED] Casting Time: 1 Action
Classification: Ninjutsu Range: 30-feet
Rank: D-Rank Duration: Instant
Casting Time: 1 Action Components: HS, CM
Range: Self Cost: 4 Chakra
Duration: Concentration, Up to 1 Minute Keywords: Wind Release, Ninjutsu
Components: HS, CM Description: You generate a strong wind from swiping
Cost: 5 Chakra one of your limbs. A gust of wind is generated in a 30-foot
Keywords: Wind Release, Ninjutsu line 5 feet wide in a straight line originating from you.
Description: You weave Wind Release Chakra together, Creatures in the line must succeed a Strength saving
creating a thin veil of chakra in the shape of a Lion throw, taking 2d6 wind damage, is knocked prone, Dazed,
around you. This chakra then collapses on you granting and gains 1 rank of bleeding on a failed save, and only half
you benefits as listed below; damage and no further effects on a successful save.
Swirl. Creatures who would fail their saving throw,
• Increase your Movement Speed by 15 feet.
spreads all Elemental conditions currently affecting
• You gain a 1d4 bonus to Ninjutsu Attack Rolls.
them around to all creatures, excluding the caster within
• Ninjutsu, you cast with the Wind Release Keyword that
5 feet of them. Hostile creatures within 5 feet of the
has a range of at least 5 feet, increases their range by
failing one gains 1 rank of all elemental conditions
10 feet.
currently affecting it.

WIND RELEASE: PALM VORTEX


At Higher Ranks: For each rank you cast this jutsu above
D-Rank, increase the cost of this jutsu by 3, the damage
Classification: Ninjutsu
by 1d6 and the ranks of bleed by +1.
Rank: D-Rank
Casting Time: 1 Action
Range: Self (10 Foot cone)
Duration: Instant
Components: HS, CM
Cost: 5 Chakra
Keywords: Wind Release, Ninjutsu
Description: You create a localized vortex of cutting
wind. All creatures within range must succeed a
Dexterity saving throw to avoid being horrendously
slashed. On a failed save creatures take 3d6 wind damage
and being pulled 5 feet closer to you or half as much on a
successful save and no additional affects.
If a creature is currently affected by any elemental
condition, you trigger the residual elemental energies,
igniting them again. A creature under the effects of an
elemental condition makes their saving throw at
Disadvantage. On a failed save such a creature instead

3
WIND RELEASE: RAGING GALE [CHANGED] WIND RELEASE: SLICING AIRWAVES
Classification: Ninjutsu Classification: Ninjutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 60 feet (15-foot radius) Range: 30 Feet
Duration: Instant Duration: Instant
Components: HS, CM Components: HS, CM, M
Cost: 5 Chakra Cost: 4 Chakra
Keywords: Wind Release, Ninjutsu Keywords: Wind Release, Ninjutsu, Clash
Description: You manifest a powerful torrent of wind, Description: You create a powerful current of extremely
strong enough to lift and throw most creatures. strong and thin currents of wind. You swipe your hand
Select a space you can see within range. A spiraling towards your target. Make a Ranged Ninjutsu attack,
torrent of wind erupts upwards. All creatures within 15 creatures take 3d8 wind damage and gain 1 rank of
feet of the chosen space, must succeed a Strength saving bleeding on a hit.
throw. On a failed save they are thrown 30 feet upwards At Higher Ranks: For each rank you cast this jutsu
being dazed, taking falling damage and falling prone. above D-Rank, increase the cost of this jutsu by 3 and
Swirl. Creatures who would fail their saving throw, damage by 1d8 and ranks of bleeding by +1.
spreads all Elemental conditions currently affecting
them around to all creatures, excluding the caster within WIND RELEASE: SPLITTING GALE
5 feet of them. Hostile creatures within 5 feet of the [CHANGED]
failing one gains 1 rank of all elemental conditions Classification: Ninjutsu
currently affecting it. 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: 90 feet
the height they are thrown upwards by 15 feet. Duration: Concentration, Up to 1 minute
Components: HS, CM
WIND RELEASE: RAGING VORTEX Cost: 5 Chakra
Classification: Ninjutsu Keywords: Wind Release, Ninjutsu
Rank: D-Rank Description: You create a field of oppressive and potent
Casting Time: 1 Action wind that slashes and buffets any instance of Hand Signs
Range: Touch (HS). Select a space you can see within range, all
Duration: Concentration, Up to 1 minute creatures within 20 feet of the chosen space who would
Components: HS, CM cast a jutsu with Hand Sign (HS) component
Cost: 5 Chakra immediately takes 2d6 Wind Damage and must succeed a
Keywords: Wind Release, Ninjutsu Constitution Saving throw gaining the bleeding
Description: You encircle a willing creature with potent condition on a failed save.
Wind Release Chakra. For the duration, you magnify the As a bonus action on your turn, you may move the
targets physical capabilities. field up to 30 feet in any direction to a space you can see
The target creature adds 1d8 to all Strength and within range.
Dexterity ability checks and saving throws. Their At Higher Ranks: For each rank you cast this jutsu
movement speed is increased by 15 feet and melee above D-Rank, increase the cost of this jutsu by 3 and
attacks they make that deal damage deals an additional the size of the area affected by 5 feet, and the damage by
1d6 Wind Damage. 1d6.
At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3 and
the number of targets you can affect by +1.

WIND RELEASE: SECOND WIND


Classification: Ninjutsu
Rank: D-Rank
Casting Time: 1 Bonus Action
Range: Self
Duration: Instant
Components: HS, CM
Cost: 5 Chakra
Keywords: Wind Release, Ninjutsu
Description: You breathe in deeply filling your lungs and
blood with chakra filtered oxygen accelerating its blood
flow and slightly rejuvenating you. You recover 2d6+
Your Ninjutsu ability modifier hit points.
At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3 and
roll an additional 1d6.

4
WIND RELEASE: SUPPORTING GALE removes all air from inside of it replacing it with
Classification: Ninjutsu furiously rotating blade of Wind Release Chakra,
Rank: D-Rank centered on a point of your choice within range.
Casting Time: 1 Reaction to making a Strength, Dexterity All creatures within the cylinder must succeed a
or Constitution Check or saving throw Dexterity and Constitution saving throw.
Range: Self On a failed Dexterity save they are slashed with wind
Duration: Instant chakra repeatedly taking 2d6 Slashing Damage and 2d6
Components: HS, CM Wind Damage or half as much on a successful save. A
Cost: 5 Chakra creature makes this saving throw the beginning of each
Keywords: Wind Release, Ninjutsu turn they begin within this cylinder.
Description: You throw your hands forward creating a On a fail Constitution Saving throw they are robbed of
compressed blast of air assisting you in a variety of their air in their lungs as they begin suffocating. A
physical tasks; from escaping, fending off an attack, or Suffocating creature can only survive a number of
dispersing a hazardous gas. rounds equal to their constitution modifier before
As a reaction, when you are forced to make a Strength, passing out falling unconscious from the lack of air. A
Dexterity, or Constitution saving throw or ability check creature makes this saving throw at the beginning of
against a Ninjutsu or Taijutsu, you instead use your each turn they begin within cylinder. An unconscious
Ninjutsu ability modifier in place of your Strength, creature can regain consciousness when another
Dexterity or Constitution for the triggering roll. creature spends an action waking them.
At Higher Ranks: For each rank you cast this jutsu Creatures inside the cylinder cannot gain the benefits
above D-Rank, increase the cost of this jutsu by 3. If cast of an increase to movement speed and are treated as if
at C-Rank you add your proficiency to the roll if you they are in difficult terrain.
aren’t already proficient. If cast at B-Rank you may Combination: If this jutsu is cast as a Combination jutsu
select another creature within 20 feet of you to gain the with 2 or more casters increase the damage by 2d6 for each
benefits of this jutsu, using your Ability modifier and damage type.
proficiency bonus. If cast at A-Rank, creatures Any creature who assists in casting this jutsu as a
benefiting from this jutsu roll at advantage. If cast at S- combination jutsu increases this Jutsu's area of effect size
Rank, all creatures of your choice within 30 feet of you based on the highest Charisma Modifier within the group of
can gain this jutsu’s benefit. casters. (+0-1: No Change, +2: Increase the Height by +10
feet and radius to 30 feet, +3: Increase the Height by +20 feet
WIND RELEASE: VACUUM BOMB [CHANGED] and radius to 40 feet, +4: Increase the Height by +30 feet
Classification: Ninjutsu and radius to 50 feet, +5: Increase the Height by +40 feet
Rank: D-Rank and radius to 60 feet).
Casting Time: Special
Range: 60 feet WIND RELEASE: VIOLENT WHIRLWIND
Duration: Instant Classification: Ninjutsu
Components: HS, CM Rank: D-Rank
Cost: 5 Chakra Casting Time: 1 Action
Keywords: Wind Release, Ninjutsu Range: Self (30-Foot Cone)
Description: You create a single point of high-density Duration: Instant
air pressure using your Wind Release Chakra before Components: HS, CM
expanding it and creating a series of reactions. All Cost: 3 Chakra
creatures currently affected by an elemental condition Keywords: Wind Release, Ninjutsu
who would have a jutsu cast on them that triggers the Description: You exhale a powerful stream of wind from
swirl effect, potentially passes all such conditions around your mouth. Creatures caught in the target area must
to other creatures near them in an expanded space with make a Strength Saving throw. Creatures take 2d6 Wind
more volatility. Damage, are pushed back 30 Feet and are knocked prone
When a creature would have the Swirl effect trigger on on a failed save or half as much and no additional effects
them, you can cast this jutsu as a part of the same action. on a successful save. Also, vapors, gases and fogs that
All creatures within 20 feet of the triggering creature can be dispersed by strong winds are dispersed
who failed their save gains two ranks of all elemental immediately.
conditions the triggering creature had. Swirl. Creatures who would fail their saving throw,
At Higher Ranks: For each rank you cast this jutsu spreads all Elemental conditions currently affecting
above D-Rank, increase the cost of this jutsu by 3 and them around to all creatures, excluding the caster within
the size of the area affected by 5 feet. 5 feet of them. Hostile creatures within 5 feet of the
failing one gains 1 rank of all elemental conditions
WIND RELEASE: VACUUM RAIN currently affecting it.
Classification: Ninjutsu At Higher Ranks: For each rank you cast this jutsu
Rank: D-Rank above D-Rank, increase the cost of this jutsu by 3.
Casting Time: 1 Action Increase the range of this jutsu by 10ft.
Range: 90 feet (20-foot cylinder)
Duration: Concentration, Up to 1 minute
Components: HS, CM
Cost: Special (28 Chakra)
Keywords: Wind Release, Ninjutsu, Combination
Description: You create a powerful updraft that sucks
the oxygen and air upwards robbing creatures of the
ability to breathe within range. All casters of this jutsu
create a 60-foot tall, 20-foot-wide cylinder that

5
WIND RELEASE: ZEPHYR STRIKE beginning of their next turn. On a successful save they
Classification: Ninjutsu take half damage.
Rank: D-Rank After 3 failed saves the weapon they are holding can’t
Casting Time: 1 Bonus Action take any more damage and shatters sending weapon
Range: Self shrapnel haphazardly flying. Other Creatures within 10
Duration: 1 minute feet of the exploding weapon taking 3d6 slashing
Components: CM damage.
Cost: 4 Chakra Swirl. Creatures who would fail their saving throw,
Keywords: Wind Release, Ninjutsu spreads all Elemental conditions currently affecting
Description: You move like the wind. For the duration, them around to all creatures, excluding the caster within
your movement doesn’t provoke opportunity attacks. 5 feet of them. Hostile creatures within 5 feet of the
Your movement speed increases by 30 feet until the end failing one gains 1 rank of all elemental conditions
of the turn you cast this jutsu. currently affecting it.
Also, once before the jutsu ends, you can give yourself
advantage on one attack roll on your turn. On a hit, the WIND RELEASE: GALE FISTS
attack deals an extra 2d8 wind damage and immediately Classification: Ninjutsu
ends this jutsu. Rank: C-Rank
Casting Time: 1 Bonus Action
C-RANK: Range: Self
Duration: Concentration, up to 1 minute
WIND RELEASE: 1,000 BLADES OF THE WIND Components: HS, CM, M
Classification: Ninjutsu Cost: 6 Chakra
Rank: C-Rank Keywords: Wind Release, Ninjutsu, Clash
Casting Time: 1 Action Description: You coat your hands and feet in a layer of
Range: 20 Foot Cone highly compressed but highly reactive wind release
Duration: Instant chakra. For the duration of this jutsu, you may use your
Components: HS, CM Ninjutsu ability Modifier in place of Strength for
Cost: 7 Chakra unarmed attack rolls. Your unarmed damage is treated as
Keywords: Wind Release, Ninjutsu, Clash Wind for the duration of this jutsu and deals damage
Description: You create a spiraling sphere of wind equal to 1d10 + Ninjutsu Ability Modifier.
chakra with a collection of cutting blades within it. At Higher Ranks: For each rank you cast this jutsu
Creatures in range must succeed a Strength Saving above C-Rank, increase the cost of this jutsu by 3. If this
throw being pulled towards you and taking 4d6 Wind jutsu is cast at A-Rank, increase the damage by 1d10.
Damage and gaining 2 ranks of bleeding. Or half as
much on a successful save and no ranks of bleeding. WIND RELEASE: GREAT BREAKTHROUGH
Creatures who fail their saving throw, are pulled Classification: Ninjutsu
Rank: C-Rank
towards you and end their movement within 5 feet of
Casting Time: 1 Action
you. They are then caught in a violent explosion of the
cutting wind, being knocked back 20 feet and taking an Range: Self (60 Foot Line)
Duration: Instant
additional 2d6 Wind Damage.
Components: HS, CM
Swirl. Creatures who would fail their saving throw,
Cost: 9 Chakra
spreads all Elemental conditions currently affecting
them around to all creatures, excluding the caster Keywords: Wind Release, Ninjutsu, Clash
within 5 feet of them. Hostile creatures within 5 feet of Description: You create a swirling vortex of air in front
of you. You compress the air until the pressure explodes
the failing one gains 1 rank of all elemental conditions
currently affecting it. forward like a cannon in a straight line. Creatures in a 5-
foot wide, 60-foot-long line must succeed a Strength
At Higher Ranks: For each rank you cast this jutsu
saving throw. Creatures take 4d10 Wind damage and are
above C-Rank, increase the cost of this jutsu by 3, the
damage by 1d6 and the amount of initial bleed gained thrown backwards 30 feet away are dazed and prone on a
failed save. On a success they take half damage and no
by +1.
further effects.
WIND RELEASE: BURSTING COMPRESSED Swirl. Creatures who would fail their saving throw,
AIR spreads all Elemental conditions currently affecting
Classification: Ninjutsu them around to all creatures, excluding the caster within
Rank: C-Rank 5 feet of them. Hostile creatures within 5 feet of the
Casting Time: 1 Action failing one gains 1 rank of all elemental conditions
Range: 30-feet currently affecting it.
Duration: Concentration, up to 1 minute At Higher Ranks: For each rank you cast this jutsu
Components: HS, CM above C-Rank, increase the cost of this jutsu by 3 and
Cost: 9 Chakra increase damage by 1d10 and knock back distance by 10ft.
Keywords: Wind Release, Ninjutsu
Description: You conjure a spiraling vortex of wind
chakra around a target creatures weapon. The target
creature makes a Dexterity saving throw to avoid the
collapse of the wind.
On a failed save they take 3d6 slashing damage as they
are sliced for holding the weapon. If they continue to
hold their weapon, they must make another save at the

6
WIND RELEASE: LIONS ROAR At Higher Ranks: For each rank you cast this jutsu
Classification: Ninjutsu above C-Rank, increase the cost of this jutsu by 3 and the
Rank: C-Rank damage by 1d6.
Casting Time: 1 Action
Range: Self (15-foot radius sphere) WIND RELEASE: RAKSHASA BARRIER
Duration: Concentration, Up to 1 Minute [CHANGED]
Components: HS, CM Classification: Ninjutsu
Cost: 9 Chakra Rank: C-Rank
Keywords: Wind Release, Ninjutsu Casting Time: 1 Reaction, which you take when you
Description: You weave Wind Release Chakra together, would take Earth, Wind, Fire, Cold, or Lightning Damage
creating a potent veil of chakra in the shape of a Lion Range: Self
around you and allied creatures. This chakra then Duration: 1 Round
collapses on all creatures of your choice within range Components: HS, CM
granting the benefits as listed below, for the duration; Cost: 9 Chakra
Keywords: Wind Release, Ninjutsu, Clash
• Bonus +20 Movement speed.
Description: You raise your hand and generate an
• Ninjutsu, they cast with the Wind Release Keyword
intensely dense torrent of wind that circles around you,
that has a range of at least 5 feet, increases their range
creating a bubble of wind that envelops your entire body.
by 10 feet, and deals an additional 1d8 Wind Damage,
The bubble of wind that envelops you has a number of
once per turn.
hit points equal to your Proficiency bonus times your
• Taijutsu, they cast that has a range of touch, or 5 feet,
Ninjutsu ability Modifier. This bubble has immunity to
increases their range by 10 feet, and deals an
Wind damage, resistance to Lightning Damage and
additional 1d8 Wind Damage, once per turn.
vulnerability to Fire Damage.

WIND RELEASE: PRESSURE SHOCKWAVE If the bubble would take fire damage, all creatures
within 15 feet of you must succeed a Dexterity saving
Classification: Ninjutsu
throw becoming burned on a failed save as the fire
Rank: C-Rank
spreads around you from your rotating bubble of wind.
Casting Time: 1 Reaction, which you take when an allied
If the bubble would take Lightning damage, all
creature casts a jutsu.
creatures within 15 feet of you must succeed a Dexterity
Range: 60 feet
saving throw becoming shocked on a failed save, as
Duration: Instant
lightning jumps from you to other creatures around you.
Components: HS, CM
If the bubble would take Cold damage, all creatures
Cost: 8 Chakra
within 15 feet of you must succeed a Dexterity saving
Keywords: Wind Release, Ninjutsu
throw becoming chilled on a failed save, as the cold is
Description: When you see another allied creature cast
spread to all creatures around you.
another jutsu, you create a tornado like mass that is
If the bubble would take Earth damage, all creatures
compressed until it has a high density before being
within 15 feet of you must succeed a Dexterity saving
released as a shockwave, intended to boost their jutsu’s
throw, gaining the bleeding condition on a failed save, as
effects. If the triggering jutsu does not have a nature
they are pelted with shrapnel of earth.
release keyword, the allied creature makes their attack
At Higher Ranks: For each rank you cast this jutsu
roll at advantage or one hostile creature of your choice
above C-Rank, increase the cost of this jutsu by 3, the
within range makes their saving throw at disadvantage.
size of the area affected by 5 feet, and the number of hit
If the triggering jutsu has a nature release keyword,
points your bubble has by +10.
then all hostile creatures in a 60-foot cone, originating
from you, must succeed a Strength saving throw or be
WIND RELEASE: RECOVERING BREEZE
[CHANGED]
pulled 15 feet towards your allied creature, take 5d6 wind
damage on a failed save or half as much and no further
Classification: Ninjutsu
effect.
Rank: C-Rank
Additionally, it amplifies the triggering jutsu based on
Casting Time: 1 Action
its nature release;
Range: Self (30-foot-cone)
• Earth Release: On a failed save target cannot take Duration: Instant
reactions. Components: HS, CM
• Wind Release: On a failed save target gains 2 ranks of Cost: 8 Chakra
bleeding. Keywords: Wind Release, Ninjutsu, Medical
• Fire Release: On a failed save the triggering jutsu Description: You create a field of medical chakra infused
increases its damage die by 1 step. wind release chakra that pulses outward from you. All
• Water Release: On a failed save the target gains 1 rank creatures of your choice within Range, regains 4d6 and
of chilled. ends the weakened condition.
• Lightning Release: On a failed save the target gains 1 At Higher Ranks: For each rank you cast this jutsu
rank of shocked. above C-Rank, increase the cost of this jutsu by 3 and the
Swirl. Creatures who would fail their saving throw, amount healed by 1d6.
spreads all Elemental conditions currently affecting
them around to all creatures, excluding the caster within
5 feet of them. Hostile creatures within 5 feet of the
failing one gains 1 rank of all elemental conditions
currently affecting it.

7
WIND RELEASE: ROTATING FEROCIOUS WIND RELEASE: VACUUM BARRIER
WIND [CHANGED] [CHANGED]
Classification: Ninjutsu Classification: Ninjutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Reaction, which you take when you cast Casting Time: 1 Reaction, which you take when you see a
another Ninjutsu with the Wind Release keyword. creature within range take damage.
Range: Self Range: 60 feet.
Duration: Instant Duration: Instant
Components: HS, CM Components: HS, CM
Cost: 7 Chakra Cost: 9 Chakra
Keywords: Wind Release, Ninjutsu Keywords: Wind Release, Ninjutsu, Fuinjutsu, Clash
Description: You reinforce your Ninjutsu with additional Description: You create a swirling vortex of air in front
buffeting gales of wind. Ninjutsu you cast with the Wind of a creature you can see within range right before take
Release keyword prior to casting this, adds your Ninjutsu damage. The compressed air compresses then explodes
Ability modifier to its attack and damage rolls or it gains pushing attacks and other forces back, protecting the
a +1d4 bonus to its initial Saving throw DC. creature. Reduce the damage the target creature takes by
5d10.
WIND RELEASE: SICKLE WEASEL This damage reduction is doubled if the damage is
[CHANGED] Lightning Damage and halved if the damage is Fire
Classification: Ninjutsu Damage.
Rank: C-Rank At Higher Ranks: For each rank you cast this jutsu
Casting Time: 1 Reaction to taking damage from a melee above C-Rank, increase the cost of this jutsu by 3 and the
attack or from a creature within range. damage reduced by 1d10.
Range: Self (20-foot radius sphere)
Duration: Instant WIND RELEASE: VACUUM FIELD
Components: HS, CM Classification: Ninjutsu
Cost: 8 Chakra Rank: C-Rank
Keywords: Wind Release, Ninjutsu Casting Time: 1 Action.
Description: When you take damage you are able to Range: Self (30-foot Radius Sphere)
collapse the circling wind around you and the triggering Duration: Concentration, Up to 1 minute.
creature causing the wind to collide with the hostile Components: HS, CM
creature creating an extremely sharp blade of wind. Cost: Special (50 Chakra)
All creatures within 20 feet of you makes a Dexterity Keywords: Wind Release, Ninjutsu, Fuinjutsu,
saving throw taking 5d8 Wind damage, and gaining 1 Combination
rank of bleeding on a failed save or half as much on a Description: You manifest a Seal of wind Release Chakra
success. that glows in the air. The seal then triggers completely
Swirl. Creatures who would fail their saving throw, removing all evidence of Oxygen and atmosphere from a
spreads all Elemental conditions currently affecting 30-foot radius sphere centering on you. You and all
them around to all creatures, excluding the caster within other casters are immune to this jutsu’s effects.
5 feet of them. Hostile creatures within 5 feet of the All creatures who begin their turns in this jutsu’s
failing one gains 1 rank of all elemental conditions range must succeed a Constitution Saving throw or begin
currently affecting it. immediately suffocating as they are robbed of their air in
At Higher Ranks: For each rank you cast this jutsu their lungs. A Suffocating creature can only survive a
above C-Rank, increase the cost of this jutsu by 3 and the number of rounds equal to their constitution modifier
initial damage by 1d8. before passing out falling unconscious from the lack of
air. An unconscious creature in this jutsu’s radius
WIND RELEASE: TEARING GALE PALM automatically takes 5d10 Necrotic Damage. A creature
Classification: Ninjutsu who’s hit points are reduced to 0 as a result of this jutsu
Rank: C-Rank lungs, heart and other internal organs explode while
Casting Time: 1 Action inside the body. Being unable to be revived without these
Range: 30 Feet organs being restored as well. An unconscious creature
Duration: Instant can regain consciousness when another creature spends
Components: HS, CM, M an action waking them.
Cost: 7 Chakra Fire & Lightning cannot exist within this Vacuum Field
Keywords: Wind Release, Ninjutsu, Clash and if fire or lightning, a jutsu with a Fire or Lightning
Description: You construct a large claw of your design Release Keyword that deals fire or lightning damage
made of semi-solid compressed wind chakra. You can would attempt to enter this fields radius or affect a
attack with it targeting a single creature up to 30 feet away. creature within this fields Radius it is immediately
Make a Ranged Ninjutsu Attack. Target Creature takes 4d6 snuffed out and negated.
Wind damage and gains 2 ranks of bleeding on a hit. Combination: If this jutsu is cast as a Combination jutsu
At Higher Ranks: For each rank you cast this jutsu above with 2 or more casters increase the damage by 2d10.
C-Rank, increase the cost of this jutsu by 3 and the damage Any creature who assists in casting this jutsu as a
by 1d6. combination jutsu increases this Jutsu's area of effect size
based on the highest Charisma Modifier within the group of
casters. (+0-1: No Change, +2: Increase the radius by +10
feet, +3: Increase the radius by +15 feet, +4: Increase the
radius by +20 feet, +5: Increase the radius by +30 feet).

8
WIND RELEASE: VACUUM SHIELD [CHANGED] WIND RELEASE: WHIRLWIND SPEAR
Classification: Ninjutsu Classification: Ninjutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Reaction which you take when you or Casting Time: 1 Action
another creature within range would take damage. Range: Self (120-foot line)
Range: Self (10-foot radius sphere) Duration: Instant
Duration: Instant Components: HS, CM
Components: HS, CM Cost: 9 Chakra
Cost: 9 Chakra Keywords: Wind Release, Ninjutsu, Clash
Keywords: Wind Release, Ninjutsu, Clash Description: You create a molded construct of wind
Description: You create a swirling vortex of air in front of release chakra that floats next to you. This construct can
you. You compress the air until the pressure implodes on take the shape of any spear or piercing like object such as
itself creating a shockwave blocking attacks and reducing an arrow, lance, sword or anything you prefer. You then
the lethality of attacks in your immediate area. All allied launch this construct in a straight line, piercing through
creatures in this jutsu’s radius gain 20 Temporary Hit all creatures in a 5-foot wide, 120-foot lone line
points from the oscillating flow of wind until the end of the originating from you.
current turn. All creatures in range must succeed a Dexterity Saving
At Higher Ranks: For each rank you cast this jutsu above throw taking 5d6 wind Damage on a failed Save or half as
C-Rank, increase the cost of this jutsu by 3 and temporary much on a successful one.
hit points by 10. The first creature your construct would pass through
that has the burned, chilled, corroded, shocked or
WIND RELEASE: WALL OF WIND envenomed condition has that condition exacerbated.
Classification: Ninjutsu That creature takes 2d10 fire damage if they are burned,
Rank: C-Rank cold damage if they are chilled, acid damage if they are
Casting Time: 1 Action corroded, lightning damage if they are shocked or poison
Range: 120 feet damage if they are envenomed. On a successful save no
Duration: Concentration, 1 minute additional damage is done.
Components: HS, CM Swirl. Creatures who would fail their saving throw,
Cost: 9 Chakra spreads all Elemental conditions currently affecting
Keywords: Wind Release, Ninjutsu them around to all creatures, excluding the caster within
Description: A wall of strong wind rises from the ground at 5 feet of them. Hostile creatures within 5 feet of the
a point you choose within range. You make the wall up to failing one gains 1 rank of all elemental conditions
50 feet long, 15 feet high, and 1 foot thick. You can shape currently affecting it.
the wall in any way you choose so long as it makes one At Higher Ranks: For each rank you cast this jutsu
continuous path along the ground. The wall lasts for the above C-Rank, increase the cost of this jutsu by 3 and the
duration. damage by 1d6 and 1d10.
When the wall appears, each creature within its area
must make a Strength saving throw. A creature takes 4d8 WIND RELEASE: WHIRLWIND THRUST
Slashing damage on a failed save, or half as much damage Classification: Ninjutsu
on a successful one. Rank: C-Rank
The strong wind keeps fog, smoke, and other gases at Casting Time: 1 Action
bay. Small or smaller flying creatures or objects can't pass Range: 90 feet
through the wall. Loose, lightweight materials brought Duration: Instant
into the wall fly upward. Arrows, bolts, and other ordinary Components: HS, CM
projectiles launched at targets behind the wall are Cost: 8 Chakra
deflected upward and automatically miss. Large objects Keywords: Wind Release, Ninjutsu
such as boulders and similar objects and attacks can Description: You create an updraft of cycling wind
penetrate it. Creatures in gaseous form can't pass through release chakra that erupts from the ground under a
it. Fire ignites the Wall of wind leaving it as a massive wall group of creatures. Select a space within range. All
of fire. If this happens the caster of Wall of wind loses all creatures within 15 feet of the selected space must
control of it and counts as the jutsu ending. succeed a Strength saving throw. On a failed save,
creatures are thrown 30 feet upwards into the air taking
WIND RELEASE: WHIRLWIND MOVEMENT 3d10 wind damage. If a creature cannot safely land, they
Classification: Ninjutsu take falling damage as normal.
Rank: C-Rank If the space this jutsu is casted overlaps with a source
Casting Time: 1 Bonus Action of Fire or Water additional effects happen.
Range: 60 Feet Fire: This Jutsu ignites and becomes a flaming
Duration: Instant whirlwind instead dealing 3d12 fire damage instead of
Components: HS, CM, M 3d10 Wind Damage. Creatures must also succeed a
Cost: 6 Chakra Constitution saving throw gaining the burned condition
Keywords: Wind Release, Ninjutsu on a failed save.
Description: You generate a massive amount of wind Water: This jutsu becomes swirled with a powerful
chakra around your feet. You move so fast you virtually torrent of Water instead dealing 3d12 Cold damage
teleport to one space within 60 feet. This does not instead of 3d10 Wind Damage. Creatures must also
provoke an attack of opportunity. succeed a Constitution saving throw gaining the chilled
condition on a failed save.

9
Swirl. Creatures who would fail their saving throw, Creatures also have to make a Strength saving throw.
spreads all Elemental conditions currently affecting On a failed save, creatures are thrown 20ft in a random
them around to all creatures, excluding the caster within direction and fall prone. The area within the dome is
5 feet of them. Hostile creatures within 5 feet of the counted as difficult terrain even for flying creatures.
failing one gains 1 rank of all elemental conditions Swirl. Creatures who would fail their saving throw,
currently affecting it. spreads all Elemental conditions currently affecting
At Higher Ranks: For each rank you cast this jutsu them around to all creatures, excluding the caster within
above C-Rank, increase the cost of this jutsu by 3 and the 5 feet of them. Hostile creatures within 5 feet of the
damage by 1d10 or 1d12. failing one gains 1 rank of all elemental conditions
currently affecting it.
WIND RELEASE: WIND FRICTION SHATTER At Higher Ranks: For each rank you cast this jutsu
Classification: Ninjutsu above B-Rank, increase the cost of this jutsu by 3 and
Rank: C-Rank increase the damage by 1d10
Casting Time: 1 Bonus action
Range: Touch WIND RELEASE: BACKLASH
Duration: Concentration, 1 minute Classification: Ninjutsu
Components: HS, CM Rank: B-Rank
Cost: 8 Chakra Casting Time: 1 Reaction, when you would suffer the
Keywords: Wind Release, Ninjutsu effects of or take damage from a Ninjutsu
Description: You coat a creature whom you touch body Range: Self
in a layer of spinning air. The air removes most friction Duration: Instant
from its body allowing them to move at breathtaking Components: HS, CM
speeds, with little resistance. Cost: 14 Chakra
Their movement speed is doubled, they have Keywords: Wind Release, Ninjutsu
advantage on Dexterity saving throws, gain a +2 bonus Description: You create a vortex that spins
to AC and gain an additional action per turn. This action counterclockwise just before an attack hits you. Make a
can be used for either one additional Weapon Attack, Ninjutsu Ability Check vs the Rank DC of the triggering
Dash, Disengage, Hide, or use an object action. jutsu. The Rank DC equals 12 + the Jutsu’s Rank (D-
Rank: 1, C-Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5). If
WIND RELEASE: WIND RIDER you roll Higher, the triggering jutsu’s effect is nullified
Classification: Ninjutsu and the caster of the jutsu takes the damage and effects
Rank: C-Rank of their own Jutsu. On a failure, you take the damage as
Casting Time: 1 Bonus Action they break through your jutsu.
Range: Touch At Higher Ranks: For each rank you cast this jutsu
Duration: 1 Minute above B-Rank, increase the cost of this jutsu by 3 and
Components: HS, CM you gain a +2 Bonus to your Ninjutsu Ability Check.
Cost: 9 Chakra
Keywords: Wind Release, Ninjutsu WIND RELEASE: CHERISHING BREEZES
Description: You touch a willing creature you can see Classification: Ninjutsu
within range coating them in Wind Release Chakra. For Rank: B-Rank
the duration, the target creature gains a 30ft flying Casting Time: 1 Action
speed, but at the end of their turn they must be within 5 Range: Touch
feet of the ground. The creature cannot suffer falling Duration: Instant
damage as they are always carried by the wind to a safe Components: HS, CM
landing. Additionally, the creature is always floating at Cost: 12 Chakra
least 5 feet off the ground for the duration. Keywords: Wind Release, Ninjutsu, Medical
Description: You inhale once, filling your lungs with Air
B-RANK: that you mix medical release chakra. You then attempt to
pass this air from your lungs into the lungs of another
WIND RELEASE: 10,000 SLICING BLADES who have either died within the last minute or are dying.
Classification: Ninjutsu This can be done in a number of ways such as CPR, a kiss,
Rank: B-Rank simply manipulating the air to exit your lungs and enter
Casting Time: 1 Action the downed creatures.
Range: Self (30-Foot radius Sphere) When you do, the dead or dying creature makes a
Duration: Concentration, up to 1 Minute Constitution Saving throw adding 2d4 to their roll vs a
Components: HS, CM DC 15 + 1 for each round they have been dead. On a
Cost: 14 Chakra Success, they immediately end the dead or dying
Keywords: Wind Release, Ninjutsu condition regaining consciousness with 1 Hit Point and a
Description: You create a dome of spinning wind, number of Temporary Hit points equal to three times
centering on you. The wind spins, whips and blows at your Ninjutsu Save DC. These Temporary hit points last
120 mph generating an innumerable number of blades for 10 minutes.
made of wind chakra. These blades fly freely throughout At Higher Ranks: For each rank you cast this jutsu
your dome. Anything not weighted down is picked up above B-Rank, increase the cost of this jutsu by 3 and the
and thrown around the dome and sliced to pieces. bonus to the creatures Constitution Saving throw by 1d4.
Creatures, excluding you, in this dome of wind when it
is cast, who first enters or begins their turns within the
dome, must make a Dexterity saving throw taking 5d10
Wind damage on a failed save or half as much on a
successful one.

10
WIND RELEASE: DIVINE MOUNTAIN WIND This jutsu also deals twice as much damage to objects and
[CHANGED] structure.
Classification: Ninjutsu Swirl. Creatures who would fail their saving throw,
Rank: B-Rank spreads all Elemental conditions currently affecting them
Casting Time: 1 Action around to all creatures, excluding the caster within 5 feet of
Range: 60 Feet them. Hostile creatures within 5 feet of the failing one gains
Duration: Instant 1 rank of all elemental conditions currently affecting it.
Components: HS, CM At Higher Ranks: For each rank you cast this jutsu above
Cost: 13 Chakra B-Rank, increase the cost of this jutsu by 3 and increase the
Keywords: Wind Release, Ninjutsu ranks of lacerated by +1.
Description: You create a vortex where you can control
the strength for the wind. Make a ranged ninjutsu attack WIND RELEASE: GRYPHONS TALONS
targeting a creature you can see within range. On a hit Classification: Ninjutsu
target creature takes 8d6 wind damage and gains 2 ranks Rank: B-Rank
of bleed, as the wind slices into them with enough force to Casting Time: 1 Action
upheave the ground upon impact. If there are any sources Range: Self
of fire in the line of fire between you and your target this Duration: Concentration, Up to 1 minute
jutsu ignites into a stream of fire. Increase the damage by Components: HS, CM, CS
5d4 fire damage. Cost: 14 Chakra
At Higher Ranks: For each rank you cast this jutsu Keywords: Wind Release, Ninjutsu, Fuinjutsu, Clash
above B-Rank, increase the cost of this jutsu by 3 and Description: You place a sealing talisman on your hands as
increase the damage by 1d6 you focus your Wind Release chakra onto them activating
them. Chakra forms into the shape of 2 Claws, Talons, or
WIND RELEASE: GALE BLADE [CHANGED] weapons of your description on either hand. For the
Classification: Ninjutsu duration you do not spend chakra to maintain concentration
Rank: B-Rank on this jutsu.
Casting Time: 1 Action For the duration you can as an action make up to two
Range: 90 Feet Melee Ninjutsu Attacks with these wind claws you created.
Duration: Instant Your Melee Ninjutsu attacks made with these wind claws
Components: HS, CM have a range of 10 feet, and deal 3d8 + Your ninjutsu ability
Cost: 14 Chakra modifier wind damage on a successful hit.
Keywords: Wind Release, Ninjutsu
Description: You create a super thin blade of cutting wind WIND RELEASE: GUST SURGE
that slices through everything in a continuous line. Select Classification: Ninjutsu
a space you can see within range. Then select a second Rank: B-Rank
space you can see within 60 feet of the originally selected Casting Time: 1 Reaction, which you take when a creature
space. Draw a straight line in between both spaces. All within 45 feet of you make an Attack, Casts a Jutsu or
creatures who the line passes through or by within 5 feet moves towards you.
must succeed a Dexterity saving throw, taking 6d8 wind Range: Self (45- foot radius sphere)
damage and gaining 3 ranks of bleeding on a failed save or Duration: Instant
half as much and no additional effects on a successful one. Components: HS, CM, CS
Swirl. Creatures who would fail their saving throw, Cost: 14 Chakra
spreads all Elemental conditions currently affecting them Keywords: Wind Release, Ninjutsu, Clash
around to all creatures, excluding the caster within 5 feet Description: You punch the ground creating a single point
of them. Hostile creatures within 5 feet of the failing one of intense air pressure that explodes outwards blowing away
gains 1 rank of all elemental conditions currently all creatures and potentially all attacks.
affecting it. All creatures within range of your choice must succeed a
At Higher Ranks: For each rank you cast this jutsu Strength saving throw. On a failed save they are thrown back
above B-Rank, increase the cost of this jutsu by 3 and the to the edge of this jutsu’s radius into a space that can hold
damage by 1d8. them.
Creatures who fail their strength saving throw becomes
WIND RELEASE: GREAT SICKLE WEASEL Dazed for 1 minute on a failed save. A Creature Dazed this
[CHANGED] way makes a Constitution saving throw at the end of their
Classification: Ninjutsu turns ending the condition on a successful save.
Rank: B-Rank If this jutsu is used in reaction to a Ninjutsu or Taijutsu
Casting Time: 1 Action being cast, the shockwave of air pressure reduces the
Range: Self (45-foot cone) damage the jutsu would deal by 5d6 + 15. If the jutsu used
Duration: 1 Action does not deal damage the triggering creature must succeed a
Components: HS, CM Constitution (Chakra Control) check vs your Ninjutsu save
Cost: 14 Chakra DC. On a success their jutsu is cast as normal. On a failure,
Keywords: Wind Release, Ninjutsu their jutsu is also blown away as this jutsu negates it.
Description: A blast of slicing wind erupts from your hands. If this jutsu is used to trigger a clash with a Jutsu with the
Each creature in range, originating from you, makes a Fire Release Keyword, you make your clash check at
Dexterity saving throw. On a failed save, a creature takes advantage as you are pushing all the wind away from you. If
7d6 wind damage and are thrown back 25 feet, fall prone, you succeed your clash check against a jutsu with the fire
gains 1 rank of lacerated and cannot take reactions until the release keyword, they take an additional 4d8 wind Damage
end of their next turn as they are unable to avoid being and must succeed a Constitution saving throw being burned
caught in the shockwave of slicing and concussive wind. on a failed save.

11
WIND RELEASE: MULTILAYERED GALE WIND RELEASE: VACUUM BLADE
[CHANGED] Classification: Ninjutsu
Classification: Ninjutsu Rank: B-Rank
Rank: B-Rank Casting Time: 1 Action
Casting Time: 1 Action Range: Self
Range: Self Duration: Concentration, up to 1 minute.
Duration: Concentration, up to 1 minute. Components: HS, CM, M
Components: HS, CM, M Cost: 12 Chakra
Cost: 12 Chakra Keywords: Wind Release, Ninjutsu
Keywords: Wind Release, Ninjutsu Description: You exhale wind release chakra onto a
Description: You wave your hands back and forth weapon to increase its sharpness, range and lethality.
creating layers of wind that stack on top of one another This can even be used on your own hand to create a
creating a barrier of wind. Your Wall of wind is extremely lethal sword extending from your fist. When placed on
dense not allowing most things to pass through it. When any held weapon or your own hands, that weapon’s
you create your barrier of wind it has 30 Hit points. It damage type becomes wind and it now deals 4d6 + Your
occupies your space with you and protects you in all ninjutsu ability modifier Wind damage.
direction, ranged attacks targeting you are made at A weapon under the effects of this jutsu can be used as
disadvantage. At the start of each of your turns you can a component for Bukijutsu if the weapons original
enhance this barrier regenerating 3d6 of the barriers hit damage type matches the Bukijutsu requirement.
points. This Barrier has a vulnerability to Fire damage, When placed on thrown weapons, its damage type
and resistance to Lightning damage. becomes wind and its damage die becomes 3d6 + your
At Higher Ranks: For each rank you cast this jutsu ninjutsu ability modifier. You can place this jutsu on a
above B-Rank, increase the cost of this jutsu by 3 and the stack of Kunai or Shuriken. Their range is also increased
initial hit points of the barrier by 10. by 30 feet. Melee weapons range is increased by 10ft.
Ranged weapons now affect all adjacent spaces around
WIND RELEASE: THUMB OF DESTRUCTION its target on a successful hit.
Classification: Ninjutsu If you would cast a Jutsu that would allow you to deal
Rank: B-Rank your weapons damage that is under the effects of this
Casting Time: Full Turn Action jutsu, you only deal this jutsu’s damage once, after
Range: 120 Feet which you default to your original weapons damage.
Duration: Instant At Higher Ranks: For each rank you cast this jutsu
Components: HS, CM, CS above B-Rank, increase the cost of this jutsu by 3. If cast
Cost: Special (77 Chakra) at S-Rank, increase the damage of this jutsu by 1d6.
Keywords: Wind Release, Ninjutsu, Combination
Description: You generate a super massive tornado that WIND RELEASE: VACUUM GREAT SPHERE
touches down on a space you can see within range. This Classification: Ninjutsu
Tornado is 120 feet tall and 30 feet wide. You can Rank: B-Rank
command it to touch down on top of a creature or space Casting Time: 1 Action
you can see within range. Range: 120 Feet (15-foot radius Sphere)
If you have it touch down on top of a creature, make a Duration: Concentration, 1 minute
Ranged Ninjutsu attack, dealing 10d8 wind damage on a Components: HS, CM
hit. Cost: 13 Chakra
All creatures, objects and structures, excluding casters Keywords: Wind Release, Ninjutsu
of this jutsu, within 60 feet of the tornado must succeed Description: You generate 3 large Spheres of wind chakra.
a Strength saving throw being sucked into the eye of this Choose 3 spaces in range. You send the large wind spheres
storm. On a failed save they are thrown to the top of this to these areas and they expand outwards with the point
tornado for but a moment before the tornado you’ve chosen at the center, 30 feet in diameter. Creatures
compresses and fires all creatures within the eye of its caught in these spheres or who enter them, movement
storm directly into the ground at sound breaking speeds. speed is reduced to 0 and they cannot breathe while inside
All creatures, objects and structures are immediately the sphere as the pressure prevents them from inhaling
blasted directly into the ground taking triple falling successfully.
damage. Creatures caught in the radius of any sphere can make a
Combination: If this jutsu is cast as a Combination jutsu strength saving throw or continue to have their movement
with 2 or more casters increase the targeted damage by 2d8 speed reduced to 0. On a successful save, they regain half of
for each additional caster. their movement speed.
Any creature who assists in casting this jutsu as a A creature who begins or ends its turn within the radius
combination jutsu increases this Jutsu's area of effect size of a sphere must make a constitution saving throw. On a
and damage based on the highest Charisma Modifier within failure, they begin to suffocate, gaining 1 rank of
the group of casters. (+0-1: No Change, +2: Increase the exhaustion. On a success, they recover 1 rank of exhaustion
height of the tornado by 60 feet, +3: Increase the height of caused by this jutsu, if any.
the tornado by 80 feet, +4: Increase the height of the Upon escaping or ending this jutsu’s effect on them,
tornado by 120 feet, +5: Increase the height of the tornado they recover from all ranks of exhaustion this jutsu
by 120 feet and instead deal quadruple falling damage). imposed on them.
At Higher Ranks: For each rank you cast this jutsu above
B-Rank, increase the cost of this jutsu by 3 and select one
additional space this jutsu affects.

12
WIND RELEASE: WIND CUTTER [CHANGED] WIND RELEASE: DEFIANCE STORM
Classification: Ninjutsu Classification: Ninjutsu
Rank: B-Rank Rank: A-Rank
Casting Time: 1 Action Casting Time: 1 Full Turn Action
Range: 120 Feet Range: 90 Feet (30-foot-Radius Sphere)
Duration: Instant Duration: 1 minute
Components: HS, CM Components: HS, CM, CS
Cost: 14 Chakra Cost: 20 Chakra
Keywords: Wind Release, Ninjutsu Keywords: Wind Release, Ninjutsu, Fuinjutsu
Description: You create one Super sharp blade of wind and Description: You throw a Chakra seal onto the ground
launch it at a target creature in range. Make a ranged before you release the chakra sealed within in creating
ninjutsu attack. On a hit the target creature takes 5d10 Wind an aura of reinforcing Wind release chakra. Select up to 4
damage and gains 1 rank of lacerated. creatures to gain the benefits of this jutsu while inside
At Higher Ranks: For each rank you cast this jutsu above this Jutsu's radius.
B-Rank, increase the cost of this jutsu by 3 and increase the For the duration select creatures within this jutsu’s
damage by 1d10 radius makes Strength, Dexterity and Wisdom Ability
checks and Saving throws at advantage, Ninjutsu they
WIND RELEASE: WYVERNS SURGE [CHANGED] cast of B-Rank or lower has their cost reduced by -2
Classification: Ninjutsu (Min 1.), Taijutsu & Bukijutsu they cast deal additional
Rank: B-Rank wind damage equal to your Ninjutsu Ability modifier.
Casting Time: 1 Action The Chakra Seal used to cast this jutsu can be targeted
Range: Self for attacks, although it is protected by a bubble of Wind
Duration: Concentration, Up to 1 minute Release Chakra. It has an AC equal to your Ninjutsu Save
Components: HS, CM, CS DC, and Hit Points equal to twice your Ninjutsu Save DC.
Cost: 14 Chakra It has Immunity to Lightning Damage and Vulnerability
Keywords: Wind Release, Ninjutsu, Fuinjutsu to Fire Damage. Once Destroyed, this jutsu immediately
Description: You place a sealing tag on your body in any ends.
place you desire, as you place a massive reserve of Wind
Release Chakra into the tag itself, activating it and WIND RELEASE: DRILLING WIND BULLET
magnifying your physical potential. You do not need to [CHANGED]
spend chakra to maintain concentration on this jutsu. Classification: Ninjutsu
For the duration, once per turn, when you would deal Rank: A-Rank
damage with a jutsu against a creature with a jutsu with a Casting Time: 1 Action
nature release keyword, they must make a strength saving Range: 120 feet
throw. On a failed save the following occurs; Duration: Instant
• Earth Release: Affected creature gains 1 rank of the Components: HS, CM
bruised condition. Cost: 18 Chakra
• Wind Release: The jutsu deals an additional 2d6 wind Keywords: Wind Release, Ninjutsu, Clash
damage and inflicts 2 ranks of bleed. Description: You inhale a single breath and exhale
• Fire Release: Affected creatures gains 1 rank of the creating a spinning drill made of slicing wind that tears
Burned Condition. through everything in its path. Make a Ranged Ninjutsu
• Water Release: Affected creatures gains 1 rank of the attack against up to 3 targets in range. On a hit, target
Chilled Condition. creature takes 5d10 wind damage, are knocked back 25
• Lightning Release: Affected creatures gains 1 rank feet and gain 2 ranks of lacerated.
At Higher Ranks: For each rank you cast this jutsu
Shocked Condition for the next minute.
above A-Rank, increase the cost of this jutsu by 3 and

A-RANK: increase the damage by 1d12 and the ranks of lacerated


by +1.

WIND RELEASE: CAST NET [CHANGED] WIND RELEASE: EYE OF THE STORM
Classification: Ninjutsu
Classification: Ninjutsu
Rank: A-Rank
Rank: A-Rank
Casting Time: 1 Action
Casting Time: 1 Full Turn Action
Range: Self (60-Foot Cone)
Range: Self (60-foot-Radius Sphere)
Duration: 1 Action
Duration: Concentration, Up to 1 minute
Components: HS, CM
Components: HS, CM, CS
Cost: 19 Chakra
Cost: 20 Chakra
Keywords: Wind Release, Ninjutsu
Keywords: Wind Release, Ninjutsu
Description: A wave of slicing wind erupts from you as you
Description: You Create a powerful twisting cyclone of
swing your hand. Each creature in a 60-foot cone must
wind that seals yourself and all creatures in this jutsu’s
make a Dexterity saving throw. A creature takes 7d8 wind
Radius off from other creatures and effects from outside
damage and are thrown back 60 feet, fall prone, gain 1 rank
this jutsu’s radius.
of lacerated on a failed save. Creatures take half as much
Creatures outside this jutsu’s radius cannot see into
damage and no further effects on a successful save.
the opaque wall of twisting wind, dust, dirt and chakra. A
Swirl. Creatures who would fail their saving throw,
creature with Chakra sight when looking at the wall only
spreads all Elemental conditions currently affecting them
sees a wall of chakra and cannot make out anything
around to all creatures, excluding the caster within 5 feet of
passed it.
them. Hostile creatures within 5 feet of the failing one gains
If a creature attempts to pass through the wall, they
1 rank of all elemental conditions currently affecting it.
must succeed a Strength saving throw. On a successful

13
save they pass through the wall. On a failed save they WIND RELEASE: NEVERENDING BREATH
take 8d8 wind damage and are thrown back 30 feet. [CHANGED]
Attacks and Jutsu cannot penetrate this jutsu’s walls. Classification: Ninjutsu
While inside this jutsu’s radius, creatures cannot Rank: A-Rank
generate electricity preventing them from casting Jutsu Casting Time: 1 Action
with only the Lightning Release Keyword. Range: Self
If the wall is struck with a Jutsu with the Water Duration: 10 Hours
Release Keyword, the walls becomes wreathed in Water Components: HS, CM
Release Chakra. If this jutsu’s walls become wreathed in Cost: 15 Chakra
Water Release chakra, creatures within this jutsu’s Keywords: Wind Release, Ninjutsu
radius cannot generate fire, preventing them from Description: You inhale a single breath, and using chakra you
casting jutsu with only the Fire Release Keyword. are able to reinvigorate that single collection of air as if it
If the wall is struck with a Jutsu with the Fire Release were a new breath. You no longer need to breathe for up to 10
Keyword, the walls becomes wreathed in Fire Release hours. You cannot be suffocated or drowned.
Chakra. If this jutsu’s walls become wreathed in Fire
Release chakra, creatures within this jutsu’s radius WIND RELEASE: SPLITTING BREEZE [CHANGED]
cannot generate strong wind, preventing them from Classification: Ninjutsu
casting jutsu with only the Wind Release Keyword. Rank: A-Rank
Casting Time: 1 Action
WIND RELEASE: LIONS FANG BLADE Range: 5 Feet
[CHANGED] Duration: Instant
Classification: Ninjutsu Components: HS, CM
Rank: A-Rank Cost: Special
Casting Time: 1 Action Keywords: Wind Release, Ninjutsu, Clash
Range: 120 feet Description: You mold wind Release Chakra to create a blade
Duration: Instant of wind release chakra that is so compressed it fits into the
Components: HS, CM palm of your hand. The amount of power this jutsu exhibits is
Cost: 19 Chakra entirely dependent on the amount of chakra you commit to it.
Keywords: Wind Release, Ninjutsu Spend chakra up to the listed amounts. For every chakra
Description: You mold wind Release Chakra to create a cost milestone hit you deal the listed effect. A creature
beast made purely of Wind Release Chakra, that has a reduced to 0 as a result of this jutsu is bisected at any angle
design and look of your description that counts as large. the caster decides;
Upon its creation, you command it to attack a number 20 Chakra: You make a single melee Ninjutsu attack. On a
of creatures up to your Ninjutsu Ability Modifier once successful hit, you dealing 20d4 Wind Damage. A creature
each. Make a Melee Ninjutsu attack for each creature it must also succeed a Constitution saving throw gaining 2
attacks within range as it leaps and assaults each ranks of laceration on a failed save.
creature. On a hit, you deal 2d8 Wind Damage. 30 Chakra: You make a single melee Ninjutsu attack. On a
A creature that takes damage from the Construct must successful hit, you dealing 30d4 Wind Damage. A creature
succeed a Constitution saving throw being torn apart must also succeed a Constitution saving throw, gaining 4
from the thousands of blades made of Wind Release ranks of laceration on a failed save.
chakra that makes up your constructs form. On a failed 40 Chakra: You make a single melee Ninjutsu attack. On a
save they gain 2 ranks of Lacerated. successful hit, you dealing 40d4 Wind Damage. A creature
Swirl. Creatures who would fail their saving throw, must also succeed a Constitution saving throw, gaining 6
spreads all Elemental conditions currently affecting ranks of laceration on a failed save.
them around to all creatures, excluding the caster within
5 feet of them. Hostile creatures within 5 feet of the WIND RELEASE: VACUUM SERIAL WAVES
failing one gains 1 rank of all elemental conditions [CHANGED]
currently affecting it. Classification: Ninjutsu
At Higher Ranks: For each rank you cast this jutsu Rank: A-Rank
above A-Rank, increase the cost of this jutsu by 3, the Casting Time: 1 Action
damage by 1d8 and Bleed Ranks by 3. Range: 60 Feet
Duration: Instant
WIND RELEASE: NEVER ENDING FALL Components: HS, CM
Classification: Ninjutsu Cost: 17 Chakra
Rank: A-Rank Keywords: Wind Release, Ninjutsu, Clash
Casting Time: 1 Action Description: You take a deep breath and exhale several
Range: Self super intense blades of wind at different angles but at a
Duration: Concentration, 1 Minute single target. Make a Ranged Ninjutsu Attack, on a hit,
Components: HS, CM, M Target creature takes 9d6 Wind Damage and gains 2
Cost: 15 Chakra ranks of lacerated.
Keywords: Wind Release, Ninjutsu At Higher Ranks: For each rank you cast this jutsu
Description: You create a vacuum of air under yourself above A-Rank, increase the cost of this jutsu by 3 and
with the ability to ascend, descend and move in any increase the ranks of laceration by +2.
direction at your own discretion. You gain a fly speed of
60 feet. If you use your action to Dash, you instead move
180 feet in the round.

14
WIND RELEASE: VACUUM WALL WIND RELEASE: FANNED WIND
Classification: Ninjutsu Classification: Ninjutsu
Rank: A-Rank Rank: S-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Self Range: 100 Foot Cone
Duration: 1 Round Duration: 1 Action
Components: HS, CM, M Components: HS, CM
Cost: 15 Chakra Cost: 30 Chakra
Keywords: Wind Release, Ninjutsu Keywords: Wind Release, Ninjutsu
Description: You create a vacuum of air around yourself Description: A torrent of concussive wind erupts from
that nullifies almost all attacks that would aspire to harm your hands that explodes forward devastating
you. Until the beginning of your next turn. All Ninjutsu and everything in a 100-foot cone in front of you. This jutsu
Taijutsu, Melee and Ranged weapon attacks must roll 1d20 blows everything not tied down away and even upheaves
when they declare an attack targeting you. On a roll of 8 or trees and smaller structures and buildings. Creatures in
greater, the attack is diverted or knocked away by the its path must succeed a Strength saving throw being
extremely dense wind. thrown back 120 feet on a failed save. If the creature hits
a structure their movement ends and they take triple the
S-RANK: falling damage as if they fell the same distance they
traveled.
WIND RELEASE: 1 MILLION BLADE COLLISION
[CHANGED] WIND RELEASE: HURRICANE OF DISASTER
Classification: Ninjutsu Classification: Ninjutsu
Rank: S-Rank Rank: S-Rank
Casting Time: 1 Action Casting Time: Full Turn Action
Range: 120 Feet Range: Self (120-foot radius)
Duration: Instant Duration: Instant
Components: HS, CM Components: HS, CM, CS
Cost: 25 Chakra Cost: Special (138 Chakra)
Keywords: Wind Release, Ninjutsu, Clash Keywords: Wind Release, Ninjutsu, Combination
Description: You focus a massive amount of wind chakra into Description: You generate a Category 6 Hurricane that
a sphere above the target in range and bring it down crashing touches down with the sole intent of bringing nothing
into the target as a single blade. The target must make a but ruin in its wake. This Hurricane extends 250 feet
Dexterity saving throw, creatures take 34d6 wind damage into the air and has a 120-foot radius. This hurricane
and 5 ranks of lacerated or half as much damage and ranks of affects all creatures except its casters within its radius.
bleed on a Successful save. At the end of each of your turns, it moves 90 feet in a
Swirl. Creatures who would fail their saving throw, random direction (Roll 1d8. 1: North, 2: North East, 3:
spreads all Elemental conditions currently affecting East, 4: South East, 5: South, 6: South West, 7: West, 8:
them around to all creatures, excluding the caster within North West.). Creatures within this jutsu’s area of effect
5 feet of them. Hostile creatures within 5 feet of the must succeed a Strength saving throw being ripped from
failing one gains 1 rank of all elemental conditions their current position and thrown 250 feet into the air
currently affecting it. taking 12d8 wind Damage and being restrained by the
wind on a failed save. A creature thrown into the air may
WIND RELEASE: BACKLASH WAVE repeat their Strength Saving throw to escape this wind at
Classification: Ninjutsu the end of each of their turns, taking 12d8 wind damage
Rank: S-Rank on a failed save and escaping, falling to the ground on a
Casting Time: 1 Reaction, which you take when you see a successful save.
Ninjutsu being cast. All structures and constructs in this jutsu’s path
Range: 90 Feet automatically fail their saves and are destroyed as they
Duration: Instant are pulled into the hurricane’s rotation. This Hurricane
Components: HS, CM lasts for 1 Minute as once cast it cannot be stopped or
Cost: 28 Chakra dispelled by its casters willingly.
Keywords: Wind Release, Ninjutsu Combination: If this jutsu is cast as a Combination jutsu
Description: You see an attack as it comes towards you and with 2 or more casters increase the damage by 4d8.
you create an impenetrable forcefield of wind that’s Any creature who assists in casting this jutsu as a
designed to throw everything back. Make a Ranged combination jutsu increases this Jutsu's area of effect size
Ninjutsu Attack vs the triggering creatures ninjutsu save and damage based on the highest Charisma Modifier within
DC. If you result is higher, the opponent suffers the the group of casters. (+0-1: No Change, +2: Increase the
damage and effects of their own jutsu plus an additional radius of the hurricane by 30 feet, +3: Increase the radius of
12d10 Wind damage. On a failure, the jutsu is diverted and the hurricane by 60 feet, +4: Increase the radius of the
immediately ends. hurricane by 90 feet, +5: Increase the radius of the hurricane
by 120 feet).

15
WIND RELEASE: SPIRALING TEMPEST WIND RELEASE: TORNADO EXPLOSION
Classification: Ninjutsu Classification: Ninjutsu
Rank: S-Rank Rank: S-Rank
Casting Time: 1 Bonus Action Casting Time: 1 Action
Range: Self (45-foot radius) Range: Self
Duration: 1 Minute Duration: Concentration, up to 1 minute
Components: HS, CM Components: HS, CM, CS
Cost: 45 Chakra Cost: 30 Chakra
Keywords: Wind Release, Ninjutsu Keywords: Wind Release, Ninjutsu
Description: You release a surge of Wind Release Chakra Description: You create a spiraling cylinder of wind
that protects and enhances all of your allies for the centered on yourself that has a 90 Foot radius and is 120
duration. All creatures of your choice within range gain Feet High. This cylinder becomes difficult terrain for the
the following; duration, even for flying creatures. Unattended objects
• If a creature starts their turns in this jutsu’s radius, in this cylinder that are large or smaller are pulled
upwards and spins around the center at 200 Mph. A
they gain a Bonus +30 Movement speed until the end
creature that starts its turn in the cylinder must succeed
of their next turns.
• on a strength save or be pulled upwards towards the
They gain a bonus to Ninjutsu and Taijutsu Attack
center and be restrained while in motion. All objects and
Rolls equal to your Ninjutsu Ability Modifier.

creatures inside the cylinder, excluding yourself, take
They gain a number of Temporary Hit points equal to
8d10 Wind Damage at the start of each of your turns.
your Ninjutsu Save DC at the beginning of each of their
Creatures can make a strength save on each of its turns
turns. These Temporary hit points do not stack.

as an action to not be restrained on its turn.
Taijutsu they cast that has a range of touch, or 5 feet,
Swirl. Creatures who would fail their saving throw,
increases their range by 15 feet, and deals an
spreads all Elemental conditions currently affecting
additional 3d8 Wind Damage.

them around to all creatures, excluding the caster within
Affected Creatures cannot be Dazed or Weakened.
5 feet of them. Hostile creatures within 5 feet of the
• Affected creatures gain Resistance to Lightning
failing one gains 1 rank of all elemental conditions
Damage.
currently affecting it.

16
FIRE RELEASE
Fire Release is the most common of the five nature transformations in the leaf village and land of fire, but those who can
use it are able to knead chakra and set fire to anything. Fire Release is almost always used offensively and has very few
defensive applications. Some shinobi use it to damage massive areas and harm large groups of foes. Fire Release is
commonly exhaled from the user's mouth. Although Fire Release has naturally amazing power, it suffers from high chakra
cost and is difficult to control flames after use.

Fire Release is naturally strong against Wind Release and weak against Water Release

Prerequisite: You must have the Fire Release Affinity to learn jutsu with the Fire Release Keyword.

D-RANK:
FIRE RELEASE: BLAZING EMBER [CHANGED]
FIRE RELEASE: ABSORB HEAT [CHANGED] Classification: Ninjutsu
Classification: Ninjutsu Rank: D-Rank
Rank: D-Rank Casting Time: 1 Action
Casting Time: Reaction, which you take when you would take Range: 60 feet
damage. Duration: Instant
Range: Self Components: HS, CM
Duration: Instant Cost: 4 Chakra
Components: HS, CM Keywords: Fire Release, Ninjutsu
Cost: 5 Chakra Description: You manifest motes of fire in the palms of
Keywords: Fire Release, Ninjutsu each of your hands. Make two Ranged Ninjutsu attacks.
Description: You generate a vacuum of chakra absorbing the These attacks can target one creature or two. If targeting
heat from the surrounding area and create a thin layer of fire multiple creatures make a single Ranged Ninjutsu attack
chakra to protect yourself. You gain resistance to the against each.
triggering damage until the start of your next turn. On a successful hit you deal 3d4+3 fire Damage. If a
If the triggering damage was due to the result of a creature hit is affected by the burned condition, they
melee attack and the triggering creature was no more immediately suffer the damage of their condition.
than 10 feet away when this jutsu was cast, the At Higher Ranks: For each rank you cast this jutsu
triggering creature takes 8 fire Damage. above D-Rank, increase the cost of this jutsu by 3. If this
If the triggering damage was fire, you instead gain jutsu is cast at B-Rank increase the amount of attacks
immunity to it until the start of your next turn. you can make by +1. If this jutsu is cast at S-Rank
If the triggering damage was cold, this jutsu fails to increase the amount of attacks you can make by +2.
activate.
FIRE RELEASE: BLAZING HANDS [CHANGED]
FIRE RELEASE: ASH CLOUD Classification: Ninjutsu
Classification: Ninjutsu Rank: D-Rank
Rank: D-Rank Casting Time: 1 action
Casting Time: 1 Action Range: self (20-foot cone)
Range: 30 Feet (30 Foot Cloud) Duration: Instant
Duration: Instant Components: HS, CM
Components: HS, CM Cost: 5 Chakra
Cost: 5 Chakra Keywords: Fire Release, Ninjutsu
Keywords: Fire Release, Ninjutsu Description: You hold your hands out and fire a sheet of
Description: You inhale and knead fire chakra in your lungs flame from your hands. Each creature in a 15-foot cone must
to create a cloud of ash. You exhale the ash into a target area make a Dexterity saving throw. A creature takes 5d4+5 fire
within range that you can see. The Cloud of ash remains until damage on a failed save, or half as much damage on a
blown away or dissipates which can take up to 10 minutes. successful one. This fire ignites any flammable objects in the
Creatures inside the target area have disadvantage on attacks area that aren’t being worn or carried.
while inside the cloud, and are treated as if in total darkness. At Higher Ranks: For each rank you cast this jutsu
Creatures making ranged attacks inside the cloud cannot see above D-Rank, increase the cost of this jutsu by 3 and
creatures inside. increase the damage by 1d4+1.

1
FIRE RELEASE: BLUE FIRE [CHANGED] Medium Construct, unaligned
Classification: Ninjutsu
Armor Class 10 + Your Ninjutsu Ability Modifier
Rank: D-Rank
Hit Points 18 (4d8 + Your character level)
Casting Time: 1 Reaction, which you take when you see a
Speed 40 ft.
creature take damage in range.
Range: 30 feet
STR DEX CON INT WIS CHA
Duration: 1 Round
14 (+2) 16 (+3) 12 (+1) 1 (-5) 10 (+0) 1 (-5)
Components: HS, CM
Cost: 5 Chakra
Keywords: Fire Release, Ninjutsu, Clash Damage Immunities Acid, Fire, Psychic, Bludgeoning, Slashing
Description: You manifest a sapphire-colored flame Condition Immunities Charmed, Exhaustion, frightened, paralyzed,
around a willing creature you can see within range petrified, poisoned
protecting them. You can see a gout of blue hot flame Senses passive Perception 10
erupts around them creating a barrier of heat.
Until the beginning of the creatures next turn, ranged Damage Vulnerability. The Flaming spider takes double damage from cold
attacks deal reduced damage equal to 2d4+2. Melee damage.
attacks deal reduced damage equal to 2d4+2 and deals Elemental Body. The Flame Spiders weapon attacks are chakra enhanced.
3d6+3 in fire damage to the attacking creature once per
turn.
If the attacking creature would deal Cold Damage, this Multiattack. The Flame Spider can attack 2 times with its Bite.
jutsu is immediately extinguished, ending it before any Bite. Melee Weapon Attack: + (Your ninjutsu attack bonus) to hit, reach 5 ft.,
damage reduction or damage could be dealt. one creature. Hit: 2d4 + 2 Fire damage.
At Higher Ranks: For each rank you cast this jutsu
Flame Web (Recharge 9-10): Ranged Weapon Attack: +(Your ninjutsu
above D-Rank, increase the cost of this jutsu by 3, the
attack bonus) to hit, reach 30/60 ft., one creature. The target is covered in
damage reduction by 1d4+1 and damage done by 1d6+1.
solidified flaming webs and is restrained by them taking 2d6+2 fire damage.

FIRE RELEASE: CRIMSON SPIDER [CHANGED] As an action the restrained target can make a Strength ability check, bursting
from the webbing on a success. The webbing can also be attacked and
Classification: Ninjutsu
destroyed (AC 10, Hp: 5; Vulnerability to cold damage.)
Rank: D-Rank
Casting Time: 1 Action
Range: 30 Feet
Duration: Concentration, Up to 1 minute.
FIRE RELEASE: ERUPTING FLAME [CHANGED]
Components: HS, CM Classification: Ninjutsu
Cost: 5 Chakra Rank: D-Rank
Keywords: Fire Release, Ninjutsu Casting Time: 1 Action
Description: You spew out fire that surrounds a creature Range: 60 Feet
you can see within range. The fire then collects into a Duration: Instant
space within 30-feet of the target creature forming a Components: HS, CM
medium sized Flame Spider. This Flame Spider can be Cost: 3 Chakra
commanded as a bonus action on your turn. Keywords: Fire Release, Ninjutsu
Description: You Focus chakra into the target area and
FIRE RELEASE: DEMONS LANTERN create a hot spot directly under a target creature you can
Classification: Ninjutsu
see in range. The target must succeed on a Dexterity
Rank: D-Rank
saving throw or take 3d8+3 Fire Damage. The target gains
Casting Time: 1 Action
no benefits from cover against this jutsu.
Range: Self (5-Feet radius)
A creature who fails their saving throw by 5 or more
Duration: Concentration, up to 1 minute.
gains 2 ranks of the burned condition.
Components: HS, CM
At Higher Ranks: For each rank you cast this jutsu
Cost: 3 Chakra
above D-Rank, increase the cost of this jutsu by 3 and
Keywords: Fire Release, Ninjutsu
increase the damage by 1d8+1.
Description: You conjure multiple flames of chakra to
surround you. These flames transform into faces of
FIRE RELEASE: FIREBALL [CHANGED]
demons of your description. You shed bright light for 20 Classification: Ninjutsu
feet and dim light for another 10 feet. Rank: D-Rank
As a reaction, when a creature moves within 5 feet of Casting Time: 1 Action
you, you can force the target to make a Dexterity saving Range: 60 Feet (15 Foot radius Sphere)
throw as these Demon lanterns attempt to strike the Duration: Instant
target. On a failed save, the target is set on fire and gains Components: HS, CM
the Burned Condition. Cost: 5 Chakra
Keywords: Fire Release, Ninjutsu, Clash
Description: You breathe a stream of fire onto the target
area which then expands into a ball of fire burning all in
its range. Target creatures in range makes a Dexterity
saving throw, taking 4d6+4 Fire Damage on a failed save
or half as much on a success save. Flammable objects
caught in the radius ignites if it isn’t being held or
carried.

2
At Higher Ranks: For each rank you cast this jutsu FIRE RELEASE: FLAME WHIP [CHANGED]
above D-Rank, increase the cost of this jutsu by 3 and Classification: Ninjutsu
increase the damage by 1d6+1, and the radius by 5ft. Rank: D-Rank
Casting Time: 1 Action
FIRE RELEASE: FLAME BOLT [CHANGED] Range: self (20-feet)
Classification: Ninjutsu Duration: Instant
Rank: D-Rank Components: HS, CM
Casting Time: 1 Action Cost: 4 chakra
Range: 60 Feet Keywords: Fire Release, Ninjutsu
Duration: Instant Description: You conjure a flaming whip to strike at a
Components: HS, CM creature you can see up to 20-feet away from you. Make
Cost: 4 Chakra a melee ninjutsu attack, dealing 2d10+2 fire damage. The
Keywords: Fire Release, Ninjutsu target must succeed a Dexterity saving throw, being
Description: You breathe a bolt of flame at a creature or pulled 10 feet towards you. If a creature who failed the
object within range. Make a ranged ninjutsu attack saving throw ends their movement within 5 feet of you,
against the target. On a hit, the target takes fire damage they fall prone and gain the burning condition.
equal to 3d10+3. A flammable object hit by this jutsu At Higher Ranks: For each rank you cast this jutsu
ignites if it isn’t being worn or carried. above D-Rank, increase the cost of this jutsu by 3 and
At Higher Ranks: For each rank you cast this jutsu increase the damage by 1d10+1.
above D-Rank, increase the cost of this jutsu by 3 and
increase the damage by 1d10+1. FIRE RELEASE: FOX FIRE [CHANGED]
Classification: Ninjutsu
FIRE RELEASE: FLAME COAT [CHANGED] Rank: D-Rank
Classification: Ninjutsu Casting Time: 1 Action
Rank: D-Rank Range: Self
Casting Time: 1 Bonus action Duration: Concentration, up to 1 hour
Range: Self Components: HS, CM
Duration: Concentration, up to 1 Hour Cost: 3 chakra
Components: HS, CM Keywords: Fire Release, Ninjutsu
Cost: 5 Chakra Description: A Flickering flame appears in your hand.
Keywords: Fire Release, Ninjutsu The flame remains there for the duration and harms
Description: You engulf a weapon in fire chakra, coating it neither you or your equipment. The flame sheds bright
in a flame that enhances the lethality of the weapon. If you light in a 20-foot radius and dim light for an additional
let go of the weapon or it is taken from you, the fire 10 feet. The jutsu ends if you dismiss it. You can also
disperses. While you maintain concentration on this jutsu, attack with the flame.
you can engulf another weapon you are holding as a bonus Make a Ranged Ninjutsu attack on a creature you can
action. A weapon enflamed by you, deals an additional 1d6+1 see within 30 feet of you. On a hit, the target begins to
Fire damage on a hit. The fire sheds bright light in a 20-foot glow with a soft, warm, and glowing radiance. While
radius and dim light for an additional 10 feet. glowing in this way, this jutsu’s duration becomes
At Higher Ranks: For each rank you cast this jutsu above Concentration, up to 1 minute, and creatures have
D-Rank, increase the cost of this jutsu by 3. If this jutsu I advantage on melee attacks targeting the creature.
cast at B-Rank or higher, increase the damage by 1d6+1. If
this jutsu is cast at S-Rank, increase the damage by 1d6+1. FIRE RELEASE: GREEN FIRE [CHANGED]
Classification: Ninjutsu
FIRE RELEASE: FLAME STRIKE [CHANGED] Rank: D-Rank
Classification: Ninjutsu Casting Time: 1 Bonus Action.
Rank: D-Rank Range: 90 feet
Casting Time: 1 Action Duration: Concentration, Up to 1 minute
Range: 60 feet Components: HS, CM
Duration: Instant Cost: 4 Chakra
Components: HS, CM Keywords: Fire Release, Ninjutsu
Cost: 5 Chakra Description: You manifest an emerald-colored flame
Keywords: Fire Release, Ninjutsu and mark a creature you can see within range with it.
Description: A vertical column of flame erupts upwards For the duration, when the target would make a
from the ground towards the sky in a location you specify. Saving throw against a jutsu with the fire Release
Each creature in a 10-foot radius, 20-foot-high Keyword, they roll and additional 1d4. Reducing their
cylinder centered on a point within range must make a saving throw by the result.
Dexterity saving throw taking 3d6+3 fire damage and If the marked creature would take fire damage from an
gaining 1 rank of the burned condition on a failed save, attack that you make, you deal an additional 1d6+1 fire
or half as much damage on a successful one. damage.
At Higher Ranks: For each rank you cast this jutsu above At Higher Ranks: For each rank you cast this jutsu
D-Rank, increase the cost of this jutsu by 3 and increase the above D-Rank, increase the cost of this jutsu by 3 and
damage by 1d6+1. the number of marked creatures by +1.

3
FIRE RELEASE: HELLFIRE REJECTION FIRE RELEASE: REKINDLED FLAMES
[CHANGED] Classification: Ninjutsu
Classification: Ninjutsu Rank: D-Rank
Rank: D-Rank Casting Time: 1 Action.
Casting Time: Reaction Range: Touch
Range: 15 Feet Duration: Instant
Duration: Instant Components: HS, CM
Components: HS, CM Cost: 5 Chakra
Cost: 4 Chakra Keywords: Fire Release, Ninjutsu, Medical
Keywords: Fire Release, Ninjutsu Description: You manifest a golden-colored flame and
Description: When you are hit by a creature that you can place it on a dying creature you can see within range.
see, you release a brilliant burst of fire chakra in a 15 Target creature is immediately stabilized and rolls 3
Foot sphere around you. Creatures of your choice caught Hit Die, spending two. If the target has less than 3 Hit
in the radius must make a Dexterity saving throw, taking die, they roll what they have left spending all of it. If the
3d8+3 fire damage on a failed save, or half as much on a creature has no hit die, they are not able to be stabilized.
successful one. They recover the result of the rolled Hit die + Your
At Higher Ranks: For each rank you cast this jutsu Ninjutsu ability modifier.
above D-Rank, increase the cost of this jutsu by 3 and After casting the target creature gains resistance to
increase the damage by 1d8+1. Fire Damage until the end of your next turn.
At Higher Ranks: For each rank you cast this jutsu
FIRE RELEASE: PASSIONATE FLAMES above D-Rank, increase the cost of this jutsu by 3 and
[CHANGED] the number of Hit die rolled by 1.
Classification: Ninjutsu
Rank: D-Rank FIRE RELEASE: SANGUINE SPEAR [CHANGED]
Casting Time: 1 Action. Classification: Ninjutsu
Range: Touch Rank: D-Rank
Duration: Instant Casting Time: 1 Action.
Components: HS, CM Range: 5 Feet
Cost: 5 Chakra Duration: Instant
Keywords: Fire Release, Ninjutsu, Medical Components: HS, CM
Description: You manifest a fuchsia-colored flame and Cost: 4 Chakra
place it on a wounded creature you can see within range. Keywords: Fire Release, Ninjutsu
Target creature rolls 2 Hit Die, spending one. When Description: You manifest a sanguine-colored flame and
they do, they recover the result + Your Ninjutsu ability mold it into a melee weapon of your description that you
modifier. then use to strike a target within range.
After casting the target creature gains resistance to Make one melee ninjutsu attacks, dealing 3d6+3 fire
Fire Damage until the end of your next turn. damage on a hit. A target currently burned or chilled suffer
At Higher Ranks: For each rank you cast this jutsu exasperated effected.
above D-Rank, increase the cost of this jutsu by 3 and Burned: A burned creature gain an additional rank of the
the number of Hit die rolled and spent by 1. burned condition.
Chilled: A chilled creature loses the chilled condition
FIRE RELEASE: PHOENIX FIRE [CHANGED] suffering from a sudden shift in temperatures suffering all
Classification: Ninjutsu ranks of their chilled conditions damage. Their Chilled
Rank: D-Rank Condition immediately ends.
Casting Time: 1 Action At Higher Ranks: For each rank you cast this jutsu above
Range: 60 Feet D-Rank, increase the cost of this jutsu by 3. If this jutsu is
Duration: Instant cast at B-Rank, increase the number of melee ninjutsu
Components: HS, CM attacks by +1. If this jutsu is cast at S-Rank, increase the
Cost: 3 Chakra number of melee ninjutsu attacks by +2.
Keywords: Fire Release, Ninjutsu
Description: You spit forth 3 motes of fire at a creature FIRE RELEASE: SCORCHING RAY [CHANGED]
within range. Make 3 ranged ninjutsu attacks against a Classification: Ninjutsu
target you can see within range. On a hit, the target takes Rank: D-Rank
1d8+1 Fire damage. Casting Time: 1 Action
At Higher Ranks: For each rank you cast this jutsu Range: 30 feet
above D-Rank, increase the cost of this jutsu by 3 and Duration: Instant
increase the amount of attacks by +2. Components: HS, CM
Cost: 4 Chakra
Keywords: Fire Release, Ninjutsu
Description: You create 8 rays of fire and hurl them at
targets within range. You can hurl up to 2 at a single
target, otherwise you can target up to 8 targets. Make a
ranged ninjutsu attack for each ray. On a hit the target
takes 2d4+2 fire damage. Each time you deal damage to a
Target creature, it must make a constitution saving
throw, gaining the burned condition on a failed save.
At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3 and
you create two additional rays.

4
FIRE RELEASE: SPARK FIRE RELEASE: WILDFIRE [CHANGED]
Classification: Ninjutsu Classification: Ninjutsu
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: HS, CM Components: HS, CM
Cost: 3 Chakra Cost: 5 Chakra
Keywords: Fire Release, Ninjutsu Keywords: Fire Release, Ninjutsu, Clash
Description: You manifest a highly flammable ember of Description: You manifest a multicolored flame and fire a
fire release chakra. You can throw this ember onto any stream of it towards a creature you can see within range.
unworn or held highly flammable material or substance Target creature must succeed a Dexterity saving throw. On a
causing it to immediately go up in flames. The fires created failed save they gain 1 rank of the burned condition, and
by this jutsu grow in size as normal fire would and are not take 2d12+2 Fire Damage. On a successful save they take half
controlled by you. These flames are so hot they evaporate damage and no further effects.
all water from sources that are not created by a Jutsu with If the target already had the burned condition, on a failed
the Water Release keyword of at least D-Rank or Higher. save, they instead immediately take damage from the
These flames extinguish themselves after 10 minutes. burned condition they have and take 3d12+3 fire damage
with no further effects. On a successful save they take half
FIRE RELEASE: TEMPERED METALS damage and no further effects.
Classification: Ninjutsu
Rank: D-Rank C-RANK:
Casting Time: 1 Action
Range: Touch FIRE RELEASE: BLAZING ASH PILE [CHANGED]
Duration: 1 Minute Classification: Ninjutsu
Components: HS, CM Rank: C-Rank
Cost: 5 Chakra Casting Time: 1 Action
Keywords: Fire Release, Ninjutsu Range: 60 Feet (30-foot Cloud)
Description: You superheat a single weapon or stack of Duration: 1 minute
weapons or ammunition. For the next minute these Components: HS, CM
weapons glow red hot and to all creatures but you are Cost: 7 Chakra
scalding hot to the touch. Keywords: Fire Release, Ninjutsu
Weapons affected by this jutsu gains a +1 bonus to attack Description: You blow a super-heated cloud of ash at a
and damage rolls and their damage die is increased by one target area you can see within range; the cloud fills a 30 Foot
step for the duration. (D4>D6>D8>D10>D12) radius in a cloud shape. Creatures inside the cloud are
At the conclusion of this jutsu, the weapon becomes treated as if they are in total darkness. At any point in time
brittle, unusable and breaks. within the next minute, as a bonus action or reaction, you
At Higher Ranks: For each rank you cast this jutsu above can ignite the cloud of ash and all creatures inside the cloud
D-Rank, increase the cost of this jutsu by 3. When this would need to make a Dexterity saving throw, taking 7d4+7
jutsu is cast at B-Rank, the bonus becomes +2 and the Fire Damage and the burned condition on a failed save and
damage die is increased by an additional step. When this half as much damage and no burns on a successful one.
jutsu is cast at S-Rank, the bonus becomes +3 and the At Higher Ranks: For each rank you cast this jutsu
damage die is increased by an additional step. above C-Rank, increase the cost of this jutsu by 3 and
increase the damage by 1d4+1.
FIRE RELEASE: WHITE FIRE
Classification: Ninjutsu FIRE RELEASE: BLUE FIRE EMBER
Rank: D-Rank Classification: Ninjutsu
Casting Time: 1 Action Rank: C-Rank
Range: Self Casting Time: 1 Action
Duration: Concentration, Up to 1 Minute Range: 60 feet
Components: HS, CM, CS Duration: Special
Cost: 5 Chakra Components: HS, CM
Keywords: Fire Release, Ninjutsu, Fuinjutsu Cost: 7 Chakra
Description: You manifest a pale white-colored flame and Keywords: Fire Release, Ninjutsu
mold it to coat your hands. For the duration, you do not Description: You manifest a sapphire-colored ember into a
need to spend chakra to maintain concentration on this solid but flickering form. This flame appears in a willing
jutsu. creature of your choices hand within range. This flame
For the duration, Jutsu you cast with the fire release causes no harm to the creature and can be given or carried
keyword always forces affected creatures to make a by any other creature you designate as a holder.
Constitution saving throw. On a failed save they gain the A holder of this flame may as their bonus action coat
burned condition. On a successful save no further effects or themselves in this blue flame granting them a fast burning
conditions are imposed as a result of this jutsu. but dense shield of flame for a short time. Until the
Creatures who gain the burned condition as a result of beginning of their next turn, they gain a number of
this jutsu, instead must beat a DC 20 Dexterity (Survival) Temporary Hit points equal to 3d8 + 10.
Check to end the condition. Melee attacks that strike the creature deals 10 fire damage
to all creatures within 10 feet of them as the fire sparks off
of them.

5
This armor grants the creature Resistance to Fire FIRE RELEASE: DRAGON FLAME BOMBS
Damage for its duration. [CHANGED]
When the creature would take Wind damage this Classification: Ninjutsu
Armor instead is reinvigorated gaining additional hit Rank: C-Rank
points equal to the damage done and its duration is Casting Time: 1 Action
extended until the Start of the triggering creature’s next Range: Self (120-Foot line)
turn. Duration: Instant
When the creature would take Cold Damage, this Components: HS, CM
armor instead takes double damage. Cost: 9 Chakra
At Higher Ranks: For each rank you cast this jutsu Keywords: Fire Release, Ninjutsu, Clash
above C-Rank, increase the cost of this jutsu by 3 and the Description: You knead chakra in your stomach and
Damage by 5. superheat it until you exhale it from your gut at terrifying
speeds, leading to you being unable to truly control its path.
FIRE RELEASE: BURNING GAZE You fire a Stream of superheated fire in a 5-foot wide, 120-
Classification: Ninjutsu foot-long line directly in front of you.
Rank: C-Rank Creatures in its path must make a Dexterity saving throw,
Casting Time: 1 Action taking 6d8+6 Fire damage on a failed save or half as much
Range: 60 Feet on a success. Objects within 5 feet of the stream of fire ignite
Duration: Concentration, up to 1 minute if they are not being worn or held. The stream leaves behind
Components: HS, CM a line of fire from you to the end of the 120-foot path. The
Cost: 8 Chakra fire remains for 1 minute or until extinguished.
Keywords: Fire Release, Ninjutsu At Higher Ranks: For each rank you cast this jutsu above
Description: You direct your gaze at an object or creature C-Rank, increase the cost of this jutsu by 3 and increase the
within range. Your eyes begin to glow a violent bright red damage by 1d8+1.
and the target erupts into flames for the duration. An object
begins to burn as flames engulf it. A creature must succeed a FIRE RELEASE: EMBER
Dexterity saving throw gaining the burning condition for Classification: Ninjutsu
the duration. While you are concentrating on this jutsu, Rank: C-Rank
creatures currently suffering from the burned condition Casting Time: 1 Bonus Action
that you can see, cannot extinguish the fires that are Range: 60 feet
burning them. Duration: Instant
At Higher Ranks: For each rank you cast this jutsu Components: HS, CM
above C-Rank, increase the cost of this jutsu by 3 and the Cost: 8 Chakra
number of ranks of burned granted on a failed save by +1. Keywords: Fire Release, Ninjutsu
Description: You manifest an unassuming mote of fire that
FIRE RELEASE: DANCE OF FIRE [CHANGED] floats just above the palms of your hands. Select one
Classification: Ninjutsu creature who you can see within range that has the burned
Rank: C-Rank condition. You attempt to maximize the potential damage
Casting Time: 1 Reaction, which you take when you or a they take.
creature you can see in range, either takes damage or The target creature makes a Constitution saving throw.
would make a Dexterity Saving throw. On a failed save, the target immediately suffers the
Range: Self (15-foot Radius Sphere) maximum damage from their burned condition. The target
Duration: 1 Round then gains an additional rank of the Burned Condition.
Components: HS, CM
Cost: 9 Chakra FIRE RELEASE: EVERFLAME SEEDS
Keywords: Fire Release, Ninjutsu, Clash Classification: Ninjutsu
Description: You manifest a super dense barrier of flame Rank: C-Rank
around yourself and all creatures within range. Casting Time: 1 Action.
This barrier of flame has a number of hit points equal Range: Touch
to twice your Ninjutsu Save DC, An AC equal to your Duration: Instant
Ninjutsu Save DC and counts as a Structure. Creatures Components: HS, CM
outside of the radius of this barrier cannot see pass its Cost: 9 Chakra
walls. Creatures who attempt to pass through this Keywords: Fire Release, Ninjutsu, Medical
barrier of flame from either side takes 15 Fire Damage. Description: You manifest a 2 gems of Fire Release Chakra
This barrier cannot move and intercepts all attacks infused with Medical Release Chakra that feel hot to the
and Jutsu, taking damage if any would attempt to pass touch. You spend 2 of your Chakra Die, rolling and recording
through the walls exterior. the result.
This wall is immune to Wind Damage, and Jutsu with A creature can use its bonus action to eat one gem. Eating
the Wind Release Keyword cannot initiate a clash with it a gem forces a creature to roll 2 Hit die, spending them both.
by any means, resistance to fire damage and The creature regains Hit points equal to the result of their
vulnerability to Cold Damage. Hit Die + The casters Chakra die roll.
At Higher Ranks: For each rank you cast this jutsu A creature can gain the benefits of this jutsu twice per
above C-Rank, increase the cost of this jutsu by 3 and the long rest. If a creature attempts to gain the benefits of this
damage by 10. jutsu more than twice per long rest, each time after the
second, they take an amount of fire damage equal to the
result of the casters Chakra Die roll + Constitution Score.
This damage cannot be resisted or reduced by any means.

6
FIRE RELEASE: EXPLOSIVE CLONE FIRE RELEASE: FLAME ARMOR [CHANGED]
[CHANGED] Classification: Ninjutsu
Classification: Ninjutsu Rank: C-Rank
Rank: C-Rank Casting Time: 1 Action
Casting Time: 1 Action Range: Self
Range: 30 Feet Duration: 1 Hour
Duration: Concentration, up to 1 minute Components: HS, CM
Components: HS, CM Cost: 9 Chakra
Cost: 9 Chakra Keywords: Fire Release, Ninjutsu
Keywords: Fire Release, Ninjutsu Description: You create a layer of superheated chakra
Description: You conjure a clone comprised of fire over your skin. Seemingly setting yourself on fire in any
release chakra, made to look exactly like you. This clone, pattern you decide. You gain 15 temporary hit points. For
while solid is not as agile due to being made of a less the duration, while you have temporary hit points, you
stable source of matter. This clone occupies a space cannot be reduced below 1 temporary hit point as a result
within 30 feet of you when summoned. This clone cannot of wind or fire damage, you gain immunity to the burned
take the attack action or cast jutsu. This Clone has 1 hit and chilled conditions and melee attacks that strike you
point and an AC of 10. When this clone takes damage or also deal 15 Fire damage to the attacker.
you dismiss it as a reaction, it explodes violently. At Higher Ranks: For each rank you cast this jutsu
All creatures within 15 feet of the clone when it above C-Rank, increase the cost of this jutsu by 3 and
explodes must succeed a Dexterity saving throw, taking increase the temporary hit points gained and damage
7d6+7 fire damage, gaining 1 rank of the burned dealt by 5.
condition and being thrown back 10 feet. On a successful
save the they only take half damage. FIRE RELEASE: FLAMING SEALS [CHANGED]
At Higher Ranks: For each rank you cast this jutsu Classification: Ninjutsu
above C-Rank, increase the cost of this jutsu by 3 and Rank: C-Rank
increase the damage by 1d6+1. Casting Time: 1 Action
Range: Touch
FIRE RELEASE: FIRE DRAGON BULLET Duration: 1 Minute.
[CHANGED] Components: HS, CM, CS
Classification: Ninjutsu Cost: Special (9 Chakra)
Rank: C-Rank Keywords: Fire Release, Ninjutsu, Fuinjutsu
Casting Time: 1 Action Description: This jutsu places a flaming seal on a willing
Range: 60 Feet creature you touch and creates a chakra connection
Duration: Instant between you and the target until the jutsu ends. If this
Components: HS, CM jutsu is cast again while a previous instance of it is
Cost: 7 Chakra active, the previous casting and its effects automatically
Keywords: Fire Release, Ninjutsu, Clash end.
Description: You spit forth 5 globes of fire at a creature When the target is within 90 feet of you, it gains a +2
within range. Make a ranged ninjutsu attack against the bonus to all saving throws, resistance to fire damage and
target. On a hit, the target takes 10d4+10 Fire damage you always know what conditions are affecting the
and gains the burned condition. creature (if any).
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 and
increase the damage by 1d4+1. increase the Saving throw bonus by +1.

7
FIRE RELEASE: FLAMING TRAP [CHANGED] FIRE RELEASE: GREENFLAME EMBER
Classification: Ninjutsu [CHANGED]
Rank: C-Rank Classification: Ninjutsu
Casting Time: 10 Minutes Rank: C-Rank
Range: Touch Casting Time: 1 Bonus Action.
Duration: Until Dispelled or triggered Range: 90 feet
Components: HS, CM, CS Duration: Concentration, Up to 1 minute
Cost: 8 Chakra Components: HS, CM
Keywords: Fire Release, Ninjutsu, Fuinjutsu Cost: 8 Chakra
Description: When you cast this jutsu, you inscribe a Keywords: Fire Release, Ninjutsu
chakra seal that harms other creatures, either upon a Description: You manifest an emerald-colored flame
surface (Such as a table, or a section of floor or wall) or that glows with a bright hue and attempt to mark a
within an object that can be closed (such as a book, a creature you can see withing range with it. A Creature
scroll, or a treasure chest) to conceal the chakra seal. you can see within range must succeed a dexterity saving
If you choose a surface, the glyph can cover an area of throw. On a failed save being marked by this flame. For
the surface no larger than 10-feet in diameter. If you the duration, when you or an allied creature makes an
choose an object, that object must remain in place, if the attack against the marked creature, roll an additional
object is moved more than 10-feet from where you cast 1d4 adding the result to your attack & damage rolls.
this spell, the glyph is broken, and the spell ends without At Higher Ranks: For each rank you cast this jutsu
being triggered. above C-Rank, increase the cost of this jutsu by 3 and the
The chakra seal is nearly invisible and requires a number of marked creatures by +1.
successful Intelligence (Investigation or Ninjutsu) check
against your spell save DC to be found. FIRE RELEASE: HEATED BODY
You decide what triggers the chakra seal when you Classification: Ninjutsu
cast the jutsu. For seals inscribed on a surface, the most Rank: C-Rank
typical triggers include touching or standing on the seal, Casting Time: 1 Action
removing another object covering the seal, approaching Range: Self
within a certain distance of the seal, or manipulating the Duration: 1 hour
object on which the seal is inscribed. For chakra seals Components: HS, CM
inscribed within an object, the most common triggers Cost: 6 Chakra
include opening that object, approaching within a Keywords: Fire Release, Ninjutsu
certain distance of the object, or seeing or reading the Description: You breathe a single deep breath, using
seal. Once a chakra seal is triggered, it explodes in a 15- your Fire Release chakra to increase the temperature of
foot radius sphere, destroying the surface it is inscribed your body as you begin to radiate heat. For the duration
on, Creatures in radius must succeed a Dexterity saving you gain immunity to cold environmental conditions,
throw taking 14d6+14 fire damage on a failed save, or and creatures who are within 10 feet of you gain
half as much on a successful one. Afterwards the jutsu advantage on Wisdom (Survival) ability checks in cold
ends. environmental conditions.
Ice and rain begin to evaporate as it come in contact
FIRE RELEASE: GREAT FIREBALL [CHANGED] with you creating heated steam.
Classification: Ninjutsu
Rank: C-Rank FIRE RELEASE: HEATED SIGHT
Casting Time: 1 Action Classification: Ninjutsu
Range: 90 Feet (20-foot radius Sphere) Rank: C-Rank
Duration: Instant Casting Time: 1 Bonus Action
Components: HS, CM Range: Self
Cost: 8 Chakra Duration: 1 minute
Keywords: Fire Release, Ninjutsu, Clash Components: HS, CM
Description: You breathe a stream of fire onto the target Cost: 6 Chakra
area which then expands into a massive ball of fire, Keywords: Fire Release, Ninjutsu, Sensory
incinerating everything in its range. The target(s) must Description: You enhance your vision to be able to see
succeed on a Dexterity saving throw or take 6d6+6 Fire heat itself like a snake with infrared. Creatures and
Damage and 1 ranks of the burned condition or half as objects who produce any level of heat are outlined in
much on a failed save. Flammable objects caught in the varying colors of your own description with brighter
radius ignites if it isn’t being worn or carried. meaning they are warmer and dimmer meaning they are
At Higher Ranks: For each rank you cast this jutsu cooler in heat.
above C-Rank, increase the cost of this jutsu by 3 and Creatures whom are perceived in this way cannot gain
increase the damage by 1d6+1 and radius by 5ft. the benefit of cover or be hidden from you. This allows
you to perceive creatures hidden by steam, smoke, gas or
even in non-chakra-based darkness.

8
FIRE RELEASE: HEAVENLY PRISON FIRE RELEASE: SEARING RUSH [CHANGED]
[CHANGED] Classification: Ninjutsu
Classification: Ninjutsu Rank: C-Rank
Rank: C-Rank Casting Time: 1 Action.
Casting Time: 1 Action Range: Self (120 Foot Line)
Range: 5 feet Duration: Instant
Duration: Concentration, up to 10 minutes Components: HS, CM
Components: HS, CM, CS Cost: Special (50 Chakra)
Cost: 8 Chakra Keywords: Fire Release, Ninjutsu, Combination
Keywords: Fire Release, Ninjutsu, Fuinjutsu Description: You weave handsigns as you and any other
Description: You take a chakra seal and imprint your casters conjure superhot globes of flame. These globes
chakra onto it making a melee Ninjutsu Attack against a are so hot that they begin to boil the water out of the air
creature; On a hit the target creature is branded with a itself. These globes combine to form a single super
Fire Release chakra seal. While branded with this seal, compressed globe of flame that explodes with such force
creatures have extreme difficulty molding chakra. If a as it fires a powerful beam of Flame that burns the air as
creature attempts to cast a jutsu that requires Chakra it passes.
Molding (CM), they must succeed a constitution saving All creatures in a 15-foot wide 120 feet long line
throw taking 5d8+5 Fire damage on a failure, and half as originating from you must succeed a Dexterity saving
much on a success. throw. On a failed save creature take 11d8+11 Fire
On a failure, the brand burns them, restricting chakra Damage and gaining 3 ranks of burned or half as much
flow as they lose the ability to mold chakra until the damage and no additional conditions on a successful
beginning of their next turn. save. Creatures who’s Hit points are reduced to 0 as a
Creatures can make a Ninshou Ability Check as an result of this jutsu become ash.
action vs your Ninjutsu save DC to break the seal ending Combination: If this jutsu is cast as a Combination jutsu
this jutsu. with 2 or more casters increase the targeted damage by 2d8.
Any creature who assists in casting this jutsu as a
FIRE RELEASE: SANGUINE BLADE combination jutsu increases this Jutsu's area of effect size
[CHANGED] and damage based on the highest Charisma Modifier within
Classification: Ninjutsu the group of casters. (+0-2: No Change, +3-4: Increase the
Rank: C-Rank damage die to a d10, +5: Increase the damage die to a d12).
Casting Time: 1 Action.
Range: 60 Feet FIRE RELEASE: WHITE FIRE EMBER
Duration: Concentration, Up to 1 minute [CHANGED]
Components: HS, CM Classification: Ninjutsu
Cost: 8 Chakra Rank: C-Rank
Keywords: Fire Release, Ninjutsu Casting Time: 1 Full Turn Action
Description: You manifest a sanguine-colored flame and Range: Self
mold it into a large melee weapon of your description Duration: 1 Minute
that floats near you upon its creation. Components: HS, CM, CS
When you cast this jutsu, you can make a melee Cost: 9 Chakra
ninjutsu attack against a creature within 10 feet of the Keywords: Fire Release, Ninjutsu, Fuinjutsu
weapon. On a hit, the target takes fire damage equal to Description: You manifest a pale white-colored flame
3d6 + 3. and use it to enhance your Fire Release Jutsu for the
As a bonus action, you can command the weapons to duration.
move up to 30 feet and repeat the attack against a For the duration, Jutsu you cast with the fire release
creature within 10 feet of it. keyword rerolls all Attack rolls of 1~5, taking the second
A target currently burned or chilled suffer exasperated result. Also, Jutsu you cast with the fire Release keyword
effected. rerolls all Damage rolls of 1 or 2, taking the second
Burned: A burned creature gain an additional rank of result.
the burned condition. You choose when to apply this effect to a jutsu you
Chilled: A chilled creature loses the chilled condition cast. You may use this effect to enhance jutsu with the
suffering from a sudden shift in temperatures taking 2d6 fire release keyword a number of times equal to your
Necrotic Damage as a result. This immediately ends the proficiency bonus before this jutsu immediately ends.
Chilled condition on the creature.
At Higher Ranks: For each rank you cast this jutsu
above C-Rank, increase the cost of this jutsu by 3 and the
weapon gains a bonus +1 to attack and Damage rolls.

9
B-RANK: FIRE RELEASE: DUST TO DUST
Classification: Ninjutsu
FIRE RELEASE: ALCHEMIST FLAME Rank: B-Rank
[CHANGED] Casting Time: 1 Action
Classification: Ninjutsu Range: 90 feet
Rank: B-Rank Duration: Instant
Casting Time: 1 Action Components: HS, CM
Range: 60-foot cone Cost: 14 Chakra
Duration: Instant Keywords: Fire Release, Ninjutsu
Components: HS, CM Description: You snap your fingers in an attempt to turn
Cost: 12 Chakra a burning target into dust. You can only target a creature
Keywords: Fire Release, Ninjutsu currently under the burned condition forcing them to
Description: You manifest a colorless flame that you make a Constitution saving throw.
ingest before you exhale outward spraying it across a On a failed save they take twice the maximum possible
massive range. All creatures in range must succeed a damage from your burned condition.
Constitution saving throw. On a failed save they gain the If they failed by 5 or more, they instead take three
burned condition. Creatures burned by this jutsu also gain times the maximum possible damage from the burned
the Weakened condition for the same duration as their condition.
burned condition persists. If they failed by 10 or more, they instead take four
At Higher Ranks: For each rank you cast this jutsu times the maximum possible damage from the burned
above B-Rank, increase the cost of this jutsu by 3 and the condition.
range my 5 feet. At Higher Ranks: For each rank you cast this jutsu
above B-Rank, increase the cost of this jutsu by 3 and the
FIRE RELEASE: CONTROLLED BURST number of creatures you can target by +1.
MOVEMENT
Classification: Ninjutsu FIRE RELEASE: EVERFLAME FRUIT
Rank: B-Rank Classification: Ninjutsu
Casting Time: 1 Action Rank: B-Rank
Range: Self Casting Time: 1 Action.
Duration: Concentration, up to 1 minute Range: Touch
Components: HS, CM, M Duration: Instant
Cost: 10 Chakra Components: HS, CM
Keywords: Fire Release, Ninjutsu Cost: 14 Chakra
Description: You create hyper pressurized embers of fire Keywords: Fire Release, Ninjutsu, Medical
on the soles of your feet or the palm of your hands. For the Description: You manifest a 1 apple sized gem or shard
duration double your speed, also when you take a move of Fire Release Chakra infused with Medical Release
action select a space within your move speed, you can Chakra that feels scalding to touch. You spend all of your
instantly teleport to that location with extreme speed. Chakra Die, rolling and recording the result.
Your movement does not provoke attacks of opportunity A creature can use its bonus action to eat the gem.
and you can move vertically while active. Eating a gem forces a creature to roll all of its Hit die,
spending them all. A creature can also spend an action
FIRE RELEASE: CROSSFIRE [CHANGED] feeding this to a dead or dying creature who’s been dead
Classification: Ninjutsu for no longer than 1 minute.
Rank: B-Rank The creature regains Hit points equal to the result of
Casting Time: 1 Action. their Hit Die + The casters Chakra die roll.
Range: 250 feet A creature can gain the benefits of this jutsu once per
Duration: Instant long rest. If a creature attempts to gain the benefits of
Components: HS, CM this jutsu more than once per long rest, each time after
Cost: Special (77 Chakra) the second, they take an amount of fire damage equal to
Keywords: Fire Release, Ninjutsu, Combination three times the casters Ninjutsu Save DC + Twice their
Description: You weave handsigns as you select one space constitution score. This damage cannot be resisted or
you can see within range. The point you choose erupts reduced by any means.
with 4 different 5 feet wide, 60 feet long beams of blazing
heat that fire in different directions that all originate from FIRE RELEASE: FIRE WALL [CHANGED]
the point you chose. No beam can fire in the same Classification: Ninjutsu
direction and must all fire at the same time. Rank: B-Rank
All creatures who are in the range of any beam fired Casting Time: 1 Action
must succeed a Dexterity saving throw taking 12d6+12 fire Range: 120 Feet
damage and gaining 3 ranks of the burned condition on a Duration: Concentration, up to 1 minute.
failed save or half as much damage on a successful save. Components: HS, CM
Combination: If this jutsu is cast as a Combination Cost: 14 Chakra
jutsu with 2 or more casters increase the targeted damage Keywords: Fire Release, Ninjutsu, Clash
by 3d6+3. Any creature who assists in casting this jutsu as Description: You create a standing wall of fire, 1 foot
a combination jutsu increases this Jutsu's area of effect thick, up to 60 Feet long, and 20 feet tall. When the wall
size based on the highest Charisma Modifier within the appears, each creature within its area must make a
group of casters. (+0-2: No Change, +3-4: Increase the Dexterity saving throw. On a failed save, a creature takes
width of the jutsu by 5 feet, +5: Increase the width of the 5d10+5 fire damage, or half as much damage on a
jutsu by 10 feet.) successful save.

10
One side of the wall, selected by you when you cast FIRE RELEASE: HEATED SUN
this jutsu, deals 5d10+5 fire damage to each creature that Classification: Ninjutsu
ends its turn within 10 feet of that side or inside the wall. Rank: B-Rank
A creature takes the same damage when it enters the Casting Time: 1 Action
wall for the first time on a turn or ends its turn there. Range: 120 Feet
The other side of the wall deals no damage. Duration: Concentration, up to 1 minute
Components: HS, CM
FIRE RELEASE: GREAT FIRE CAGE Cost: 14 Chakra
Classification: Ninjutsu Keywords: Fire Release, Ninjutsu
Rank: B-Rank Description: You create a globe of white-hot fire in a
Casting Time: 1 Full Turn. space you select within range, that you can see.
Range: 120 Feet (30ft Cube) Creatures who begin their turns within 20 feet of the
Duration: Concentration, up to 1 minute Globe must make a constitution saving throw, gaining
Components: HS, CM, CS the burned condition on a failed save. Flammable objects
Cost: 14 Chakra within 20 feet of it ignite, and metal begins to become
Keywords: Fire Release, Ninjutsu, Clash too hot to touch causing those wearing or holding metal
Description: You spend your entire turn focusing and within range to take 9d4+9 Fire damage at the beginning
weaving hand seals to achieve a state of absolute focus. of each turn they are in contact with it.
You create a massive Cage of fire capturing all inside the As an action, you may move this globe 30 feet in any
radius of the jutsu. Creatures attempting to leave the direction from its current placement. If this globe would
area must make a Dexterity, Constitution and Strength enter a space another creature occupies, that creature
saving throw. On a Dexterity save failure, target must make a constitution saving throw. On a failed save,
creatures take 5d10+5 Fire Damage. On a constitution the creature gains 3 Ranks of the burned condition.
save failure, the target creature gains 1 ranks of At Higher Ranks: For each rank you cast this jutsu
exhaustion. On a Strength save failure, the target above B-Rank, increase the cost of this jutsu by 3 and
creature is blown back 30 feet. Target creature must increase damage by 1d4+1.
succeed on at least 2 of the 3 saves in order to escape,
failing more than 1 pushes them back towards the inside FIRE RELEASE: HEAVENLY FLAME [CHANGED]
of the cage. Classification: Ninjutsu
Rank: B-Rank
FIRE RELEASE: GREAT FLAME BOMB Casting Time: 1 Action
[CHANGED] Range: 5 feet
Classification: Ninjutsu Duration: Instant
Rank: B-Rank Components: HS, CM, M
Casting Time: 1 Action Cost: 12 Chakra
Range: Self (120-Foot Line) Keywords: Fire Release, Ninjutsu
Duration: Instant Description: You compress all of your Fire Release chakra
Components: HS, CM onto the surface of your skin and release it when you hit a
Cost: 13 Chakra creature with an unarmed attack creating a targeted
Keywords: Fire Release, Ninjutsu, Clash explosion of white-hot flame. As a part of the action to cast
Description: You knead chakra in your stomach and this ninjutsu, make a melee ninjutsu attack, against one
superheat it until you exhale it from your gut at insane creature within range, otherwise the jutsu fails.
speeds and force. Creatures within 5 feet of you must On a hit, the target suffers your unarmed attacks effects
make a strength saving throw being thrown back 10 feet as normal and take 6d12+6 fire damage as the fire erupts
on a failed save. on contact. The target creature must succeed a constitution
You fire a Stream of blue hot fire in a 10-foot wide, saving throw, gaining two ranks of the burning condition
120-foot-long line directly in front of you causing and falling prone on a failed save.
objects and the environment within 5 feet of you to be At Higher Ranks: For each rank you cast this jutsu above
set on fire. B-Rank, increase the cost of this jutsu by 3. If this jutsu is
Creatures in must make a Dexterity saving throw, cast at S-Rank, increase the number of attacks it makes by
taking 9d6+9 Fire damage and 2 ranks of the burned +1.
condition on a failed save or half as much damage on a
success. Objects within 10 feet of the stream of fire ignite
if they are not being worn or held. The stream leaves
behind a line of blue fire from you to the end of the 120-
foot path. The fire remains for 1 minute and will spread
until put out.
At Higher Ranks: For each rank you cast this jutsu
above B-Rank, increase the cost of this jutsu by 3 and
increase the damage by 1d6+1.

11
FIRE RELEASE: INVESTITURE OF FLAME they do not this jutsu is casted prematurely as if there
[CHANGED] was No Delay. Delaying the casting increases the
Classification: Ninjutsu strength of this jutsu by several magnitudes.
Rank: B-Rank As an action, on your turn, you can cause the mini sun
Casting Time: 1 Action to fall on a creature you can see within range. Depending
Range: 120 Feet on the number of rounds you have delayed this jutsu its
Duration: Concentration, up to 10 minutes. effects change;
Components: HS, CM No Delay: Creatures who are within 60 feet of the
Cost: 14 Chakra target location must succeed a Constitution saving
Keywords: Fire Release, Ninjutsu throw. On a Failed save taking 12d8+12 Fire Damage
Description: Flames race across your body, shedding gaining 3 ranks of the Burned Condition and half as
bright light in a 30-foot radius and dim light for an much on a successful save and no further effects.
additional 30 feet for the Jutsu’s duration. The flames 1 Turn Delay: Creatures who are within 90 feet of the
don’t harm you or any allied creature. Until the jutsu ends, target location must succeed a Constitution saving
you gain the following benefits: throw. On a Failed save taking 24d8+24 Fire Damage
gaining 3 ranks of the Burned Condition and half as
• You are immune to fire & wind damage.
much on a successful save and no further effects.
• Resistant to Bludgeoning, piercing and slashing damage.
2 Turn Delay: Creatures who are within 120 feet of the
• Vulnerable to Cold damage.
target location must succeed a Constitution saving
• Speed is increased by 15 feet.
throw. On a Failed save taking 36d8+36 Fire Damage
• Any hostile creature that moves within 10 feet of you on
gaining 3 ranks of the Burned Condition and half as
any turn, begins it turn or ends its turn there, takes 2d10
much on a successful save and no further effects.
fire damage.
3 Turn Delay: Creatures who are within 160 feet of the
• You can use your bonus action to create a line of fire, 15
target location must succeed a Constitution saving
feet long and 5 feet wide extending from you in a
throw. On a Failed save taking 50d8+50 Fire Damage
direction you choose. Each creature in the line must
gaining 3 ranks of the Burned Condition and half as
make a Dexterity saving throw. A creature takes 4d12+4
much on a successful save and no further effects.
fire damage and gains the burning condition on a failed
Combination: If this jutsu is cast as a Combination jutsu
save, or half as much damage on a successful one.
with 2 or more casters increase the targeted damage by

FIRE RELEASE: PYRONADO [CHANGED]


5d8+5.
Any creature who assists in casting this jutsu as a
Classification: Ninjutsu
combination jutsu increases this Jutsu's damage potential
Rank: B-Rank
based on the highest Charisma Modifier within the group of
Casting Time: 1 Action
casters. (+0-2: No Change, +3-4: Increase the damage die to
Range: 5-foot Radius
a d10, +5: Increase the damage die to a d12).
Duration: Concentration, Up to 1 minute
Components: HS, CM, CS, W (any melee)
Cost: 12 Chakra
FIRE RELEASE: SUNBEAM [CHANGED]
Classification: Ninjutsu
Keywords: Fire Release, Ninjutsu, Fuinjutsu
Rank: B-Rank
Description: You bathe your weapon in Fire Release
Casting Time: 1 action
Chakra and throw it, spinning the weapon like
Range: Self (60-foot line)
boomerang. The Weapon spins around you striking all
Duration: Concentration, up to 1 minute
creatures who come within 5 feet of you for the first time
Components: HS, CM, CS
or begin their turns there. The first time each turn a
Cost: 14 Chakra
Creature enters its range must succeed a Dexterity
Keywords: Fire Release, Ninjutsu
saving throw. On a failed save they take damage equal to
Keywords: You create a beam of brilliant white-hot light
your weapons damage + 6d6+6 and the burned condition
that flashes forth from you in a 5-foot-wide, 60-foot line.
or half as much and no additional effects on a successful
Each creature in the line must make a constitution saving
save.
throw. On a failed save, a creature takes 6d10+6 fire
At Higher Ranks: For each rank you cast this jutsu
damage and are blinded until the end of your next turn. On
above B-Rank, increase the cost of this jutsu by 3 and the
a successful save they take half as much damage and no
radius of this jutsu by 5 feet.
further effects. You can create a new beam of light as your

FIRE RELEASE: STARFALL [CHANGED]


action on any turn until this jutsu ends. For the duration,
you shine bright light in a 30-foot radius and dim light for
Classification: Ninjutsu
an additional 30 feet. This light is equivalent to sunlight.
Rank: B-Rank
Casting Time: Full Turn Action
Range: 500 Feet
Duration: Concentration, Up to 1 Minute
Components: HS, CM, CS
Cost: Special (77 Chakra)
Keywords: Fire Release, Ninjutsu, Fuinjutsu,
Combination
Description: You focus on a point you can see, 1 mile
above you. Collecting Fire Release chakra into a single
point as it grows into a mini sun.
You can as a part of casting this jutsu, delay its effect
until your next turn. Doing this requires all casters to
also spend their actions to maintain concentration. If

12
A-RANK: hands, then condenses to linger in your hand as a
glowing bead for the duration. When this jutsu ends,
FIRE RELEASE: BLAZING FERVOR either because your concentration is broken or because
[CHANGED] you decide to end it, the bead blossoms with a low roar
Classification: Ninjutsu into an explosion of flame that spreads around corners.
Rank: A-Rank Each creature in a 20-foot radius sphere centered on
Casting Time: 1 Action that point must make a Dexterity saving throw. A
Range: Self creature takes fire damage equal to the total
Duration: 1 Minute accumulated damage on a failed save, or half as much
Components: HS, CM damage on a successful one.
Cost: 20 Chakra The jutsu base damage is 12d8+12. If at the end of your
Keywords: Fire Release, Ninjutsu turn, the bead has not yet detonated, the damage
Description: You pump Fire Release Chakra through increases by 6d8+6.
your veins, muscles, and even blood. When you do, for As an action, you can make a Ranged Ninjutsu attack
the duration, your Strength & Dexterity becomes 20. If throwing the bead at a creature or object causing it to
either of these ability scores are already 20, they instead detonate on a hit. On a miss the target creature gets
gain a +2 bonus. advantage on its dexterity saving throw.
You gain a number of Temporary Hit points equal to At Higher Ranks: For each rank you cast this jutsu
twice your Ninjutsu Save DC. Melee attacks that strike above A-Rank, increase the cost of this jutsu by 3 and
you deals 15 fire damage to all creatures within 10 feet of increase the base damage and damage increase by 1d8+1.

FIRE RELEASE: FIRE DEVASTATION


you as you release a mass of heat from your body in
response. Your Unarmed or Weapon attacks deals an
additional 2d8+2 Fire Damage. You gain a +3 Bonus to [CHANGED]
Classification: Ninjutsu
your AC and Taijutsu you cast for the duration gains the
Rank: A-Rank
Fire Release Keyword and deals fire damage instead of
its listed type. Casting Time: 1 Action
At the end of this jutsu’s duration, you gain the Range: Self (120 Foot Cone)
Duration: Instant
Weakened, Dazed and Slowed Conditions for the next
hour. Additionally, this jutsu cannot be cast again for the Components: HS, CM
Cost: 19 Chakra
next hour as your body recovers.
Keywords: Fire Release, Ninjutsu
FIRE RELEASE: CRIMSON BUTTERFLY Description: You breathe a stream of fire onto the target
[CHANGED] area which then expands into a massive ball of fire,
Classification: Ninjutsu incinerating everything in its radius. You fire a 120-
Rank: A-Rank cone-of super-heated flame. You can choose when the
Casting Time: 1 Action cone stops before reaching its maximum distance.
Range: 1 Mile All creatures in the steam flames must make a
Duration: Instant Dexterity saving throw, taking 14d6+14 Fire Damage and
Components: HS, CM gaining the 2 ranks of the burned condition on a failed
Cost: 20 Chakra save or half damage on a successful one.
Keywords: Fire Release, Ninjutsu Flammable objects and creatures caught in the radius
Description: You manifest a swarm of Fire Release are turned to ash if reduced to 0 Hit points. The affected
constructs in the shape of butterflies. This swarm area remains on fire at the conclusion of the jutsu.
occupies a 90-foot cube centered on a space you can see At Higher Ranks: For each rank you cast this jutsu
within range and can occupy the spaces of multiple above A-Rank, increase the cost of this jutsu by 3 and
creatures as they flutter around them. increase the damage by 1d6+1.

FIRE RELEASE: FIRE STORM [CHANGED]


At the end of your next turn, all butterflies in the cube
explode violently.
Classification: Ninjutsu
Creatures caught in the explosion (including casters)
Rank: A-Rank
make a Dexterity saving throw at disadvantage. On a
Casting Time: 1 Action
failed save they take 9d10+9 fire damage and gain 2
Range: 120 Feet
ranks of the burned condition. On a successful save they
Duration: Instant
take half damage and 1 rank of the burned condition.
Components: HS, CM
At Higher Ranks: For each rank you cast this jutsu
Cost: 20 Chakra
above A-Rank, increase the cost of this jutsu by 3 and the
Keywords: Fire Release, Ninjutsu
size of this jutsu by 10 feet and the damage by 1d10+1.
Description: A storm made up of sheets of roaring flame
FIRE RELEASE: DELAYED FIRE MISSILE appears in a location you choose within range. The area

[CHANGED] of the storm consists of up to ten, 10-foot cubes, which


you can arrange as you wish. Each cube must have at
Classification: Ninjutsu
least one face adjacent to the face of another cube. Each
Rank: A-Rank
creature in the area must make a Dexterity saving throw.
Casting Time: 1 Action
It takes 20d4+20 fire damage on a failed save or half as
Range: 90 feet
much on a successful one. The fire damages objects in
Duration: Concentration, up to 1 minute
the area and ignites flammable objects that aren’t being
Components: HS, CM
worn or carried.
Cost: 19 Chakra
A creature in the area of more than one fiery storm is
Keywords: Fire Release, Ninjutsu
affected a maximum of once.
Description: A beam of yellow light flashes from your

13
FIRE RELEASE: GREAT FIRE ABSORPTION Combination: If this jutsu is cast as a Combination jutsu
Classification: Ninjutsu with 2 or more casters increase the targeted damage by
Rank: A-Rank 10d4+10.
Casting Time: 1 Action Any creature who assists in casting this jutsu as a
Range: 120 Feet combination jutsu increases this Jutsu's damage potential
Duration: 1 Round based on the highest Charisma Modifier within the group of
Components: HS, CM casters. (+0-2: No Change, +3-4: Increase the range of this
Cost: 20 Chakra jutsu by +80 feet, and the radius by +20 feet, +5: Increase
Keywords: Fire Release, Ninjutsu the range of this jutsu by +250 feet, the radius by +60 feet
Description: You create a vacuum of chakra, absorbing and damage by 25d4+25.)
lingering fire from the surrounding area collecting it
towards yourself converting it into chakra and using this FIRE RELEASE: RELENTLESS BLAZE
new chakra to heal wounds. Lingering fire or objects on Classification: Ninjutsu
fire are all extinguished and it is absorbed into you. You Rank: A-Rank
heal 10 Hit points for every source of fire occupying a 5- Casting Time: 1 Action.
foot cube that is absorbed this way. Fire cannot be Range: Touch
generated or maintained in the radius of this jutsu until Duration: 1 Minute
the beginning of your next turn. Components: HS, CM
Cost: Special (110 Chakra)
FIRE RELEASE: IGNITION Keywords: Fire Release, Ninjutsu, Medical, Combination
Classification: Ninjutsu Description: You and all other casters, if any, touch a
Rank: A-Rank creature who has been dead no longer than 10 minutes,
Casting Time: 1 Action infusing its body with Fire Release chakra, giving it a
Range: 60 Feet temporary spark of life fueled by you.
Duration: Instant The creature awakes with full Hit points and Chakra
Components: HS, CM points. All jutsu they cast lose any other Nature Release
Cost: 18 Chakra Keywords and Gain the Fire Release Keyword in its place.
Keywords: Fire Release, Ninjutsu All Class, or Clan features that would require a Nature
Description: You expel your chakra into a 60-foot radius Release Keyword of any type works with Jutsu with the
centering from you. All flammable objects, cloth, metals Fire Release Keyword. All Damage they deal is counted as
or otherwise things that can heat up or be set to blaze, is Fire Damage and Ignores Resistance, and treats
ignited instantly. Metal glows red hot, clothing is caught immunity as resistance instead.
in a flash flame, and flammable objects are burning. At the end of the 1-minute duration or if the creatures
Creatures of your choice must make a constitution hit points is reduced to 0, they turn to ash as that spark
saving throw being unable to fend of this swarm of of life goes out being unable to be revived by any means.
chakra as they are set ablaze gaining 3 Ranks of the Combination: If this jutsu is cast as a Combination jutsu
burned condition. Creatures who gain ranks of the with 2 or more casters increase the duration by 1 minute.
burned condition in this way makes their Survival check Any creature who assists in casting this jutsu as a
at disadvantage. combination jutsu increases this Jutsu's duration based on
At Higher Ranks: For each rank you cast this jutsu the highest Charisma Modifier within the group of casters.
above A-Rank, increase the cost of this jutsu by 3. If (+0-2: No Change, +3-4: Increase the duration of this jutsu
upcast to S-Rank, creatures who would take damage to 1 hour, +5: Increase the duration of this jutsu to
from the burned condition, they instead take the permanent.)
maximum possible damage.
FIRE RELEASE: SUNBURST [CHANGED]
FIRE RELEASE: NOVA [CHANGED] Classification: Ninjutsu
Classification: Ninjutsu Rank: A-Rank
Rank: A-Rank Casting Time: 1 Action
Casting Time: 1 Action Range: 150 Feet
Range: 250 Feet Duration: Instant
Duration: Instant Components: HS, CM
Components: HS, CM Cost: 19 Chakra
Cost: Special (110 Chakra) Keywords: Fire Release, Ninjutsu
Keywords: Fire Release, Ninjutsu, Combination Description: Brilliant sunlight flashes in a 60-foot
Description: You select a space you can see within range. radius centered on spot you can see within range. Each
This space manifests a sphere of pure fire release chakra. creature in that light must make a constitution saving
The sphere begins to pull in all creatures within 120 feet throw, taking 12d6+12 fire damage and is blinded for 1
of it as if it were a gravity well. minute on a failed save. On a successful save, it takes
All creatures within a 120 feet radius of the space you half as much damage and isn’t blinded by this jutsu.
selected must succeed a Strength saving throw, being At Higher Ranks: For each rank you cast this jutsu
pulled up to 90 feet towards the space. On a successful above A-Rank, increase the cost of this jutsu by 3 and
save, they are instead pulled 45 feet. increase the damage by 1d6+1.
Creatures who end this movement within 30 feet of
the sphere must succeed a Constitution saving throw as
a wave of heat overwhelms them. On a failed save
creatures take 50d4 + 50 Fire Damage. On a successful
save they take Half. A creature who’s hit points are
reduced to 0 as a result of this jutsu, are turned to ash.

14
S-RANK: Description: You snap your fingers igniting the air
surrounding a creature, instantly incinerating them. If
FIRE RELEASE: DAWN [CHANGED] the creature you chose to target with this jutsu has 100
Classification: Ninjutsu hit points or fewer, it dies, burning to dust. Otherwise,
Rank: S-Rank they must succeed a Dexterity saving throw, taking 35d4
Casting Time: 1 Action + 35 fire damage, or half as much on a successful one.
Range: Self (120-foot Radius Sphere)
Duration: Instant FIRE RELEASE: INCINERATING DRAGON FIRE
Components: HS, CM, CS [CHANGED]
Cost: 45 Chakra Classification: Ninjutsu
Keywords: Fire Release, Ninjutsu, Fuinjutsu Rank: S-Rank
Description: You coat your body in such a dense amount Casting Time: 1 Action
of Fire Release chakra that you emit a painfully bright Range: 150 Foot Cone
Light. All creatures who can see within range who are Duration: Instant
not behind total cover, are affected by this jutsu. Components: HS, CM
Affected Creatures, must succeed a Constitution Cost: 30 Chakra
saving throw. On a failed save, they take 18d8+18 fire Keywords: Fire Release, Ninjutsu
damage, become permanently blinded, and gains the 5 Description: You inhale engorging your chest, exhaling a
ranks of the burned. On a successful save they take half white-hot flame, turning most everything in your path
damage, becomes blind for the next minute and gains 3 to ash. You exhale a white-hot blaze of flame in a 150-
ranks of the burned condition. foot cone in front of you. Creatures in this cone must
A creature burned by this jutsu cannot extinguish the make a Dexterity saving throw, taking 30d6+30 Fire
flames on their own and can only have either the burned damage on a failed save and half as much on a successful
condition or the Blinded condition ended by; one.

• A Jutsu that removes conditions casted at no less than


FIRE RELEASE: INFERNO RAIN [CHANGED]
S-Rank. Classification: Ninjutsu
• Waiting 1 minute for the Burned Condition to end
Rank: S-Rank
naturally. Casting Time: 1 Action
Range: 1 Mile
FIRE RELEASE: FIERY BODY [CHANGED] Duration: Instant
Classification: Ninjutsu Components: HS, CM
Rank: S-Rank Cost: 30 Chakra
Casting Time: 1 Action Keywords: Fire Release, Ninjutsu, Fuinjutsu
Range: Self Description: Blazing orbs of fire plummet to the ground
Duration: Concentration, up to 1 minute at four different points you can see within range. Each
Components: HS, CM creature in a 20-foot-radius sphere centered on each
Cost: 25 Chakra point you choose must make a Dexterity saving throw.
Keywords: Fire Release, Ninjutsu The sphere spreads around corners. A creature takes
Description: You temporarily transform your body into 22d8+22 fire damage on a failed save, or half as much
living flame. You gain immunity against Wind, fire, damage on a successful one. A creature in the area of
bludgeoning, piercing and slashing damage and the more than one fiery burst is affected a maximum of
blind and deafened conditions. You gain vulnerability to twice.
Cold damage.
When you would take fire damage or suffer an effect FIRE RELEASE: PHOENIX BLESSING
cause by a jutsu with only the fire release keyword, you Classification: Ninjutsu
instead regain hit points equal to half the amount of Rank: S-Rank
damage it would normally deal. Your melee attacks deal Casting Time: 1 Action
an additional 10d4+10 fire damage, twice per turn. Range: Touch
Your body burns so brightly that creatures within 120 Duration: Permanent
feet of you who do not avert their gaze or close their eyes Components: HS, CM, CS
at the beginning of their turns, gain the blinded Cost: Special
condition until the end of their turn. Keywords: Fire Release, Ninjutsu, Fuinjutsu, Medical
Jutsu you cast that have the Fire Release Keyword have Description: You touch a willing creature, passing on
their save DC’s increase by +1. If you enter water, you are your flame. A creature you touch regains a number of hit
surrounded by a 5-foot radius of steam and bubbles that and chakra points equal to your maximum hit and
grant you partial concealment but you also take 4d6 cold chakra points respectively.
damage each round you remain in the water. They gain a number of Temporary hit points equal to
their Maximum Hit points and a number of Temporary
FIRE RELEASE: HEAT SNAP [CHANGED] Chakra points equal to their Maximum Chakra points.
Classification: Ninjutsu You end all conditions on the target and they feel
Rank: S-Rank immediately revitalized, gaining Advantage on all Ability
Casting Time: 1 Action Checks, Saving throws, and attack rolls for the next
Range: 60 Feet minute.
Duration: Instant Your Maximum Hit & Chakra points become 0, and
Components: HS, CM cannot be increased by any means.
Cost: 35 Chakra
Keywords: Fire Release, Ninjutsu

15
WATER RELEASE
Water Release jutsu are most easily performed using existing water sources, such as lakes or rivers. Users can also create
water within their bodies with chakra, which they expel from their mouths, though this is ge nerally regarded as a
testament of skill.
Water Release is typically used offensively, doing battering damage because of the sheer volume of water or slicing
damage because of the water's high pressure. Water Release can be used to trap targets, such as imprisoning them with
dense water or ensnaring them with sticky water. Water is a common option, with users surrounding themselves with
water to be protected from harm. Alternatively, users can hide themselves from opponents with thick mist to obscure
vision or water droplets to render the user invisible.

Water Release is naturally strong against Fire Release and weak against Earth Release.

Prerequisite: You must have the Water Release Affinity to learn jutsu with the Water Release Keyword.

D-RANK:
WATER RELEASE: ENCOURAGING
WATER RELEASE: DOLPHIN BREAK DROPLETS: THIRST
[CHANGED] Classification: Ninjutsu
Rank: D-Rank
Classification: Ninjutsu
Rank: D-Rank Casting Time: 1 Action
Casting Time: 1 Action Range: Touch
Duration: Instant
Range: 15 feet
Components: HS, CM
Duration: Instant
Components: HS, CM Cost: 5 Chakra
Keywords: Water Release, Ninjutsu, Medical
Cost: 4 Chakra
Description: You solidify your Water Release Chakra into
Keywords: Water Release, Ninjutsu
Description: You manipulate your water release chakra pure water that floats above your hand. When cast, a
willing creature within range can as a part of casting this
to generate an aquatic beast of your choice that appears
jutsu drink the water.
to ram into a creature you can see within range.
The target gains temporary hit points equal to your
Make a melee ninjutsu attack. On a success you deal
3d6 cold damage and forcing the target creature to make Ninjutsu save DC until the end of their next turn.
Additionally, until the end of their next turn, they gain
a Constitution saving throw. On a failed save they gain 1
an additional action, which they can use to make a single
rank of Chilled.
At Higher Ranks: For each rank you cast this jutsu weapon attack, dash, hide, disengage, or dodge, and the
target is healed of one of the following conditions;
above D-Rank, increase the cost of this jutsu by 3. When
Bleeding, Burned, Chilled, Dazed or Poisoned, from the
you cast this jutsu at B-Rank the amount of attacks you
make becomes 2. When you cast this Jutsu at S-Rank the use of a jutsu of equal rank or lower.
At Higher Ranks: For each rank you cast this jutsu
number of attacks you make becomes 3.
above D-Rank, increase the cost of this jutsu by 3. If cast
at B-Rank, increase the number of conditions healed to
2. If cast at S-Rank, increase the number of conditions
healed to 3.

1
WATER RELEASE: HEALING WATERS At Higher Ranks: For each rank you cast this jutsu
Classification: Ninjutsu above D-Rank, increase the cost of this jutsu by 3.
Rank: D-Rank Casting this jutsu at B-Rank, gives it a Concentration, up
Casting Time: 1 Action to 1 minute duration. Casting this jutsu at A-Rank, gives
Range: Touch it a Concentration, up to 10-minute duration at no
Duration: Instant additional chakra cost to maintain concentration.
Components: HS, CM
Cost: 5 Chakra WATER RELEASE: PIRANHA SWARM
Keywords: Water Release, Ninjutsu [CHANGED]
Description: You collect a mass of water and impart chakra Classification: Ninjutsu
into it and begin to heal a creature you can touch with it. Rank: D-Rank
This dissolves the water from being used in the healed Casting Time: 1 Action.
creatures healing process. Roll 2d8, healing the target Range: 60 Feet
creature by the total. Duration: Concentration, up to 1 minute.
If used near a sufficient source of water, reduce the Components: HS, CM, CS
chakra cost of this jutsu by 2 or you can choose to Cost: 5 Chakra
instead remove one of the following conditions in Keywords: Water Release, Ninjutsu, Fuinjutsu
addition to restoring hit points; Bleeding, burned, Description: You manifest a medium sized bubble of
poisoned or shocked conditions. water that you then summon a swarm of Water
At Higher Ranks: For each rank you cast this jutsu Construct piranhas within.
above D-Rank, increase the cost of this jutsu by 3 and When you cast this jutsu, you can make a melee
the healing by 1d8. ninjutsu attack against a creature within 5 feet of the
swarm. On a hit, the target takes 2d6 cold damage + 2d6
WATER RELEASE: HIDDEN MIST piercing damage.
Classification: Ninjutsu As a bonus action on subsequent, you can command
Rank: D-Rank the swarm to move up to 30 feet and repeat the attack
Casting Time: 1 Action against a creature within 5 feet of it.
Range: Self (30 Foot radius sphere) If you cast this jutsu while submerged underwater, the
Duration: Concentration, up to 1 minute piranha’s can instead be commanded to move up to 60
Components: HS, CM feet instead of 30.
Cost: 5 Chakra A creature who takes more cold damage than piercing
Keywords: Water Release, Ninjutsu damage makes a Constitution saving throw gaining 1
Description: You conjure a cloud of water particles rank of Chilled on a failed save.
condensing into a large cloud of mist. Creatures inside this A creature who takes more piercing damage than cold
cloud of mist cannot see more than 5 feet away from them, damage makes a constitution saving throw gaining 1
gaining disadvantage on Wisdom (Perception) checks to see rank of Bleeding on a failed save.
and Attacks made while inside the cloud of mist that rely on If used near a sufficient source of water, reduce the
sight. Creatures outside the mist also have disadvantage chakra cost of this jutsu by 2 or you can choose to
when attacking other creatures who are inside the mist. summon a second swarm of water construct piranhas,
Also, when this jutsu is cast, select one creature, whom that act as a part of the same bonus action used to
you can see. That creature becomes mist marked. For the command the original swarm.
duration of this jutsu, a creature mist marked is always
perceived by you while they are in the hidden mist, cannot WATER RELEASE: SENSING WATER SPHERE
benefit from being hidden while inside the hidden mist and Classification: Ninjutsu
you do not gain disadvantage on attack rolls against them. Rank: D-Rank
If used near a sufficient source of water, reduce the Casting Time: 1 Minute
chakra cost of this jutsu by 2 or you can choose Range: 5 Feet
to instead select an additional creature to be mist Duration: Concentration, up to 1 Day
marked. Components: HS, CM
Cost: 4 Chakra
WATER RELEASE: MANTIS WINGS Keywords: Water Release, Ninjutsu, Sensory
[CHANGED] Description: You collect a mass of water into a sphere
Classification: Ninjutsu from the surrounding area 5 feet in diameter. For the
Rank: D-Rank duration of this jutsu you can see movement and activity
Casting Time: 1 Bonus Action. in a 250-foot radius centering on the sphere. This
Range: Self requires the creature who is moving, to disrupt some
Duration: Instant source of water (Puddles, bodies of water or rain).
Components: HS, CM This movement or activity creates bubbles inside the
Cost: 4 Chakra sphere relative to the direction of the movement
Keywords: Water Release, Ninjutsu compared to the location of the sphere. If used
Description: You manifest wings of water that near a sufficient source of water, reduce the
flutter at your command. Until the end of your turn, chakra cost of this jutsu by 2 or you can choose
you gain a 30-foot fly speed. to double the sensory range of this jutsu,
At the end of this jutsu’s duration if you have not allowing you to see movement and activity in
landed, your wings slow down bringing you gently a 500-foot radius centered on the sphere.
down onto whatever surface may be directly below
you.

2
WATER RELEASE: SHARKS MAW WATER RELEASE: TSUNAMI MALLET
[CHANGED] [CHANGED]
Classification: Ninjutsu Classification: Ninjutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action. Casting Time: 1 Action
Range: Self Range: 10 feet
Duration: Concentration, up to 1 Minute Duration: Instant
Components: HS, CM Components: HS, CM
Cost: 5 Chakra Cost: 4 Chakra
Keywords: Water Release, Ninjutsu Keywords: Water Release, Ninjutsu
Description: You manifest a construct of water release Description: You manifest a construct of water release
chakra around your hands to take the shape of a sharks chakra in the shape of a large mallet, of your design and
that clamp down and bite into targets for the duration. You description. This mallet is then immediately used to make
do not need to spend chakra to maintain concentration on a Single Melee Ninjutsu attack against a target creature
this jutsu. within range. On a successful hit, you deal cold damage
For the duration, as an action, you can make a number of equal to 3d4. The target creature must also succeed a
Melee ninjutsu attacks, equal to the number of attacks you Constitution Saving throw, being Chilled on a failed save.
can make with the attack action. When you do, on a hit, you If the target of this jutsu already has 1~3 ranks of chilled,
deal 2d8 cold damage. they make the saving throw at disadvantage and this
A creature who takes cold damage as a result of this jutsu Jutsu's damage die increases by 1 step. If the target already
must succeed a Dexterity saving throw on a failed save the has 4~5 ranks of chilled, they automatically fail the saving
construct shark around your hand bites into them as they throw and this jutsu’s damage die increases by 2 steps.
become grappled by you. If used near a sufficient source of water, reduce the
A creature grappled by you this way takes 1d8 cold chakra cost of this jutsu by 2 or you can choose to increase
damage at the start of each of their turns as the sharks bite the damage die of this jutsu by 1 step.
deeper into them. At Higher Ranks: For each rank you cast this jutsu above
If you cast this jutsu while submerged underwater, the D-Rank, increase the cost of this jutsu by 3. When you cast
sharks grant you a swim speed of 60 feet and Melee this jutsu at B-Rank the number of attacks you make
Ninjutsu attacks made with this jutsu for the duration are increases by +1. When you cast this Jutsu at S-Rank the
made at advantage. number of attacks you make increases by +2.
If used near a sufficient source of water, reduce the
chakra cost of this jutsu by 2 or you can choose, that for WATER RELEASE: VISCOUS WATER MASS
each successful critical hit made with this jutsu, you create [CHANGED]
a shockwave of Water release chakra that deals 2d6 cold Classification: Ninjutsu
damage to all creatures of your choice within 10 feet of you. Rank: D-Rank
At Higher Ranks: For each rank you cast this jutsu above Casting Time: 1 Bonus Action
D-Rank, increase the cost of this jutsu by 3 and damage by Range: 30 feet
1d10 and 1d6 respectively. Duration: Concentration, up to 1 Minute.
Components: HS, CM
WATER RELEASE: STARCH SYRUP GUN Cost: 4 Chakra
Classification: Ninjutsu Keywords: Water Release, Ninjutsu
Rank: D-Rank Description: You extract water from an area near a willing
Casting Time: 1 Action creature you can see within range creating a medium sized
Range: 60-feet shield of water to protect them. The target increases their AC
Duration: Instant by +2, and reduces incoming damage by 5. If this jutsu would
Components: HS, CM reduce fire damage you instead reduce the damage by 10. If
Cost: 4 Chakra you would initiate a clash with a Jutsu with the clash
Keywords: Water Release, Ninjutsu keyword, you first check to see if the damage would be
Description: You knead chakra with your spit creating a reduced to 0 as a result of this jutsu’s damage reduction. If
viscous substance similar to syrup. You spit it out at a the fire damage would be reduced to 0, you can then choose
creature slowing them down from the viscous and sticky to initiate a clash, if you wish. If used near a sufficient source
nature of the liquid. Make a range ninjutsu attack against a of water, reduce the chakra cost of this jutsu by 2.
creature you can see within range. On a hit target creature At Higher Ranks: For each rank you cast this jutsu
gains 1 rank of the Slowed condition until the end of their above D-Rank, increase the cost of this jutsu by 3 and
next turn. If used near a sufficient source of water, reduce the damage reduction by 5 and Fire damage reduction by 10.
chakra cost of this jutsu by 2 or you can choose to instead
select one additional creature to target with this jutsu when
you cast it.
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.

3
WATER RELEASE: WATER BLENDING WATER RELEASE: WATER PALM BLADE
[CHANGED] [CHANGED]
Classification: Ninjutsu Classification: Ninjutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Touch Range: 5 Feet
Duration: Concentration, up to 10 minutes. Duration: Instant
Components: HS, CM Components: HS, CM
Cost: 5 Chakra Cost: 4 Chakra
Keywords: Water Release, Ninjutsu Keywords: Water Release, Ninjutsu
Description: A willing creature you touch becomes invisible Description: You generate two blades of chakra
for the duration, water bends the light around the target enhanced water over your hands. As part of the action
hiding their presence. Anything the target is wearing or used to cast this jutsu, you must make a melee ninjutsu
carrying is invisible as long as it is on their person. The jutsu attacks against creatures within the jutsu’s range,
ends for a target that attacks, casts a jutsu or physically otherwise the jutsu fails.
interacts with another creature. On a hit, the target takes 2d6 cold damage. If you hit a
At Higher Ranks: For each rank you cast this jutsu creature with either attack, the creature becomes
above D-Rank, increase the cost of this jutsu by 3 and sheathed in vibrating water until the start of your next
you can target one additional creature. turn. If the target moves before the start of your next
turn (willingly or unwillingly), it takes 1d6 cold damage
WATER RELEASE: WATER CLAWS and gains 1 rank of chilled for each melee ninjutsu attack
[CHANGED] that hit as a result of this jutsu. This jutsu then ends. If
Classification: Ninjutsu used near a sufficient source of water, reduce the chakra
Rank: D-Rank cost of this jutsu by 2 or you can choose to instead make
Casting Time: 1 Action an additional attack.
Range: Touch At Higher Ranks: For each rank you cast this jutsu
Duration: Instant above D-Rank, increase the cost of this jutsu by 3 and
Components: HS, CM increase each instance of damage by 1d6.
Cost: 5 Chakra
Keywords: Water Release, Ninjutsu WATER RELEASE: WATER PILLAR THRUST
Description: You manifest a construct of water release [CHANGED]
chakra in the shape of two claws that surround your hands, Classification: Ninjutsu
of your design and description. Make two Melee Ninjutsu Rank: D-Rank
attack against a target creature within range. On a Casting Time: 1 Action
successful hit, you deal cold damage equal to 2d8. The target Range: 30 Feet
creature must also succeed a Constitution Saving throw, Duration: Instant
gaining the bleeding condition on a failed save. Components: HS, CM
If used near a sufficient source of water, reduce the Cost: 5 Chakra
chakra cost of this jutsu by 2 or the number of attacks by +1. Keywords: Water Release, Ninjutsu
At Higher Ranks: For each rank you cast this jutsu above Description: You create a surge of water that erupts
D-Rank, increase the cost of this jutsu by 3 and the damage upwards from under a creature that you can see within
by 1d8. range. This jutsu ignores cover. The target must succeed a
Dexterity saving throw taking 3d8 cold damage and being
WATER RELEASE: WATER FORMATION: chilled on a failed save and half as much on a successful
PUDDLE save and no further effects. If used near a sufficient source
Classification: Ninjutsu of water, reduce the chakra cost of this jutsu by 2 or you
Rank: D-Rank can choose to affect all creatures within 5 feet of the target
Casting Time: 1 Bonus Action creature as well. A creature can only be affected by this
Range: Touch jutsu once per casting.
Duration: Instant At Higher Ranks: For each rank you cast this jutsu
Components: HS, CM above D-Rank, increase the cost of this jutsu by 3 and
Cost: 3 Chakra increase the number of targets this jutsu can affect by +1
Keywords: Water Release, Ninjutsu and the damage by 1d8.
Description: You generate a Large Puddle of water from
your stomach and expel it onto the ground in front of
you. This puddle holds no more than 10 gallons of water.
You can use this puddle as a source of drinking water, lay
a trap, or use it as a source for more complex Water
Ninjutsu. You may use the water this Jutsu produces as a
Source of Water for no more than 2 water release
ninjutsu of C-Rank or Lower, after which, the puddle is
no longer usable.

4
WATER RELEASE: WATER instance of damage by an additional 1d6. If this jutsu is
PURIFICATION/PUTRIFICATION cast at B-Rank or higher, increase the AC bonus by +1. If
Classification: Ninjutsu this jutsu is cast at A-Rank or higher, reduce the next
Rank: D-Rank instance of damage by an additional 1d8. If this jutsu is
Casting Time: 1 Action cast at S-Rank, increase the AC bonus by +2 and reduce
Range: Touch the next instance of damage by an additional +1d10.
Duration: Instant
Components: HS, CM WATER RELEASE: WATER SHURIKEN
Cost: 3 Chakra Classification: Ninjutsu
Keywords: Water Release, Ninjutsu Rank: D-Rank
Description: You manipulate and mold chakra to Casting Time: 1 Action
reverberate through a source of fluid, be it mud, poisoned Range: 60 Feet
waters, or anything in between. Fluid up to 10 gallons that Duration: Instant
has your chakra moving through it becomes purified and Components: HS, CM
turns into pure drinking water, free of all impurities or it Cost: 3 Chakra
becomes putrid, undrinkable and poisonous to drink (Your Keywords: Water Release, Ninjutsu
choice). If a fluid is manmade or special in any way, make a Description: You generate multiple shuriken made of
Ninshou Ability Check against the DM’s set difficulty to see water. Make a Ranged Ninjutsu attack against a creature
if you can purify/Putrefy it or not. you can see within range, dealing 4d4 cold damage.
If used near a sufficient source of water, reduce the
WATER RELEASE: WATER SEALING TRAP: chakra cost of this jutsu by 2 or you can choose to instead
SUBMERGE make an additional attack targeting another creature
Classification: Ninjutsu within range.
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: 120 Feet increase the damage by 1d4.
Duration: 10 Minutes
Components: HS, CM, CS WATER RELEASE: WATER WHIP
Classification: Ninjutsu
Cost: 5 Chakra
Keywords: Water Release, Ninjutsu, Fuinjutsu Rank: D-Rank
Casting Time: 1 Action
Description: As a part of casting this jutsu, the target of
Range: 25 Feet
this jutsu must be submerged fully in any type of Liquid.
You weave a chakra seal made of water release chakra Duration: Instant
Components: HS, CM
that you then place on the surface of a liquid.
Cost: 4 Chakra
A creature currently submerged within this liquid
becomes bound by the waters itself. Target creature Keywords: Water Release, Ninjutsu
Description: You create a long whip of water by molding
must succeed a Strength saving throw. On a failed save,
your chakra through it. Make a melee ninjutsu attack
they become Restrained and unable to weave handseals
for the duration. The target cannot drown while against a target in range, dealing 2d6 cold damage and
pull the creature 10 feet Closer and also inflicting 1 rank of
restrained by this jutsu.
chilled. If used near a sufficient source of water, reduce
A Creature Restrained by this jutsu, remakes their
the chakra cost of this jutsu by 2 or forcing the target to
saving throws at the end of each of their turns. On a
success ending this jutsu immediately. make a Constitution saving throw, being Slowed until the
end of their next turn on a failed save.
WATER RELEASE: WATER SHIELD [CHANGED] At Higher Ranks: For each rank you cast this jutsu
Classification: Ninjutsu above D-Rank, increase the cost of this jutsu by 3 and
Rank: D-Rank increase the damage by 1d6 and the distance you can pull
Casting Time: 1 Reaction, which you take when you would the target creature 5ft.
take damage or make a saving throw.
Range: Self WATER RELEASE: WHALES TORRENT
Duration: Instant Classification: Ninjutsu
Components: HS, CM Rank: D-Rank
Casting Time: 1 Reaction, which you take when you or a
Cost: 4 Chakra
Keywords: Water Release, Ninjutsu, Clash creature within range would take damage, or make a
Saving throw of any type.
Description: You create a floating wall of spiraling water,
Range: 15-foot radius
capable of pushing back creatures and blocking attacks.
Duration: 1 Minute
Increase your AC by +2 against the triggering attack until
the beginning of your next turn and reduce the next Components: HS, CM, CS
Cost: Special (28 Chakra)
instance of damage you take by 1d4. If this jutsu would
Keywords: Water Release, Ninjutsu, Fuinjutsu,
reduce fire damage from another jutsu, you instead initiate
a Clash, and add 1d6 to your clash check. Combination
Description: You and any other caster weave together a
If you have a sufficient water source nearby, reduce
highly intricate mix of Water Release Chakra until you
the chakra cost of this jutsu by 2 or you can choose to
also select another willing creature to gain this benefit conjure a massive Barrier of Water that protects all
creatures within this jutsu’s Radius.
for the duration of your bonus to AC.
This Barrier has a number of hit points equal to 24d6.
At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3. If this Resistance to Fire Damage, Vulnerability to Earth
Damage.
jutsu is Cast at C-Rank or higher, reduce the next

5
This Barrier intercepts all attacks and Jutsu that would WATER RELEASE: WILD WATER WAVE
cross its space for the duration or until it reaches 0 Hit Classification: Ninjutsu
points. Rank: D-Rank
Creatures cannot enter, exit or Cross through this Casting Time: 1 Action
barrier willingly. This Barrier lasts for the duration and Range: 30 Feet
cannot be ended early willingly by its casters. Duration: Instant
Creatures cannot see into the barrier but creatures can Components: HS, CM
see outside of the barrier. Cost: 4 Chakra
Combination: If this jutsu is cast as a Combination jutsu Keywords: Water Release, Ninjutsu, Clash
with 2 or more casters increase its hit points by 2d6. Description: You generate a strong current of water and
Any creature who assists in casting this jutsu as a expel it like a jet. Make a ranged ninjutsu attack. On a hit
combination jutsu increases this Jutsu's defensive potency target creature takes 2d8 cold damage, is pushed back 10
based on the highest Charisma Modifier within the group of feet and gains 1 rank of chilled until the end of your next
casters. (+0-1: No Change, +2-3: Increase the hit die to a d8, turn.. If used near a sufficient source of water, reduce the
+4-5: Increase the hit die to a d10.) chakra cost of this jutsu by 2 or force the target to also
reduce their movement speed by 10 feet until the end of
WATER RELEASE: WHISPER their next turn.
Classification: Ninjutsu At Higher Ranks: For each rank you cast this jutsu above
Rank: D-Rank D-Rank, increase the cost of this jutsu by 3 and increase
Casting Time: 1 Bonus Action the damage by 1d8 and the knock back distance by 5ft.
Range: 90 feet
Duration: Concentration, Up to 1 minute C-RANK:
Components: HS, CM, CS
Cost: 5 Chakra WATER RELEASE: CLEANSING DROP
Keywords: Water Release, Ninjutsu, Fuinjutsu Classification: Ninjutsu
Description: You send bubbles made from Water Release Rank: C-Rank
chakra to fill the inner ear of your allies for the duration. Casting Time: 1 Bonus Action
Select up to 3 willing creatures within range to gain Range: 45 feet
the benefits of this jutsu. Duration: Instant
For the duration, affected creatures who would make a Components: HS, CM
Wisdom (Perception) Check adds your Ninjutsu Ability Cost: 7 Chakra
Modifier to their Check. Sound based environmental Keywords: Water Release, Ninjutsu, Medical
effects that force a saving throw of any type are made Description: You manipulate your water release chakra and
with advantage. infuse it with Medical Release Chakra. When you do you
Additionally, The First Saving throw made against a create a single drop of water made from this jutsu, and
Genjutsu with the Auditory Keyword add your Ninjutsu send it to a single willing creature you can see within range
Ability Modifier to their saving throw. This jutsu allowing them to drink it.
immediately ends after this saving throw. A creature who drinks this drop of water who are under
At Higher Ranks: For each rank you cast this jutsu any of the following effects from a Jutsu or environmental
above D-Rank, increase the cost of this jutsu by 3, the hazard of Equal Rank or lower, has two of them completely
number of creatures affected by this jutsu by +2. removed at your discretion; Poisoned, Burned, Shocked,
Chilled, Dazed.
WATER RELEASE: WILD BUBBLE WAVE At Higher Ranks: For each rank you cast this jutsu above
Classification: Ninjutsu C-Rank, increase the cost of this jutsu by 3 and the amount
Rank: D-Rank of targets you can affect by +1.
Casting Time: 1 Action
Range: 15 Foot Cone WATER RELEASE: CRUSHING DROPLETS:
Duration: Instant
SPILL
Components: HS, CM Classification: Ninjutsu
Cost: 5 Chakra Rank: C-Rank
Keywords: Water Release, Ninjutsu Casting Time: 1 Action
Description: You create a viscous mass of bubbles and Range: Self
spray it out in a cone 15 feet in front of you creating a Duration: Concentration, Up to 1 Minute
slippery ground. Each Creature standing in the area of the Components: HS, CM
jutsu, must make a Dexterity saving throw, falling prone Cost: 8 Chakra
on a failed save. A Creature that enters or ends its turn on Keywords: Water Release, Ninjutsu
a space in the target area must also make a Dexterity Description: You manipulate your water release chakra
saving throw or fall prone. This mass of bubbles remains hardening it until the waters density becomes too much for
for 1 minute, or until washed away. most to handle.
At Higher Ranks: For each rank you cast this jutsu For the duration, when you would cast a Jutsu with the
above D-Rank, increase the cost of this jutsu by 3 and Water Release Keyword, the strength of the jutsu is
increase the size of the cone by 10 feet. modified based on your needs at the moment. Select one of
the following effects when you cast the jutsu.
• Cold Damage you deal with Jutsu with the Water Release
Keyword is increased by an amount equal to your
Proficiency Bonus. This bonus damage can happen up to
twice per turn.

6
• Attacks made with Jutsu with the Water Release Keyword this jutsu by 2 or you can choose to increase the sharks hit
are made with a bonus to hit equal to 1d4. points by an amount equal to your character level.
• Creatures who would make a saving throw against a At Higher Ranks: For each rank you cast this jutsu
Jutsu you cast with the Water Release Keyword rolls an above C-Rank, increase the cost of this jutsu by 3 and the
additional 1d4 reducing their saving throws by the result. number of construct sharks by 1.

At Higher Ranks: For each rank you cast this jutsu above
WATER RELEASE: HEAVENLY MIRROR OF
PAIN [CHANGED]
C-Rank, increase the cost of this jutsu by 3. When you
would cast this jutsu at B-Rank you may select a creature
Classification: Ninjutsu
within 5 feet of you to gain this jutsu’s benefit for the same
Rank: C-Rank
duration.
Casting Time: 1 Action.

WATER RELEASE: DROWNING BUBBLE Range: 120 Feet


Duration: 1 minute.
Classification: Ninjutsu
Components: HS, CM, CS
Rank: C-Rank
Cost: 9 Chakra
Casting Time: 1 Action
Keywords: Water Release, Ninjutsu, Fuinjutsu
Range: 45 Feet
Description: You manifest a ring of water that creates a
Duration: Concentration, up to 1 minute
reflective film similar to that of a mirror. You first seal your
Components: HS, CM
reflection into the mirror, then select one creature whom
Cost: 8 Chakra
you can see who is not obscured in any way within range.
Keywords: Water Release, Ninjutsu
When you do, the target must succeed a Charisma saving
Description: You conjure a bubble filled with water and
throw, having their reflection sealed into the mirror on a
send it towards a creature’s head to enclose it within the
failed save. You can only have one instance of this jutsu
bubble removing their ability to breathe unless they can
active at a time.
breathe within water. Make a ranged Ninjutsu attack
A creature who’s reflection is sealed into the mirror
against a creature within range. On a hit the creature
casts no reflection onto any reflective surface for the
begins to suffocate. While suffocating this way, its speed is
duration. For this jutsu’s duration, when one creature
halved and at the start of each of its turns it experiences
who’s reflection is sealed into the mirror take damage,
oxygen deprivation taking 3d8 necrotic damage.
suffer a condition, or regain hit points, the other
At end of an affected creatures turn, they make
creature who’s reflection is sealed into the mirror takes
Constitution saving throw. On a success, this jutsu ends.
half of the damage dealt, Half of hit points healed and
WATER RELEASE: FOUR SHARK RAIN Suffer the same conditions.

[CHANGED] A creature who is resistant or Immune to a damage type


does not share this resistance or immunity to the other
Classification: Ninjutsu
creature. (For Ex. If you have resistance to Lightning Damage
Rank: C-Rank
and would take 10 lightning damage, the other creature who’s
Casting Time: 1 Bonus Action
reflection is sealed in the mirror takes 5 damage. You then
Range: 90 feet
apply your resistance to the Lightning damage reducing it by
Duration: Concentration, Up to 1 Minute
half down to 5.)
Components: HS, CM
This mirror solidifies and becomes a physical mirror for
Cost: 9 Chakra
this jutsu’s duration. Has 1 Hit Point with 10 AC. In order
Keywords: Water Release, Ninjutsu
for this jutsu to persist a creature must be holding it,
Description: You manipulate your water release chakra
occupying one hand at all times, which cannot be used to
shaping it until you completely form 4 construct Sharks
hold other items or weapons. Once the mirror is broken or
made of your Chakra alone. These Sharks Swim in midair
you dismiss this jutsu as a bonus action. If you do neither
around you waiting for your command to attack. The
creatures reflection remains sealed into the mirror. Any
sharks are physical creatures and can be attacked. They
Conditions that remains after the mirror is broken or is
have an AC equal to your Ninjutsu Save DC and Hit points
dismissed, ends as well.
equal to your Ninjutsu Save DC. They have Vulnerability to

WATER RELEASE: HIDING IN MIST


Earth Damage and Resistance to Fire Damage. When they
would reach 0 Hit points, they explode dealing 3d6 cold
Classification: Ninjutsu
damage to all creatures within 10 feet of it (Excluding you).
Rank: C-Rank
This Explosion does not occur if you lose concentration
Casting Time: 1 Action
ending this jutsu early.
Range: Self
As an Action on your turn, you may Command a single
Duration: Concentration, up to 1 minute
shark to attack a creature you can see within range. Once
Components: HS, CM
you do, you lose the ability to command one of your
Cost: 6 Chakra
construct sharks. Make a Ranged Ninjutsu Attack. On a hit
Keywords: Water Release, Ninjutsu
you deal 2d6 Cold Damage and 2d6 Piercing damage as the
Description: You begin to turn your body into a collection of
shark tears into its target. Regardless if you hit or miss, the
water vapor similar in consistency to mist along with
shark continues to chase after and attack the target at the
everything your wearing and carrying for the duration. This
beginning of each of your turns without being directed to,
jutsu ends if you drop to 0 hit points or chakra. You cannot
the sharks target has to succeed a Dexterity saving throw
lose concentration of this jutsu as a result of failing a
taking 2d6 Cold and 2d6 Piercing damage on a failed save,
concentration check, or being incapacitated.
and half as much on a successful one.
While in this form, the targets only movement method is a
A creature can have no more than 2 sharks attacking
flying speed of 20 feet. The target can enter and occupy the
them at once at the beginning of each of your turns. If used
space of another creature. The target has Resistance to no
near a sufficient source of water, reduce the chakra cost of
Chakra damage, and it has advantage on Strength, Dexterity,
and Constitution Saving Throws. The target can pass through

7
small holes, narrow openings, and even mere cracks, though WATER RELEASE: RAGING TIDE [CHANGED]
it treats liquids as though they were solid surfaces. The target Classification: Ninjutsu
can’t fall and remains hovering in the air, even when stunned Rank: C-Rank
or otherwise Incapacitated. When rolling stealth to be seen as Casting Time: 1 Action
a common cloud of gas, mist or fog, you may roll at Range: Self (60-foot line)
advantage. Duration: Instant
While in this form of mist, the target can’t talk or Components: HS, CM
manipulate objects, and any objects it was carrying or Cost: 8 Chakra
holding can’t be dropped, used, or otherwise interacted with. Keywords: Water Release, Ninjutsu
You cannot attack or cast jutsu while in this form. Description: You manipulate Surrounding Water as you
pull water from the air, surrounding plants and even
WATER RELEASE: MEDICAL JELLYFISH create water using your Water Release Chakra.
Classification: Ninjutsu This collects into a large wave that appears in front of
Rank: C-Rank you before it is propelled forward in a highly concussive
Casting Time: 1 Action way. All creatures in a 10-foot wide, 60-foot-long line
Range: Touch originating from you must succeed a Dexterity saving
Duration: 1 Minute throw. On a failed save a creature takes Cold Damage
Components: HS, CM equal to 3d8, gain the chilled condition, be pushed back
Cost: 9 Chakra in a straight line following the path of your jutsu, by 30
Keywords: Water Release, Ninjutsu, Medical feet and knocked prone. On a successful save they take
Description: You Conjure water into the shape of a half damage and no additional conditions.
jellyfish and attach it to a creature you touch. For the At Higher Ranks: For each rank you cast this jutsu
duration, the jellyfish will continuously inject chakra above C-Rank, increase the cost of this jutsu by 3 and the
into whomever it is attached to body to heal them when damage by 1d8.
they take damage. At the beginning of their turn, they
recover 4 hit points. This jellyfish has the Same AC as its WATER RELEASE: ROAR OF ATLANTIS
host, but only 1 hit point. The jellyfish can be targeted by [CHANGED]
an attack. Classification: Ninjutsu
Alternatively, If the host would make a saving throw Rank: C-Rank
to resist a Ninjutsu, Taijutsu or Bukijutsu effect that Casting Time: 1 Action
would damage it, the jellyfish also takes damage equal to Range: Touch
the result if its host fails the save. Duration: Concentration, Up to 1 minute
If the Jellyfishes Host would fall to 0 hit points, the Components: HS, CM
jelly fish shrivels up and the jutsu ends. Cost: 8 Chakra
At Higher Ranks: For each rank you cast this jutsu Keywords: Water Release, Ninjutsu
above C-Rank, increase the cost of this jutsu by 3 and Description: You manipulate the Water Release Chakra
increase the healing by +1. with a creature you touch within range. If used on
yourself, you do not need to spend chakra to maintain
WATER RELEASE: MEDICAL SCORPION concentration on this jutsu.
[CHANGED] For the duration, when the creature cast a Jutsu with
Classification: Ninjutsu the Water Release keyword that deals damage or inflicts
Rank: C-Rank a condition of any type, the affected creature becomes
Casting Time: 1 Action Wet. A wet creature remains wet for this jutsu’s
Range: Touch duration, unless otherwise stated.
Duration: Concentration, up to 1 minute A wet creature who takes damage from the following
Components: HS, CM damage types triggers the following effects.
Cost: 8 Chakra Fire Damage: Once per turn, they take additional fire
Keywords: Water Release, Ninjutsu, Medical damage equal to 2dX, where X is the triggering jutsu’s
Description: You collect surrounding water to create damage die. The steam remains until the end of the
insect like claws on each of your hands extending your target creatures next turn. The area the steam occupies
range of attack with the same principles as chakra is heavily obscured. The target creature is no longer wet.
scalpel. For the duration of this jutsu, you can use your Lightning Damage: Once per turn, the creature has
action to make two melee ninjutsu attacks using these the water react to the lightning as the lightnings
water claws. You can target a creature up to 10 feet away. conductivity is multiplied and all adjacent creatures
On a hit, the target takes 2d6 cold damage and must become targets for this super conduction. They take
succeed a constitution saving throw. On a failed save, the additional Lightning Damage equal to 2dX, where X is
target gains the chilled condition and any healing the the triggering jutsu’s damage die. All creatures who are
affect creature would receive until the end of their next adjacent to the wet creature makes a Dexterity saving
turn, is reduced by half. throw taking half of the lightning damage dealt on a
At Higher Ranks: For each rank you cast this jutsu failed save or none on a successful save.
above C-Rank, increase the cost of this jutsu by 3 and Wind Damage: Once per turn, the creature has the wet
increase the damage by 1d6. condition spread around affecting creatures near them
as the water is picked up and thrown around. They take
additional cold damage equal to 2dX, where X is the
triggering jutsu’s damage die. All creatures who are
within 10 feet of the wet creature becomes wet as well.

8
WATER RELEASE: WALL OF WATER WATER RELEASE: WATER BREATHING
Classification: Ninjutsu Classification: Ninjutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Action, 1 Reaction, which you take when Casting Time: 1 Action
you would take fire damage. Range: Self
Range: 60 Feet Duration: 1 hour
Duration: Concentration, up to 1 minute Components: HS, CM
Components: HS, CM Cost: 6 Chakra
Cost: 8 Chakra Keywords: Water Release, Ninjutsu
Keywords: Water Release, Ninjutsu Description: You filter Water as it enters your lungs, being
Description: You conjure up a wall of water on the able to breathe as if you were a fish. You can breathe in
ground at a point you can see within range. You can water as if you were breathing air.
make the wall up to 30 feet long, 10 feet high, and 5 feet
thick. The wall deforms and becomes a mass of water WATER RELEASE: WATER BULLET
when the Jutsu ends. The wall’s space is difficult terrain Classification: Ninjutsu
if creatures attempt to pass through it. Rank: C-Rank
Any ranged weapon attack that enters the wall’s space Casting Time: 1 Action
has disadvantage on the attack roll and if an effect that Range: 60 Feet
deals fire damage interacts with or attempts to pass Duration: Instant
through the wall, its damage die is reduced by half. If Components: HS, CM
used near a sufficient source of water, reduce the chakra Cost: 7 Chakra
cost of this jutsu by 2 or you can choose to instead make Keywords: Water Release, Ninjutsu, Clash
creatures attempting to pass through the wall take 3d8 Description: You knead chakra in your stomach and expel
cold damage for every 5 feet they walk through. it in a large quantity of water towards a target creature.
Make a Ninjutsu Attack, on a hit target creature takes 4d6
WATER RELEASE: WATER ABSORPTION cold damage, is pushed back 25 feet and gains 1 rank of
Classification: Ninjutsu chilled until the end of their next turn. If used near a
Rank: C-Rank sufficient source of water, reduce the chakra cost of this
Casting Time: 1 Action. jutsu by 2 or the number of creatures you can target by +1.
Range: Touch At Higher Ranks: For each rank you cast this jutsu above
Duration: Concentration, Up to 1 Minute C-Rank, increase the cost of this jutsu by 3 and increase
Components: HS, CM, CS the damage by 1d6 and push back by 5ft.
Cost: 7 Chakra
Keywords: Water Release, Ninjutsu, Fuinjutsu WATER RELEASE: WATER CLONE [CHANGED]
Description: You place a sealing tag on one willing creature Classification: Ninjutsu
you can see within range. When you cast this jutsu, all Rank: C-Rank
Water sources the target is in contact with or adjacent to, is Casting Time: 1 Action
absorbed into them and is used to artificially enhance the Range: 120 Feet
targets physical ability. If the target is next to a water Duration: Concentration, up to 10 minutes
source comparable to a lake, sea, or ocean this jutsu does Components: HS, CM
not consume all of the water, but up to 1000 Cost: Special
gallons. Keywords: Water Release, Ninjutsu
For the duration, the creatures Strength Description: You conjure a clone made of water similar to
Score becomes 20 if it not already. If their the Shadow clone technique but with far less inherent
strength score is already 20, it instead danger to a space it can occupy within 5 feet of you. This
becomes 22. Their jump distance is clone is made of water, and weights half as much as the
doubled. They gain resistance to caster. You can create up to two clones, each costing 8
Bludgeoning damage and the first chakra to conjure. You can command the clone as a bonus
time each turn, that they would action. The clone can only take one Action and have a
deal unarmed or weapon damage movement speed of 30 feet.
they deal additional damage equal The clones have 5 hit points and no chakra, an AC equal
to 2d10. When this jutsu ends, the to your Ninjutsu save DC, can cast a maximum of 2
creature becomes weakened and Ninjutsu of C-Rank or lower (except Jutsu with “Clone” in its
slowed until the end of their next name, Fuinjutsu or Jutsu with the Combination keyword) with
turn as their body recovers from the the Water Release keyword that you know, before this jutsu
over saturation of water in their ends. These clones can only concentrate on a single jutsu
system. and only for a number of rounds equal to your Ninjutsu
ability modifier. These clones cannot use any clan or class
features or feats that you have. This clone can move across
water without chakra but cannot move vertically along any
surface. It does not benefit from any bonuses to its attacks
or AC grants by other sources (Such as jutsu that increases
either of them.).
The clone uses your Ninjutsu attack bonus and Save DC
for all attacks save. If it uses a weapon or unarmed attack,
regardless of the weapon the clone uses, it deals 1d8 cold
damage.

9
WATER RELEASE: WATER CUTTING SWORD WATER RELEASE: WATER PRISON
Classification: Ninjutsu Classification: Ninjutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Bonus Action Casting Time: 1 Action
Range: Self Range: Touch
Duration: Concentration, up to 10 Minutes Duration: Concentration, 1 Minute
Components: HS, CM Components: HS, CM
Cost: 8 Chakra Cost: 7 Chakra
Keywords: Water Release, Ninjutsu, Clash Keywords: Water Release, Ninjutsu,
Description: You Conjure water into the shape of a Sword Description: You create a dense spiraling bubble of water
like construct in your free hand. You do not spend chakra to around a creature, capturing them inside and restraining
maintain concentration on this jutsu. The blade is 5 feet movement and preventing them from performing Jutsu.
long, the handle is 1 foot long. The design of the blade can be Target creature makes a Dexterity saving throw, being
whatever you decide. If you let go of the blade it disperses restrained and captured in a fetal position on a failed save.
into water again. You can use your action to make a Melee The user must maintain contact with the sphere holding the
Ninjutsu attack with the Water Sword. On a hit, the target captive inside. Losing contact causes the jutsu to end
takes 4d8+Ninjutsu Ability Modifier cold damage. If used immediately. Creatures captured inside the Sphere cannot
near a sufficient source of water, reduce the chakra cost of make Hand Seals and find it difficult to breathe. At the end
this jutsu by 2 or you can choose to instead increase the of each of their turns, they make a Strength saving throw.
damage die by one step, up to a d10. on a success they force their way out with brute force. The
At Higher Ranks: For each rank you cast this jutsu above bubble containing a creature cannot move or be relocated. If
C-Rank, increase the cost of this jutsu by 3. If Cast at A- used near a sufficient source of water, reduce the chakra
Rank, you can instead make two attacks with this jutsu as an cost of this jutsu by 2 or you can choose to make a captured
action. creatures Saving throws to escape this jutsu at
disadvantage.
WATER RELEASE: WATER FORMATION: POND
Classification: Ninjutsu WATER RELEASE: WATER TRUMPET
Rank: C-Rank Classification: Ninjutsu
Casting Time: 1 Action Rank: C-Rank
Range: 10 Feet Casting Time: 1 Action
Duration: Instant Range: 30 Feet
Components: HS, CM Duration: Instant
Cost: 6 Chakra Components: HS, CM
Keywords: Water Release, Ninjutsu Cost: 9 Chakra
Description: You generate a Large Puddle of water from Keywords: Water Release, Ninjutsu, Clash
your stomach and expel it onto the ground in front of you. Description: You cup your hands and create a highly
This puddle holds no more than 100 gallons of water. You pressurized stream of water, capable of piercing through
can use this puddle as a source of drinking water, lay a steel and the ground itself. Make a Ranged Ninjutsu Attack,
trap, or use it as a source for more complex Water Ninjutsu. dealing 4d10 cold damage.
You may use the water this Jutsu Produces as a Source of If used near a sufficient source of water, reduce the
Water for no more than 5 water release ninjutsu of B-Rank chakra cost of this jutsu by 2 or you can choose to instead
or Lower. deal twice as much damage to constructs and structures.
At Higher Ranks: For each rank you cast this jutsu above
WATER RELEASE: WATER PERMEATION C-Rank, increase the cost of this jutsu by 3 and increase the
Classification: Ninjutsu damage by 1d10.
Rank: C-Rank
Casting Time: 1 Action.
Range: Touch
Duration: 1 Minute
Components: HS, CM, CS
Cost: 6 Chakra
Keywords: Water Release, Ninjutsu, Fuinjutsu
Description: You place a sealing tag on one willing
creature you can see within range. For the next minute
they lose physical form as they and all equipment held
become a pool of water. As a pool of water, their speed
becomes 60 feet, and gain a swim speed of 120 feet. They
can squeeze through cracks or disconnected surfaces
that are at least 1 millimeter wide. The affected creature
cannot make attacks, use handsigns, or mold chakra.
The affected creature cannot see, but they gain 60 feet of
tremor sense.
Additionally, the affected creature becomes immune
to Cold, Bludgeoning, piercing and Slashing Damage.
Resistant to Fire Damage, and Vulnerable to lightning
Damage.

10
B-RANK: WATER RELEASE: DEEP
Classification: Ninjutsu
WATER RELEASE: ARMOR OF POSEIDON Rank: B-Rank
Classification: Ninjutsu Casting Time: 1 Action
Rank: B-Rank Range: Self (30-foot radius sphere)
Casting Time: 1 Bonus Action Duration: 1 Minute
Range: Self Components: HS, CM
Duration: Concentration, up to 10 Minutes Cost: Special (77 Chakra)
Components: HS, CM Keywords: Water Release, Ninjutsu, Combination
Cost: 14 Chakra Description: You and other casters manipulate
Keywords: Water Release, Ninjutsu Surrounding Water as you artificially manipulated the
Description: You manipulate your water release chakra depth of water surrounding yourselves.
and coat your body in it creating a tangible armor of Each Caster of this jutsu manifests a 30-foot radius
Water Release. If you are fully submerged in water, this sphere of water within which they gain a 60-foot swim
jutsu cannot end as a result of failing a Concentration speed and the ability to breathe within each sphere of
Check, and you reduce the concentration cost by -1. If water created during this jutsu’s casting.
used near a sufficient source of water, reduce the chakra Each caster can then select up to 2 creatures other
cost of this jutsu by 2 or you can choose to give yourself than themselves who will be unable to Drown while
advantage on Chakra control checks to maintain within this jutsu’s radius and gains a swim speed equal
concentration of this jutsu. to their walking speed while inside any sphere of water
For this jutsu’s Duration, you gain the following created during this jutsu’s casting. Additionally, the
benefits while completely submerged in water; selected creatures do not need to make a Saving throw as
a result of this jutsu.
• You gain a 120 feet Swim Speed.
Each creature selected by a caster who casts a Jutsu of
• You can breathe underwater as if breathing air.
any type while within a sphere of water created during
• You gain 60 feet of tremor sense.
this jutsu’s casting now deals cold damage instead of
• Jutsu, you cast with the Water Release Keyword deals
their jutsu’s listed damage type.
additional damage equal to 1 damage die. If the target
Creatures who are within this jutsu’s radius when
is currently Chilled the jutsu instead deals additional
casted must succeed a Dexterity and Constitution saving
damage equal to 2 damage die. This additional damage
throw. On a failed Dexterity saving throw they are pulled
only happens once per turn.
30 towards the center of the sphere of water. On a
• When you make weapon attacks, you are not impeded
successful save they are instead floating within the
due to being underwater and do not need to roll at
sphere of water in their current position. On a failed
disadvantage.
Constitution saving throw the creature was unable to
• Weapon attacks you make while underwater retain
hold its breath and begins drowning. A drowning
their full range.
creature can survive for a number of rounds equal to
• Weapon attacks you make can use your Ninjutsu their constitution Modifier (Min 1) before falling
Ability modifier instead of Strength or Dexterity to unconscious as a result of drowning. If an unconscious
calculate your attack or damage rolls. creature remains drowning, at the beginning of the
• Weapon Attacks you make deals additional damage unconscious creatures turn, they take necrotic damage
equal to 2d6 cold damage once per turn. equal to their level. On a successful save they are able to

WATER RELEASE: BLOODY MIST ABSORPTION


hold their breath for a number of rounds equal to their
Constitution Modifier (Min 1.).
Classification: Ninjutsu
At the beginning of a creatures turn who has exceeded
Rank: B-Rank
the number of rounds they can hold their breath; they
Casting Time: 1 Action
begin drowning as if they failed their saving throw.
Range: Self (45-Foot cube)
An unconscious creature who is no longer drowning
Duration: Concentration, up to 1 Minute
can be awoken by another creature as a bonus action.
Components: HS, CM
Combination: If this jutsu is cast as a Combination
Cost: 14 Chakra
jutsu with 2 or more casters reduce the cost by -2.
Keywords: Water Release, Ninjutsu
Any creature who assists in casting this jutsu as a
Description: An advanced variation of the Hidden Mist
combination jutsu increases this Jutsu's radius based on
Technique. This variation requires the user to draw blood
the highest Charisma Modifier within the group of
from themselves cutting their palm, reducing their current
casters. (+0-1: No Change, +2-3: Increase the radius to
Hit points by 5. You release a crimson red mist that fills a
90-foot radius sphere(s), +4-5: Increase the radius to
45-foot-cube originating from you. All creatures inside this
120-foot radius sphere(s)).
mist are heavily obscured and cannot clearly see anything
more than 5 feet away from them. You know the location of
all creatures inside this red mist and all creatures except for
you suffer the following effects.
• Creatures who start their turns inside the red mist,
who have less than their max hit points lose 4 + Half of
any bleed damage they take, in chakra.
• Creatures cannot regain Hit points or remove stacks of
bleeding while inside the red mist.

11
WATER RELEASE: EXPLOSIVE COLLIDING that area is difficult terrain and any creature that starts
SHOCKWAVE its turn there must succeed on a strength saving throw
Classification: Ninjutsu or take 5d8 cold damage being pulled 10 feet towards the
Rank: B-Rank center on a failed save, or half as much damage on a
Casting Time: 1 Action successful one.
Range: 60 Feet radius Sphere At Higher Ranks: For each rank you cast this jutsu
Duration: Instant above B-Rank, increase the cost of this jutsu by 3 and
Components: HS, CM increase the damage by 1d8.
Cost: 14 Chakra
Keywords: Water Release, Ninjutsu WATER RELEASE: PAINFUL WATER
Description: You expel a small ocean's worth of Water Classification: Ninjutsu
directly into your space covering a 60-foot radius Rank: B-Rank
centering on you. You stand on top of the water you are Casting Time: 1 Bonus Action
expelling, while Creatures who are within 60 feet of you Range: 90 feet
must make a Strength saving throw to resist being swept Duration: Concentration, Up to 1 minute
away. On a failure, they take 6d6 cold damage and are Components: HS, CM, CS
pushed 30 feet away while under the surface of the small Cost: 11 Chakra
ocean you’ve created. On a success, they remain floating Keywords: Water Release, Ninjutsu, Fuinjutsu
above the surface, suffer no damage, but are still pushed Description: You manipulate the Water Release Chakra
away 15 feet from their current position. The water within yourself and mark a creature you can see within
conjured by this jutsu maintains a depth of 120 Feet. This range with this chakra.
water can be used as a source of water and can be For the duration, when the creature would take
drowned in, used as fresh drinking water, and used as a damage from a jutsu with the Water Release Keyword,
supply of water for up to 15 Water Release Jutsu of A- they take additional damage equal to your character
Rank or Lower. level, once per turn.
Additionally, when a creature marked with this jutsu
WATER RELEASE: HEAVENLY MIRROR OF would make a saving throw to resist the chilled
HOPE condition, they roll 1d8, reducing their saving throw by
Classification: Ninjutsu the result.
Rank: B-Rank At Higher Ranks: For each rank you cast this jutsu
Casting Time: 1 Reaction, which you take when you are above B-Rank increase the cost by 3 and the number of
targeted by a Jutsu, or would make a saving throw as a creatures you can mark by +1.
result of a jutsu who’s range is either a Line or Cone.
Range: Special WATER RELEASE: RED RAIN
Classification: Ninjutsu
Duration: Instant
Components: HS, CM Rank: B-Rank
Casting Time: 1 Bonus Action
Cost: Special
Range: 90 feet (10-foot radius)
Keywords: Water Release, Ninjutsu
Description: You manifest a ring of water that creates a Duration: Concentration, Up to 1 minute
Components: HS, CM
reflective film similar to that of a mirror. When you are
Cost: 13 Chakra
targeted with a jutsu, you quickly raise this mirror
Keywords: Water Release, Ninjutsu
showing your targets reflection. You spend a number of
chakra casting this jutsu equal to your targets cost of Description: You manipulate the Water Release Chakra
casting a jutsu + the Jutsu’s Rank molding it until you create a cloud 100 feet in the air.
This cloud is then sent to hover over a creature you can
(D-Rank: +2, C-Rank: +5, B-Rank: +8, A-Rank: +11, S-
Rank: +14.) see within range, and begins to rain down red rain in a
10-foot radius around the creature.
When you do, your mirror reflects the jutsu cast at you
All creatures who are within the radius begin to be
back onto them. Any attack rolls, they make now count
as targeting themselves, and on a hit, they take their rained on and have their clothing soaked with this red
rain, that dulls their senses.
own damage. Saving throws you would have to make;
For the duration when a creature within this jutsu’s
they instead make as if they were the target suffering
their jutsu’s effects as normal. radius would make a saving throw to resist a jutsu cast
from any creature other than you, you may roll a d8,
At Higher Ranks: For each rank you cast this jutsu
reducing their saving throws by the result. This
above B-Rank, reduce the cost of the jutsu reflected by 1.
reduction happens once per turn, per creature.
WATER RELEASE: MAELSTROM As a bonus action on your turn, you may move the
Classification: Ninjutsu cloud 40 feet raining on the new space.
Rank: B-Rank At Higher Ranks: For each rank you cast this jutsu
Casting Time: 1 Action above B-Rank increase the cost by 3 and the distance you
Range: 60 Feet can move the cloud by +20 feet.
Duration: Concentration, up to 1 minute.
Components: HS, CM
Cost: 12 chakra
Keywords: Water Release, Ninjutsu
Description: A mass of 10-Foot-Deep Water is expelled
from you or begins to swirl from a preexisting source of
water, centered on a point you can see within range,
begins to swirl in a 20 Foot radius. Until the Jutsu Ends,

12
WATER RELEASE: REFLECTIVE DROPLETS: WATER RELEASE: TSUNAMI BOW [CHANGED]
DRIP Classification: Ninjutsu
Classification: Ninjutsu Rank: B-Rank
Rank: B-Rank Casting Time: 1 action
Casting Time: 1 Reaction, which you take when you Range: Self
would take damage. Duration: Concentration, Up to 10 minutes.
Range: Self Components: HS, CM
Duration: 1 Round Cost: 14 Chakra
Components: HS, CM Keywords: Water Release, Ninjutsu
Cost: 12 Chakra Description: You create a modified bow of solidified water
Keywords: Water Release, Ninjutsu that fires water from the same source. This Construct bow,
Description: You manipulate your water release chakra for the duration, can be used as an action to make 2 ranged
molding it until you envelop yourself into a protected ninjutsu attacks against a creature up to 120 feet away, that
bubble, intercepting incoming attacks. you can see. On a hit, you deal 3d12 cold damage. A target
This bubble protects you from incoming attacks hit by this attack must succeed a constitution saving throw
taking the damage you would take instead until the being chilled until the end of their next turn on a failed
beginning of your next turn. save.
The bubble has a number of hit points equal to 5d10 + If used near a sufficient source of water, reduce the
Twice your Proficiency bonus. The bubble is resistant to chakra cost of this jutsu by 2 or you can choose to reduce
Fire Damage and Vulnerable to Earth Damage. You an affected creatures speed by 15 feet, until the end of their
cannot be targeted with jutsu that requires a clear line of next turn.
sight and when you would make a saving throw from a If you drop this construct weapon it dissipates at the end
jutsu that has a range of either a Cone or Line, you make of the turn. Thereafter, while the jutsu persists, you can
your saving throw at advantage. use a bonus action to cause the construct to reappear in
While the bubble has hit points, melee attacks made your hand.
against you deal cold damage to the triggering creature At Higher Ranks: For each rank you cast this jutsu above
equal to their attack’s damage, this effect does not B-Rank, increase the cost of this jutsu by 3. If you cast this
trigger if the triggering damage type is Earth. Jutsu at S-Rank, increase the damage of this jutsu by 1d12.
At Higher Ranks: For each rank you cast this jutsu
above B-Rank, increase the cost of this jutsu by 3 and the WATER RELEASE: WATER FANG
number of hit points the bubble has by 1d10. Classification: Ninjutsu
Rank: B-Rank
WATER RELEASE: SHARK BOMB Casting Time: 1 Action
Classification: Ninjutsu Range: 30 Feet
Rank: B-Rank Duration: Instant
Casting Time: 1 Bonus action Components: HS, SM
Range: 120 Feet Cost: 11 Chakra
Duration: Concentration, up to 1 minute. Keywords: Water Release, Ninjutsu
Components: HS, CM Description: You create two spiraling drills of water
Cost: 12 Chakra around a target creature you can see within range. Target
Keywords: Water Release, Ninjutsu creature must make a Dexterity saving throw, taking 8d6
Description: This jutsu cannot be used without a source of Cold damage, being knocked prone and dazed for the next
water nearby deep enough to fit a medium sized creature. minute on a failed save, or half as much damage and no
As a bonus action on your turn, you create a Shark further effects on a success. If used near a sufficient source
construct made of solidified water. The Shark has an AC of water, reduce the chakra cost of this jutsu by 2 or you
equal to your Ninjutsu Save DC and has 30 (10d6) Hit can choose to target an additional creature.
Points and has a swim speed of 40. You control this Shark At Higher Ranks: For each rank you cast this jutsu
and can direct it do any of the following actions: above B-Rank, increase the cost of this jutsu by 3 and
Attack: As an Action or bonus action on your turn, the increase the damage by 1d6.
shark attempts to bite into a creature currently submerged,
standing near, or standing on top of the body of water it
currently inhabits. Make a Melee Ninjutsu Attack, on a Hit,
the target creature takes 8d8 Cold damage. On a successful
hit, the target creature must succeed a Strength saving
throw being grappled by the shark on a failed save. The
shark can only grapple one creature at a time.
Impede: As a reaction action on your turn, the shark can
attempt to impose disadvantage on a target creature by
swiftly attacking and getting in the way of their next
attack.
Explode: As an action on your turn, the shark can explode
creating a powerful shockwave of water in a 15-foot cube.
Creatures in range must succeed a Dexterity saving throw,
taking 6d10 cold damage on a failed save or half as much
on a successful one.
At Higher Ranks: For each rank you cast this jutsu above
B-Rank, increase the cost of this jutsu by 3 and increase
the damage your shark deals by 1d8.

13
WATER RELEASE: WATER NEEDLES OF of you. This jutsu fails, if you can’t see a point in the air
DEATH [CHANGED] where the storm cloud could appear (for example, if you
Classification: Ninjutsu are in a room that can’t accommodate the cloud.).
Rank: B-Rank When you cast the ninjutsu, choose a point you can see
Casting Time: 1 Reaction, taking damage from a melee within range, a hail of sharpened water droplets, rain
attack or from a creature within 5 feet of you. over an area, pulverizing everything within 5 feet of the
Range: Touch. select area. Each creature within 5 feet of that point must
Duration: Instant make a Dexterity saving throw. A creature takes 10d6
Components: HS, CM cold damage on a failed save or half as much on a
Cost: 13 Chakra successful one. On each of your turns until the jutsu
Keywords: Water Release, Ninjutsu ends, you can use your action to call down rain needles
Description: When a creature makes a Melee attack in this way again, targeting the same or a different point.
against you, you stomp the ground collecting a mass of If you are outdoors in stormy conditions when you
water droplets from the ground and air, sharpening cast this ninjutsu, the jutsu gives you control over the
them into needles. The triggering creature must succeed existing storm instead of creating a new one. Under such
a Dexterity saving throw, taking 8d10 Cold damage and conditions the jutsu’s damage increases by 1d6 and the
reducing their movement speed by 15 on a failed save cost to maintain this jutsu is reduced by 2.
and taking half as much damage on a successful one. If At Higher Ranks: For each rank you cast this jutsu
used near a sufficient source of water, reduce the chakra above A-Rank, increase the cost of this jutsu by 3 and
cost of this jutsu by 2 or you can instead make all hostile increase the damage by 1d6 for each damage type.
creatures of your choice, within 15 feet of you when you
cast this jutsu, make the saving throw as if they are also WATER RELEASE: GREAT HYDRA FANG
targets, taking damage on a failed save or half as much Classification: Ninjutsu
on a success. Rank: A-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 and Range: 120 feet
increase the damage by 1d10. Duration: Concentration, Up to 1 minute
Components: HS, CM
A-RANK: Cost: 18 Chakra
Keywords: Water Release, Ninjutsu, Clash
WATER RELEASE: ACID PERMEATION Description: You manipulate your water release chakra
Classification: Ninjutsu molding it until you manifest 9 massive serpent like
Rank: A-Rank heads of your description composed of Water.
Casting Time: 1 Action As an Action, or bonus action you may command a
Range: Self (15-foot-Radius) single hydra head to attack a creature you can see within
Duration: Concentration, up to 1 minute range. This attack can turn corners and ignores all but
Components: HS, CM total cover. Make a Ranged Ninjutsu attack on a hit you
Cost: 20 Chakra deal 8d8 cold damage. On a hit or miss the head is spent
Keywords: Water Release, Ninjutsu reducing the number of heads you have by 1.
Description: You collect water from the air, plants, and As a reaction, you can command a single hydra head to
all sources that contain it as they form bubbles protect you from an incoming attack, granting you 5d8
surrounding you in a 15-foot radius with you in the temporary hit points against the triggering attack. When
center. This radius moved with you. you do you reduce the number of heads you have by 1.
When you cast this jutsu, you designate any number of Also, as a reaction, you can command 3 hydra heads to
creatures you can see to be unaffected by it. An affected encircle you to completely protect you from a jutsu or
creature’s speed is halved in the area, and when the effect that would force you to make a Strength, Dexterity
creature enters the area for the first time on a turn or or Constitution saving throw. When you do, you instead
starts its turn there, it must make a Dexterity saving gain immunity to the triggering jutsu or effect until the
throw as the bubbles explodes like mines spreading end of the current turn. When you use this effect, you
freezing acid over the creature. On a failed save, the reduce the number of heads you have by 3.
creature takes 8d8 Cold damage and gain 2 ranks of At Higher Ranks: For each rank you cast this jutsu
Corroded. above A-Rank, increase the cost of this jutsu by 3, the
At Higher Ranks: For each rank you cast this jutsu number of Hydra heads by +1.
above A-Rank, increase the cost of this jutsu by 3 and
increase the damage by 1d8.

WATER RELEASE: FALLING RAIN NEEDLES


Classification: Ninjutsu
Rank: A-Rank
Casting Time: 1 Action
Range: 120 feet (90-foot cube)
Duration: Concentration, up to 1 minute
Components: HS, CM
Cost: 19 Chakra
Keywords: Water Release, Ninjutsu
Description: You collect all water within 120 feet of you
as it collects into the air creating storm clouds that can
fill a 90-foot cube, at a point you can see within 120 feet

14
WATER RELEASE: GREAT SHARK BULLET WATER RELEASE: RAIN TIGER AT WILL
Classification: Ninjutsu Classification: Ninjutsu
Rank: A-Rank Rank: A-Rank
Casting Time: 1 Action Casting Time: 1 Hour
Range: 120 feet Range: 10 Miles
Duration: Instant Duration: 24 Hours
Components: HS, CM Components: HS, CM
Cost: 20 Chakra Cost: 20 Chakra
Keywords: Water Release, Ninjutsu, Clash Keywords: Water Release, Ninjutsu, Sensory
Description: You manipulate your water release chakra Description: You create rain clouds centered on a point
molding it until you manifest a single gargantuan shark of your choice that you can see 100 feet in the air that
that you then launch at a creature within range, leaving a spreads outwards covering a radius up to 10 miles in size.
trail of devastation in its path. The clouds begin to pour down a heavy rain constantly.
The shark is propelled in a straight line towards a Each rain drop is connected to the caster’s senses
single target creature. Make a Ranged Ninjutsu Attack. informing them of any and all creatures, movements,
On a success they take cold damage equal to 10d8, and activities and actions that the raindrops come into
gain 2 ranks of Chilled. contact with. This rain is almost entirely seen as natural
All creatures the shark would pass through while otherwise. A creature with chakra sight can see the
traveling to the target creature would suffer some effect chakra in each water drop.
as well. All creatures except the target creature in a 15- While the caster will be aware of events and actions
foot wide, up to 120-foot line makes a Dexterity saving within the rain, this does not inform them of the exact
throw. The line ends early if the space the original target location within the radius of this jutsu’s effect range.
creature was occupying is less than 120 feet away from
when the jutsu was cast. On a failed save they take 6d8 WATER RELEASE: TRIDENT [CHANGED]
cold damage and 1 rank of chilled. Or half as much on a Classification: Ninjutsu
successful save and no additional effects. Rank: A-Rank
At Higher Ranks: For each rank you cast this jutsu Casting Time: 1 Bonus Action
above A-Rank, increase the cost of this jutsu by 3 and the Range: Self
damage by 2d8. Duration: Concentration, Up to 1 Minute
Components: HS, CM
WATER RELEASE: HEAVENLY MIRROR OF Cost: 20 Chakra
DOOM [CHANGED] Keywords: Water Release, Ninjutsu, Clash
Classification: Ninjutsu Description: You manifest a construct of water release
Rank: A-Rank chakra in the shape of a trident, lance, spear or any
Casting Time: 1 Action. polearm of your description. This construct begins to
Range: 60 Feet vibrate and churn the water it is comprised of turning it
Duration: Instant until it acts like a Chainsaw when it strikes a target
Components: HS, CM, CS creature. You do not spend Chakra while maintaining
Cost: Special concentration on this jutsu.
Keywords: Water Release, Ninjutsu, Fuinjutsu For the duration, you can as an action make 2 Melee
Description: You manifest a ring of water that creates a Ninjutsu Attacks with this construct. It has a range of 10
reflective film similar to that of a mirror. You first seal feet, has a critical threat range of 19~20, and
your current essence of health into the mirror. You must deals cold damage equal to 5d10 +
have at least 1 hit point and 50 Chakra points, reducing Ninjutsu Ability Modifier on a hit.
your current hit points to 0, and spending half of your Creatures who take cold damage as a
current chakra points. result of this jutsu must succeed a
When you do you must then select one creature whom Constitution saving throw. On a failed
you can see who is not obscured in any way within range save, they gain a rank of Chilled.
and who is equal to or less than your level and who is not At Higher Ranks: For each rank you
a classified as a Solo or Iconic adversary. When you do, cast this jutsu above A-Rank, increase
the target creature must succeed a Wisdom Saving the cost of this jutsu by 3 and the
throw. On a failed save you seal their essence of health damage by 1d10.
into the mirror reducing their hit points to 0 while not
falling unconscious.
If the target creature passes the save, this jutsu
immediately ends, as both the caster and user regains
the hit points they originally had and this jutsu cannot
be used to target the same target again for 10 minutes.
Once there are two creatures essence of health sealed
into the mirror, they switch owners. You gain a number
of hit points equal to the number of hit points the target
creature lost and the target creature gains a number of
hit points equal the number of hit points you lost.

15
WATER RELEASE: WATER DRAGON S-RANK:
Classification: Ninjutsu
Rank: A-Rank WATER RELEASE: DROWN
Casting Time: 1 Action Classification: Ninjutsu
Range: 60 Feet Rank: S-Rank
Duration: Instant Casting Time: 1 Full Turn Action
Components: HS, CM Range: 120 feet
Cost: 20 Chakra Duration: Concentration, Up to 1 minute
Keywords: Water Release, Ninjutsu, Clash Components: HS, CM
Description: You expel a massive quantity of water or Cost: 30 Chakra
pull from a nearby source, conjuring a large Dragon of Keywords: Water Release, Ninjutsu
your description from water. The Dragon attempts to Description: You manipulate your water release chakra
ram its target. Make a Ranged ninjutsu attack, on a hit molding it until you reach a level of control so much so
target creature 14d6 cold damage. The target creature that you are able to forcibly turn air into water and vice
must make a constitution saving throw, being stunned versa as it is inhaled by other creatures.
and knocked prone on a failed save until the end of the Select up to 7 creatures you can see within range. Each
targets next turn. If used near a sufficient source of creature makes a Constitution saving throw. On a Failed
water, reduce the chakra cost of this jutsu by 2 or you can save for the duration if they can breathe air, they instead
choose to increase the damage die to a d8. can only breathe water. If they can breathe water, they
At Higher Ranks: For each rank you cast this jutsu can instead only breathe air.
above A-Rank, increase the cost of this jutsu by 3 and A creature who is currently in an environment in
increase the damage by 1d6 for each damage type. which they cannot breathe normally, they begin to
Drown.
WATER RELEASE: WATER FORMATION While drowning this way, it can survive for a number
WALL of rounds equal to its constitution modifier (minimum of
Classification: Ninjutsu 1 round). At the start of its first turn after these rounds,
Rank: A-Rank it drops to 0 hit points and is dying. A creature who
Casting Time: 1 Reaction, which you take when you or an begins their turn dying after falling to 0 hit points as a
allied creature is targeted by an attack. result of this jutsu, they die. While drowning they cannot
Range: 30 feet (5-Foot radius Sphere) speak.
Duration: Instant
Components: HS, CM WATER RELEASE: GIANT VORTEX TSUNAMI
Cost: 18 Chakra Classification: Ninjutsu
Keywords: Water Release, Ninjutsu, Clash Rank: S-Rank
Description: When you or an allied creature within 30 Casting Time: 1 Action
feet of you are targeted by an attack, you expel a massive Range: 120 Feet
amount of water that you circle around the target like a Duration: Instant
spinning top. The circling water has 20d6 Hit points Components: HS, CM
until the beginning of their next turn. Creatures who are Cost: 25 Chakra
within 5 feet of the target are also protected by your Keywords: Water Release, Ninjutsu
Water Formation Wall. If used near a sufficient source of Description: You Collect water from up to 100 feet away
water, reduce the chakra cost of this jutsu by 2 or you can from all sources of moisture even down to other
choose to increase the radius of the jutsu to 10 feet. creatures' sweat. You collect it into a massive 20 Feet tall
15 Feet wide vortex. You fire this highly destructive
WATER RELEASE: WATER SEVERING WAVE cyclone of water collecting, upheaving, and blowing
Classification: Ninjutsu everything in its path away up to 120 feet in a straight
Rank: A-Rank line. Creatures caught in the range of the jutsu, must
Casting Time: 1 Action succeed a Strength saving throw to resist being picked
Range: 60ft cone up by the cyclone and a Dexterity saving throw taking
Duration: Instant 10d10 cold damage on a Failed Dexterity saving throw
Components: HS, CM and being knocked dragged by the vortex to the end of its
Cost: 19 Chakra path, landing prone and stunned on a failed Strength
Keywords: Water Release, Ninjutsu saving throw.
Description: You cup your hands against your mouth
releasing a torrent of highly pressurized water and using
your chakra like a nozzle. You sweep your head from side
to side targeting a cone area up to 600 feet in distance.
Creatures caught in the radius of this jutsu must make a
Dexterity saving throw, taking 8d10 cold damage on a
failed save.
If used near a sufficient source of water, reduce the
chakra cost of this jutsu by 2 or you can force affected
creatures to make a constitution saving throw, gaining 2
ranks of chilled on a failed save.
At Higher Ranks: For each rank you cast this jutsu
above A-Rank, increase the cost of this jutsu by 3 and
increase the damage by 1d10 for each damage type.

16
WATER RELEASE: GIANT WATER PRISON WATER RELEASE: WATER HEAVENS
DANCE CONVERGENCE
Classification: Ninjutsu Classification: Ninjutsu
Rank: S-Rank Rank: S-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 60 Foot radius Sphere Range: 60 Foot radius Sphere
Duration: Concentration, up to 10 minutes Duration: Concentration, up to 10 minutes
Components: HS, CM Components: HS, CM
Cost: 30 Chakra Cost: 22 Chakra
Keywords: Water Release, Ninjutsu Keywords: Water Release, Ninjutsu
Description: You knead enough water in your stomach Description: You begin to feel the presence of all free-
and release enough to fill a small ocean. You then control flowing water particles within 120 feet of you. For the
the water creating a massive ball of Water centered duration you can control all water as if it was an
around you that extends up to a 60 radius. All Creatures extension of your body.
in the radius are picked up by the wave of water and All Ninjutsu that has the Water Release keyword of A-
pulled into the water sphere. All Creatures inside the Rank or lower, has their cost reduced by half.
Water Sphere must make a Strength saving throw, being
You gain additional actions you can use on your turn.
captured inside the sphere and unable to escape, on a
failed save. When captured this way, the captured Water Drill. As an action on your turn, you can make a
creature is considered to be underwater while inside the ranged ninjutsu attack against a creature you can see
Water prison. When the User of this Jutsu moves, the within range dealing 10d12 cold damage as water
water sphere moves with him. Creatures who succeed surround and collapses over them.
their strength save, can escape the Water prison if they Water Armor. As a reaction to being hit with an attack
can make it to the edge of the water sphere. you coat your body in a thick layer of solidified water to
lessen the impact. You gain 25 temporary hit points until
WATER RELEASE: GRUDGE RAIN the beginning of your next turn.
Classification: Ninjutsu Watery Chains. As an action on your turn, you can have
Rank: S-Rank the surrounding water form chains as they attempt to
Casting Time: 1 Action capture a creature within range. The target must succeed
Range: Self (250 Foot Radius) a Dexterity saving throw being restrained and
Duration: Concentration, up to 1 hour incapacitated on a failed save. On their turns they can
Components: HS, CM make a Strength saving throw to end this effect on them.
Cost: 30 Chakra
Keywords: Water Release, Ninjutsu
Description: You create rain clouds centered on a point
of your choice that you can see 100 feet in the air that
spreads outwards covering a radius up to 10 miles in size.
The clouds begin to pour down a heavy rain.
For the duration, up to 5 creatures of your choice are not
affected by this jutsu. All others who use ninjutsu or
genjutsu within the radius increase their chakra cost by
double.

WATER RELEASE: SUPREME WATER LION


Classification: Ninjutsu
Rank: S-Rank
Casting Time: 1 Full Turn Action
Range: 120 feet
Duration: Concentration, Up to 1 minute
Components: HS, CM, CS
Cost: 25 Chakra
Keywords: Water Release, Ninjutsu, Fuinjutsu
Description: You conjure a Huge construct made
of Water & Chakra forming a Huge beast of your
description that uses your Ninjutsu attack bonus
and Save DC for effects that require it.
It rolls initiative as it has its own turns, using
your Ninjutsu Ability Modifier + Proficiency as
its Initiative.
You can as a bonus action on your turn, so long
as you are in physical contact with this construct
merge into its head. While you are merged in this
way you have total Cover against attacks and
other effects outside of the Lion.

17
Huge Construct, unaligned

Armor Class 17 + Your Ninjutsu Ability Modifier


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

STR DEX CON INT WIS CHA


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

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

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

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

18
LIGHTNING RELEASE
Lightning Release jutsu are the most complicated of the 5 nature transformations to produce. Users must vibrate their
chakra to create sparks and eventually jolts of lightning, guiding and controlling it with chakra. Users of Lightning Release,
usually cannot create lightning inside their bodies instead opting to create it on the surface of their skin and focus it into
points or use their own lightning to guide natural lightning produced in thunder clouds, though this is very difficult and is
generally regarded as a testament of true skill is completed. Lightning Release is typically used offensively, doing piercing
damage when applied to a weapon, or doing massive electrical damage when hitting a creature. Lightning Release can be
used to trap targets, such as ensnaring them with static electricity numbing their body and preventing them from moving.
Defensively, Lightning is an uncommon option, with users surrounding themselves with Lightning to be protected from
harm, although this is very difficult as lightning generally cannot be made uniform, but it is a testament to the users
Nature Change skill.

Lightning Release is naturally strong against Earth Release and weak against Wind Release.

Prerequisite: You must have the Lightning Release Affinity to learn jutsu with the Lightning Release Keyword.

D-RANK: LIGHTNING RELEASE: CIRCUIT BREAKER


Classification: Ninjutsu
LIGHTNING RELEASE: BANQUET OF Rank: D-Rank
LIGHTNING Casting Time: 1 Action
Classification: Ninjutsu Range: 90 feet
Rank: D-Rank Duration: Instant
Casting Time: 1 Action Components: HS, CM
Range: 60 Feet Cost: 5 Chakra
Duration: Instant Keywords: Lightning Release, Ninjutsu
Components: HS, CM Description: You conjure your lightning release chakra
Cost: 4 Chakra to generate a jolt of electricity in an attempt to shock a
Keywords: Lightning Release, Ninjutsu creature within range. Make a Ranged Ninjutsu Attack,
Description: You Place your palm on the ground and on a hit, you deal 1d6 Lightning Damage. If the target
conduct a jolt of lightning that runs through it towards a creature is currently concentration on a Jutsu they make
target creature in range. This jutsu ignores line of sight their check at disadvantage. If the target has a jutsu
and can go around corners. Target creature must make a active that doesn’t require concentration and they are
constitution save, taking 3d6 Lightning Damage and not currently concentration on a jutsu, they lose the
being shocked until the end of its next turn on a failed benefits of that jutsu until the end of their next turn.
save and only half damage on a successful one. Overcharge. When you cast this jutsu, as a bonus action
Overcharge. When you cast this jutsu, as a bonus action or reaction, you can overcharge its effects. When you do,
or reaction, you can overcharge its effects. When you do, increase the damage dealt by 2 steps and add your
a creature who fails their saving throw is also slowed for Ninjutsu ability modifier.
the same duration that they are shocked. At Higher Ranks: For each rank you cast this jutsu
At Higher Ranks: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3 and
above D-Rank, increase the cost of this jutsu by 3 and the amount of attacks you make by +1.
increase the damage by 1d6 and the number of creatures
you can target by +1. LIGHTNING RELEASE: ELECTROMAGNETIC
ANNOYANCE
LIGHTNING RELEASE: CHARGED IMPULSE Classification: Ninjutsu
Classification: Ninjutsu Rank: D-Rank
Rank: D-Rank Casting Time: 1 Action
Casting Time: 1 Action Range: Self (20-foot Cube)
Range: Touch Duration: Instant
Duration: Up to 8 Hours Components: HS, CM
Components: HS, CM Cost: 3 Chakra
Cost: 4 Chakra Keywords: Lightning Release, Ninjutsu
Keywords: Lightning Release, Ninjutsu Description: You conjure your lightning release chakra
Description: You touch a willing creature. For the to generate a wave of electricity. Each creature in a 20-
duration, the target can add 1d8 to the first initiative roll foot cube originating from you must succeed a
it makes for the duration. For the next minute after Constitution saving throw being Shocked until the end of
rolling initiative the target can, as a bonus action on their next turn on a failed save. If a creature is already
each of its turns take the dash action, this jutsu then shocked, they make this save at disadvantage.
ends. A creature who is shocked and gains another rank of
shock as a result of this jutsu has their shocked condition
duration increased to 1 minute.
Overcharge. When you cast this jutsu, as a bonus action
or reaction, you can overcharge its effects. When you do,
all creatures who fail their saving throw have their speed
reduced by 10 for the duration of the shocked condition.

1
At Higher Ranks: For each rank you cast this jutsu LIGHTNING RELEASE: GUIDING BOLT
above D-Rank, increase the cost of this jutsu by 3 and Classification: Ninjutsu
the cube by 5 feet. Rank: D-Rank
Casting Time: 1 Action
LIGHTNING RELEASE: ELECTROMAGNETIC Range: 90 Feet
FIELD [CHANGED] Duration: Instant
Classification: Ninjutsu Components: HS, CM
Rank: D-Rank Cost: 5 Chakra
Casting Time: 1 Action Keywords: Lightning Release, Ninjutsu, Clash
Range: Self (20-foot Cube) Description: A flash of lightning erupts from your hands
Duration: Concentration, Up to 1 minute towards a creature of your choice within range. Make a
Components: HS, CM ranged ninjutsu attack against the target. On a hit the
Cost: 5 Chakra target takes 3d8 lightning damage, and the next attack
Keywords: Lightning Release, Ninjutsu roll made against the target before the end of your next
Description: You conjure your lightning release chakra turn has advantage, thanks to the streak of electricity
to generate an aura electricity. Each creature of your guiding the next attack to the target.
choice within a 20-foot cube originating from you when Overcharge. When you cast this jutsu, as a bonus action
this jutsu is cast, and those who begin their turns in this or reaction, you can overcharge its effects. When you do
jutsu’s range must make a Constitution saving throw. this jutsu instead becomes a 60 foot long, 5-foot-wide
On a failed save the first time each time they would line. All creatures in range must succeed a dexterity
take Lightning Damage the damage die of the lightning saving throw, taking 3d8 lighting damage on a failed
damage increases by 1 Step. (D4>D6>D8>D10>D12) save or half as much on a success. Regardless of a pass or
fail, the next attack roll made against affected creatures
LIGHTNING RELEASE: ENHANCED ABILITY before the end of your next turn has advantage.
Classification: Ninjutsu At Higher Ranks: For each rank you cast this jutsu
Rank: D-Rank above D-Rank, increase the cost of this jutsu by 3 and
Casting Time: 1 Action increase the damage by 1d8.
Range: Touch
Duration: 1 Hour LIGHTNING RELEASE: HEAVEN STEP
Components: HS, CM, M Classification: Ninjutsu
Cost: 5 Chakra Rank: D-Rank
Keywords: Lightning Release, Ninjutsu Casting Time: 1 Bonus Action
Description: You touch a willing creature and bestow Range: 90 feet
upon it a vast increase in one of its physical abilities. Duration: Concentration, Up to 1 minute
Choose one of the following effects; the target gains the Components: HS, CM
effect until the jutsu ends. You can only have this jutsu Cost: 4 Chakra
active on one creature at a time. Keywords: Lightning Release, Ninjutsu
Agility. The target has advantage on Dexterity checks Description: You conjure your lightning release chakra
and saving throws. It also doesn’t take damage from to generate a mote of electricity. Select a space that
falling 20 feet or less if it’s not incapacitated. another creature is not occupying that you can see
Endurance. The target has advantage on Constitution within range where you throw your mote. This space can
Checks and saving throws. It also gains 10 Temporary Hit be in the air but cannot be thrown through walls or water
points, which are lost when the jutsu ends. instead stopping at the first semi-solid surface it
Strength. The target has advantage on Strength checks encounters.
and saving throws. It also increases damage done with You can choose to target a creature with this mote
attack rolls using its strength by +2 instead of an empty space. Make a range ninjutsu attack.
Overcharge. When you cast this jutsu, as a bonus action On a success you deal 1d8 lightning damage and the
or reaction, you can overcharge its effects. When you do, target must succeed a Constitution saving throw being
the following effects are enhanced in the following ways; shocked until the end of their next turn on a failed save.
Agility. The target can dash as a bonus action for the The mote then occupies the closest open space as the
duration. target creature.
Endurance. The target gains an additional 15 As a reaction, you can trigger the mote to detonate. All
temporary hit points. creatures within 5 feet of the mote must succeed a
Strength. The target gains immunity to the Weakened Dexterity saving throw. On a failed save they take 2d6
condition for the next minute. Lightning damage and become shocked until the end of
At Higher Ranks: For each rank you cast this jutsu their next turn. If a creature who fails the save is already
above D-Rank, increase the cost of this jutsu by 3 and shocked, they are instead shocked until the end of your
the number of creatures you can have this active on at next turn. When you do this jutsu immediately ends.
once increases by +1. At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3 and
the damage by 1d8 and 1d6 respectively.

2
LIGHTNING RELEASE: LIGHTNING BALL Overcharge. When you cast this jutsu, as a bonus action
[CHANGED] or reaction, you can overcharge its effects. When you do
Classification: Ninjutsu this jutsu gains a +1 bonus to critical threat range.
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: 60 Feet increase the number of attacks you can make by +1.
Duration: Instant
Components: HS, CM LIGHTNING RELEASE: LIGHTNING REFLEX
Cost: 4 Chakra Classification: Ninjutsu
Keywords: Lightning Release, Ninjutsu Rank: D-Rank
Description: You generate multiple small floating Casting Time: 1 Reaction which you take when you are
globes of lightning chakra. You fire them all off as once forced to make a Dexterity saving throw.
rapidly at a singular target. Make a Ranged Ninjutsu Range: Self
attack. On a hit, the target creature takes 6d4 Lightning Duration: Instant
Damage and gains 1 rank of shocked. Components: HS, CM
Overcharge. When you cast this jutsu, as a bonus action Cost: 5 Chakra
or reaction, you can overcharge its effects. When you do Keywords: Lightning Release, Ninjutsu
you create a second set of lightning globes, and you must Description: Your body becomes charged with lightning
select a second creature to target with this jutsu. release chakra enhancing your reflexes to great heights.
At Higher Ranks: For each rank you cast this jutsu When you make a Dexterity saving throw you may roll at
above D-Rank, increase the cost of this jutsu by 3 and Advantage.
increase the damage by 1d4.
LIGHTNING RELEASE: LIGHTNING REPEL
LIGHTNING RELEASE: LIGHTNING BUCKLER Classification: Ninjutsu
Classification: Ninjutsu Rank: D-Rank
Rank: D-Rank Casting Time: 1 Reaction to being targeted by an attack
Casting Time: 1 Bonus Action or jutsu.
Range: Self Range: Self
Duration: Concentration, Up to 1 minute Duration: Instant
Components: HS, CM, CS Components: HS, CM
Cost: 4 Chakra Cost: 3 Chakra
Keywords: Lightning Release, Ninjutsu, Fuinjutsu Keywords: Lightning Release, Ninjutsu
Description: You conjure your lightning release chakra Description: You create a magnetic force field around
and mold it around a chakra seal until you form a shield yourself misdirecting attacks away from you. Attacks
made of Lightning Chakra. For the duration this jutsu have disadvantage when targeting you until the start of
cannot be ended as a result of a failed concentration your next turn.
check.
The lightning shield you manifest sits on your arm LIGHTNING RELEASE: LIGHTNING SPEED
Classification: Ninjutsu
and has a design of your description. While
Rank: D-Rank
concentration on this jutsu when you would take damage
Casting Time: 1 Bonus Action
from a melee attack you may as a Reaction attempt to
Range: Self
deflect the attack. When you do reduce the damage taken
Duration: Instant
by 2d6 + Ninjutsu ability Modifier. If the damage is
Components: HS, CM
reduced to 0, the triggering creature becomes Shocked
Cost: 4 Chakra
until the end of your next turn.
Keywords: Lightning Release, Ninjutsu
If Wind damage would be the triggering damage type
Description: You coat your body in a film of lightning as
you instead roll 2d4 + Your ninjutsu ability modifier.
you teleport up to your movement speed to an
At Higher Ranks: For each rank you cast this jutsu
unoccupied space that you can see, appearing as a jolt of
above D-Rank, increase the cost of this jutsu by 3 and
lightning when you end your movement.
the damage reduction by 1d6 or 1d4.

LIGHTNING RELEASE: LIGHTNING KNUCKLE


[CHANGED]
Classification: Ninjutsu
Rank: D-Rank
Casting Time: 1 Action
Range: 5 feet
Duration: Instant
Components: HS, CM, M
Cost: 3 Chakra
Keywords: Lightning Release, Ninjutsu
Description: You cover your Fist in surging electricity. As
part of this ninjutsu you make a melee ninjutsu attack
against a creature within range, or this jutsu ends. On a
hit, deal 2d6 + Ninjutsu ability modifier lightning
Damage in addition to your unarmed attack damage and
becomes shocked until the end of your next turn.

3
LIGHTNING RELEASE: MARK OF JOLTS LIGHTNING RELEASE: RETRIBUTION
Classification: Ninjutsu Classification: Ninjutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Bonus Action Casting Time: 1 Reaction, which you take when you take
Range: Self damage.
Duration: Concentration, Up to 1 minute. Range: Self (15-foot Radius Sphere)
Components: HS, CM, CS Duration: Instant
Cost: 5 Chakra Components: HS, CM
Keywords: Lightning Release, Ninjutsu, Fuinjutsu Cost: 5 Chakra
Description: You conjure your lightning release chakra Keywords: Lightning Release, Ninjutsu
and mold it around a chakra seal until you form a Kanji Description: You conjure your lightning release chakra and
of your own description and with its own meaning. This mold it to form a defensive instrument of your choice; This
Kanji Floats in a space within 5 feet of you and can be can be a greatsword, shield, wall, or a Lightning construct
moved up to 20 feet in any direction of your choice as a version of yourself. This jutsu cannot trigger against psychic
bonus action. Choose one of the following effects; or chakra reduction.
Jolts: All creatures except you, within a 10-foot radius When you would take damage, you gain Temporary hit
sphere centered on your Kanji takes lightning damage points equal to half of your Ninjutsu Save DC (rounded
equal to 1d6 + Your Ninjutsu ability Modifier at the end down). While you have Temporary hit points gained by this
of each of your turns. jutsu, you have resistance to Earth Damage and
Shocks: All creatures except you, within a 10-foot Vulnerability to Wind Damage.
radius sphere centered on your Kanji that takes lightning Each time you take damage until the end of the current
damage must make a Constitution saving throw being turn you build up lightning release chakra. You must keep
Shocked until the end of their next turn on a failed save. track of all damage taken until the end of the current turn. If
Once this effect has triggered and inflicted the shocked your hit points are reduced to 0 while this jutsu is active, it
condition 3 times this jutsu immediately ends. immediately ends.
At Higher Ranks: For each rank you cast this jutsu At the end of the current turn, you discharge all of the
above D-Rank, increase the cost of this jutsu by 3 and built-up Lightning Release chakra. All creatures within a 15-
the damage by 1d6 or the number of triggers by +1. foot radius sphere must succeed a Dexterity saving throw,
taking lightning damage equal to the damage you’ve taken +
LIGHTNING RELEASE: PANTHER CLAW 3d6 on a failed save or half as much on a successful save.
Classification: Ninjutsu If a creature is shocked, they make their saving throw at
Rank: D-Rank disadvantage.
Casting Time: 1 Action At Higher Ranks: For each rank you cast this jutsu above
Range: 10 feet D-Rank, increase the cost of this jutsu by 3 and the damage
Duration: Instant. by 1d6.
Components: HS, CM
Cost: 4 Chakra LIGHTNING RELEASE: SHATTERING BOLT
Keywords: Lightning Release, Ninjutsu Classification: Ninjutsu
Description: You conjure your lightning release chakra Rank: D-Rank
and mold it around your arms until you conjure a Casting Time: 1 Action
construct of your description. Range: 60 feet
Make a Melee Ninjutsu attack. On a hit you deal 2d10 Duration: Concentration, up to 1 minute
Lightning Damage. Components: HS, CM
If the target has at least 1 rank of shocked your Cost: 5 Chakra
damage die becomes d12. Keywords: Lightning Release, Ninjutsu
If the target has at least 2 ranks of shocked you also Description: A beam of crackling blue lightning lashes out
increase your critical range to 19~20. towards a creature within range, forming a sustained arc of
If the target has at least 3 ranks of shocked you also lightning between you and the target. Make a ranged ninjutsu
add your Ninjutsu Ability Modifier to the damage you attack against that creature. On a hit, the target takes 2d12
deal. Lightning damage and gains 1 rank of shocked. Once each of
If the target has at least 5 ranks of shocked, you make your turns for the duration, you can use your action to deal
an additional melee ninjutsu attack. 2d12 lightning damage, inflict the creature with 1 rank of
Overcharge. When you cast this jutsu, as a bonus action or shocked automatically. The jutsu ends if you use your action
reaction, you can overcharge its effects. When you do, you to do anything else. The jutsu also ends if the target is ever
may add your Ninjutsu ability modifier to the damage dealt. outside of the jutsu’s range or if it has total cover from you.
At Higher Ranks: For each rank you cast this jutsu above When this jutsu ends, the original target loses all ranks of
D-Rank, increase the cost of this jutsu by 3 and the damage shocked it gained from this jutsu.
by 1d10. Overcharge. When you cast this jutsu, as a bonus action or
reaction, you can overcharge its effects. When you do the first
target creature gains 2 ranks of shocked on the first hit made
with this jutsu.
At Higher Ranks: For each rank you cast this jutsu above D-
Rank, increase the cost of this jutsu by 3 and increase the
damage by 1d12.

4
LIGHTNING RELEASE: SHOCK WHIP LIGHTNING RELEASE: THORS MARK
Classification: Ninjutsu Classification: Ninjutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Bonus Action
Range: 30 Feet Range: 90 Feet
Duration: Instant Duration: Concentration, up to 1 hour
Components: HS, CM Components: HS, CM
Cost: 4 Chakra Cost: 4 Chakra
Keywords: Lightning Release, Ninjutsu Keywords: Lightning Release, Ninjutsu
Description: You create a whip of lightning, and lash it at a Description: You send a negatively charged spark of
target creature in range. The target must succeed a Strength Lightning release chakra to attach itself to a target
saving throw, taking 2d10 Lightning damage and being creature you can see within range marking it. You do not
pulled or pushed 10 feet on a failed save, or half damage on a need to spend chakra to maintain concentration on this
successful save. jutsu. Until the jutsu ends you deal an extra damage die
Overcharge. When you cast this jutsu, as a bonus action or to the target whenever you hit it with Ninjutsu with the
reaction, you can overcharge its effects. When you do a Lightning Release Keyword. You also have advantage on
creature who fails their saving throw gains 1 rank of shocked. Wisdom (Perception) or (Survival) checks you make to
At Higher Ranks: For each rank you cast this jutsu above D- track or find the target.
Rank, increase the cost of this jutsu by 3 and increase the If a creature marked with this jutsu reaches 0 hit
damage by 1d10 and the range by 5ft. points you may move the mark to another creature as a
bonus action.
LIGHTNING RELEASE: SPARK
Classification: Ninjutsu LIGHTNING RELEASE: THUNDER TEMPEST
Rank: D-Rank Classification: Ninjutsu
Casting Time: 1 Action Rank: D-Rank
Range: Touch Casting Time: 1 Action
Duration: Instant Range: 25 Foot Cone
Components: HS, CM Duration: Instant
Cost: 3 Chakra Components: HS, CM
Keywords: Lightning Release, Ninjutsu, Medical Cost: 5 Chakra
Description: You conjure your lightning release chakra to Keywords: Lightning Release, Ninjutsu
generate a spark of willpower from within a creature. Description: A wave of electrical force sweeps out from
A Creature you touch gains 1 Hit point and a number of you. Each creature in a 25-foot cube originating from
temporary hit points equal to 2d6 + Your Ninjutsu ability you must make a constitution saving throw. On a Failed
Modifier. These Temporary hit points last for 1 minute. save a creature takes 4d4 Lightning Damage are pushed
Additionally, the creature gains resistance to Lightning back 10 feet and dazed. On a successful save, the creature
damage so long as they have Temporary hit points granted takes half as much damage and isn't pushed.
by this jutsu. Overcharge. When you cast this jutsu, as a bonus action
Overcharge. When you cast this jutsu, as a bonus action or or reaction, you can overcharge its effects. When you do
reaction, you can overcharge its effects. When you do, the a creature who fails their saving throw has their
first time you would take lightning damage while benefiting initiative score reduced by 1d4, falling in the initiative
from temporary hit points (thp) as a result of this jutsu, you order accordingly as a result. A creature can only have
instead gain bonus thp equal to half the damage dealt. their initiative changed twice as a result of this effect.
At Higher Ranks: For each rank you cast this jutsu above At Higher Ranks: For each rank you cast this jutsu
D-Rank, increase the cost of this jutsu by 3 and the above D-Rank, increase the cost of this jutsu by 3 and
temporary Hit points by 1d6. increase the damage by 2d4 and knock back distance 5ft.

LIGHTNING RELEASE: STATIC SENSE LIGHTNING RELEASE: THUNDERBOLT


Classification: Ninjutsu Classification: Ninjutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Self Range: Self (15-Foot radius Sphere)
Duration: 1 minute Duration: Instant
Components: HS, CM Components: HS, CM
Cost: 4 Chakra Cost: 5 Chakra
Keywords: Lightning Release, Ninjutsu, Sensory Keywords: Lightning Release, Ninjutsu
Description: You gain the ability to see electrical signals Description: You generate 2 spheres of lightning on each
occurring in creatures or objects up to 300 Feet away. This hand, discharging them in a 15-foot radius sphere
penetrates up to 5-feet of nonmetal surfaces. You can tell originating from you. All Creatures of your choice in the
when an object that works off of electricity, such as non- target area must make a Dexterity saving throw, taking
jutsu based communication systems, cameras, computers, 2d10 Lightning Damage and being shocked on a failed
and other technological devices are in active use, or are save and half as much on a successful one.
moving, and their general shape. You can tell when Creatures Overcharge. When you cast this jutsu, as a bonus action
can generate electricity such as lightning release or as a or reaction, you can overcharge its effects. When you do
natural phenomenon (eels, magnets, batteries etc.) increase this Jutsu's radius by 10 feet.
At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3 and
increase the damage by 1d10.

5
LIGHTNING RELEASE: THUNDERCLAW LIGHTNING RELEASE: CHIDORI
Classification: Ninjutsu Classification: Ninjutsu
Rank: D-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Touch Range: 5 Feet
Duration: Concentration, Up to 1 minute Duration: Concentration, up to 1 minute
Components: HS, CM Components: HS, CM
Cost: 4 Chakra Cost: 8 Chakra
Keywords: Lightning Release, Ninjutsu Keywords: Lightning Release, Ninjutsu, Clash
Description: You conjure your lightning release chakra Description: This powerful assassination technique
to generate claws of Lightning around your hands. focuses lightning Chakra into one of your hands, which
For the duration, you can as an action make a melee will be unable to hold items while charged, but can still
ninjutsu attack. On a hit you deal 2d6 + Your Ninjutsu be used to make hand seals without harm. You do not
ability modifier in Lightning Damage. If a target is need to spend chakra to maintain concentration with
shocked increase the damage die to a d8. this jutsu. As an action on your next turn, you can use
Overcharge. When you cast this jutsu, as a bonus action your action to make a Melee Ninjutsu Attack on a target
or reaction, you can overcharge its effects. When you do, creature within range.
the first time each turn you deal damage with this jutsu, On a Hit, the target creature takes 5d10 Lightning
if a creature has any number of ranks of shocked, Damage and this jutsu ends. This Jutsu has a +1 critical
increase this jutsu’s critical threat range by +1. threat range.
At Higher Ranks: For each rank you cast this jutsu At Higher Ranks: If this Jutsu is upcasted to at least B-
above D-Rank, increase the cost of this jutsu by 3. If cast Rank you immediately perform the Melee Ninjutsu
B-Rank or higher increase the number of attacks by +1. If attack instead of waiting till your next turn. For each
cast at S-Rank, increase the number of attacks by +1. rank above C-Rank, increase the cost by 3, increasing the
damage done by 2d10 and Critical threat range by +1.
C-RANK:
LIGHTNING RELEASE: ABSORB LIGHTNING
Classification: Ninjutsu
Rank: C-Rank
Casting Time: 1 Reaction to taking lightning damage.
Range: Self
Duration: Instant
Components: HS, CM
Cost: 6 Chakra
Keywords: Lightning Release, Ninjutsu
Description: You create a similar charge of Lightning
release chakra inside of you, gaining Resistance to
Lightning Damage until the beginning of your next turn.
You gain a number of Temporary Chakra equal to Half
the damage you take.

LIGHTNING RELEASE: AFTERSHOCK


Classification: Ninjutsu
Rank: C-Rank
Casting Time: 1 Reaction, which you take when you deal
Lightning Damage to a creature using a jutsu.
Range: Special
Duration: Instant
Components: HS, CM
Cost: Special
Keywords: Lightning Release, Ninjutsu
Description: You conjure your lightning release chakra
to generate a jolt of electricity in an attempt to double up
on the effects of the previous jutsu you cast.
As a reaction, when you would deal lightning damage
to a creature you may recast the jutsu targeting the
same creatures or affecting the same area. The jutsu
recast in this way have their cost doubled. If the
jutsu recast has the special cost, then it costs an
additional +3 Chakra.

6
LIGHTNING RELEASE: JOLT space within range that you can see, Lightning Strikes the
Classification: Ninjutsu area. All creatures within 5 feet of the target space must
Rank: C-Rank succeed a Dexterity Saving throw taking 3d10 Lightning
Casting Time: 1 Action Damage on a failed save, or half as much on a successful
Range: Touch one. A creature can only be affected by one lightning strike
Duration: Instant at a time.
Components: HS, CM Overcharge. When you cast this jutsu, as a bonus action or
Cost: 7 Chakra reaction, you can overcharge its effects. When you do a
Keywords: Lightning Release, Ninjutsu, Medical creature who fails their saving throw has their legs begins to
Description: You conjure your lightning release chakra seize up on them, reducing their walking speed to 5 feet,
to generate a spark of willpower from within a creature. bringing it to a crawl, until the end of their next turn.
A Creature you touch gains 5 Hit points and a number At Higher Ranks: For each rank you cast this jutsu above
of temporary hit points equal to 4d8. These Temporary C-Rank, increase the cost of this jutsu by 3 and select one
hit points last for 1 minute. additional target space.
So long as a creature have temporary hit points as a
result of this jutsu, they gain a 10-foot bonus to their LIGHTNING RELEASE: LIGHTNING FLASH
walking speed and a +2 bonus to their Dexterity saving Classification: Ninjutsu
throws. Rank: C-Rank
A dying creature who is affected by this jutsu gains an Casting Time: 1 Action
additional jolt of energy. Until the end of their next turn, Range: Self
they gain an additional Bonus action. Duration: Instant
Overcharge. When you cast this jutsu, as a bonus action or Components: HS, CM, W (Thrown)
reaction, you can overcharge its effects. When you do, Cost: 8 Chakra
increase the die used to determine temporary hit points, by 1 Keywords: Lightning Release, Ninjutsu, Bukijutsu
step. Description: You coat a weapon with the thrown quality in
At Higher Ranks: For each rank you cast this jutsu above lightning release chakra, increasing the lethality and
C-Rank, increase the cost of this jutsu by 3, temporary Hit piercing power of the weapon and throwing them in rapid
points by 1d8 and +5 walking speed. succession.
You throw two of them, Make two ranged ninjutsu
LIGHTNING RELEASE: LIGHTNING CURRENT attacks. On a hit, this jutsu deals 1d8 lightning Damage and
Classification: Ninjutsu 1d8 Piercing Damage. You must roll your ammunition die
Rank: C-Rank twice for the weapon stack used.
Casting Time: 1 Action Overcharge. When you cast this jutsu, as a bonus action
Range: Self (30-foot radius sphere) or reaction, you can overcharge its effects. When you do
Duration: Instant the damage you deal ignores resistance and immunities as
Components: HS, CM your attacks penetrate even the strongest defense.
Cost: 9 Chakra At Higher Ranks: For each rank you cast this jutsu above
Keywords: Lightning Release, Ninjutsu C-Rank, increase the cost of this jutsu by 3 and increase
Description: You slam your hand onto the ground and the number of attacks by +1.
release lightning from your body that surges outwards
up to 30 feet in all directions from you. Creatures in this LIGHTNING RELEASE: LIGHTNING KING’S
radius who are not behind total cover must succeed a MANTLE
constitution saving throw, taking 4d6 lightning damage Classification: Ninjutsu
and being shocked. On a successful save the creature Rank: C-Rank
only takes half damage. At the start of each of a creature Casting Time: 1 Action
shocked by this jutsu turn, they make another Range: Self (15-foot radius sphere)
constitution saving throw to end the shocked condition Duration: Concentration, up to 1 minute
from this jutsu. Components: HS, CM
Overcharge. When you cast this jutsu, as a bonus action or Cost: 8 Chakra
reaction, you can overcharge its effects. When you do a Keywords: Lightning Release, Ninjutsu
creature who fails their saving throw becomes unable to Description: You radiate a powerful aura of lightning energy
make handsigns until the end of their next turn, as in an aura with a 15-foot radius centered on you, enhancing
electricity overwhelms their central nervous system. the combat potential in friendly creatures.
At Higher Ranks: For each rank you cast this jutsu above The aura moves with you. While in the aura, all
C-Rank, increase the cost of this jutsu by 3 and increase the creatures of your choice, deal an additional 1d6
damage by 1d6. lightning damage with weapon attacks.
At Higher Ranks: For each rank you cast this
LIGHTNING RELEASE: LIGHTNING FANG jutsu above C-Rank, increase the cost of this jutsu
Classification: Ninjutsu by 3 and increase the radius by 10 feet.
Rank: C-Rank
Casting Time: 1 Action
Range: 100 Feet
Duration: Concentration, Up to 1 minute
Components: HS, CM
Cost: 9 Chakra
Keywords: Lightning Release, Ninjutsu
Description: You extend both of your hands into the air,
releasing a mass of Lightning chakra into the sky creating
thunder clouds. As an action on your turn, you can select a

7
LIGHTNING RELEASE: LIGHTNING LIGER LIGHTNING RELEASE: LIGHTNING ROPE
Classification: Ninjutsu Classification: Ninjutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 90 Feet Range: 60 feet
Duration: Instant Duration: Concentration, up to 1 minute
Components: HS, CM, CS Components: HS, CM
Cost: 7 Chakra Cost: 6 Chakra
Keywords: Lightning Release, Ninjutsu, Fuinjutsu Keywords: Lightning Release, Ninjutsu
Description: You conjure your lightning release chakra to Description: You conjure your lightning release chakra
summon a Beast formed of Lightning, that fit your to manifest a rope made of lightning.
description. Make a ranged ninjutsu attack against a single
Make a Ranged Ninjutsu attack against a creature within creature you can see within range. On a successful hit,
range. On a success they take lightning damage equal to the target becomes restrained and shocked for the
4d8+ your Ninjutsu Ability Modifier. duration. A creature Restrained by this jutsu who takes
Additionally, the target must succeed a Constitution lightning damage equal to your Ninjutsu ability Modifier
saving throw. On a failed save they become shocked until the at the beginning of each of their turns.
end of their next turn. A creature restrained by this jutsu may make a
If a target is already shocked, you make your attack roll at Strength saving throw once on their turns as an action to
advantage and ignore cover as the lightning beast zig zags end this jutsu’s effects on them on a success.
across the field to get the best vantage to attack. While maintaining concentration on this jutsu you
Overcharge. When you cast this jutsu, as a bonus action or must hold the lightning rope with one hand within range.
reaction, you can overcharge its effects. When you do, select Letting it go immediately ends this jutsu.
a second creature to target with this jutsu. Overcharge. When you cast this jutsu, as a bonus action
At Higher Ranks: For each rank you cast this jutsu above or reaction, you can overcharge its effects. When you do,
C-Rank, increase the cost of this jutsu by 3 and the damage all creatures who fail the initial saving throw gain 1
by 1d8. additional rank of shocked condition.
At Higher Ranks: For each rank you cast this jutsu
LIGHTNING RELEASE: LIGHTNING ROD above C-Rank, increase the cost of this jutsu by 3 and the
Classification: Ninjutsu number of creatures you can target with this jutsu by +1.
Rank: C-Rank
Casting Time: 1 Action LIGHTNING RELEASE: LIGHTNING STEP
Range: Self Classification: Ninjutsu
Duration: Concentration, up to 1 minute Rank: C-Rank
Components: HS, CM Casting Time: 1 Action
Cost: 9 Chakra Range: 90 Feet
Keywords: Lightning Release, Ninjutsu Duration: Instant
Description: You conjure your lightning release chakra Components: HS, CM
creating a lightning release construct lance, staff or polearm Cost: 8 Chakra
of your description. This construct polearm has a reach of 10 Keywords: Lightning Release, Ninjutsu
feet, the trip, deadly and thrown (90/120) properties. Description: You teleport yourself to an unoccupied space
For the duration of this jutsu you do not need to spend you can see within range. Immediately after you disappear,
chakra to maintain concentration on this jutsu. a thunderous boom sounds, and each creature within 10 feet
While wielding this construct polearm you gain the of the space you left and the space you appeared must make
following options using the corresponding actions; a constitution saving throw, taking 3d10 Lightning damage
Action: Make a Melee Ninjutsu attack dealing 4d10 on a failed save, or half as much damage on a successful one.
lightning damage on a hit. Thunder can be heard up to 300 feet away.
Action: Make a Ranged Ninjutsu attack, throwing the You can bring along object as long as their weight doesn’t
lance targeting a creature you can see, within throwing exceed what you can carry. You can also teleport one willing
range, dealing lightning damage equal to 5d6 + Ninjutsu creature of your size or smaller who is carrying gear up to it
ability modifier. Regardless of a hit or miss, the lance then carrying capacity. The creature must be within 5 feet of you
explodes, creatures within 20 feet of the target must when you cast this jutsu, and there must be an unoccupied
succeed a Dexterity saving throw, taking 3d8 lightning space within 5-feet of your destination space for the
damage on a failed save or half as much on a successful save. creature to appear in; otherwise, the creature is left behind.
The Jutsu then ends. Overcharge. When you cast this jutsu, as a bonus action or
Bonus Action: You compress your polearm into its most reaction, you can overcharge its effects. When you do a
basic form using it to supercharge the next jutsu you cast creature who fail their saving throw have their speed
with the Lightning Release Keyword before the end of your reduced by the amount of damage they took, rounded down
turn. The next jutsu you cast with the Lightning Release to the nearest 5-foot increment until the end of their next
Keyword that has a casting time of 1 Action has its cost turn.
reduced by half and deals additional damage equal to your At Higher Ranks: For each rank you cast this jutsu above
Ninjutsu ability modifier. This jutsu then ends. C-Rank, increase the cost of this jutsu by 3 and increase the
Reaction: You spin your polearm in an attempt to damage by 1d10.
deflect incoming attacks. Roll 1d6. You gain a bonus to
your AC equal to the result and a bonus to your Strength
and Dexterity saves equal to half of the result (Min 1.)
until the beginning of your next turn.

8
LIGHTNING RELEASE: LIGHTNING UPPERCUT LIGHTNING RELEASE: OVERDRIVE
Classification: Ninjutsu Classification: Ninjutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 120 feet. Range: Self
Duration: Instant Duration: 1 minute
Components: HS, CM Components: HS, CM
Cost: 6 Chakra Cost: 9 Chakra
Keywords: Lightning Release, Ninjutsu Keywords: Lightning Release, Ninjutsu, Sensory
Description: You conjure your lightning release chakra Description: You send lightning chakra through your
coating it around your hands or legs and using it as a central nervous system speeding up your body's
guiding force when striking. response time and perceptive abilities. Increase your
Make a ranged ninjutsu attack. On a hit lighting Movement speed by 20. Gain advantage in Dexterity
explodes upwards from under the target dealing lightning Saves and ability checks. When making a Wisdom
damage equal to 4d8, and knocking them 20 feet into the (Perception) ability check, you may add 1d4 to the result.
air. They do not take falling damage unless they fall more At Higher Ranks: For each rank you cast this jutsu
than 20 feet in this circumstance. above C-Rank, increase the cost of this jutsu by 3 and
Until the end of your turn, the target can be targeted by increase movement speed by 10ft.
Jutsu with the Finisher keyword regardless of range, once
per turn, using either an Action or Bonus action, ignoring LIGHTNING RELEASE: SPIDER WEB
its listed casting time. Classification: Ninjutsu
Overcharge. When you cast this jutsu, as a bonus action Rank: C-Rank
or reaction, you can overcharge its effects. When you do, Casting Time: 1 Action
the next Ninjutsu you cast with the lightning release Range: 60 Feet (15-Foot cube)
keyword gains the Finisher keyword and the following Duration: Concentration, up to 1 minute
effect; If this jutsu is used as a Finisher, you increase the Components: HS, CM
damage you deal by 3 damage die. Cost: 9 Chakra
At Higher Ranks: For each rank you cast this jutsu Keywords: Lightning Release, Ninjutsu
above C-Rank, increase the cost of this jutsu by 3, the Description: You create a Web like pattern on the ground
damage by 1d8. out of Lightning chakra expanding outwards in a 30-foot
cube at a space of your choice within range. Creatures
LIGHTNING RELEASE: LIGHTNING WALL who begin their turns or enters the webs space must
Classification: Ninjutsu succeed a constitution saving throw. On a failed save a
Rank: C-Rank creature is shocked. A shocked creature remains
Casting Time: 1 Full Turn Action incapacitated when they would begin their turns in this
Range: 120 feet. jutsu’s radius.
Duration: Concentration, up to 1 minute Overcharge. When you cast this jutsu, as a bonus action or
Components: HS, CM reaction, you can overcharge its effects. When you do a
Cost: Special (50 Chakra) Shocked creature who begins their turn in the affected area
Keywords: Lightning Release, Ninjutsu, Combination takes 1d8 + Ninjutsu ability modifier in lightning damage.
Description: You conjure your lightning release chakra until At Higher Ranks: For each rank you cast this jutsu above
you create a wall of lightning that you can place on a solid C-Rank, increase the cost of this jutsu by 3, increase the size
surface or suspend midair. You can make the wall up to 90 of the cube by 5 feet and damage dealt while overcharged by
feet long, 60 feet high and 5 feet thick, or a ringed wall up to 1d8.
40 feet in diameter, 60 feet high, and 5 feet thick. This wall is
opaque and lasts for the duration.
When the wall appears, each creature within its area must
make a Dexterity saving throw. On a failed save, a creature
takes 8d8 lighting damage and becomes shocked for the
duration or half as much on a successful save.
On both sides of the wall each creature that ends its turn
within 10 feet of it takes 8d8 Lighting damage and must
succeed a Constitution saving throw being shocked until the
end of their next turn. A creature takes the same damage and
gains the same condition when it enters the wall for the first
time or ends its turn there.
The Wall has a number of hit points equal to the collective
total of all Casters Ninjutsu Save DC. Resistance to Earth
Damage and Vulnerability to Wind Damage.
Its casters can decide to allow Jutsu to pass through only
one side of the wall if they choose.
Combination: If this jutsu is cast as a Combination jutsu with 2
or more casters increase the damage by 1d8.
Any creature who assists in casting this jutsu as a combination
jutsu increases this Jutsu's defensive abilities based on the highest
Charisma Modifier within the group of casters. (+0-1: No
Change, +2-3: Increase the walls Hit points by 15. +4-5: Increase
the walls Hit points by 45).

9
LIGHTNING RELEASE: STATIC FALCON LIGHTNING RELEASE: THUNDER BOMB
Classification: Ninjutsu [CHANGED]
Rank: C-Rank Classification: Ninjutsu
Casting Time: 1 Action Rank: C-Rank
Range: 120 Feet (15 Feet Cube) Casting Time: 1 Action
Duration: Instant Range: Self (30-foot radius Sphere)
Components: HS, CM Duration: Instant
Cost: 7 Chakra Components: HS, CM
Keywords: Lightning Release, Ninjutsu Cost: 9 Chakra
Description: You generate a mass of Lightning chakra Keywords: Lightning Release, Ninjutsu
and release it in the form of a bird. This bird then flies Description: You collect a surge of Lightning Release Chakra
towards a target creature you can see within range, into your fingertips as you pinpoint all creatures within your
before it explodes, discharging electricity in a 15-foot Jutsu’s radius that are shocked.
cube with a loud thunderous boom. This thunderous All Shocked creatures within range can feel the Lightning
boom can be heard up to 300 feet away. chakra on them begin to react before it violently explodes
Creatures in the affected area must succeed a creating audible sounds over 1000 feet away.
constitution save, taking 6d6 Lightning damage and Creatures with more stacks of the Shocked Condition suffer
being shocked on a failed save, and half as much on a greater impacts. Shocked creatures within range must
successful save. succeed a Constitution saving throw taking lightning damage
Overcharge. When you cast this jutsu, as a bonus action or equal to the following based on the stacks of shocked they
reaction, you can overcharge its effects. When you do a have or half as much on a successful save.
creature shocked by this jutsu must make a Constitution (1 Stack: 3d8, 2 Stacks: 4d8, 3 Stacks: 5d8, 4 Stacks: 6d8,
(Chakra control) check at the start of each of their turns for 5 Stacks: 7d8)
the duration of the shocked condition, or be unable to move Creatures within 10 feet of a shocked creature when this
more than 5 feet on their turns. explosion happens makes a Dexterity saving throw taking
At Higher Ranks: For each rank you cast this jutsu half the damage on a failed save or no damage on a successful
above C-Rank, increase the cost of this jutsu by 3 and save. If a creature is shocked and within 10 feet of another
increase the damage by 1d6. shocked creature when this explosion occurs, they make their
save at Disadvantage.
LIGHTNING RELEASE: STATIC WEAPON A creature can be affected by no more than 2 explosions.
[CHANGED] The shocked condition ends on all creatures within range
Classification: Ninjutsu regardless of passing or failing.
Rank: C-Rank
Casting Time: 1 Bonus Action B-RANK:
Range: Self
Duration: Concentration, up to 1 minute LIGHTNING RELEASE: BANQUET OF THUNDER
Components: HS, CM Classification: Ninjutsu
Cost: 7 Chakra Rank: B-Rank
Keywords: Lightning Release, Ninjutsu Casting Time: 1 Action
Description: A Weapon you touch becomes a chakra weapon Range: 60 feet
enhanced with lightning release chakra. For the duration, Duration: Instant
the weapon has a +1 bonus to attack rolls and deals an extra Components: HS, CM, CS
damage die in lightning damage when it hits. This can affect Cost: 12 Chakra
a stack of weapons as well. Keywords: Lightning Release, Ninjutsu
At Higher Ranks: For each rank you cast this jutsu above Description: You discharge 3 jolts of lightning that tears
C-Rank, increase the cost of this jutsu by 3 and the number through the ground shooting in a straight line 10 feet wide
of weapons this can affect by +1. and 60 feet long. The ground the lightning travels through
becomes difficult terrain. Creatures in the path of this
LIGHTNING RELEASE: SURGE lightning must succeed a Dexterity saving throw, taking 6d6
Classification: Ninjutsu lightning damage, being shocked and weakened until the
Rank: C-Rank end of their next turn on a failed save or half as much
Casting Time: 1 Action damage on a successful one.
Range: Self Overcharge. When you cast this jutsu, as a bonus action or
Duration: 1 Minute reaction, you can overcharge its effects. When you do a
Components: HS, CM creature shocked by this jutsu must make a Constitution
Cost: 9 Chakra saving throw at the beginning of each of their turns for the
Keywords: Lightning Release, Ninjutsu next minute. On a failed save, the shocked and weakened
Description: You focus on altering your Lightning release conditions persist until the end of their following turn. A
chakra ever so slightly, giving it unique qualities and even creature who passes this saving throw ends both conditions
changing its color to one of your choice. and this Jutsu's effects on them.
For the duration, reduce the cost of all Ninjutsu with At Higher Ranks: For each rank you cast this jutsu
the Lightning Release keyword of C-Rank or lower by 2 above B-Rank, increase the cost of this jutsu by 3 and
(Min 1). increase the damage by 1d6.
Creatures whom you can see, within 60 feet of you,
which have ranks of shocked, reduce their AC by -1 for
each rank they have.

10
LIGHTNING RELEASE: BEAST LIGHTNING
[CHANGED]
Classification: Ninjutsu Medium Construct, unaligned
Rank: B-Rank
Casting Time: 1 Action Armor Class 11+ Your Ninjutsu Ability Modifier
Range: Touch Hit Points 30 (5d12 + Your character level)
Duration: Concentration, up to 1 minute Speed 35 ft.
Components: HS, CM
Cost: 11 Chakra STR DEX CON INT WIS CHA
Keywords: Lightning Release, Ninjutsu 12 (+2) 22 (+6) 10 (+0) 1 (-5) 10 (+0) 1 (-5)
Description: You focus your lightning chakra, forming it into
the shape of a land animal of your choice such as a Bear, a Damage Immunities Acid, Lightning, Earth, Psychic
Panther, or Wolf. The Lightning Beast of your creation can, as Condition Immunities Charmed, Exhaustion, frightened, paralyzed,
a bonus action, be directed. petrified, poisoned
Senses passive Perception 10
LIGHTNING RELEASE: CHAINED LIGHTNING
Classification: Ninjutsu Damage Vulnerability. The Lightning Beast takes double damage from
Rank: B-Rank Wind damage.
Casting Time: 1 Action Elemental Body. The Lightning Beast weapon attacks are chakra enhanced.
Range: 150 Feet
Kill Switch. When your beast reaches 0 hit Points it explodes shooting
Duration: Instant
lightning in all directions. All Creatures within 10 Feet of it must succeed a
Components: HS, CM
Dexterity saving throw, taking 4d10 Lightning Damage and being shocked
Cost: 13 Chakra
on a failed save and half as much and no additional effects on a successful
Keywords: Lightning Release, Ninjutsu
one
Description: You create a bolt of lightning that arcs towards a
target of your choice that you can see within range. Three
bolts then leap from the first target to as many as three other
Bite. Melee Weapon Attack: + (Your ninjutsu attack bonus) to hit, reach 5 ft.,
targets, each of which must be within 30 feet of the first
one creature. Hit: 5d8 Lightning damage.
target. A target can be a creature or an object that be targeted
by only one of the bolts. A target must make a Dexterity
saving throw, taking 6d10 lightning damage on a failed save,
or half as much on a successful one. LIGHTNING RELEASE: LIGHTNING BIND
Overcharge. When you cast this jutsu, as a bonus action or Classification: Ninjutsu
reaction, you can overcharge its effects. When you do a Rank: B-Rank
creature gains one rank of the shocked condition for each Casting Time: 1 Minute
creature who previously failed their saving throws +1, which Range: 1 Mile
last until the end of their next turn. Duration: Concentration, up to 1 Hour
At Higher Ranks: For each rank you cast this jutsu above Components: HS, CM, CS
B-Rank, increase the cost of this jutsu by 3 and one Cost: 14 Chakra
additional bolt leaps from the first target to another target. Keywords: Lightning Release, Ninjutsu, Fuinjutsu
Description: You set up 3 Chakra seals within 15 feet of
LIGHTNING RELEASE: FALSE DARKNESS one another in a triangle formation and fill them with
Classification: Ninjutsu Lightning Release chakra. You decide on a triggering
Rank: B-Rank action such as a creature entering the triangle, saying a
Casting Time: 1 Action specific word, or even making a certain hand Seal and
Range: 30-foot cone the 3 tags will create a 3-point barrier made of Lightning
Duration: Instant Release Chakra. Trapping whomever is in the barrier
Components: HS, CM inside. The Barrier has 60 (10d12) Hit Points and a 13 AC.
Cost: 14 Chakra Creatures inside the Barrier cannot mold chakra and if a
Keywords: Lightning Release, Ninjutsu creature attempts to exit the interior of the barrier by
Description: You release a massive wave of lightning capable force, they must make a DC 16 Constitution save, taking
of disintegrating stone and creatures alike. Creatures in a 30- 5d8 Lightning Damage on a failed save or half as much
foot cone originating from you must succeed a constitution on a successful one. Creatures interacting with the
saving throw taking 10d6 lightning damage and must Outside of the barrier do not suffer adverse effects
succeed a constitution saving throw, being stunned, until the although they cannot pass through the barrier without
end of their next turn, on a failed save. After casting this attempting to break it.
jutsu you cannot mold chakra until the end of your next turn.
Overcharge. When you cast this jutsu, as a bonus action or
reaction, you can overcharge its effects. When you do a
creature that fails their saving throw remains blinded for the
next minute. A creature whose blindness persists in this way,
remakes their saving throw at the end of each of their turns
to end the condition on themselves.
At Higher Ranks: For each rank you cast this jutsu above
B-Rank, increase the cost of this jutsu by 3 and the damage
by 1d6.

11
LIGHTNING RELEASE: LIGHTNING LILY LIGHTNING RELEASE: LIGHTNING
[CHANGED] TRANSMISSION
Classification: Ninjutsu Classification: Ninjutsu
Rank: B-Rank Rank: B-Rank
Casting Time: 1 Action Casting Time: 1 Bonus Action
Range: 90 feet Range: 120 feet
Duration: Instant Duration: Instant
Components: HS, CM Components: HS, CM
Cost: 11 Chakra Cost: 11 Chakra
Keywords: Lightning Release, Ninjutsu Keywords: Lightning Release, Ninjutsu
Description: You manifest your Lightning release until Description: You manifest your Lightning release until its
you create a floating flower made of Lightning. This covering your body. Select one currently shocked creature
flower sparkles and sparks harmlessly for but a moment within 120 feet. You immediately teleport to them. Until the
before it detonates. end of this turn, you have advantage on the first Melee
Select a space you can within range for the flower to Attack made targeting the creature you teleport to.
manifest. All creatures within 30 feet of the flower must If the target creature dies before the end of your turn after
succeed a Dexterity and Wisdom Saving throw. teleporting to them you may teleport to another creature
On a failed Dexterity saving throw they take 5d8 within 60 feet who also has the shocked condition. If you do,
Lightning damage and gain 2 ranks of the shocked you gain advantage on the next melee attack made targeting
condition for the next minute. this creature before the end of your next turn. You can only
On a successful Dexterity save they gain 1 rank of the teleport using this jutsu up to twice per turn.
shocked condition until the beginning of their next turn.
On a failed Wisdom Saving throw they are blinded by LIGHTNING RELEASE: PENANCE
the flash of white light until the end of their next turn. Classification: Ninjutsu
On a successful Wisdom save no further effects. Rank: B-Rank
Overcharge. When you cast this jutsu, as a bonus action Casting Time: 1 Action
or reaction, you can overcharge its effects. When you do, Range: Touch
the affected creatures only make either a Dexterity or Duration: Instant
Wisdom save to determine this jutsu’s effects, not both. Components: HS, CM
Pick one when you overcharge this jutsu. Cost: 14 Chakra
At Higher Ranks: For each rank you cast this jutsu Keywords: Lightning Release, Ninjutsu, Medical
above B-Rank, increase the cost of this jutsu by 3 and the Description: You conjure your lightning release chakra
damage by 1d8. to amplify and bring out, the last spark of willpower
from within a fallen creature.
LIGHTNING RELEASE: LIGHTNING SPEAR A Creature you touch who has been dead no longer
Classification: Ninjutsu than 1 minute has their essence touched. Make a Ninshou
Rank: B-Rank Check vs DC (15 + 1 for every round the target has been
Casting Time: 1 Action dead.) On a success, they awake, gaining 1 Hit points and
Range: 60 Feet a number of temporary hit points equal to 6d10. These
Duration: Instant temporary hit points last for 1 minute. When the creature
Components: HS, CM runs out of temporary hit points granted by this jutsu,
Cost: 12 Chakra they fall unconscious for 24 hours, unable to awaken by
Keywords: Lightning Release, Ninjutsu, Clash any means. A creature can be revived by this jutsu no
Description: You create a concentrated globe of more than once per full rest.
lightning around your hand, and point it in a direction of So long as a creature have temporary hit points as a
your choice. A beam of lightning shoots at blinding result of this jutsu, they gain a bonus to their Strength,
speeds in a straight-line piercing through everything in Dexterity and Constitution saving throws equal to your
its path. Creatures up to 60 feet away, in a straight line Ninjutsu Ability Modifier, their Strength, Dexterity, and
from you must succeed a Dexterity saving throw, taking Intelligence ability scores are increased to 20, and any
10d6 Lightning Damage on a failed save and half as damage they deal is instead Lightning Damage that
much on a successful save. cannot be resisted.
Overcharge. When you cast this jutsu, as a bonus action or
reaction, you can overcharge its effects. When you do a
creature that fails their saving throw becomes incapacitated
until the end of their next turn.
At Higher Ranks: For each rank you cast this jutsu
above B-Rank, increase the cost of this jutsu by 3 and
increase the damage by 1d6.

12
LIGHTNING RELEASE: RAGING STORM LIGHTNING RELEASE: STRIKE ARMOR
[CHANGED] Classification: Ninjutsu
Classification: Ninjutsu Rank: B-Rank
Rank: B-Rank Casting Time: 1 Action
Casting Time: 1 Action Range: Self
Range: 60 feet Duration: Concentration, up to 1 minute
Duration: Concentration, Up to 1 Minute Components: HS, CM
Components: HS, CM Cost: 11 Chakra
Cost: 13 Chakra Keywords: Lightning Release, Ninjutsu
Keywords: Lightning Release, Ninjutsu Description: You surround yourself, in dense lightning
Description: You manifest your Lightning release until chakra in the form of armor. This Armor enhances your
its covering the body of an ally. Select one willing speed, and protects you from damage, while also
creature you can see within range. The target creature is enhancing your melee strikes. You cannot lose
engulfed in a raging torrent of lightning. For this concentration on this jutsu as a result of damage.
duration, Jutsu the creature casts deals additional Increase your movement speed by +20 Feet, AC by +2,
lightning damage equal to 3d8, once per turn. They gain and when you would attack with a melee Attack, add 1d6
Resistance to Earth Damage a +20 bonus to their speed, to the attack roll.
and advantage on Dexterity saving throws.
Additionally, Concentration checks they make are LIGHTNING RELEASE: TENACIOUS JOLTS
made at advantage as you assist in managing their Classification: Ninjutsu
chakra flow. 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 and the Range: 90 feet
number of targets this jutsu can affect by +1. Duration: Concentration, Up to 1 minute
Components: HS, CM
LIGHTNING RELEASE: REVENGE Cost: 11 Chakra
Classification: Ninjutsu Keywords: Lightning Release, Ninjutsu
Rank: B-Rank Description: You conjure your lightning release chakra
Casting Time: 1 Reaction, which you take when you take forming a jolt of lightning that you use to strike a
damage. creature within range.
Range: Touch Make a ranged ninjutsu attack. On a hit you deal 5d10
Duration: Instant Lightning damage. The target must succeed a
Components: HS, CM Constitution saving throw. On a failed save for the
Cost: Special duration, the affected creature becomes shocked and
Keywords: Lightning Release, Ninjutsu Dazed for the next minute.
Description: You conjure your lightning release chakra Overcharge. When you cast this jutsu, as a bonus action
and disperse it so much so that it feels like your chakra or reaction, you can overcharge its effects. When you do,
has vanished entirely. This jutsu cannot trigger against the all creatures within 10 feet of the target of your
psychic or chakra reduction. choice must succeed a Constitution saving throw, taking
When you take damage, until the end of the current 5d8 lighting damage on a failed save or half as much on a
turn you build up lightning release chakra in magnitudes success.
greater than the damage you took. You must keep track At Higher Ranks: For each rank you cast this jutsu
of all damage taken until the end of the current turn. If above B-Rank, increase the cost of this jutsu by 3 and the
your hit points are reduced to 0 while this jutsu is active, damage by 1d10.
it still triggers.
At the end of the current turn, or when you reach 0 hit LIGHTNING RELEASE: THUNDERSTORM
points while this jutsu is active, you discharge all of the Classification: Ninjutsu
built-up Lightning Release chakra onto a single creature. Rank: B-Rank
Select One creature within Range who you can see. Casting Time: 1 Action
Make a Melee Ninjutsu attack. On a hit, you attempt to Range: 250 feet cloud
deal lightning damage equal to twice the damage you’ve Duration: Concentration, up to 1 minute
taken. For every 2 points of lightning damage you deal, Components: HS, CM
you spend 1 chakra. If your chakra would reach 0 before Cost: 14 Chakra
you could deal all of the potential damage, you instead Keywords: Lightning Release, Ninjutsu
deal as much damage as your chakra allows. Description: A churning cloud of lightning forms
centered on a point you can see and spreads out in a 250-
foot cloud and Lightning begins to flash in the area.
Creatures of your choice under this cloud must
succeed a Dexterity saving throw at the end of each of its
turns taking 4d6 Lightning Damage and being shocked
on a failed save or half as much damage on a successful
one.

13
A-RANK: roll of 18~20. Deals Lightning Damage, and has its damage
die set to a d12. If the weapon is used to target a shocked
LIGHTNING RELEASE: BANG creature the weapon can score a critical hit on a roll of 16~20
Classification: Ninjutsu instead.
Rank: A-Rank Additionally, if this weapon scores a critical hit you reroll
Casting Time: 1 Action all 1’s and 2’s, taking the second result.
Range: 120 Feet
Duration: Instant LIGHTNING RELEASE: KINGMAKER
Classification: Ninjutsu
Components: HS, CM
Rank: A-Rank
Cost: 20 Chakra
Casting Time: 1 Action
Keywords: Lightning Release, Ninjutsu, Clash
Description: You focus Lightning chakra into a super Range: Self (120-foot Radius)
Duration: 10 Minutes
compressed point on the tip of your finger, pointing it at
Components: HS, CM, CS
a creature you can see in range, and releasing it in a
single swift motion. The lightning explodes leaving your Cost: Special (110 Chakra)
Keywords: Lightning Release, Ninjutsu, Fuinjutsu,
finger with an audible explosive boom, that shatters
Combination
glass and other fragile but rigid material in a 500-foot
radius. Make a ranged ninjutsu attack. On a hit, the Description: You manifest your Lightning release until you
create a Chakra seal made of pure lightning. You mark
target creature takes 24d4 Lightning Damage.
yourself and each willing creature of your choice within
If the target of this jutsu has 5 or more ranks of
shocked, this jutsu instead deals 24d6 lightning damage. range with this seal. For the duration creatures with this
seal gain the following;
Overcharge. When you cast this jutsu, as a bonus action
or reaction, you can overcharge its effects. When you do, • Immunity to Earth Damage
while targeting a creature within 10 feet of you, increase • Vulnerability to Wind Damage
your critical threat range by +2. • All Damage they deal is Lightning damage that cannot
At Higher Ranks: For each rank you cast this jutsu be resisted.
above A-Rank, increase the cost of this jutsu by 3 and • Advantage on Dexterity saving throws
increase the damage by 2d4 or 2d6 respectively. • A +2 Bonus to Strength, Wisdom and Intelligence
Saving throws.
LIGHTNING RELEASE: CRACKLE • Once each turn when they deal lighting damage,
Classification: Ninjutsu affected creatures make a Constitution saving throw
Rank: A-Rank being shocked until the end of their next turn on a
Casting Time: 1 Action failed save.
Range: Touch • Once each turn, when they deal lightning damage,
Duration: Concentration, Up to 1 minute they deal an additional 2d6 Lightning damage.
Components: HS, CM • Once each turn, when they make an attack roll, they
Cost: 16 Chakra roll an additional 1d6 adding the result to the roll.
Keywords: Lightning Release, Ninjutsu, Medical • At the beginning of each of their turns, they gain 10
Description: You manifest your Lightning release until it’s a temporary hit points.
storm your holding in your hands.
You supercharge a willing creature you touch tripling This jutsu cannot be ended early, and at the end of this
their heart rate, blood flow, nerve reactions and cognitive jutsu’s duration an affected creature cannot cast jutsu
functions. with the Lightning Release Keyword, their speed is
When cast the target regains 20 Hit points and gains 8d12 reduced by 10, they cannot gain advantage on checks or
Temporary Hit points for 1 minute. saving throws, and they cannot maintain concentration
While concentrating on this jutsu, the target creatures on jutsu until they complete a long rest.
movement speed is increased by 25 feet, they gain an Combination: If this jutsu is cast as a Combination jutsu
additional Reaction, Advantage on Dexterity, Wisdom & with 2 or more casters reduce the cost by -2.
Intelligence Ability Checks and Saving throws, and the first Any creature who assists in casting this jutsu as a
melee attack they make each turn, is at advantage. combination jutsu increases this Jutsu's offensive abilities
At the end of this jutsu’s duration the target creatures based on the highest Charisma Modifier within the group of
body reels from the shock of being overworked becoming casters. (+0-1: No Change, +2-3: Increase the number of
Stunned for 1d4 of their turns. times all effects can happen each turn to three times per
turn. +4-5: Increase the number of times all effects can
LIGHTNING RELEASE: KEEN STORM happen each turn to an unlimited number of times each
Classification: Ninjutsu turn.).
Rank: A-Rank
Casting Time: 1 Action
Range: Touch
Duration: Concentration, Up to 1 minute
Components: HS, CM, CS
Cost: 20 Chakra
Keywords: Lightning Release, Ninjutsu, Fuinjutsu
Description: You manifest your Lightning release until you
can condense the sparks into a small but obscenely powerful
sparks. This jutsu’s cost cannot be reduced.
A weapon without the two-handed property you touch for
the duration scores a critical hit on a melee weapon attack

14
LIGHTNING RELEASE: LIGHTNING CLONE LIGHTNING RELEASE: LIGHTNING DRAGON
[CHANGED] [CHANGED]
Classification: Ninjutsu Classification: Ninjutsu
Rank: A-Rank Rank: A-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 120 Feet Range: 90 Feet
Duration: 1 Minute Duration: Instant
Components: HS, CM Components: HS, CM
Cost: Special (16 Chakra) Cost: 20 Chakra
Keywords: Lightning Release, Ninjutsu, Clash Keywords: Lightning Release, Ninjutsu, Clash
Description: A modified version of the Shadow Clone Description: Your chakra twists and forms into a long
Technique that allows the user to create a shadow clone dragon made of pure lightning, This dragon flies in a
but constructed from solid lightning into your own straight line of your choice. This creature occupies a space
image. The clone has no measurable weight, and cannot 10 feet wide and extends up to 90 feet. Creatures in the
swim. If this clone submerges itself into water it path of this dragon must succeed a Dexterity saving
disperses returning to its natural state of lightning and throw, taking 8d10 lightning Damage or half as much on a
supercharges the body of water its dispersed in. You can failed save.
only create up to 2 clones that is incapable of sentient A creature who fails their dexterity saving throw
thought. The clones can be mentally commanded to against this jutsu must also make a Constitution Saving
complete a task by the user, while within 120 feet of one throw, becoming blind and deaf on a failed save until the
another as a Bonus action. Each clone summoned costs end of their next turn.
16 chakra. If the clone and user are ever outside of this Overcharge. When you cast this jutsu, as a bonus action
range the clone explodes like a violent lightning fueled or reaction, you can overcharge its effects. When you do,
bomb. the dragon remains on the field as a huge lightning
The lightning clone has an AC equal to your Ninjutsu construct, with an AC equal to your ninjutsu save DC and
Save DC, 1 hit point, it does not have chakra of its own hit points equal to 5 x your ninjutsu ability score. It has
but can cast up to 2, B-Rank or lower Ninjutsu (except vulnerability to wind damage, immunity to earth damage,
Jutsu with “Clone” in its name & Fuinjutsu & Jutsu with the and if it would take lightning damage, it instead restores
Combination keyword) with the lightning release keyword its hit points by the amount of damage it would take. As
that you know using your Ninjutsu attack bonus and an action on each of your turns, you can command it to
Save DC calculations. It has Immunity to Genjutsu, perform the effect of this jutsu again in any line extending
Psychic & Poison damage, Resistance to Bludgeoning from its current space. Otherwise, it does nothing. You
and earth damage but Vulnerability to wind damage. It must concentrate on this jutsu to maintain this
has a movement speed equal to your movement speed. If construct's form.
your Lightning Clone must make a saving throw it uses At Higher Ranks: For each rank you cast this jutsu
your Ninjutsu ability modifier regardless of the type of above A-Rank, increase the cost of this jutsu by 3 and
saving throw made. It can take 1 action when you increase the damage by 1d10.
command it. The clone cannot use any Clan or Class
Features, it also cannot use any Feats you may have. LIGHTNING RELEASE: LIGHTNING RAT
Creatures who have chakra sight can immediately tell Classification: Ninjutsu
the clone is made of lightning and can distinguish the Rank: A-Rank
clone from the original. (You cannot control any other type Casting Time: 1 Action
of clone when using this jutsu. Including Shadow Clones). Range: 60 Feet
When this clones have 0 hit points, has used 2 ninjutsu Duration: Instant
with the lightning release keyword, or been dismissed as Components: HS, CM
a bonus action, it surges for a brief moment before Cost: 18 Chakra
exploding. Creatures within 20 feet of the clone when it Keywords: Lightning Release, Ninjutsu, Clash
explodes must succeed a constitution saving throw Description: Your chakra twists and forms into countless
taking 10d6 lightning damage and being stunned on a globes of lightning that hover just in front of you before
failed save or half as much on a successful one. you send them flying at a creature you can see in range
and harm the surrounding creatures around that creature.
Make a ranged ninjutsu attack dealing 10d8 lightning
damage. All creatures in a 60-foot, 15 feet wide line
between you and the target creature must succeed a
dexterity saving throw taking 10d4 lightning damage on a
failed save and half as much on a success.
Overcharge. When you cast this jutsu, as a bonus action
or reaction, you can overcharge its effects. When you do,
all creatures who fail their saving throw gain 2 ranks of
the shocked condition.

15
LIGHTNING RELEASE: LIGHTNING SHIELD Additionally, while within this massive storm cloud
Classification: Ninjutsu creatures other than you, treat its area as difficult terrain
Rank: A-Rank as powerful winds push against them and you have
Casting Time: Reaction, to being damaged. advantage on Dexterity (Stealth) Checks.
Range: Self
Duration: Instant S-RANK:
Components: HS, CM
Cost: 19 Chakra LIGHTNING RELEASE: GREAT SNAKE
Keywords: Lightning Release, Ninjutsu, Clash LIGHTNING
Description: A powerful barrier of Lightning forms and Classification: Ninjutsu
protects you. Until the start of your next turn, you have a +8 Rank: S-Rank
AC, and you gain immunity to Lightning & Earth damage. Casting Time: 1 Action
This bonus to AC does not count against Ninjutsu with the Range: 120 Feet
Wind Release keyword or wind damage. Duration: Instant
Components: HS, CM
LIGHTNING RELEASE: POWERFUL BULLET Cost: 23 Chakra
BREATH Keywords: Lightning Release, Ninjutsu, Clash
Classification: Ninjutsu Description: You collect lightning into two massive
Rank: A-Rank spheres covering each hand before compressing them
Casting Time: 1 Action into globes the size of golf balls. You then perform a
Range: Self (30-foot cone) chakra molding shape using the balls of lightning,
Duration: Instant turning them into two snakes of your description that
Components: HS, CM coil around one another as they fly towards a target of
Cost: 20 Chakra your choice that you can see within range. Make a ranged
Keywords: Lightning Release, Ninjutsu, Clash ninjutsu attack, dealing 10d12 lightning damage. On a
Description: You exhale a storm of lightning from your hit, the Lightning then explodes outwards in a 30-foot
mouth as easily as breathing. This storm covers a massive radius sphere centering on the target creature. All other
range and touches everything in a 60-foot cone, starting creatures within 30 feet of the target must succeed a
from you. All creatures in range must succeed a Constitution constitution saving throw, being paralyzed until the end
saving throw taking 7d8 lightning damage, being of your next turn.
incapacitated, blinded, and deafened until the end of their Overcharge. When you cast this jutsu, as a bonus action
next turn and only half as much damage and no conditions or reaction, you can overcharge its effects. When you do,
on a successful save. you may select a second target for this jutsu.
Overcharge. When you cast this jutsu, as a bonus action or
reaction, you can overcharge its effects. When you do, LIGHTNING RELEASE: KIRIN
creatures who fail their saving throws gain two ranks of the Classification: Ninjutsu
shocked condition. Rank: S-Rank
Casting Time: 1 Full Turn Action
LIGHTNING RELEASE: STORM BREAKER Range: 300 Feet
[CHANGED] Duration: Instant
Classification: Ninjutsu Components: HS, CM, Thunder Clouds
Rank: A-Rank Cost: 25 Chakra
Casting Time: 1 Full Turn Action Keywords: Lightning Release, Ninjutsu
Range: Self (1 Mile radius) Description: This jutsu requires an active thunderstorm to
Duration: Concentration, Up to 1 minute. activate and for you and your target to be under the
Components: HS, CM thunderstorm’s clouds. You create an opposite magnetic
Cost: 20 Chakra pull from the thunder cloud calling upon all of the lightning
Keywords: Lightning Release, Ninjutsu that the cloud has built up onto a single space you can see
Description: As a part of the requirements to cast this jutsu, within range. This attack affects an area in the shape of a
there must be storm clouds above both you and your target. cylinder 20 Feet wide, and up to 300 feet in the sky.
You use Lightning Release chakra to manipulate the Creatures in the range of the lightning Bolt must make a
wrath of nature causing it to collapse on top of a creature Dexterity saving throw, taking 14d12 Lightning Damage on a
within range. You cause the storm clouds to fall down to failed Save and half as much on a successful one. Creatures
ground level. All creatures within range has their vision who fail their dexterity save are immediately paralyzed for 1
obscured, being unable to see farther than 5 feet in front of minute.
them. Creatures with Chakra sight have their vision
obstructed by the massive volumes of chakra within the
radius being unable to discern friend from foe or creatures
chakra further than 5 feet from them.
For the this jutsu’s duration Jutsu cast with the Lightning
Release Keyword cannot be resisted and treats Immunity as
resistance. Each time a creature would deal lightning
damage to another creature, a follow up lightning bolt is
attracted to the affected creature forcing them to make a
Dexterity save, taking 5d6 lightning damage on a failed save
or half as much on a successful save.

16
LIGHTNING RELEASE: LIGHTNING CHAKRA LIGHTNING RELEASE: STAR BREAKER
MODE Classification: Ninjutsu
Classification: Ninjutsu Rank: S-Rank
Rank: S-Rank Casting Time: 10 Minutes
Casting Time: 1 Action Range: 100 Miles
Range: Self Duration: Instant
Duration: 1 Minute Components: HS, CM, CS
Components: HS, CM Cost: Special (138 Chakra)
Cost: Special (35 Chakra) Keywords: Lightning Release, Ninjutsu, Fuinjutsu,
Keywords: Lightning Release, Ninjutsu Combination
Description: You coat your body in a perfectly balanced Description: You manifest your Lightning release chakra
layer of lightning release chakra, enhancing your damage infusing it into hundreds of chakra seals for the casting
resistance, your movement speed, and your overall striking time.
power. Increase your AC by +5, Triple your movement speed You and all casters designate a single target you can
and melee weapon attacks deal your weapon (Or unarmed) see within range. Upon casting the jutsu you fire a
damage + 3d10 lightning damage on a hit. massive beam of compressed Lighting Release chakra on
If you would cast a Jutsu that would allow you to deal your the target.
weapon or unarmed damage, you only deal this jutsu’s All casters make a ranged ninjutsu attack targeting the
unarmed damage once, after which you default to your same target taking the highest result.
original unarmed damage. On a hit, you deal 50d12 Lightning Damage. All
Creatures, objects and Structures within 1 mile must
LIGHTNING RELEASE: RAILGUN succeed a Dexterity saving throw at disadvantage, taking
Classification: Ninjutsu 50d8 lightning damage on a failed save and half as much
Rank: S-Rank on a successful save. Structures and Objects take double
Casting Time: 1 Action damage.
Range: Self (500 Foot Line) Combination: If this jutsu is cast as a Combination jutsu
Duration: Instant with 2 or more casters reduce the cost by -2.
Components: HS, CM, NT (A Small Metallic object such as a Any creature who assists in casting this jutsu as a
Coin, Shuriken or something similar which is destroyed combination jutsu increases this Jutsu's offensive abilities
when this jutsu is cast) based on the highest Charisma Modifier within the group of
Cost: 35 Chakra casters. (+0-1: No Change, +2: Increase damage by 5d12 and
Keywords: Lightning Release, Ninjutsu 5d8. +3: Increase damage by 10d12 and 10d8. +4: Increase
Description: You manifest your Lightning release chakra damage by 15d12 and 15d8. +5: Increase damage by 25d12
infusing it into the metallic object so much so that and 25d8.).
electricity radiates up to 60 feet off of it and glows white.
Electronic tools and appliances begin to overload and short- LIGHTNING RELEASE: THUNDERCLAP ARROW
circuit. Classification: Ninjutsu
You then create a circular barrel made of Lightning Rank: S-Rank
release chakra to stabilize the metallic object as you launch Casting Time: 1 Action
it through the barrel causing unrivaled destruction to Range: 150 feet
anything in its path. Duration: Instant
All Creatures, objects and structures in a 15-foot wide, Components: HS, CM
500-foot line must succeed a Dexterity saving throw. A Cost: 28 Chakra
shocked creature makes their saving throw at disadvantage. Keywords: Lightning Release, Ninjutsu, Clash
On a failed a creature takes lightning damage equal to Description: You conjure a mass of lightning into the shape
12d10, is knocked prone and becomes dazed for the next of an arrow, that you launch into the air before
minute. If a creature is shocked, they instead take 16d10 and commanding it to crash into the ground. Choose a point
become stunned for the next minute. Objects and structures within range for the arrow to land that creates a vertical
take the maximum possible damage. explosion into the shape of a cylinder 60 feet wide and 100
On a successful save, a creature takes half of 12d10. If feet high. All creatures in the range of this cylinder must
the creature is shocked, they instead take half of 16d10. succeed a Dexterity saving throw taking 12d8 lightning
Overcharge. When you cast this jutsu, as a bonus action damage. Creatures must also succeed a constitution saving
or reaction, you can overcharge its effects. When you do, throw being stunned on a failed save. This jutsu ignores
this jutsu ignores cover and creatures cannot make their resistance to lightning damage.
saving throws with advantage. Overcharge. When you cast this jutsu, as a bonus action
or reaction, you can overcharge its effects. When you do,
each creature in a 10ft wide line between you and the target
space must make a Dexterity save, taking 10d6 lightning
damage on a failed save. All damage from this jutsu ignores
resistance, damage reduction and temporary hit points.

17
SUMMONING JUTSU but to an accelerated degree. They cannot disobey the
summoner's commands.
C-Rank (Protector): Similar to Soldiers, but they are
Summoning is a tool that the lucky few who have been able more efficient at what they do. These summons usually
to form a blood pact can do, using special techniques to can cast jutsu of their own as an action and are far more
whisk creatures of their chosen blood pact into battle to aid competent. These are the creatures that most
them. Summoned creatures can only be called upon using summoners grow alongside and bond with the most.
the D-Rank Summoning Technique Ninjutsu. When selecting They must obey the summoner's commands.
this jutsu, players/characters should select one of the above B-Rank (Guardian): Strong and usually larger than the
Creature types that they have encountered or formed a previous ranks. These summoned creatures occasionally
blood contract with as described in the Summoning have special weapons, tools, attacks or abilities they can
Technique’s description. use that are unique to their creature race. They must
obey the summoner.
SIGNING A BLOOD PACT A-Rank (Noble): These require great skill and much
Chakra to summon, but they are powerful and dignified
The first step to being a summoner is finding a tribe's blood
combatants. They have free will, but are very partial to
pact contract and signing it in blood. Such a contract is an
following the summoner's orders. These creatures are
elaborate scroll with the names of all current and past
usually regarded as the strongest within any given tribe
summoners that have signed it with that particular tribe. A
due to their size, experience or raw power.
contract is usually signed between the summoner and a
S-Rank (Champion): The greatest among their tribe's
tribe, but summons or tribes often align themselves with a
brethren, these summonses are of varying size but
summoner's organization, usually wearing some
always substantial strength. They are extremely difficult
identifying mark of the organization they are allied to (such
and costly to summon, and are less likely to follow a
as a clan symbol or forehead protector). Tribes often do this
summoner's orders if they do not make sense or are not
to avoid conflict within their own ranks.
aligning with their own ideas. These creatures are able to

FINDING A CONTRACT cast jutsu just as well as or better than most human
shinobi or equal strength in some situations. They also
A contract can be found in one of three ways: A C-Rank
hold the key to attaining their tribe's version of Sage
summoned creature can summon a copy of the contract, a
mode.
new contract is created, or the original contract is found
If you are not in good standing with the summons
within the world (usually under heavy guard or in ancient,
tribe, a Champion may ask for compensation.
forgotten places full of danger).
Compensation usually comes in the form of a mission of
TRIBES AND LOYALTIES atonement. These missions usually encompass the
When two summonses of the same type are summoned on Ranks of A or S-Rank missions in terms of difficulty or
opposing sides of the battlefield, they will often either complexity and usually require some form of
refuse to fight, or only fight when summoned, harboring no confrontation with a rival tribe to some degree. A tribute
hostility towards one another afterward. This largely need not always be paid immediately upon summoning,
depends on the summon types involved, or even the as the summon usually agrees to have payment delivered
individual creatures summoned. Summons without free will at a later time. Generally speaking, if you do not pay the
cannot disobey the summoner, and will fight even if they tribute after the task is performed, the tribe may refuse
don't want to. Not all tribes are aware of each other, even to be summoned until payment is fulfilled.
within their own type, but it is not at all uncommon for
there to be different kinds of relations between each other LEVEL
In addition to Rank, summons have a Level determined
(such as rivalries, alliances or even outright hostilities).
by their Rank.

DETERMINE RANK, LEVEL AND COST • D-Rank: Level 4


• C-Rank: Level 8
When you prepare to summon a creature, choose the
• B-Rank: Level 12
Rank and Level you wish to summon. Note that you
• A-Rank: Level 16
cannot summon a creature that has a Higher Rank than
• S-Rank: Level 20
you can cast normally.

RANK COST
A summoned creature's Rank indicates its status among A summoned creatures Chakra cost is based on its Rank.
its peers and its relative power. To summon a creature of • D-Rank: 5 Chakra
a specific Rank you must be able to cast jutsu of an equal • C-Rank: 10 Chakra
rank according to your class levels. Summons of C-Rank • B-Rank: 15 Chakra
and higher are capable of speech, and can summon their • A-Rank: 20 Chakra
tribe's blood pact contract as a full-round action, or • S-Rank: 30 Chakra
dismiss it as a free action. Some tribes may differ (e.g.,
Insectoids never have speech). Summons of B-Rank and
below cannot disobey the summoner's orders, though
they cannot be forced to summon their tribe's contract.
D-Rank (Soldiers): Soldiers are the grunts, summoned
for simple tasks like providing a distraction, aiding in
combat or supporting their summoner in different tasks;
these summons usually do not have the ability to cast
jutsu instead opting to using their races natural talents

18
STATISTICS AND ADVANCEMENT
To determine the statistics of a summon, you look up the
description of the summon type and fill up an empty stat
block (see further below) as follows: Creature Level:
1. Determine its level. This is determined by the Rank Beast, Neutral, Proficiency + x
you cast the Summoning Technique at. All summons
levels are predetermined by, the rank the jutsu was Armor Class 10 + Half your Prof Bonus + Half the Creatures
cast at. (D-Rank: Level 4, C-Rank: Level 8, B-Rank: Level.
Level 12, A-Rank: Level 16, S-Rank: Level 20) Hit Points X
2. Determine its size. This is determined by two very Chakra Points X
specific factors. The Rank of the Creature, and its Speed X
size Limits. Each summoned creature has a size
limit based on its rank which will be listed under the STR DEX CON INT WIS CHA
creature’s section of this chapter. 10(+0) 10(+0) 10(+0) 10(+0) 10(+0) 10(+0)
3. Determine its Ability Scores. This is determined by
the tribe of the creature you summon. Each Tribe Saving Throws enter here
has a Standard Ability Score Line up which all of Skills enter here
their tribe adhere to. As either the creatures Rank Damage Resistances enter here
improves, or you summon higher ranked creatures, Damage Immunities enter here
the variety in their Ability Scores begin to become Senses
ever present. Attack Bonus: (Offensive Ability Score + Your proficiency
4. Determine its movement types & speeds. This is Bonus)
determined by the creatures Tribe (species) and the Save DC: 8 + Half your Proficiency + Half Creature Level
rank of the creature.
5. Determine its Save DC’s. 8 + Half your Prof Bonus +
Half the Creatures Level.
6. Determine its AC. 10 + Half your Prof Bonus + Half Features.
the Creatures Level.
7. Determine its HD and CD. All Summoned Creatures
Attack. This is where you will put the creatures attack options.
have hit and chakra die similar to that of a PC, in
that for every level a summoned creature has, they
have an equal number of hit and chakra die.
When calculating a summons maximum hit and DM NOTE
chakra points, you then either, take the average of There is no need to require your players to make a new
the collection of die, or roll, recording the result. Stat block each time they summon a creature of the same
You then add the result of their Constitution rank. Majority of the time, they are summoning the
Modifier multiplied by their level. same creature. Doing so slows the pace of the game
8. Apply all bonuses and penalties from features, otherwise. Please work with your Players to figure a list
abilities, tribe modifiers and ability scores where of predetermined Summoned creatures they may
applicable. summon before the game to keep the pace of the game
Size Damage Die: The applicable bonuses are listed in the smooth.
table below.
SUMMON DURATION
S IZE M ODIFIERS A summons Chakra Point total is calculated like that of a
player character, and decreases by 1 every 1 hour while it
Size Natural/Weapon Damage Die
is summoned. Summons cannot have their Chakra
Tiny 1d4 restored or increased by any means while summoned,
Small 1d6 and once a summoned creature's Chakra Pool reaches 0,
it is immediately unsummoned to their home plane
Medium 1d8
where they recover their Hit and chakra points over the
Large 1d10 course of 8 hours. If a Summon is summoned before a
Huge 2d6 full 8 hours passes, they roll up to half their Chakra Dice
to recover chakra. A summon with free will, or one who
Gargantuan 2d8
is ordered to, can unsummon itself as a full-round
action.
BUILDING A STAT BLOCK
To use a summon, must use a stat block. A stat block is a
creature entry (like those for monsters) listing all of its
relevant statistics. When you look at a summons
description and table and combine it with the way you
use summons, you can build a complete stat block.
Doing so looks like the one presented (where an x is a
value to be filled in) All Creatures of a given type
generally have the same statistics with the DM creating
unique variants of said creature.

19
DEATH AND INJURY
When a summon is reduced below 0 hit points, it is
defeated and returns to its original plane of existence.
Summoned creatures will rest and recover naturally
while in their home plane, and when summoned again
will be summoned with their current HP and CP,
meaning summoning one too quickly after it was
defeated will summon it in an injured state.
When a unique summon drops below 0 hp it starts dying
(as normal characters do), but has a chance each round
to return to its home plane, where it automatically
stabilizes and starts recovering naturally. (Roll 1d20, on
a roll of 19-20 they unsummon themselves) If a summon
would die (reduced to at least -10 hit points or below or
fails 3 death saving throws) they cannot be summoned
again, and most likely the structure of the tribe changes.
If a summon does not return to its home plane, it dies
and can never be summoned again. Its body does not
return to its home plane. If the summoner is slain, a
summoned creature without free will continues to follow
the summoner's last given order.

SUMMONED CREATURES DESCRIPTIONS


Summon Type: The type or race of the Summoned
creatures.
Creature Rank: The Rank of the summoned Creature.
Creature Level: The level of the summoned creature in
accordance to its Rank.
Hit Dice: The summoned Creatures hit dice.
Chakra Dice: The summoned creatures chakra dice.
Armor Class: The summoned creatures Armor Class
Saving Throws: The summoned creatures Save
proficiencies.
Creature Skills/Senses: The summoned creatures’
proficient skills and special senses.
Summon Features: The summoned creatures special
features if any.
Natural/Weapons: The summoned creatures’ natural
weapons or unique weapons.
Special Jutsu/Abilities: The summoned creatures known
list of Jutsu or special abilities unique to their creature
type. All Creatures
Summon Jutsu Specialty: Summoned Creatures will all
have access to a select variety of Jutsu. These summons
can add jutsu that fit each tribes specialty to their known
jutsu lists. This does not include Hijutsu.

20
BEAR BEAR JUTSU SPECIALTY
Bears have access to any Jutsu with the following
Powerful and proud, bears are feared and charge into
Keywords or conditions without the Hijutsu Keyword;
battle head first. They accept only those with courage in
their hearts, and make loyal, dependable allies. • Earth Release.
Summon Type: Carnivoran • Taijutsu Keyword, with jutsu that require an attack
Hit Dice: d12 roll.
Chakra Dice: d6 • Bukijutsu Keyword, with jutsu with a Melee Slashing
Saving Throws: Strength, Constitution Weapon Component.
Creature Skills: Athletics, Perception, Survival
Creature Senses: Darkvision (60ft), Keen Smell
(Advantage on Perception Checks requiring Smell.)

Natural/Weapons
Claws. (Melee Weapon Attack: Reach 5ft., one target. Str
+ Prof to hit, +Str Slashing damage.)
Bite. (Melee Weapon Attack: Reach 5ft., one target. Str +
Prof to hit, +Str Piercing damage.)

SAVE DC’S & ATTACK BONUSES:


All Jutsu Save DC’s: 8 + Half Your Prof + Half Creature
Level.
All Jutsu Attack bonus: Wisdom Modifier + Your
Proficiency Bonus.

SPECIAL FEATURES:
You may select 1 feature at each applicable rank. Higher
Ranked Summons select 1 feature from each previous
rank.
D-Rank: Select 1.
• Kuma Grapple: When you score an attack with your
Bite, you immediately attempt to grab the target.
• Kuma Assault: Attacks made with your Claws cannot be
made at disadvantage while within 30 feet of your
summoner.
C-Rank: Select 1.
• Multiattack: You can make up to two attacks using
your Bite. Bite attacks add your Dexterity to Damage
rolls once per turn.
• Multiattack: You can make up to two attacks using
your Claws. Claw attacks add your Constitution to
Damage rolls once per turn.
B-Rank: Select 1.
• Kuma Toughness: Gain Advantage on Strength &
Constitution Saving throws.
• Kuma Agility: Gain Proficiency on Dexterity Saving
throws
S-Rank: Select 1.
• Kuma Savagery: All Weapon Attacks ignore
Resistances.
• Kuma Focus: Bear Jutsu cost reduced by an amount
equal to its rank (D-Rank: -1, C-Rank: 2, B-Rank: 3, A-
Rank: 4, S-Rank: 5)

B EAR
Rank Level Size STR DEX CON INT WIS CHA Jutsu Speed
D-Rank 4th
M 16 10 14 8 12 8 2 D-Rank 30ft
C-Rank 8th
M-L +6 Ability Score Increases up to 20. 2 D-Rank, 2 C-Rank 30ft
B-Rank 12th M-L +6 Ability Score Increases up to 20. 2 C-Rank (or Lower), 2 B-Rank 40ft
A-Rank 16 th
M-H +6 Ability Score Increases up to 22. 3 B-Rank (or Lower), 1 A-Rank. 40ft
S-Rank 20 th
M-G +6 Ability Score Increases up to 24. 3 A-Rank (or Lower), 1 S-Rank. 50ft

21
BOAR BOAR JUTSU SPECIALTY
Boars have access to any Jutsu with the following
Boars are oafish, but extremely dedicated to their task at
Keywords or conditions without the Hijutsu Keyword;
hand. Boars serve those who have ample focus and
determination to reach a goal or serve an ideal. • Earth Release Keyword
Summon Type: Carnivoran • Fire Release Keywords
Hit Dice: d10 • Bukijutsu Keyword, with jutsu with a Melee Piercing
Chakra Dice: d8 Weapon Component.
Saving Throws: Constitution, Charisma
Creature Skills: Athletics, Intimidation, Perception
Senses: Darkvision(60ft), Keen Smell (Advantage on
Perception Checks requiring Smell.)

Natural/Weapons:
Tusk. (Melee Weapon Attack: Reach 5ft., one target. Str +
Prof to hit, +Str Piercing damage.)

SAVE DC’S & ATTACK BONUSES:


All Jutsu Save DC’s: 8 + Half Your Prof + Half Creature
Level
All Jutsu Attack bonus: Cha Modifier + Your
Proficiency Bonus.

SPECIAL FEATURES:
You may select 1 feature at each applicable rank.
Higher Ranked Summons select 1 feature from each
previous rank.
D-Rank: Select 1.
• Inoshishi Trample: If you move at least 20 feet
straight toward a target and then hits with a Tusk
attack on the same turn, the creature must succeed a
Strength saving throw or be knocked prone.
• Inoshishi Gore: If you didn’t move last round, your
next Tusk attack is made at advantage and scores a
critical on a roll of 19~20.
C-Rank: Select 1.
• Multiattack: You can make up to two attacks using
your Tusk.
• Angry Casting: When casting a Jutsu, you deal
additional damage equal to half your Level.
A-Rank: Select 1.
• Relentless (Recharges after a short or long rest): If you
hit with two tusk attacks in the same turn, you can
disengage as a part of the same action gaining an
additional 30 feet of movement and an additional
action that can be used to attack with a Tusk attack.
• Tireless (Recharges after a short or long rest): If you
hit with a jutsu you cast that requires an attack roll,
you may immediately cast the same jutsu again, for
half the cost, dealing half the damage on a successful
hit.
S-Rank: Select 1.
• Unstoppable: Your movement speed can never be
reduced and you ignore difficult terrain.
• Unreasonable: When your hit points are below 50%,
reduce your AC by -5 and increase your Attack and
damage rolls by an equal amount.

B OAR
Rank Level Size STR DEX CON INT WIS CHA Jutsu Speed
D-Rank 4th
M 16 8 14 8 10 12 2 D-Rank 30ft
C-Rank 8th
M-L +6 Ability Score Increases up to 20. 2 D-Rank, 2 C-Rank 30ft
B-Rank 12th M-L +6 Ability Score Increases up to 20. 2 C-Rank (or Lower), 2 B-Rank 40ft
A-Rank 16 th
M-H +6 Ability Score Increases up to 22. 3 B-Rank (or Lower), 1 A-Rank. 40ft
S-Rank 20 th
M-G +6 Ability Score Increases up to 24. 3 A-Rank (or Lower), 1 S-Rank. 50ft

22
DEER A-Rank: Select 1.
• Keeper of Shadows: The Deer can learn up to two Nara
Deer are timid, docile creatures, who do not like to fight
Clan jutsu of B-Rank or lower, in addition to their
as a general rule. Caring, kind, and almost parental, they
normal jutsu list.
nonetheless can be roused to fight in defense of those
• Charging Rush: As an action, the Deer may target a
they care about. They will not stand for outright warfare
space that they can reach with their movement speed.
or cruelty in any form, and will usually stop fighting as
They then move swiftly and furiously along the
soon as the losing side surrenders, flees, or is unable to
straightest possible route to that space, moving
fight. They will only truly serve those who are healers or
through enemy spaces as if they were unoccupied.
kind leaders, who see violence as a last resort..
Choose your hooves or antler attacks, and make a
Summon Type: Herbavorian
melee attack for each enemy space you move through.
Hit Dice: d8
If made with hooves, creatures that are hit must also
Chakra Dice: d10
make a Dexterity saving throw to avoid being knocked
Saving Throws: Strength, Wisdom
prone. If made with antlers, creatures that are hit
Creature Skills: Medicine, Perception, Survival
must make a Strength saving throw to avoid being
Senses: Darkvision(30ft)
pushed with the charge, ending in any space within 5
ft of the charge’s endpoint.
Natural/Weapons:
S-Rank: Select 1.
Hooves. (Melee Weapon Attack: Reach 5ft., one target. Str • Serine Nature: Add your level to hit points regained
+ Prof to hit, +Str bludgeoning damage) from jutsu you cast.
Antlers (Melee Weapon Attack: Reach 5ft., one target. Str • Resurgance: The first time an allied creature would
+ Prof to hit, +Str bludgeoning damage) fall to 0 hit points, you can transfer all remaining
chakra to the fallen creature, restoring a number of hit
SAVE DC’S & ATTACK BONUSES: points equal to your remaining chakra points.
All Jutsu Save DC’s: 8 + Half Your Prof + Half Creature
Level DEER JUTSU SPECIALTY
All Jutsu Attack bonus: Wisdom Modifier + Your Deers have access to any Jutsu with the following
Proficiency Bonus. Keywords or conditions without the Hijutsu Keyword;
• Medical Keyword.
SPECIAL FEATURES: • Earth Release Keyword.
You may select 1 feature at each applicable rank. Higher • Bukijutsu Keyword, with jutsu with a Melee
Ranked Summons select 1 feature from each previous Bludgeoning or Piercing Weapon Component.
rank.
D-Rank: Select 1.
• Herd Mentality: As long as they are within 15 ft of a
creature, the Deer and all creatures within 15 ft of the
Deer have advantage on Saving throws against
Mental conditions.
• Wise Healer: You can add your Wisdom modifier to
any jutsu that restores hit points.
C-Rank: Select 1.
• Protective Aura: As an action, you invoke an aura of
calm around you for 1 minute. Allies within 30 feet
of you, gain advantage on saving throws against
Genjutsu that would inflict Sensory conditions.
• Defensive Kick: When a creature makes a melee
attack against you and misses, you can use your
reaction to attempt to shove that creature up to 10
feet away. Target creature must make a STR saving
throw vs the Deer’s jutsu save DC, being moved 10ft
away from the Deer on a failed save.

D EER
Rank Level Size STR DEX CON INT WIS CHA Jutsu Speed
D-Rank 4th
M 14 12 10 10 16 8 2 D-Rank 40ft
C-Rank 8th
M-L +6 Ability Score Increases up to 20. 2 D-Rank, 2 C-Rank 40ft
B-Rank 12th M-L +6 Ability Score Increases up to 20. 2 C-Rank (or Lower), 2 B-Rank 60ft
A-Rank 16 th
M-H +6 Ability Score Increases up to 22. 3 B-Rank (or Lower), 1 A-Rank. 60ft
S-Rank 20 th
M-H +6 Ability Score Increases up to 24. 3 A-Rank (or Lower), 1 S-Rank. 80ft

23
DOG/WOLF • Pack Master: Allies have advantage on attack rolls
against a creature if you are within at least 5 feet of the
Dogs and wolves are loyal animals. They are kind and
creature and you are not incapacitated.
protective of their friends and family. Dogs serve those
• Right Hand: While within 5 feet of an allied creature,
who treat them with kindness and respect. Wolves serve
you and that creature gain a +5 bonus to saving
powerful and unnerving leaders.
throws. This bonus only applies to Saving throws each
Summon Type: Carnivoran
creature isn’t proficient in.
Hit Dice: d8
Chakra Dice: d10
Saving Throws: Dexterity, Intelligence
DOG/WOLF JUTSU SPECIALTY
Dogs/Wolves have access to any Jutsu with the following
Creature Skills: Athletics, Perception, Insight
Keywords or conditions without the Hijutsu Keyword;
Creature Senses: Darkvision (30ft), Keen Smell
• Ninjutsu without a Nature Release, Fuinjutsu, or
(Advantage on Perception Checks requiring Smell.),
Keen Hearing (Advantage on Perception Checks Medical Keyword.
requiring Hearing.) • Taijutsu Keyword, with jutsu that requires a melee
attack roll
Natural/Weapons: • Bukijutsu Keyword, with jutsu with a Piercing Weapon
Component.
Bite. (Melee Weapon Attack: Reach 5ft., one target. Str or
Dex (Pick one) + Prof to hit, +Str Piercing damage.)

SAVE DC’S & ATTACK BONUSES:


All Jutsu Save DC’s: 8 + Half Your Prof + Half Creature
Level
All Jutsu Attack bonus: Wisdom + Your Proficiency
Bonus.

SPECIAL FEATURES:
You may select 1 feature at each applicable rank. Higher
Ranked Summons select 1 feature from each previous
rank.
D-Rank: Select 1.
• Howl: When you make a bite attack, you may
instead howl granting an ally of your choice with
1d6 bonus to their next Attack, Skill, or Ability
Check. This bonus increases to 1d8 at 8th level,
1d10 at 12th level, and 1d12 at 20th level.
• Growl: When you make a bite attack, you may
instead growl. All hostile creatures within 30 feet
of you must succeed a Wisdom Saving throw
gaining 1 rank 1of Fear for the next minute.
C-Rank: Select 1.
• Pack Tactics: You have advantage on attack rolls
against a creature If at least one of your allies are
within 5 feet of the creature and the ally isn't
incapacitated.
• Pack Assault: You reroll 1’s and 2’s when you deal
damage with a melee attack if at least one of your
allies are within 5 feet of the creature and the ally
isn’t incapacitated.
B-Rank: Select 1.
• Multiattack: You can make up to two attacks using
your Bite.
• Concentrated Effort: When casting a jutsu that
targets a creature, while an ally is within 5 feet of
them, you cannot roll at disadvantage by any
means.

S-Rank: Select 1.

D OG /W OLF
Rank Level Size STR DEX CON INT WIS CHA Jutsu Speed
D-Rank 4th S 14 14 13 9 12 9 2 D-Rank 30ft
C-Rank 8 th
S-M +6 Ability Score Increases up to 20. 2 D-Rank, 2 C-Rank 45ft
B-Rank 12 th
S-L +6 Ability Score Increases up to 20. 2 C-Rank (or Lower), 2 B-Rank 50ft
A-Rank 16th S-H +6 Ability Score Increases up to 22. 3 B-Rank (or Lower), 1 A-Rank. 60ft
S-Rank 20 th
S-G +6 Ability Score Increases up to 24. 3 A-Rank (or Lower), 1 S-Rank. 75ft

24
HARE/ RABBIT C-Rank: Select 1.
• Multiattack (Kick): You can make up to two attacks
Typically used for their speed and agility, Hares make for
using your Kick Weapons.
excellent messengers and couriers, though their combat
• Multiattack (Claw): You can make up to two attacks
prowess may leave something to be desired.
using your Claw Weapons.
Summon Type: Rodents
A-Rank: Select 1.
Hit Dice: d6
• Multiattack (2, Kick): You can make up to two attacks
Chakra Dice: d12
using your Kick. If you already have Multiattack (Kick)
Defensive Ability Score: Dexterity
you instead can make three.
Saving Throws: Dexterity, Intelligence
• Multiattack (2, Claw): You can make up to two attacks
Creature Skills: Acrobatics, Perception, Stealth,
using your Claw. If you already have Multiattack (Claw)
Creature Senses: Keen Smell (Advantage on Perception
you instead can make three.
Checks requiring Smell.), Keen hearing (Advantage on
S-Rank: Select 1.
Perception Checks requiring hearing.)
• Skyfall: The first Kick Attack made after leaping more
than 30ft into the air is made at advantage.
Natural/Weapons:
• Burst Blitz: The first Claw Attack made after moving
Kicks. (Melee Weapon Attack: Reach 10ft., one target.
80 or more feet scores a critical hit on an 18~20.
Dex + Prof to hit, +Dex bludgeoning damage.)
Claws. (Melee Weapon Attack: Reach 5ft., one target.
Dex + Prof to hit +Dex slashing damage.)
HARE/RABBIT JUTSU SPECIALTY
Hare/ have access to any Jutsu with the following

SAVE DC’S & ATTACK BONUSES: Keywords or conditions without the Hijutsu Keyword;
• Wind Release Keyword
All Jutsu Save DC’s: 8 + Half Your Prof + Half Creature
• Ninjutsu with the Fuinjutsu Keyword
Level
• Genjutsu with the Visual Keyword.
All Jutsu Attack bonus: Intelligence Modifier + Your
Proficiency Bonus.

SPECIAL FEATURES:
You may select 1 feature at each applicable rank. Higher
Ranked Summons select 1 feature from each previous
rank.
D-Rank: Select 1.
• Jumper: You can leap up to your movement speed, high
into the air. Attacking another creature using your
kicks after falling 20 or more feet deals additional
damage, equal to 1 damage die for every 20 feet fallen.
• Blitz: If you have 20ft more movement speed than the
target of your claw attack, you gain a +1 bonus to
attack and damage rolls. You gain an additional +1
bonus to attack and damage rolls for every additional
10 feet of movement speed you have beyond that, up to
a maximum of +5.

H ARE / R ABBIT
Rank Level Size STR DEX CON INT WIS CHA Jutsu Speed
D-Rank 4th T 6 16 12 12 12 11 2 D-Rank 40ft
C-Rank 8th
T-S +6 Ability Score Increases up to 20. 2 D-Rank, 2 C-Rank 40ft
B-Rank 12 th
T-M +6 Ability Score Increases up to 20. 2 C-Rank (or Lower), 2 B-Rank 60ft
A-Rank 16th T-L +6 Ability Score Increases up to 22. 3 B-Rank (or Lower), 1 A-Rank. 60ft
S-Rank 20 th
T-H +6 Ability Score Increases up to 24. 3 A-Rank (or Lower), 1 S-Rank. 80ft

25
HAWK/ PREDATOR BIRDS S-Rank: Select 1.
• Predator: When you attack, target or affect a creature,
Hawks are powerful predators, relying on their keen
who has not acted yet, is surprised, or who cannot see
eyesight, speed and agility to hunt their foes. Hawks
you they have disadvantage on Strength and Dexterity
serve those who try to protect their close friends and
saving throws against you.
family, as well as those that follow its way of hunting.
• Wind Span: When an allied creature within 15 feet of
Summon Type: Avian
you would be affected or targeted by a hostile
Hit Dice: d6
creature’s attack or jutsu, you may as a reaction,
Chakra Dice: d12
spread your wings protecting them. Regardless of the
Saving Throws: Dexterity, Intelligence
effect or jutsu cast, the new target is you and you are
Creature Skills: Acrobatics, Insight, Perception
the only creature that makes a saving throw if
Creature Senses: Darkvision (90ft), Keen Sight
required.
(Advantage on Perception Checks requiring Sight.)

Natural/Weapons:
HAWK/PREDATOR BIRDS JUTSU SPECIALTY
Hawk/Predator Birds have access to any Jutsu with the
Talons. (Melee Weapon Attack: Reach 5ft., one target. following Keywords or conditions without the Hijutsu
Dex + Prof to hit, +Dex Piercing damage.) Keyword;

SAVE DC’S & ATTACK BONUSES:


• Wind Release Keyword
• Sensory Keyword
All Jutsu Save DC’s: 8 + Half Your Prof + Half Creature • Taijutsu Keyword, with jutsu that requires a saving
Level throw.
All Jutsu Attack bonus: Wisdom Modifier + Your
Proficiency Bonus.

SPECIAL FEATURES:
You may select 1 feature at each applicable rank. Higher
Ranked Summons select 1 feature from each previous
rank.
D-Rank: Select 1.
• Harass: When you hit a creature with a Talon attack,
they reduce their next attack roll by 1d4.
• Guide: When you would make a talon attack, you may
instead guide an ally’s attack to success. Select one
allied creature, the next attack roll they make, has in
increased Critical Threat range of +1.

C-Rank: Select 1.
• Multiattack (Talon): You can make up to two attacks
using your Talons.
• Wing Beat: As an Action you can kick up Dust. Select a
space you can see within 30 feet of you that is on the
ground. You kick up a dust cloud filling a 25-foot cube
centering on the selected space. This dust cloud
heavily obscures the vision of all creatures within it
except you. Creatures outside of the dust cloud cannot
see within it. The dust cloud disperses at the end of
your next turn.

B-Rank: Select 1.
• Multiattack (2): You can make up to three attacks using
your Talons. If you already have Multiattack (Talon)
you instead can make three.
• Kill Dive: When you make a melee attack after moving
your full movement speed in a straight line, if you
score a critical Hit, you deal maximum damage.

H AWK/P REDATOR B IRDS


Rank Level Size STR DEX CON INT WIS CHA Jutsu Speed
D-Rank 4th
S 5 14 12 11 16 10 2 D-Rank 30ft Fly
C-Rank 8th S-M +6 Ability Score Increases up to 20. 2 D-Rank, 2 C-Rank 40ft Fly
B-Rank 12 th
S-L +6 Ability Score Increases up to 20. 2 C-Rank (or Lower), 2 B-Rank 60ft Fly
A-Rank 16 th
S-H +6 Ability Score Increases up to 22. 3 B-Rank (or Lower), 1 A-Rank. 60ft Fly
S-Rank 20th S-G +6 Ability Score Increases up to 24. 3 A-Rank (or Lower), 1 S-Rank. 90ft Fly

26
INSECT SWARM INSECT SWARM JUTSU SPECIALTY
Insect Swarms have access to any Jutsu with the
These insects are mindless soldiers, following orders
following Keywords or conditions without the Hijutsu
without question regardless of personal safety, but only
Keyword;
if the summoner has earned such loyalty. They serve
anyone with a commanding presence. • Medical Keyword, with jutsu that deals damage.
Summon Type: Insectoid • Ninjutsu Keyword, with jutsu that deals chakra
Hit Dice: d6 damage.
Chakra Dice: d12 • Sensory Keyword.
Saving Throws: Constitution, Intelligence
Creature Skills: Acrobatics, Stealth, Perception
Creature Senses: Blindsight (15ft)

Natural/Weapons:
Stingers. (Melee Weapon Attack: Reach 5ft., one target.
Dex + Prof to hit, +Dex Piercing damage.)

SAVE DC’S & ATTACK BONUSES:


All Jutsu Save DC’s: 8 + Half Your Prof + Half Creature
Level
All Jutsu Attack bonus: Dexterity Modifier + Your
Proficiency Bonus.

SPECIAL FEATURES:
You may select 1 feature at each applicable rank. Higher
Ranked Summons select 1 feature from each previous
rank.
D-Rank: Select 1.
• Swarm: You have advantage on Grapple checks against
any target equal to your size or smaller.
• Untouchable. You can occupy any space a creature is
currently occupying and attacks rolls against you are
always at disadvantage.

C-Rank: Select 1.
• Poison Stingers: When the Swarm stinger attack deals
damage, the target makes a constitution save gaining
the poison condition on a failed save.
• Parasitic: When the Swarm deals damage with a jutsu it
casts, it regains hit points equal to the damage dealt.

A-Rank: Select 1.
• Multiattack (Stingers): You can make up to two attacks
using your Stingers.
• Feast: When the Swarm deals damage with its Stingers,
it regains Chakra points equal to the damage dealt.

S-Rank: Select 1.
• Multiattack (2): You can make up to two attacks using
your Stingers. If you already have Multiattack
(Stingers) you instead can make three.
• The Plague Swarm: The Swarm has immunity from
attacks or jutsu that target it.

I NSECT SWARM
Rank Level Size STR DEX CON INT WIS CHA Jutsu Speed
D-Rank 4th
S 5 16 16 11 12 5 2 D-Rank 30ft Fly
C-Rank 8th S-M +6 Ability Score Increases up to 20. 2 D-Rank, 2 C-Rank 40ft Fly
B-Rank 12 th
S-L +6 Ability Score Increases up to 20. 2 C-Rank (or Lower), 2 B-Rank 60ft Fly
A-Rank 16 th
S-H +6 Ability Score Increases up to 22. 3 B-Rank (or Lower), 1 A-Rank. 60ft Fly
S-Rank 20th S-G +6 Ability Score Increases up to 24. 3 A-Rank (or Lower), 1 S-Rank. 90ft Fly

27
LIZARD [CHANGED] S-Rank: Select 1.

Lizards are patient and capable warriors. They can be • Multiattack (2): You can make up to two attacks using
bipeds or quadrupeds, and are suited to a number of your Tail or Melee Weapons. If you already have
different tasks. They are often seen as lesser cousins of Multiattack, you instead can make three.
dragons, a comparison they heavily dislike. Lizards love • I Never Lose: When you would fall to 0 Hit points, your
to win, and will only serve those who do not look down summoner can instead spend 50 chakra, when they
upon the weak. do, you gain half of your Maximum Hit points back
Summon Type: Dragon immediately.
Hit Dice: d8
Chakra Dice: d10 LIZARD JUTSU SPECIALTY
Saving Throws: Strength, Constitution Lizards have access to any Jutsu with the following
Creature Skills: Athletics, Acrobatics, Stealth Keywords or conditions without the Hijutsu Keyword;
Creature Senses: Tremor sense (30ft), Keen Smell • Medical Keyword, with jutsu that deal damage.
(Advantage on Perception Checks requiring smell.) • Fire Release Keyword
• Bukijutsu Keyword that doesn’t have a target of self.
Natural/Weapons
Tail. (Melee Weapon Attack: Reach 5ft., one target. Str +
Prof to hit, +Str Piercing damage.)

SAVE DC’S & ATTACK BONUSES:


All Jutsu Save DC’s: 8 + Half Your Prof + Half Creature
Level
All Jutsu Attack bonus: Wisdom Modifier + Your
Proficiency Bonus.

SPECIAL FEATURES:
You may select 1 feature at each
applicable rank. Higher Ranked Summons select 1
feature from each previous rank.
D-Rank: Select 1.
• Simple Weapon Prof: You have proficiency with all
Melee Simple weapons and when summoned you have
any single Simple Melee weapon on your person. This
weapon follows your Size Damage die rules for
damage rolls, but can use Strength or Dexterity if the
weapon has the finesse property.
• Pay Me: Your summoner can spend 5 chakra. When
they do, the next weapon or Tail attack you make deals
maximum damage.

C-Rank: Select 1.
• Multiattack: You can make up to two attacks using your
Tail or Melee Weapons.
• Vile: You are immune to Poison and Acid Damage.

B-Rank: Select 1.
• Martial Weapon Prof You have proficiency with all
Melee Martial weapons and when summoned you have
any single Martial Melee weapon on your person. This
weapon follows your Size Damage die rules, but can
use Strength or Dexterity if the weapon has the finesse
property.
• Overtime: When you have 50% or less hit points, you
are immune to critical hits.

LIZARD
Rank Level Size STR DEX CON INT WIS CHA Jutsu Speed
D-Rank 4th S 14 12 12 9 14 10 2 D-Rank 30ft
C-Rank 8th
S-M +6 Ability Score Increases up to 20. 2 D-Rank, 2 C-Rank 40ft
B-Rank 12 th
S-L +6 Ability Score Increases up to 20. 2 C-Rank (or Lower), 2 B-Rank 50ft
A-Rank 16th S-H +6 Ability Score Increases up to 22. 3 B-Rank (or Lower), 1 A-Rank. 60ft
S-Rank 20 th
S-G +6 Ability Score Increases up to 24. 3 A-Rank (or Lower), 1 S-Rank. 60ft

28
MONKEY/ PRIMATE S-Rank: Select 1.

Playful, intelligent and shy, monkeys can use almost any • Perfect Transform: You transform into any Melee
weapon or tool a human could, and are extremely weapon for your summoner to use. They have
dangerous when angered. Monkeys only serve those with proficiency with your transformed state. They gain a
creative minds that like to have fun +2 Bonus to their AC, Weapon, and Taijutsu attack and
Summon Type: Primate damage rolls. If you already have Transform, then you
Hit Dice: d10 instead gain a +5 Bonus to attack and damage rolls.
Chakra Dice: d8 • Back and forth: When you or your summoner scores a
Saving Throws: Strength, Dexterity hit with a melee attack, while within 5 feet of the same
Creature Skills: Athletics, Acrobatics, Perception creature, the attacking creature may spend their
Creature Senses: - bonus action. If you spend your bonus action, your
summoner can attack on your turn with either the
Natural/Weapons: Attack Action or Casting a Taijutsu targeting the same
Creature. If your summoner spends their bonus action,
Claws. (Melee Weapon Attack: Reach 5ft., one target. Str
you can attack on their turn with either the Attack
+ Prof to hit, +Str Slashing damage.)
Action or Casting a Taijutsu targeting the same
Weapon. (Melee Weapon Attack: X)
creature.

SAVE DC’S & ATTACK BONUSES: MONKEY/PRIMATE JUTSU SPECIALTY


All Jutsu Save DC’s: 8 + Half Your Prof + Half Creature Monkey/Primates have access to any Jutsu with the
Level following Keywords or conditions without the Hijutsu
All Jutsu Attack bonus: Strength Modifier + Your Keyword;
Proficiency Bonus.
• Any Taijutsu, without the medical keyword.

SPECIAL FEATURES: • Any Bukijutsu, without the medical keyword.

You may select 1 feature at each applicable rank. Higher


Ranked Summons select 1 feature from each previous
rank.
D-Rank:
• All Weapon Prof.: You have proficiency with All Melee
weapons and when summoned you have any one
Melee weapon on your person.
C-Rank: Select 1.
• Transform: You transform into the weapon that you or
your summoner is currently carrying for your
summoner to use. They have proficiency with your
transformed state. Add +2 to their AC, Weapon &
Taijutsu Attack and Damage rolls, that use your
transformed state.
• Tag-Team: When you score a hit with a melee attack,
your summoner can spend their reaction to take
the attack action, or cast a taijutsu targeting the
same creature.

B-Rank: Select 1.
• Multiattack: You can make up to two attacks using your
Claws or Weapon.
• Combination Force: When your summoner scores a hit
with a melee attack, you can spend your reaction to
take the attack action or cast a jutsu targeting the
same creature.

M ONKEY /P RIMATE
Rank Level Size STR DEX CON INT WIS CHA Jutsu Speed
D-Rank 4th
M 14 14 12 12 10 9 2 D-Rank 30ft
C-Rank 8th M +6 Ability Score Increases up to 20. 2 D-Rank, 2 C-Rank 40ft
B-Rank 12 th
M-L +6 Ability Score Increases up to 20. 2 C-Rank (or Lower), 2 B-Rank 40ft
A-Rank 16 th
M-L +6 Ability Score Increases up to 22. 3 B-Rank (or Lower), 1 A-Rank. 50ft
S-Rank 20th M-H +6 Ability Score Increases up to 24. 3 A-Rank (or Lower), 1 S-Rank. 50ft

29
OX/RAM S-Rank: Select 1.

The most notable characteristic of an ox or ram is its • Stampede: As an action by moving 45ft you can move
great fortitude and strength. These creatures can push through creatures of equal size or smaller spaces
themselves for many long hours without tiring. Oxen are pushing them to the side. Creatures who’s space you
quite slow to anger, but are powerhouses once enraged. pass through must make a Dexterity saving throw,
The frail has no chance of being accepted by an ox, only being knocked prone and taking 10d6 bludgeoning
the hearty is accepted. damage on a failed save.
Summon Type: Herbavorian • Tireless Fortitude: When you are forced to make a
Hit Dice: d12 Strength or Constitution saving throw you can choose
Chakra Dice: d6 to instead succeed. When you do, you suffer no further
Saving Throws: Strength, Constitution effects. You can only do this twice per long rest.
Creature Skills: Athletics, Survival, Intimidation
Creature Senses: Darkvision (30ft) OX/RAM JUTSU SPECIALTY
Ox/Ram have access to any Jutsu with the following
Natural/Weapons: Keywords or conditions without the Hijutsu Keyword;

Horns. (Melee Weapon Attack: Reach 5ft., one target. Str • Earth Release Keyword

+ Prof to hit, +Str piercing damage.) • Taijutsu that forces a Saving throw
• Bukijutsu with a Melee Piercing Component.

SAVE DC’S & ATTACK BONUSES:


All Jutsu Save DC’s: 8+ Half Your Prof + Half Creature
Level
All Jutsu Attack bonus: Strength Modifier + Your
Proficiency Bonus.

SPECIAL FEATURES:
You may select 1 feature at each applicable rank. Higher
Ranked Summons select 1 feature from each previous
rank.
D-Rank: Select 1.
• Trample: If you moved more 20ft or more before you
make a Horn attack. One a hit, target creature makes a
Strength saving throw, being knocked prone on a failed
save.
• Sure Footed: You have Advantage on Strength and
Dexterity Saving throws.

C-Rank: Select 1.
• Gore: If you moved 30ft or more before you make a horn
attack. On a hit, target creature makes a constitution
saving throw being impaled taking 6d6 piercing
damage on a failed save.
• Ram: If you moved 30ft or more before you make a horn
attack, on a hit, target creature makes a Strength saving
throw being Dazed for the next minute on a failed save.

B-Rank: Select 1.
• Multiattack: You can make up to two attacks using your
Natural Weapons.
• Slam: As an action, you slam your hooves into the
ground. All creatures of your choice within 60 feet of
you must succeed a Dexterity saving throw taking 6d6
bludgeoning damage and being knocked prone on a
failed save or half as much on a successful save. All
ground within 60 feet of you at the time of using this
feature becomes difficult terrain. You cannot use this
feature again until the end of your next turn.

O X /R AM
Rank Level Size STR DEX CON INT WIS CHA Jutsu Speed
D-Rank 4th
L 16 10 14 12 8 8 2 D-Rank 40ft
C-Rank 8th L +6 Ability Score Increases up to 20. 2 D-Rank, 2 C-Rank 50ft
B-Rank 12 th
L-H +6 Ability Score Increases up to 20. 2 C-Rank (or Lower), 2 B-Rank 50ft
A-Rank 16 th
L-H +6 Ability Score Increases up to 22. 3 B-Rank (or Lower), 1 A-Rank. 60ft
S-Rank 20th L-G +6 Ability Score Increases up to 24. 3 A-Rank (or Lower), 1 S-Rank. 70ft

30
RAT [CHANGED] S-Rank: Select 1.

A rat is a creature that lives on the fringes of human • Plague Spreader: Creatures poisoned by you generate a
society. Almost like parasites they create their nest in 5ft poisonous aura. Other creatures that begin their
our homes and eat our food. A rat's greatest quality is its turn in this aura must make a constitution save
stealth, as often the only sighting of a rat is by what it becoming poisoned as if you poisoned them.
has done. Rats are feared by many, not for their combat • Venomous (2): If you hit a creature with your bite, you
prowess, but for the fact that they are often disease deal an additional 1d6 poison damage. If you already
carriers. A brash and loud person has no chance of being have Venomous you instead deal 3d6 poison damage.
accepted as a master, as they have little to no use for
sneaking by an enemy. RAT JUTSU SPECIALTY
Summon Type: Rodent Rats have access to any Jutsu with the following
Hit Dice: d6 Keywords or conditions without the Hijutsu Keyword;
Chakra Dice: d12 • Medical Keyword.
Saving Throws: Dexterity, Intelligence • Bukijutsu that require melee piercing.
Creature Skills: Acrobatics, Stealth, Sleight of Hand • Fuinjutsu Keyword.
Creature Senses: Darkvision (30ft), Keen Smell
(Advantage on Perception Checks requiring smell.)

Natural/Weapons:
Bite. (Melee Weapon Attack: Reach 5ft., one target. Dex +
Prof to hit, +Dex piercing damage.)

SAVE DC’S & ATTACK BONUSES:


All Jutsu Save DC’s: 8 + Half Your Prof + Half Creature
Level
All Jutsu Attack bonus: Intelligence Modifier + Your
Proficiency Bonus.

SPECIAL FEATURES:
You may select 1 feature at each applicable rank. Higher
Ranked Summons select 1 feature from each previous
rank.
D-Rank: Select 1.
• Multiattack: You can make up to two attacks using
your bite.
• Stealthy Escape: You can as a bonus action take the
Disengage and Hide actions at the same time so long
as you are at lease lightly obscured.

C-Rank: Select 1.
• Poisonous: If you hit a creature with your Bite, target
creature must make a constitution saving throw vs
your Save DC, becoming poisoned on a failed save.
• Venomous: If you hit a creature with your bite or
Bukijutsu, you deal an additional 1d6 poison damage.

A-Rank: Select 1.
• Extreme Poison: Poison damage from you ignores
resistance. When dealing poison damage, assume 2
damage dice are their highest possible roll. Roll all
other dice as normal.
• Surprisingly Lethal: When you attack from being
hidden, and score a hit you treat the hit as if you
scored a critical hit. Once used, you cannot use this
feature again until the end of your next turn.

R AT
Rank Level Size STR DEX CON INT WIS CHA Jutsu Speed
D-Rank 4th S 5 16 12 14 11 10 2 D-Rank 45ft
C-Rank 8th
S-M +6 Ability Score Increases up to 20. 2 D-Rank, 2 C-Rank 45ft
B-Rank 12 th
S-M +6 Ability Score Increases up to 20. 2 C-Rank (or Lower), 2 B-Rank 60ft
A-Rank 16th S-L +6 Ability Score Increases up to 22. 3 B-Rank (or Lower), 1 A-Rank. 60ft
S-Rank 20 th
S-H +6 Ability Score Increases up to 24. 3 A-Rank (or Lower), 1 S-Rank. 75ft

31
SHARK/PREDATOR FISH S-Rank: Select 1.

There are few aquatic predators more dangerous than • Apex: The Shark scores a critical strike on its Bite
the shark. Though it is limited to the seas, the shark has attack on a roll of 17, 18, 19, or 20.
always been a creature that strikes fear and awe in the • Predator: The Shark scores a critical strike with its
hearts of those it crosses. The shark will not accept a jutsu on a roll of 18, 19, or 20.
complacent or cowardly master; they are ruthless
creatures of a single mind. SHARK JUTSU SPECIALTY
Summon Type: Amphibian Sharks have access to any Jutsu with the following
Hit Dice: d12 Keywords or conditions without the Hijutsu Keyword;
Chakra Dice: d6 • Water Release Keyword
Saving Throws: Constitution, Charisma • Sensory Keyword
Creature Skills: Athletics, Stealth, Perception • Genjutsu with the Tactile Keyword.
Creature Senses: Blindsight (30ft), Keen Smell, Water
Breathing (The shark Can only breathe in water.)
(Advantage on Perception checks that requires smell.)

Natural/Weapons:
Bite. (Melee Weapon Attack: Reach 5ft., one target. Str +
Prof to hit, +Str piercing damage.)

SAVE DC’S & ATTACK BONUSES:


All Jutsu Save DC’s: 8 + Half Your Prof + Half Creature
Level
All Jutsu Attack bonus: Charisma Modifier + Your
Proficiency Bonus.

SPECIAL FEATURES:
You may select 1 feature at each applicable rank. Higher
Ranked Summons select 1 feature from each previous
rank.
D-Rank: Select 1.
• Charge: As an action the shark can dash at twice its
movement speed. If it does, the first creatures space
the shark would move through, must succeed a
Dexterity saving throw. On a failed save they take 5d6
piercing damage and becomes grappled by the shark.
• Bloodletting: When a creature submerged in the same
body of water as the shark, is bleeding, the shark
grains 120 feet of truesight against that creature

C-Rank: Select 1.
• Multiattack: You can make up to two attacks using your
Bite.
• I Bite: When you score a hit using your bite attack
against a creature. They gain 1 rank of Bleeding.

B-Rank: Select 1.
• Blood Frenzy: The Shark has advantage on melee
attack rolls against any creature that doesn’t have all
its hit points, that it attacks while swimming. If a
creature if bleeding when the shark deals damage as a
result of a bite attack, they suffer all ranks of
bleedings effects on them immediately.
• Multiattack (2): You can make up to two attacks using
your Bite. If you already have Multiattack, you instead
can make three.

S HARK
Rank Level Size STR DEX CON INT WIS CHA Jutsu Speed
D-Rank 4th
M 15 9 12 8 12 14 2 D-Rank 40ft Swim
C-Rank 8th
M +6 Ability Score Increases up to 20. 2 D-Rank, 2 C-Rank 50ft Swim
B-Rank 12th M-L +6 Ability Score Increases up to 20. 2 C-Rank (or Lower), 2 B-Rank 60ft Swim
A-Rank 16 th
M-H +6 Ability Score Increases up to 22. 3 B-Rank (or Lower), 1 A-Rank. 70ft Swim
S-Rank 20 th
M-G +6 Ability Score Increases up to 24. 3 A-Rank (or Lower), 1 S-Rank. 80ft Swim

32
SLUG [CHANGED] S-Rank:

This creature is often looked down upon by the others • Hard to Kill: Slugs that have their hit points reduced to
because of its appearance and lack of defense 0, explode into 8 C-Rank Slugs. These C-Rank Slugs
mechanism. While its greatest weapon may not be its are all actually pieces of the original Slug. Each of
body, it is a knowledgeable and kind hearted creature, these C-Rank Slugs carry 1/8thh (Rounded Down) of
with a compassionate heart that knows not hate. It will the original Slugs Maximum Hit points. These Slugs
refuse to serve a master that goes against its principles can communicate telepathically across 100 miles, and
and way of life. The slugs also grow unusually large in can remain separated until the slug is unsummoned.
size.
Summon Type: Amphibian SLUGS JUTSU SPECIALTY
Hit Dice: d8 Slugs have access to any Jutsu with the following
Chakra Dice: d10 Keywords or conditions without the Hijutsu Keyword;
Saving Throws: Wisdom, Intelligence • Medical Keyword
Creature Skills: Stealth, Medicine, History • Sensory Keyword
Creature Senses: Tremor Sense (20ft), Water Breathing • Water Release Keywords.

Natural/Weapons:
Acid Spray. (Ranged Weapon Attack: Reach 5ft., one
target. Dex + Prof to hit, +Dexterity Acid damage.)

SAVE DC’S & ATTACK BONUSES:


All Jutsu Save DC’s: 8 + Half Your Prof + Half Creature
Level
All Jutsu Attack bonus: Intelligence Modifier + Your
Proficiency Bonus.

SPECIAL FEATURES:
You may select 1 feature at each applicable rank. Higher
Ranked Summons select 1 feature from each previous
rank.
D-Rank: Select 1.
• Slimy Body: Slugs are immune to the grappled or
restrained condition.
• Impeccable Memory: Slugs have minds like vaults,
never forgetting what they see or hear. When a
creature that the you can see, casts a Jutsu. Make a
Intelligence (History) Check vs the Jutsu’s Save DC. On
a success, you know the jutsu being used and all of its
effects and can relay it back to your summoner.

C-Rank: Select 1.
• Resistance: Slugs are resistant to Slashing and Piercing
damage.
• Invertebrate: You have Advantage on Dexterity Saving
throws.

A-Rank: Select 1.
• Immune: Slugs are Immune to Cold and Poison
Damage
• Quick Hibernation: Slugs can regain a number of chakra
points equal to their summoners Level when they take
a short rest. They can regain chakra points this way
twice per long rest.

S LUG
Rank Level Size STR DEX CON INT WIS CHA Jutsu Speed
D-Rank 4th S 8 12 14 14 11 12 2 D-Rank 40ft
C-Rank 8th
S-M +6 Ability Score Increases up to 20. 2 D-Rank, 2 C-Rank 40ft
B-Rank 12 th
S-L +6 Ability Score Increases up to 20. 2 C-Rank (or Lower), 2 B-Rank 50ft
A-Rank 16th S-H +6 Ability Score Increases up to 22. 3 B-Rank (or Lower), 1 A-Rank. 50ft
S-Rank 20 th
S-G +6 Ability Score Increases up to 24. 3 A-Rank (or Lower), 1 S-Rank. 60ft

33
SNAKE • Hunter: When you attack a creature, who has not acted
yet, is surprised, or who cannot see you, you deal
There are few land creatures more dangerous, cunning,
additional damage equal to Xd4, where X is equal to
and powerful than a snake. The snake is a beast which
your Proficiency bonus.
has ties and stories that date back to before time was
tracked. The snake’s greatest weapon is its cunning and S-Rank: Select 1.
powerful body with its sharp fangs to pierce the flesh of • Apex: The Snake scores a critical strike on its Bite
its enemies. attack on a roll of 17, 18, 19, or 20.
Summon Type: Dragon • Fang: When the snake reduces a creatures hit points to
Hit Dice: d10 0 as a result of a bite attack swallows them whole, fully
Chakra Dice: d8 consuming them. A swallowed creature fully digests
Saving Throws: Dexterity, Charisma after 24 hours being unable to be revived.
Creature Skills: Athletics, Stealth, Perception
Creature Senses: Darkvision (60ft), Keen Smell SNAKE JUTSU SPECIALTY [CHANGED]
(Advantage on Perception checks that requires smell.) Snakes have access to any Jutsu with the following
Keywords or conditions without the Hijutsu Keyword;
Natural/Weapons:
• Fire Release Keyword
Bite. (Melee Weapon Attack: Reach 5ft., one target. Dex + • Wind Release Keyword
Prof to hit, +Dex piercing damage.) • Medical Keyword, with jutsu that deal poison damage.

SAVE DC’S & ATTACK BONUSES:


All Jutsu Save DC’s: 8 + Half Your Prof + Half Creature
Level
All Jutsu Attack bonus: Charisma Modifier + Your
Proficiency Bonus.

SPECIAL FEATURES:
You may select 1 feature at each applicable rank. Higher
Ranked Summons select 1 feature from each previous
rank.
D-Rank: Select 1.
• Constrict: If you score a successful hit with your Bite
attack, target creature makes a strength saving throw
being restrained as you grab them on a failed save. As
an Action, you can constrict a restrained target dealing
5d6 Bludgeoning damage.
• Devils Glare: When you would make a bite attack, you
may instead glare at a creature that you can see within
60 feet of you. That creature makes a Charisma saving
throw. On a failed save they are Paralyzed until the end
of their next turn. A creature Paralyzed this way
becomes immune to this feature for 24 hours.

C-Rank: Select 1.
• Venom Sacks: Scoring a hit with your bite attack, target
creature makes a constitution saving throw, gaining 3
ranks of Envenomed for the next minute on a failed
save.
• Poison Sacks: Your Bite attacks deal an additional 3d6
poison damage on a hit.

B-Rank: Select 1.
• Predator: When you attack a creature, who has not
acted yet, is surprised, or who cannot see you they
have disadvantage on Strength and Dexterity saving
throws against you.

S NAKE
Rank Level Size STR DEX CON INT WIS CHA Jutsu Speed
D-Rank 4th
S 8 12 14 14 11 12 2 D-Rank 40ft
C-Rank 8th
S-M +6 Ability Score Increases up to 20. 2 D-Rank, 2 C-Rank 50ft
B-Rank 12th S-L +6 Ability Score Increases up to 20. 2 C-Rank (or Lower), 2 B-Rank 60ft
A-Rank 16 th
S-H +6 Ability Score Increases up to 22. 3 B-Rank (or Lower), 1 A-Rank. 70ft
S-Rank 20 th
S-G +6 Ability Score Increases up to 24. 3 A-Rank (or Lower), 1 S-Rank. 80ft

34
SPIDER [CHANGED] C-Rank: Select 1.

There are few creatures as feared as a spider. Its • Venomous: Scoring a hit with your bite attack, target
appearance is one from the darkest nightmares of creature makes a constitution saving throw, gaining 4
mankind. However, the spider should not be feared for ranks of envenomed for the next minute on a failed
its looks alone, many spiders are able to inject powerful save. The creature makes a save at the end of each of
venoms and trap creatures in its webs. The preferred their turns to end the envenomed condition.
master of a spider is one that can see through • Iron Silk: Your Webbings AC becomes equal to your
appearances and are able to see the power within the Jutsu Save DC and Its Hit Points become equal to twice
unusual. your level.
Summon Type: Insectoid B-Rank: Select 1.
Hit Dice: d8
• Weaver: When you Score a hit with your webbing
Chakra Dice: d10
Saving Throws: Dexterity, Charisma attack, the target is paralyzed instead of restrained.
Creature Skills: Acrobatics, Stealth, Intimidation They still make their saves at the end of their turn
Creature Senses: Darkvision (60ft), Keen Sight instead of as an Action.
• Extreme Toxicity: When you would deal Poison damage,
(Advantage on Perception checks that requires sight.)
reroll 1’s and 2’s.
Natural/Weapons: S-Rank: Select 1.
Bite. (Melee Weapon Attack: Reach 5ft., one target. Str + • Extreme Poison: The Spiders Poison damage is tripled.
Prof to hit, +Str Piercing damage.) If a creature fails a constitution saving throw, you deal
Webbing. Ranged Weapon Attack: Reach 30ft., one double poison damage.
target. Target is restrained by webbing. As an action, • Web Cocoon: Creature restrained or Paralyzed by your
the restrained creature can make a Strength check vs webbing do not make any ability checks or saving
your Jutsu Save DC, freeing themselves on a success. throws to escape. They are treated as Stunned and
The webbing can also be attack and destroyed. (AC 10, Paralyzed until freed.
5 HP, Vulnerability to fire damage; Immune to
Bludgeoning, poison, and psychic damage.) SPIDER JUTSU SPECIALTY
Spiders have access to any Jutsu with the following
SAVE DC’S & ATTACK BONUSES: Keywords or conditions without the Hijutsu Keyword;
All Jutsu Save DC’s: 8 + Half Your Prof + Half Creature • Earth Release Keyword
Level • Medical Keyword, with jutsu that deal poison damage.
All Jutsu Attack bonus: Intelligence Modifier + Your • Fuinjutsu Keyword.
Proficiency Bonus.

SPECIAL FEATURES:
You may select 1 feature at each applicable rank. Higher
Ranked Summons select 1 feature from each previous
rank.
D-Rank: Select 1.
• Spider Climb: Spiders can climb on any Surface and are
immune to difficult terrain. Spiders can also spend
their bonus action before moving to produce a sticky
web from their legs. Until the end of the spiders turn,
each space they move into leaves a sticky webbing
which creates difficult terrain for all creatures
excluding its summoner, until the start of your next
turn.
• Poison Stingers: When you score a hit on a creature
with your Bite attack, you deal additional poison
damage equal to 1d6. This damage increases to 2d6
at C-Rank, 3d6 at B-Rank, 4d6 at A-Rank and 5d6
at S-Rank. If the creature is also Restrained by
webbing, they instead take the maximum possible
damage.

S PIDER
Rank Level Size STR DEX CON INT WIS CHA Jutsu Speed
D-Rank 4th S 14 11 12 14 10 10 2 D-Rank 30ft
C-Rank 8th
S-M +6 Ability Score Increases up to 20. 2 D-Rank, 2 C-Rank 40ft
B-Rank 12 th
S-L +6 Ability Score Increases up to 20. 2 C-Rank (or Lower), 2 B-Rank 40ft
A-Rank 16th S-L +6 Ability Score Increases up to 22. 3 B-Rank (or Lower), 1 A-Rank. 50ft
S-Rank 20 th
S-H +6 Ability Score Increases up to 24. 3 A-Rank (or Lower), 1 S-Rank. 60ft

35
TIGER/LION S-Rank: Select 1

This fierce creature is feared by even the most vicious • Apex: The Tiger/Lion scores a critical strike on its Bite
predators. Its excellent hunting and hiding ability make attack on a roll of 17, 18, 19, or 20.
it a dreadful opponent, and its strength will see to it that • King’s Authority: Creatures who fail a saving throw
even if it falls, its opponent will not come out unscathed. against a jutsu cast by a Tiger/Lion take double
It is very prideful and despise weakness and cowardice, damage.
and will refuse to serve a master that does not possess
true strength of heart. TIGER/LION JUTSU SPECIALTY [CHANGED]
Summon Type: Carnivoran Tiger/Lions have access to any Jutsu with the following
Hit Dice: d10 Keywords or conditions without the Hijutsu Keyword;
Chakra Dice: d8 • Fire Release Keyword
Saving Throws: Strength, Wisdom • Lightning Release Keywords
Creature Skills: Athletics, Stealth, Perception • Genjutsu that inflicts the Fear condition.
Creature Senses: Darkvision (30ft), Keen Smell, Keen
Sight. (Advantage on Perception checks that requires
smell or sight.)

Natural/Weapons:
Bite. (Melee Weapon Attack: Reach 5ft., one target. Str
+ Prof to hit, +Str piercing damage.)
Claw. (Melee Weapon Attack: Reach 5ft., one target.
Str + Prof to hit, +Str Slashing damage.)

SAVE DC’S & ATTACK BONUSES:


All Jutsu Save DC’s: 8 + Half Your Prof + Half
Creature Level
All Jutsu Attack bonus: Wisdom Modifier + Your
Proficiency Bonus.

SPECIAL FEATURES:
You may select 1 feature at each applicable rank.
Higher Ranked Summons select 1 feature from each
previous rank.
D-Rank: Select 1
• Pack Tactic: Tigers/Lions get advantage on attack
rolls when their summoner is adjacent to their
target.
• Powerful Beast: Tigers/Lions gain proficiency in
Constitution saving throws.

C-Rank: Select 1
• Multiattack (Bite): You can make up to two attacks
using your Bite Weapons.
• Multiattack (Claw): You can make up to two attacks
using your Bite Weapons.

A-Rank: Select 1
• Jaws of Pain: When you score an attack with a Bite
attack, as a part of the same action, you may attempt
to grapple them.
• Claws of Wrath: When you score an attack with a Claw
attack, as a part of the same action, you may attempt
to trip them.

T IGER /LION
Rank Level Size STR DEX CON INT WIS CHA Jutsu Speed
D-Rank 4th M 14 10 12 10 14 10 2 D-Rank 30ft
C-Rank 8th
M-L +6 Ability Score Increases up to 20. 2 D-Rank, 2 C-Rank 40ft
B-Rank 12 th
M-L +6 Ability Score Increases up to 20. 2 C-Rank (or Lower), 2 B-Rank 40ft
A-Rank 16th M-H +6 Ability Score Increases up to 22. 3 B-Rank (or Lower), 1 A-Rank. 50ft
S-Rank 20 th
M-G +6 Ability Score Increases up to 24. 3 A-Rank (or Lower), 1 S-Rank. 60ft

36
TOAD • Multiattack (2): You can make up to Two attacks using
your Melee Weapons. If you already have Multiattack
Despite all appearance, a toad is an intelligent creature
you instead make three.
and tends to show more respect to the knowledgeable. It
S-Rank: Select 1.
appreciates an easy life, and can show true patience and
• Ultimate Combination: Toads who participate in
cunning given a good reason to. It will not serve an
Combination Jutsu, reduces their cost of the
inconsiderate master who does not have any strength of
Combination jutsu by Half.
will and determination.
• Amphibious Boss: When a toad would be a part of a
Summon Type: Amphibian
Clash check of any type, they make their Check at
Hit Dice: d8
advantage.
Chakra Dice: d10
Saving Throws: Constitution, Intelligence
Creature Skills: Athletics, Acrobatics, History
TOADS JUTSU SPECIALTY
Toads have access to any Jutsu with the following
Creature Senses: Amphibian (This creature can breathe
Keywords or conditions without the Hijutsu Keyword;
both water and air), Keen Sight (Advantage on
Perception checks that requires sight.) • Water Release Keyword
• Genjutsu with the Auditory and/or Fuinjutsu Keywords

Natural/Weapons: • Bukijutsu with a melee weapon component that


requires an attack roll.
Tongue. (Melee Weapon Attack: Reach 15ft., one target.
Target creature must make a Strength saving throw
being grappled and restrained on a failed save.)
Weapon. (Melee Weapon Attack: Reach 5ft., one target.)

SAVE DC’S & ATTACK BONUSES:


All Jutsu Save DC’s: 8 + Half Your Prof + Half Creature
Level
All Jutsu Attack bonus: Intelligence Modifier + Your
Proficiency Bonus.

SPECIAL FEATURES:
You may select 1 feature at each applicable rank. Higher
Ranked Summons select 1 feature from each previous
rank.
D-Rank:
• Simple Weapon Prof: You have proficiency with Simple
weapons and when summoned you have any single
Simple Melee weapon on your person.

C-Rank: Select 1.
• Multiattack: You can make up to two attacks using your
Melee Weapons.
• Toad Oil: When you would make a weapon attack you
may instead make a ranged weapon attack, with the
following statistics; Range Weapon Attack: Reach
60ft., one target. On a hit, the creature is doused in
toad oil. While doused in this oil if they would take Fire
or Lightning damage, the oil would ignite with
extreme volatility. Increase the damage die by 1 step
(D4>D6>D8>D10>D12).

B-Rank: Select 1.
• Swallow: The toad can swallow any creature currently
grappled by its Tongue attack. A Swallowed target is
no longer grappled, but instead blinded and
restrained. It has total cover against other attacks
outside the toad and takes 5d8 Acid damage at the
start of each of the toads turns.

T OAD
Rank Level Size STR DEX CON INT WIS CHA Jutsu Speed
D-Rank 4th T 12 12 12 14 12 10 2 D-Rank 30ft
C-Rank 8th
T-M +6 Ability Score Increases up to 20. 2 D-Rank, 2 C-Rank 40ft
B-Rank 12 th
T-L +6 Ability Score Increases up to 20. 2 C-Rank (or Lower), 2 B-Rank 50ft
A-Rank 16th T-H +6 Ability Score Increases up to 22. 3 B-Rank (or Lower), 1 A-Rank. 50ft
S-Rank 20 th
T-G +6 Ability Score Increases up to 24. 3 A-Rank (or Lower), 1 S-Rank. 60ft

37
TURTLE • Timeless Patience: When you are concentration on a
jutsu, you cannot lose concentration as a result of
Often looked down upon, Turtles are known to be weak
failing a concentration check.
creatures. While they might not possess strength or
agility, they certainly have endurance, the wisdom to
know their own weakness, and the cunning of judging its
TURTLE JUTSU SPECIALTY
Turtle have access to any Jutsu with the following
opponent's strength. They will not accept a master who
Keywords or conditions without the Hijutsu Keyword;
will lead them needlessly into danger, and cannot stand
• Water Release Keyword
for himself.
Summon Type: Dragon • Fuinjutsu Keywords

Hit Dice: d10 • Taijutsu that requires an attack roll.

Chakra Dice: d8
Saving Throws: Constitution, Strength
Creature Skills: Athletics, Survival, Perception
Creature Senses: Amphibious, Keen Sight (Advantage on
Perception checks that requires sight.)

Natural/Weapons:
Bite. (Melee Weapon Attack: Reach 5ft., one target. Str +
Prof to hit, +Str piercing damage.)

SAVE DC’S & ATTACK BONUSES:


All Jutsu Save DC’s: 8 + Half Your Prof + Half Creature
Level
All Jutsu Attack bonus: Intelligence Modifier + Your
Proficiency Bonus.

SPECIAL FEATURES:
You may select 1 feature at each applicable rank. Higher
Ranked Summons select 1 feature from each previous
rank.
D-Rank:
• Shell: Turtles can as a reaction enter their shells
gaining +5 to their AC until the beginning of their
next turn. For the duration they are blind and their
movement speed is reduced to 0.

C-Rank: Pick 1.
• Tough: When you make a strength or constitution
saving throw, you make it at advantage.
• Slow and Steady: When you would make a Dexterity or
Intelligence saving throw, you make it advantage.

A-Rank: Pick 1.
• Impregnable: The Turtles gain resistance to
bludgeoning, slashing and piercing damage.
• Reliable: The turtles grant allied creatures within 5
feet of it advantage on Strength, Dexterity, and
Constitution saving throws if they are not proficient
in the save.

S-Rank: Pick 1.
• Long Standing Focus: When you would cast a jutsu, you
may withhold the jutsu’s casting until the beginning
of your next turn. When you do, you reduce the cost of
the jutsu by half and can reroll 1’s, 2’s, 3’s, and 4’s of
both attack and damage rolls, taking the higher rolls.

T URTLE
Rank Level Size STR DEX CON INT WIS CHA Jutsu Speed
D-Rank 4th
T 12 8 14 14 13 10 2 D-Rank 30ft
C-Rank 8th
T-M +6 Ability Score Increases up to 20. 2 D-Rank, 2 C-Rank 30ft
B-Rank 12th T-L +6 Ability Score Increases up to 20. 2 C-Rank (or Lower), 2 B-Rank 40ft
A-Rank 16 th
T-H +6 Ability Score Increases up to 22. 3 B-Rank (or Lower), 1 A-Rank. 40ft
S-Rank 20 th
T-G +6 Ability Score Increases up to 24. 3 A-Rank (or Lower), 1 S-Rank. 50ft

38
WEASEL S-Rank: Pick 1.

Weasels are crafty, careful planners that prefer to attack • Storm Rider: While the Weasel is within an area
from ambush. Usually making their homes in high currently affected by a Wind Release Jutsu, any attacks
plains, mountains, and other areas that allow them to made against it are at disadvantage.
hone and make good use of their natural stealth, Weasels • Deadly Slice: Any Scythe you wield now has the Critical
are known to make use of scythes, as well as powerful and Deadly properties, if it didn’t already, and deals an
Wind jutsu to propel themselves. They serve summoners extra die of damage.
that appreciate methodic planning and decisive action.
Summon Type: Rodent WEASEL JUTSU SPECIALTY
Hit Dice: d8 Weasel have access to any Jutsu with the following
Chakra Dice: d10 Keywords or conditions without the Hijutsu Keyword;
Saving Throws: Dexterity, Intelligence • Wind Release Keyword
Creature Skills: Acrobatics, Stealth, Perception • Any Jutsu that grants a bonus, boon or enhancement
Creature Senses: Keen smell, Keen sight. (Advantage on to stealth.
Perception checks that requires Smell or sight.) • Bukijutsu, with a melee slashing component.

Natural/Weapons:
Claws. (Melee Weapon Attack: Reach 5ft., one target. Dex
+ Prof to hit, +Dex piercing damage.)
Weapon. (Melee Weapon Attack: Reach -ft., one target.)

SAVE DC’S & ATTACK BONUSES:


All Jutsu Save DC’s: 8 + Half Your Prof + Half Creature
Level
All Jutsu Attack bonus: Dexterity Modifier + Your
Proficiency Bonus.

SPECIAL FEATURES:
You may select 1 feature at each applicable rank. Higher
Ranked Summons select 1 feature from each previous
rank.
D-Rank:
• Camouflage: The Weasel can attempt to hide as a bonus
action, even when lightly obscured, so long as they are
in a natural environment such as a forest or plains.
• Weapon Prof: You have proficiency with Hand Scythes
and Chained Hand Scythes, and may have one
equipped when summoned.

C-Rank: Pick 1.
• Swift Slash: When the weasel deals damage to a
creature, until the end of the current turn, it cannot
provoke an attack of opportunity when it moves out of
an enemy’s reach.
• Wind Rider: The Weasel gains a fly speed equal to its
ground speed.

B-Rank: Pick 1.
• Evasion: If the Weasel is subjected to an effect that
allows it to make a Dexterity saving throw to take half
damage, it instead takes no damage on a successful
save, and only half damage on a failed save.
• Multiattack: You can make up to two attacks using your
Melee Weapons.

W EASEL
Rank Level Size STR DEX CON INT WIS CHA Jutsu Speed
D-Rank 4 th
T 6 16 13 14 12 10 2 D-Rank 40ft
C-Rank 8 th
T-S +6 Ability Score Increases up to 20. 2 D-Rank, 2 C-Rank 45ft
B-Rank 12th T-M +6 Ability Score Increases up to 20. 2 C-Rank (or Lower), 2 B-Rank 50ft
A-Rank 16 th
T-M +6 Ability Score Increases up to 22. 3 B-Rank (or Lower), 1 A-Rank. 60ft
S-Rank 20 th
T-L +6 Ability Score Increases up to 24. 3 A-Rank (or Lower), 1 S-Rank. 70ft

39
GENJUTSU
ne of the main jutsu categories which uses chakra. Unlike ninjutsu, the effects of Genjutsu are not real, being only

O sensory illusions experienced by those who fall victim to it. Genjutsu falls under the broad category of Yin Release.
A Genjutsu is created when a ninja controls the chakra flow of a target's cerebral nervous system, thereby affecting
their five senses; this is frequently used to create false images and/or trick the body into believing it has experienced
physical pain.

Special Effect: Genjutsu have a unique system in regards to success and failures. Borrowed from the spectacular Pathfinder
2e engine (You should go check it out when you don’t want to play as Ninja’s. Its really a great system.) Most Genjutsu that
require a saving throw will have listed what happens when a creature critical succeeds, succeeds, fails or critically fails. A
creature who Critically fails, follows the effect of only a critical failure, not a Failure as well, unless otherwise specified. The
following are the breakdowns for how to calculate each.

Critical Success: Beat the Save DC by 5 or more Failure: Fail to meet or beat the Save DC.

Success: Beat the Save DC. Critical Failure: Saving throw result is 5 or more, lower than the Save DC.

E-RANK: DISTANT ECHO


Classification: Genjutsu
AFFECTION Rank: E-Rank
Classification: Genjutsu Casting Time: 1 Action
Rank: E-Rank Range: 60 Feet
Casting Time: 1 Action Duration: Up to 1 minute
Range: Touch Components: HS, CM
Duration: Concentration, up to 1 Minute Cost: 1 Chakra
Components: CM Keywords: Genjutsu, Auditory, Unaware
Cost: 2 Chakra Description: You create a sound within range that lasts
Keywords: Genjutsu, Auditory, Unaware for the duration. The sound also ends if you dismiss it as
Description: For the duration, you have advantage on all an action or use this jutsu again. The sound you create
Persuasion checks directed at one creature you touch that can be any volume, ranging from a whisper to a scream.
isn’t hostile towards you. When the jutsu ends the creature It can be your voice or another sound you have heard
may realize that you used a jutsu to influence its mood if it before such as another person's voice, a lion's roar or a
doesn’t fit your previous relationship. A creature prone to shattering vase. The sound continues unabated
violence might attack you if they realize this. Another throughout the duration or you can make discrete
creature may seek retribution in other ways (At the DM’s sounds at different times before the jutsu ends.
discretion), depending on the nature of your interactions. At Higher Levels: This Jutsu’s proficiency increases as
you increase in level. At 5th level select 1 additional
CLONE TECHNIQUE location for the sound to originate. 11th level, 2
Classification: Genjutsu additional locations, 17th level, 3 additional locations.
Rank: E-Rank
Casting Time: 1 Action DOUBT
Range: Self Classification: Genjutsu
Duration: Concentration, up to 1 minute Rank: E-Rank
Components: HS Casting Time: 1 Action
Cost: 2 Chakra Range: Touch
Keywords: Genjutsu, Visual Duration: 1 Minute
Description: The most basic clone technique that is taught Components: CS
in most academies across the ninja world. By using this Cost: 2 Chakra
technique, the user creates 2 duplicates of themselves. The Keywords: Genjutsu, Auditory, Unaware
clones stay near you and disappear when attacked. The Description: For the duration, you have advantage on all
clones appear by the user's side and cannot stray more than Intimidation checks directed at one creature you touch
5 feet away from the original. The duplicates look like the that you are interacting with. When the jutsu ends the
user and are perfect duplicates, but they cannot speak or creature may realize that you used a jutsu to influence its
perform any action that requires having a body, like lifting mood if it doesn’t fit your previous relationship. A
an object or attacking a creature. Once touched by another creature prone to violence might attack you if they
creature or object or violently shaken, it disappears in a puff realize this. Another creature may seek retribution in
of smoke. other ways (At the DM’s discretion), depending on the
After Activation, as a reaction you make a creature nature of your interactions.
attacking you roll an additional 1d6, subtracting the result
from their total attack roll. Doing this causes one of your
clones to be struck regardless of the attack missing or
hitting you. After the duration or both of your clones have
been struck, this jutsu immediately ends. Any creature using
a Jutsu with the Sensory Keyword or that can see through
Genjutsu are not affected by this jutsu.
At Higher Levels: This Jutsu’s proficiency increases as you
increase in level. When you reach 5th level create 3
duplicates, 11th level (4 duplicates), 17th level (5 duplicates).

1
ENCODE THOUGHTS MESSAGE
Classification: Genjutsu Classification: Genjutsu
Rank: E-Rank Rank: E-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Self Range: 120 Feet
Duration: 8 Hours Duration: 1 round
Components: HS, CM Components: HS
Cost: 2 Chakra Cost: 2 Chakra
Keywords: Genjutsu, Visual Keywords: Genjutsu, Auditory
Description: You draw out a memory, an idea, or a Description: You point your finger towards a creature
message from your mind, and seal it into a tangible within range that you can see and whisper a message. The
string of glowing seals called a thought strand, which target (and only the target) hears the message and can reply
persists for the duration or until you cast the jutsu again. in a whisper that only you can hear.
The thought strand appears in an unoccupied space on a You can cast this genjutsu through solid objects if you are
surface of your choice, such as a wall, blank scroll, book, familiar with the target and know it is beyond the barrier.
or skin in the form of text or images of your memories This jutsu doesn’t have to follow a straight line and can
design. travel freely around corners or through openings.
If you cast this Genjutsu while concentrating on a
Genjutsu or ability that allows you to manipulate the MIND SLIVER
thoughts of others (such as Memory Domination), you Classification: Genjutsu
can transform the thought or memories you read, rather Rank: E-Rank
than your own into a thought strand. Casting Time: 1 Action
Range: 60 Feet
FEATHER BURST Duration: 1 Round.
Classification: Genjutsu Components: HS, CM
Rank: E-Rank Cost: 1 Chakra
Casting Time: 1 Reaction, which you take when you Keywords: Genjutsu, Visual, Tactile
would take damage. Description: You inject a disorienting spike of chakra into
Range: Self the mind of one creature you can see within range. Make a
Duration: Instant Ranged Genjutsu attack, dealing 1d6 psychic damage. The
Components: HS, CM target must also succeed an Intelligence saving throw. On a
Cost: 2 Chakra failed save, until the end of its next turn, it must roll a d4
Keywords: Genjutsu, Visual and subtract the number from the first saving throw they
Description: A simple illusion of sight. When hit by an make for the duration.
attack, the opponent sees you burst into black raven At Higher Levels: This Jutsu’s proficiency increases as you
feathers reforming at your current location. When hit by increase in level rolling an additional 1d6 when you reach
a melee attack, roll 1d8 reducing damage taken by the 5th level (2d6), 11th level (3d6), 17th level (4d6)
result and move 10 feet away. This movement does not
provoke attacks of opportunity. MINOR ILLUSION
At Higher Levels: This Jutsu’s proficiency increases as Classification: Genjutsu
you increase in level rolling 1d8 when you reach 5th level Rank: E-Rank
(2d8), 11th level (3d8), 17th level (4d8) Casting Time: 1 Action
Range: 30 Feet
FLASH Duration: 1 Minute
Classification: Genjutsu Components: HS
Rank: E-Rank Cost: 2 Chakra
Casting Time: 1 Action Keywords: Genjutsu, Visual, Auditory, Unaware
Range: 30 Feet Description: You create a sound or an image of an object
Duration: Instant within range that lasts for the duration. The illusion also
Components: HS, NT (Firecrackers) ends if you dismiss it as an action or cast this genjutsu
Cost: 2 Chakra again.
Keywords: Genjutsu, Visual If you create a sound, its volume can range from a
Description: A mix of firecrackers and Chakra to make whisper to a scream. It can be your voice, someone else’s
the flash they produce 10 times more intense. Select a voice, a lion’s roar, a beating of drums, or any other sound
Space up to 30 feet away. Creatures within 5 feet of the you choose. The sound continues unabated throughout the
space you select must succeed a Wisdom save. On a failed duration, or you can make discrete sounds at different times
save, the next attack targeting them has advantage. before the spell ends. If you create an image of an object—
such as a chair, muddy footprints, or a small chest—it must
be no larger than a 5-foot cube. The image can’t create
sound, light, smell, or any other sensory effect. Physical
interaction with the image reveals it to be an illusion,
because things can pass through it.
If a creature uses its action to examine the sound or
image, the creature can determine that it is an illusion with
a successful Intelligence (Investigation), or Wisdom
(Illusion) check against your genjutsu save DC. If a creature
discerns the illusion for what it is, the illusion becomes faint
to the creature.

2
PAIN TRUE STRIKE
Classification: Genjutsu Classification: Genjutsu
Rank: E-Rank Rank: E-Rank
Casting Time: 1 Bonus Action Casting Time: 1 action
Range: 60 Feet Range: 30 Feet
Duration: Concentration, up to 1 minute Duration: 1 Round.
Components: HS Components: HS, CM
Cost: 2 Chakra Cost: 2 Chakra
Keywords: Genjutsu, Tactile Keywords: Genjutsu, Visual
Description: You point at a creature within range and the Description: You focus your genjutsu towards a single
sound of a dolorous bell fills the air around it for the creature in range. Your genjutsu grants you a brief
moment. The next time the target would take damage, insight into one target’s defenses. You gain advantage
they take an additional 1d4 psychic damage. This jutsu on your next attack roll against the target before the end
then ends. of your next turn. You can gain the benefit of this jutsu
At Higher Levels: This Jutsu’s effectiveness increases once per round.
by one die when you reach 5th level (2d4), 11th level At Higher Levels: This Jutsu’s duration increases by 1
(3d4), 17th level (4d4). round when you reach 5th level (2 rounds), 11th level (3
rounds), 17th level (4 rounds)
RELEASE
Classification: Genjutsu VOICE CHANGE
Rank: E-Rank Classification: Genjutsu
Casting Time: 1 Action Rank: E-Rank
Range: Touch Casting Time: 1 Bonus action
Duration: Instant Range: Self
Components: HS, CM Duration: Concentration, Up to 1 minute
Cost: 2 Chakra Components: HS, CM
Keywords: Genjutsu, Fuinjutsu Cost: 1 Chakra
Description: This technique allows the user to isolate Keywords: Genjutsu, Auditory
and forcefully remove the effect of a single Description: You coat your tongue in chakra,
Genjutsu effect, so long as it can be dispelled. You must manipulating the vibrations it provides while speaking.
first be aware that you or your target is under the effect You imitate the voice of any creature you’ve heard before
of a Genjutsu. As part of the activation of this jutsu, with amazing accuracy. When making a Deception or
make a Chakra Control Check at advantage against the Persuasion check while using this jutsu, roll an
Save DC of the Genjutsu you are affected by. On a success additional 1d6 adding the results to the roll.
you free yourself or your target from the Genjutsu.
D-RANK:
TRANSFORM
Classification: Genjutsu ANIMAL COMPANION
Rank: E-Rank Classification: Genjutsu
Casting Time: 1 Action Rank: D-Rank
Range: Self Casting Time: 1 Action
Duration: 10 Minutes Range: 30 Feet
Components: HS Duration: Concentration, up to 10 Minute
Cost: 1 Chakra Components: HS, CM
Keywords: Genjutsu, Visual Cost: 3 Chakra
Description: This technique is taught to every student of Keywords: Genjutsu, Auditory
the academy. Using this technique, the user assumes the Description: You select an animal you can see within
form of a creature of the same size category as they are range and alter its disposition towards you. This animal
or smaller. They may freely designate the specifics of will see you as a member of its pack, its child, its parent,
their new form (such as height, weight, hair texture and or its Master (your choice). The animal will be able to
color, skin tone, etc.). You do not lose any of your understand your commands and will act on them for the
personal abilities, features, or jutsu as this duration. The target creature must make a Charisma
transformation is purely cosmetic and an illusion. When save, becoming charmed by you for the duration. The
you make a Charisma (performance) or Charisma animal can fight on your behalf, once the creature
(Deception) check while in this form, you add an reaches half health this jutsu ends. They may then stay
additional 1d6 to the check. and fight to survive or run based on the type of animal
At Higher Levels: This Jutsu’s skill reinforcement they are. (DM’s description)
increases by 1d10 when you reach 5th level (2d6), 11th At Higher Ranks: For each rank you cast this jutsu above
level (3d6), 17th level (4d6) D-Rank, increase the cost of this jutsu by 3 and select one
additional animal you can see.

3
BANE CAUSE FEAR
Classification: Genjutsu Classification: Genjutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Self (30-Feet) 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: 4 Chakra
Keywords: Genjutsu, Tactile Keywords: Genjutsu, Inhale
Description: You release a pulse of chakra targeting all Description: You awaken a sense of mortality in one
hostile creatures within 30 feet of you causing them feel creature you can see within range after releasing some
deep seeded regret or dread. All hostile creature of your potent aromas from incents you spread and use as the
choice within 30 feet of you must succeed a Charisma saving catalyst for your genjutsu. A construct or undead is immune
throw as their mind is wrought with negative thoughts. to this effect. The target must succeed a Wisdom saving
throw at the beginning of each of its turns for the duration.
Success: No further effects.
Failure: Affected creatures suffers a 1d4 penalty to all Critical Success: This jutsu ends on the affected
attack roll, saving throw and ability checks it makes creatures, removing all ranks of fear granted by this
for the duration. jutsu.
Critical Failure: Affected creatures suffers a 1d6 penalty Success: Affected creature does not gain a rank of fear.
to all attack roll, saving throw and ability checks it Failure: Affected creatures gains one rank of fear against
makes and it cannot gain the benefit of the Bless jutsu the caster until this jutsu ends.
for the duration. Critical Failure: Affected creatures gains two ranks of
fear against the caster until this jutsu ends and falls
At Higher Ranks: For each rank you cast this jutsu above
prone from the shock.
D-Rank, increase the cost of this jutsu by 3 and the radius by
10-feet. If cast at B-Rank the die increases by one step. If At Higher Ranks: For each rank you cast this jutsu above
cast at S-Rank, the die increases by two steps. D-Rank, increase the cost of this jutsu by 3 and select 1
additional creature who must all be within 30 feet of each
BLESS other when you target them.
Classification: Genjutsu
Rank: D-Rank CHARMING DISSONANCE
Casting Time: 1 Action Classification: Genjutsu
Range: Self (30-Feet) Rank: D-Rank
Duration: Concentration, up to 1 minute Casting Time: 1 Action
Components: HS, CM Range: 60 Feet
Cost: 5 Chakra Duration: Concentration, Up to 1 minute
Keywords: Genjutsu, Auditory Components: HS, CM
Description: You release a pulse of chakra targeting all Cost: 4 Chakra
allied creatures within 30 feet of you causing them feel deep Keywords: Genjutsu, Auditory
seeded Pride or ambition. Whenever an allied creature Description: You attempt to suppress strong emotions in up
makes an attack roll, saving throw, or ability check during to 3 creatures who can see and hear you within range. You
this jutsu’s duration, they can roll an additional 1d4 and add speak with a reverberating confidence that quells their
the number rolled to their Attack, Saving throw, or ability fears, anger, and confusion. Up to 3 creatures you choose
check. must make a charisma saving throw; A creature can choose
At Higher Ranks: For each rank you cast this jutsu above to fail this saving throw if it wishes. If a creature fails its
D-Rank, increase the cost of this jutsu by 3 and the radius by saving throw, choose one of the following effects.
10 feet. If cast at B-Rank the die becomes a d6. If cast at S- • You can suppress any effect causing a target to be
Rank, the die becomes a d8.
charmed or feared. When this jutsu ends, any suppressed
effect resumes, provided that its duration has not expired
in the meantime.
• Alternatively, you can make a target indifferent about
creatures of your choice that it is hostile towards. This
indifference ends if the target or its allies are attacked.
When this jutsu ends, the creature becomes hostile again.

At Higher Ranks: For each rank you cast this jutsu above
D-Rank, increase the cost of this jutsu by 3 and select 1
additional creature.

4
CLOAK OF SHADOWS COMMAND [NEW]
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: 1 Round.
Components: HS, CM Components: CM
Cost: 4 Chakra Cost: 5 Chakra
Keywords: Genjutsu, Visual, Unaware Keywords: Genjutsu, Auditory, Unaware
Description: You cloak a willing creature you touch in Description: You speak a one-word command to a
illusionary darkness, granting it a proficiency to creature you can see within range. The target must
Dexterity (Stealth) checks against creatures that rely on succeed on a Wisdom saving throw or follow the
sight. You cannot gain a bonus to Stealth as a result of command on its next turn. The jutsu has no effect if the
other Jutsu while benefiting from this jutsu. target is undead, if it doesn’t understand your language,
Additionally, if cast in Dim Light or Darkness, or if your command is directly harmful to it. Some
creatures attempting to make a Wisdom (Illusions) typical commands and their effects follow. You might
check to see through this genjutsu, makes their check at issue a command other than one described here. If you
disadvantage. do so, the GM determines how the target behaves. If the
At Higher Ranks: For each rank you cast this jutsu target can’t follow your command, the jutsu ends.
above D-Rank, increase the cost of this jutsu by 3. If cast • Approach: The target moves towards you by the
at C-Rank, the duration increases to up to 10 minutes
shortest and most direct route, ending its turn if it
and no longer costs chakra to maintain concentration. If
moves within 5 feet of you.
cast at A-Rank, this jutsu’s duration becomes 1 Hour and • Drop: The creature drops whatever it is holding and
no longer requires concentration.
then ends its turn.

COLOR SPRAY
• Grovel: The target falls prone and then ends its turn.
• Flee: The target turns and spends its turn moving
Classification: Genjutsu
away from you by the fastest means available.
Rank: D-Rank
• Halt: The target doesn’t move or take actions. A flying
Casting Time: 1 Action
Range: Self (15-foot cone) creature stays aloft, provided that it is able to do so. If
Duration: Instant it must move to stay aloft, it flies the minimum
Components: HS, CM distance needed to remain in the air.
Cost: 5 Chakra
At Higher Ranks: For each rank you cast this jutsu
Keywords: Genjutsu, Visual
above C-Rank, increase the cost of this jutsu by 3 and the
Description: You manifest a dazzling array of flashing,
number of creatures you target by +1.
colored lights, that spring forth from your hand. Roll
6d10, the total is how many hit points of creatures this
COMPELLED DUEL
jutsu can effect. Creatures in a 15-foot cone, originating Classification: Genjutsu
from you must make an Intelligence saving throw. Rank: D-Rank
Critical Success: This creature ignore the effects of this Casting Time: 1 Action
jutsu. Range: 30 Feet
Success: Affected creature gain 1 rank of Dazzled. Duration: Concentration, up to 1 minute
Failure: Affected creatures Blinded until the end of their Components: HS, CM
next turn. Cost: 5 Chakra
Critical Failure: Affected creatures becomes blinded and Keywords: Genjutsu, Auditory, Visual
must remake the intelligence saving throw at the end Description: You attempt to compel a creature into a
of each of its turns to realize it’s not actually blinded, duel. They see you as the only worthy foe in the area and
ending this jutsu’s effects on them. will do everything they can to fight you and only you,
while becoming indifferent towards other combatants.
At Higher Ranks: For each rank you cast this jutsu
One creature that you can see must make a wisdom
above D-Rank, increase the cost of this jutsu by 3 and
saving throw.
the size of the cone by 10 feet.
Success: Affected creature ignores this jutsu and suffers
no effects.
Failure: Affected creature becomes drawn to you
suffering a -1d6 penalty to all attacks rolls against
creatures other than you for the duration. A compelled
creature must remake their saving throw at the end of
each of its turns to end this effect on them. This jutsu
ends if you attack any other creature or if a friendly
creature to you, would assist you in any way.
Critical Failure: Affected creatures becomes drawn to
you, becoming unable to target any other creature
other than you for the duration. This jutsu ends if you
attack any other creature or if a friendly creature to
you would assist you.

5
COMPREHEND LANGUAGES This jutsu cannot penetrate through barrier, walls or
Classification: Genjutsu surfaces and does not provide insight on the Rank or
Rank: D-Rank number of Genjutsu affecting a creature.
Casting Time: 1 Action At Higher Ranks: For each rank you cast this jutsu
Range: Self above D-Rank, increase the cost of this jutsu by 3 and
Duration: 1 Hour the rank of Genjutsu you can detect.
Components: HS, CM
Cost: 3 Chakra DETECT INTENTION
Keywords: Genjutsu, Auditory, Unaware Classification: Genjutsu
Description: For the duration, you understand the literal Rank: D-Rank
meaning of any spoken language that you hear. You also Casting Time: 1 Action
understand any written language that you see, but you Range: 30 Feet
must be touching a creature who can already understand Duration: Concentration, up to 1 minute
the language. Components: HS, CM
Cost: 3 Chakra
CONFIDENCE Keywords: Genjutsu, Visual, Sensory
Classification: Genjutsu Description: Select a creature you can see within range.
Rank: D-Rank If the target is not aware of your presence roll your
Casting Time: 1 Action Illusion Skill vs their passive Deception. On a success you
Range: 30 Feet know what the creatures most immediate intention is.
Duration: 1 Minute This does not explain why they are trying to do whatever
Components: HS, CM it is they are trying to do just what it is they want to do. If
Cost: 4 Chakra the target is aware of your presence, they make a
Keywords: Genjutsu, Auditory Wisdom saving throw. On a failure you gain the same
Description: You select up to 3 willing creatures in information as you would if they weren’t aware of your
range, that you can see, reinforcing their confidence in presence. On a success they can hide their intention
themselves, allowing them to act with little to no instead hiding it behind another set of intentions.
hesitation. For the duration, whenever a target creature
makes a Strength, Dexterity or Charisma Ability check, DISTANT WORDS
they roll an additional 1d6+1 adding the result to their Classification: Genjutsu
total ability check. The first time they would succeed on Rank: D-Rank
Casting Time: 1 Minute
an ability check, while benefiting from this jutsu, it ends
Range: 30 feet
on them.
Duration: Until Dispelled
At Higher Ranks: For each rank you cast this jutsu Components: HS, CM
above D-Rank, increase the cost of this jutsu by 3 and Cost: 5 Chakra
the bonus by +1. Keywords: Genjutsu, Auditory

DETECT EVIL
Description: You implant a message within an object in
range, a message that is uttered when a trigger condition
Classification: Genjutsu
is met. Choose an object that you can see and that isn’t
Rank: D-Rank
being worn or carried by another creature. Then speak
Casting Time: 1 Action
the message, which must be 25 words or less, though it
Range: 60 Feet
can be delivered over as long as 10 minutes. Finally,
Duration: 10 minutes
determine the circumstance that will trigger the jutsu to
Components: HS, CM
deliver your message.
Cost: 4 Chakra
When that circumstance occurs, a disembodied voice
Keywords: Genjutsu, Visual, Sensory
can be heard originating from the object and recites the
Description: For the duration, you know if there is
message in your voice and at the same volume you
someone within 60 feet of you with a hostile intention.
spoke.
You do not know their direct location only that they are
When you cast this jutsu, you can have the jutsu end
within the range of this genjutsu.
after it delivers its message, or it can remain and repeats

DETECT ILLUSIONS its message whenever the trigger occurs.


The triggering circumstance can be as general or as
Classification: Genjutsu
Rank: D-Rank detailed as you like, though it must be based on visual or
Casting Time: 1 Action audible conditions that occur within 30 feet of the object.
Range: Self (10-foot Radius) For example, you could instruct the illusion to speak
Duration: 10 Minutes when any creature moves within 30 feet of the object or
Components: HS, CM when a silver bell rings within 30 feet of it.
Cost: 5 Chakra
Keywords: Genjutsu, Visual
Description: For the duration, you can sense the
presence of Genjutsu of D-Rank or Lower within 10 feet
of you. If you sense Genjutsu in this way, you can use
your action to see a faint aura around any visible
creature or object in the area that is affected by a
Genjutsu.
Additionally, if a Genjutsu affects an area, the affected
area with glow with this aura instead of any individual
creatures or objects.

6
DISTORT VALUE EXTRASENSORY [NEW]
Classification: Genjutsu Classification: Genjutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Touch Range: 60 feet
Duration: Instant
Duration: 10 Minutes
Components: HS, CM
Components: HS, CM
Cost: 5 Chakra
Cost: 5 Chakra
Keywords: Genjutsu, Auditory, Visual, Inhale, Tactile
Keywords: Genjutsu, Visual, Unaware
Description: You manifest a barrage of supersensory
Description: When you cast this Genjutsu target an
sensations meant to overwhelm a creatures senses.
object no more than 1 foot on a side, doubling the objects
Select one creature within range. Select creature must
perceived value by adding an illusionary flourish or
make an Intelligence saving throw.
reducing its perceived value by half with the help of
illusionary dents or scratches. Anyone examining the Critical Success: Affected creature is able to resist this
object must roll an investigation or Illusions check jutsu’s effects.
against your genjutsu save DC to see through this Success: Affected creature is suffering a 1d4 penalty to
genjutsu. their next attack roll.
At Higher Ranks: For each rank you cast this jutsu Failure: Affected creature gains 2 ranks of Dazzled.
above D-Rank, increase the cost of this jutsu by 3 and Critical Failure: Affected creature gains 2 ranks of
the size of the object by 5. Dazzled and at the beginning of their next turn, they
must roll a d10. On a roll of 1 or 2, they flinch losing
DOUBLED PAIN [CHANGED] their Action.
Classification: Genjutsu
At Higher Ranks: For each rank you cast this jutsu
Rank: D-Rank
above D-Rank, increase the cost of this jutsu by 3 and
Casting Time: 1 Bonus Action
the number of creatures you can target by +1.
Range: 60 Feet
Duration: Concentration, Up to 1 minute
Components: HS, CM
GLAMOR TONGUE
Classification: Genjutsu
Cost: 5 Chakra Rank: D-Rank
Keywords: Genjutsu, Tactile Casting Time: 1 Action
Description: You target a creature and amplify their Range: Touch
nervous system, enhancing all instances of pain to a Duration: Concentration, up to 10 Minutes
massive degree. Select a target creature you can see Components: HS, CM
within range. For the duration, whenever you deal Cost: 5 Chakra
damage of any kind to the target, you roll an additional Keywords: Genjutsu, Auditory
1d8 dealing the result as Psychic damage. Description: A willing creature you touch is enhanced with a
At Higher Ranks: For each rank you cast this jutsu Genjutsu that makes the words they speak seem more
above D-Rank, increase the cost of this jutsu by 3 and interesting, attractive or compelling.
either select one additional creature to be affected or For the duration an affected creature has advantage on all
increase the damage dealt by 1d8, pick one per rank charisma-based checks using skills to talk with another
upcasted. creature.
When a creature who finds them even slightly attractive
ENVIRONMENTAL AFFINITY hears them speak, that creature must succeed a Charisma
Classification: Genjutsu Saving throw. On a failed save that creature gains 1 rank of
Rank: D-Rank charmed against them for the duration.
Casting Time: 1 Action
Range: Self
Duration: Special
HEROISM
Classification: Genjutsu
Components: HS, CM
Rank: D-Rank
Cost: 5 Chakra
Casting Time: 1 Action
Keywords: Genjutsu, Visual
Range: Touch
Description: The environment seems to shift and swirl
Duration: Concentration, Up to 1 minute
around you. For this jutsu’s duration, creatures looking at
Components: HS, CM
you see the natural terrain moving at your beck and call
Cost: 5 Chakra
giving them pause.
Keywords: Genjutsu, Auditory
If cast while you are not in combat, this jutsu lasts for 1
Description: A willing creature you touch is imbued with
hour. For that duration, you make your next initiative roll at
heroic bravery. Until the genjutsu ends, the creature is
advantage.
immune to the fear condition and gains temporary hit points
If cast while in combat, this jutsu’s duration becomes
equal to twice your Genjutsu ability modifier at the start of
Concentration, Up to 1 Minute, and creatures that target you
each of its turns. When the Genjutsu ends, the target loses
with an attack or jutsu treat you as if you are in half cover.
any remaining temporary hit points.
If the terrain is not natural and instead industrial such as a
At Higher Ranks: For each rank you cast this jutsu above
concrete hallway, steel floors, or anything similar, a creature
D-Rank, increase the cost of this jutsu by 3 and the number
makes a Wisdom (Illusions) check vs your Genjutsu Save DC
of creatures affected by this jutsu by 1.
at advantage, gaining immunity to this jutsu for the duration.
At Higher Ranks: For each rank you cast this jutsu above
D-Rank, increase the cost of this jutsu by 3. When casted at
B-Rank this jutsu no longer requires concentration.

7
HYPNOSIS [NEW] Should the jutsu be dispelled, the original script and
Classification: Genjutsu the illusion both disappear. A creature with chakra sight
Rank: D-Rank or truesight can read the hidden message.
Casting Time: 1 Action
Range: 30 Feet IMPERFECT SILENCE
Duration: Concentration, up to 1 minute. Classification: Genjutsu
Components: HS, CM Rank: D-Rank
Cost: 5 Chakra Casting Time: 1 Action
Keywords: Genjutsu, Visual, Unaware Range: 60 feet (15 Foot radius Sphere)
Description: You manifest a collection of sheep wool in Duration: Concentration, Up to 1 minute
the form of pollen as you attempt to lull a creature into a Components: HS, CM
deep sleep. Cost: 4 Chakra
Select a creature you can see within range. The target Keywords: Genjutsu, Auditory, Unaware
must make a Wisdom saving throw. A creature who is Description: Select a space you can see in a 60-foot
currently in combat is immune to this jutsu’s effects. radius. All creatures in and attempting to enter a 30-foot
Critical Success: Affected creature is able to resist this sphere centering on your selected space must succeed an
jutsu’s effects. Intelligence Saving throw.
Success: Affected creature is slowed until the end of the Success: Affected creature is able to resist this Jutsu's
next turn as they are only slightly drowsy. effect being able to hear other creatures while within
Failure: Affected creature begins to daydream. They the spheres radius.
become blind and deafened to all events and Failure: Affected creatures becomes deafened and unable
happenings that is further than 10 feet away from to hear other creatures who are also inside the spheres
them. Anything that would affect them or the area radius. If an affected creature leaves the radius this
within 10 feet of them would break them from this day jutsu’s effect ends on them.
dream. Critical Failure: Affected creatures become deafened for
Critical Failure: Affected creature falls asleep, the duration. A deafened creature must remake their
unconscious for the next 10 minutes. A creature who is intelligence saving throw at the end of each of their
asleep in this way can be awoken by yells, screams or turns to end this jutsu’s effect on themselves.
loud sounds or by being physically shaken or taking
damage of any type. INEPTITUDE
Classification: Genjutsu
At Higher Ranks: For each rank you cast this jutsu
Rank: D-Rank
above D-Rank, increase the cost of this jutsu by 3 and
Casting Time: 1 Action
the number of creatures you can target by +1.
Range: 60 Feet
ILLUSIONARY REINFORCEMENT [NEW] Duration: Concentration, up to 1 minute
Classification: Genjutsu Components: HS, CM
Rank: D-Rank Cost: 5 Chakra
Casting Time: 1 Reaction, which you take when an allied Keywords: Genjutsu, Auditory, Tactile
creature makes an attack roll or saving throw. Description: You bend the minds of a target creature
Range: 30 Feet making them less capable than they once were. Select
Duration: Instant one creature that you can see within range. The target
Components: HS, CM must succeed a Charisma saving throw.
Cost: 5 Chakra
Keywords: Genjutsu, Visual, Tactile Success: Affected creature is able to resist this Jutsu's
Description: You manifest a possible future and show it effect.
to your ally, granting them the chance to take ability to Failure: Affected creature suffers a 1d6 penalty to attack
take that future by the horns. When an allied creature rolls and ability checks.
makes an attack roll or saving throw, you also roll 1d20. Critical Failure: Affected creatures suffers a 1d8 penalty
The allied creature can choose to use your d20 result or to attack rolls and ability checks.
their own.
At Higher Ranks: For each rank you cast this jutsu
ILLUSORY SCRIPT above D-Rank, increase the cost of this jutsu by 3. If cast
Classification: Genjutsu at B-Rank, increase the penalty by 1 die. If cast at S-
Rank: D-Rank Rank, increase the penalty by 2 dice.
Casting Time: 1 Action
Range: Touch
Duration: Permanent
Components: HS, CM, CS
Cost: 3 Chakra
Keywords: Genjutsu, Fuinjutsu, Visual
Description: You take a Chakra Seal and write upon it as
you imbue your chakra into the parchment.
For the duration, you and any creatures you designate
when you cast the jutsu, can see the writing as it should be.
To all others, the writing appears as if it were written in an
unknown or foreign script that is unintelligible.
Alternatively, you can cause the writing to appear to be
an entirely different message, written in a different hand
and language, though the language must be one you know.

8
INSINUATION MEDICAL RELEASE: HEALED THOUGHTS
Classification: Genjutsu [NEW]
Rank: D-Rank Classification: Genjutsu
Casting Time: 1 Action Rank: D-Rank
Range: 60 feet Casting Time: 1 Action
Duration: Instant Range: 60 feet
Components: HS, CM Duration: Instant
Components: HS, CM
Cost: 4 Chakra
Cost: 5 Chakra
Keywords: Genjutsu, Auditory, Tactile
Keywords: Genjutsu, Visual, Medical
Description: You unleash a torrent of conflicting desires
Description: You manifest a restorative illusion designed
into the mind of one creature you can see within range,
to help soothe the mental scars of battle.
impairing its ability to make decisions. The target must
Select one Mental or Sensory condition a creature is
succeed an Intelligence saving throw
under the effects of and reduce it by 1 rank.
Success: Affected creature is able to resist this Jutsu's effect At Higher Ranks: For each rank you cast this jutsu
taking no damage. above D-Rank, increase the cost of this jutsu by 3 and
Failure: Affected creature takes 1d12 psychic damage and the number of conditions with different names this jutsu
makes their chakra control check to maintain can select by +1.
concentration at disadvantage.
Critical Failure: Affected creatures takes 2d12 + Genjutsu MIND MIST [NEW]
Ability modifier psychic damage and loses concentration Classification: Genjutsu
on a jutsu with the lowest cost they are currently Rank: D-Rank
concentrating on. Casting Time: 1 Action
Range: 30 Feet
At Higher Ranks: For each rank you cast this jutsu above Duration: Concentration, up to 1 minute
D-Rank, increase the cost of this jutsu by 3 and the damage Components: HS, CM, NT (Poison Kit)
by 1d12. Cost: 5 Chakra
Keywords: Genjutsu, Inhale, Tactile
LIGHT BLINDNESS Description: You release a mist formed of illusory chakra
Classification: Genjutsu as you suppress the targets mental combat potential.
Rank: D-Rank One creature of your choice within range must succeed
Casting Time: 1 Action
a Constitution saving throw.
Range: 60 Feet
Duration: Concentration, Up to 1 Minute Success: Affected creature is able to resist this jutsu’s
Components: HS, CM effects.
Cost: 5 Chakra Failure: Affected creature becomes poisoned and reduces
Keywords: Genjutsu, Visual the damage they deal by 1d6 for the duration.
Description: You target a creature you can see in range and Critical Failure: Affected creature becomes poisoned and
attempt to switch its brains perception of light. The target reduces the damage they deal by 1d8 for the duration.
creature must succeed an Intelligence Save. If this jutsu is
At Higher Ranks: For each rank you cast this jutsu
cast on a creature who is not benefiting from Bright Light
above D-Rank, increase the cost of this jutsu by 3 and
prior to this jutsu’s casting, this jutsu gains the Unaware
the damage reduction by 1d6 or 1d8.
Keyword for the duration.
Success: Affected creature is able to resist this Jutsu's effect. NIP AT THE HEELS
Failure: Affected creature treats Bright light as Dim light, Classification: Genjutsu
and Dim light as total darkness for the duration. Rank: D-Rank
Critical Failure: Affected creatures treat Bright Light as total Casting Time: 1 Action
darkness for the duration. Range: 90 Feet
Duration: Concentration, Up to 1 Minute
At Higher Ranks: For each rank you cast this jutsu above Components: HS, CM
D-Rank, increase the cost of this jutsu by 3 and the number Cost: 5 Chakra
of targets by +1. Keywords: Genjutsu, Visual, Unaware
Description: You slam your hands onto the ground
LOST LIES creating an illusory puff of smoke as a pack of wild dogs
Classification: Genjutsu that look aggressive rush in and nip at one creature you
Rank: D-Rank can see within range, which must make an Intelligence
Casting Time: 1 Action saving throw. A target that is at least 10 feet off the
Range: 15 Foot Cube ground (in a tree, flying, and so forth) or has any senses,
Duration: 10 Minutes features or active jutsu that would give it advantage to
Components: HS, CM, CS its Wisdom (Perception), has advantage on the saving
Cost: 5 Chakra throw.
Keywords: Genjutsu, Fuinjutsu, Auditory, Unaware
Success: Affected creature is able to resist this Jutsu's
Description: You bind your chakra to a Chakra seal and mark
effect.
an area. Your chakra radiates in a 15-foot cube centering on
Failure: Affected creature has disadvantage on Attack
the chakra seal you placed. For the duration of this jutsu,
rolls and ability checks against one other creature of
creatures that start their turn, or enter the Chakra seals area
your choice as it becomes distracted by the attacking
for the first time must succeed a Charisma saving throw. On
dogs. At the end of each of its turns, the target
a failed save, the creature cannot speak a deliberate lie while
remakes its saving throw, ending the effect on itself
in the radius, instead being unable to speak at all when they
on a successful save.
attempt to do so.

9
Critical Failure: Affected creature who would cast a jutsu PAINFUL VOICE
with the Hand Sign (HS) or Mobility (M) components Classification: Genjutsu
would take 2d8 psychic damage as the dogs bite into Rank: D-Rank
them. They also have disadvantage on Attack rolls and Casting Time: 1 Action
ability checks against one other creature of your Range: Self (30-Foot Cone)
choice as it becomes distracted by the attacking dogs. Duration: Instant
Components: HS, CM
At the end of each of its turns, the target remakes its
Cost: 5 Chakra
saving throw, ending the effect on itself on a
Keywords: Genjutsu, Auditory, Tactile
successful save.
Description: You cup your hands and scream through
At Higher Ranks: For each rank you cast this jutsu the opening on the other end. All creatures that can hear
above D-Rank, increase the cost of this jutsu by 3 and you in a 30-foot cone originating from you must succeed
the number of creatures you can target by +1. a Wisdom Saving throw.

PAINFUL VISION Critical Success: Affected creature is able to resist this


Jutsu's effect.
Classification: Genjutsu
Success: Affected creature is able to resist most of this
Rank: D-Rank
Casting Time: 1 Action jutsu’s effects but becomes deafened until the end of
Range: 60 Feet their next turn.
Duration: Concentration, Up to 1 Minute Failure: Affected creature takes 3d6 psychic damage.
Components: HS, CM Critical Failure: Affected creature takes 3d8+Genjutsu
Cost: 5 Chakra ability modifier psychic damage.
Keywords: Genjutsu, Visual, Tactile
At Higher Ranks: For each rank you cast this jutsu
Description: You target one creature you can see within
above D-Rank, increase the cost of this jutsu by 3, the
range as you begin to intensify their sensitivity to light.
damage by 1d6 or 1d8 and the range by 5 feet.
The target creature must succeed a Wisdom saving
throw.
PHANTOM LIGHT
Critical Success: Affected creature is able to resist this Classification: Genjutsu
Jutsu's effect. Rank: D-Rank
Success: Affected creature is able to resist most of this Casting Time: 1 Action
jutsu’s effects but gains sunlight sensitivity, causing Range: Touch
them to suffers a -2 penalty to Attack rolls while in Duration: 1 Hour
Components: HS, CM
bright light until the end of their next turn.
Cost: 3 Chakra
Failure: At the beginning of an affected creatures turn
Keywords: Genjutsu, Visual
that they take 2d8 + your Genjutsu ability modifier in
Description: You touch a single object that measure less
psychic damage. If they are in dim light, they instead
than 10 feet in every dimension. Until this Jutsu ends,
take 2d6 + your Genjutsu ability modifier in psychic
you and up to 3 other creatures can see Bright light
damage. At the end of each of the affected creatures
originating from that object in a 20-foot radius, and dim
turns they remake the saving throw, ending this jutsu
light for another 20 feet.
on a success.
The light can be colored as you like. Only you and the
Critical Failure: At the beginning of an affected creatures
selected creatures can gain benefit from this artificial
turn that they take 3d8 + your Genjutsu ability
light source. You can use your bonus action to dismiss
modifier in psychic damage. If they are in dim light,
they instead take 3d6 + your Genjutsu ability modifier this jutsu.
At Higher Ranks: For each rank you cast this jutsu
in psychic damage. At the end of each of the affected
above D-Rank, increase the cost of this jutsu by 3, the
creatures turns they remake the saving throw, ending
number of objects you can affect with this jutsu by +1.
this jutsu on a success. If they are in bright light, they

PSIONICS: ASSURANCE! [NEW]


remake their saving throw at disadvantage.

At Higher Ranks: For each rank you cast this jutsu Classification: Genjutsu
above D-Rank, increase the cost of this jutsu by 3, the Rank: D-Rank
damage by 1d8 or 1d6, and the number of creatures you Casting Time: 1 Action
can target by +1. Range: 1 Reaction, which you take when you see a hostile
creature take damage
Duration: Instant.
Components: HS, CM
Cost: 4 Chakra
Keywords: Genjutsu, Tactile
Description: You see a creature take damage, and can see
the impact it leaves. You take this opportunity to ensure
that the damage dealt, sticks. The triggering creature
must make an Intelligence saving throw.
Success: Affected creature is able to resist most of this
jutsu’s effects, taking 2d6 psychic damage.
Failure: Affected creature takes an amount of psychic
damage equal to Xd6, where X equals your Genjutsu
ability modifier.
Critical Failure: Affected creature suffers the effects of a
failure and becoming Slowed until the end of their
next turn.

10
PSIONICS: CONFUSION! [NEW] PSIONICS: MEDITATE! [NEW]
Classification: Genjutsu Classification: Genjutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Bonus action
Range: 60 feet Range: Self
Duration: Instant Duration: Concentration, up to 1 minute
Components: HS, CM Components: HS, CM
Cost: 5 Chakra Cost: 3 Chakra
Keywords: Genjutsu, Visual, Tactile Keywords: Genjutsu, Tactile
Description: You attempt to shatter the string of thought Description: You steady your thoughts, finding balance
a creature has, instilling severe confusion while also and inner peace in the moment of battle. For the
causing them mental pain through inconsistency. duration, you gain a 1d4 bonus to Genjutsu attacks and
Select one target within range. They must make a deal an additional 1d6 psychic damage with Genjutsu you
Wisdom saving throw. cast.
At Higher Ranks: For each rank you cast this jutsu
Success: Affected creature is able to resist this jutsu’s
above D-Rank, increase the cost of this jutsu by 3. If this
effects.
jutsu is cast at B-Rank, increase the to hit and damage
Failure: Affected creature gains 1 rank of Confusion.
bonus by 1 die step (1d6, 1d8). If this jutsu is cast at S-
Critical Failure: Affected creature gains 1 rank of
Rank, increase the to hit and damage bonus by 1 die step
Confusion, and the first check made to end the
(1d8, 1d10).
condition is increased by 2.

At Higher Ranks: For each rank you cast this jutsu PSIONICS: MIGRAINE! [NEW]
above D-Rank, increase the cost of this jutsu by 3 and Classification: Genjutsu
the number of creatures you can target by +1. Rank: D-Rank
Casting Time: 1 Action
PSIONICS: CUT! [NEW] Range: 60 Feet
Classification: Genjutsu Duration: Instant
Rank: D-Rank Components: HS, CM
Casting Time: 1 Action Cost: 5 Chakra
Range: 30 feet Keywords: Genjutsu, Visual, Tactile
Duration: Instant Description: You outstretch your hand and select a
Components: HS, CM target within range. The target creature must make an
Cost: 5 Chakra Intelligence saving throw. If their Intelligence ability
Keywords: Genjutsu, Visual, Tactile score is 12 or less, they make this save at disadvantage.
Description: You manifest blades formed of illusionary
Success: Affected creature is able to resist this jutsu’s
chakra, that rend through a creatures mental defenses.
effects.
Make a ranged Genjutsu attack dealing 3d8 psychic
Failure: Affected creature sees their body swell and
damage.
experience an extraordinary amount of pain as their
If this jutsu is cast while within 10 feet of the target
head feels like it will explode. They take 4d4 psychic
creature, increase the critical threat range of this attack
damage and until the end of their next turn, they
by +1.
suffer a -10 penalty to their speed.
At Higher Ranks: For each rank you cast this jutsu
Critical Failure: Affected creature sees their body swell
above D-Rank, increase the cost of this jutsu by 3, the
and experience an extraordinary amount of pain as
damage by 1d8. If this jutsu is cast at B-Rank, increase
their head feels like it will explode. They take 6d4
the critical threat range by +1. If this jutsu is cast at S-
psychic damage and until the end of their next turn,
Rank, increase the critical threat range by +2.
they suffer a -20 penalty to their speed and the next

PSIONICS: DELAY! [NEW] jutsu they cast and concentration cost they pay, cost is
doubled, before the end of their next turn.
Classification: Genjutsu
Rank: D-Rank At Higher Ranks: For each rank you cast this jutsu
Casting Time: 1 Action above C-Rank, increase the cost of this jutsu by 3, the
Range: 60 feet damage by 1d4 and the number of creatures they can
Duration: Instant
target by +1.
Components: HS, CM
Cost: 5 Chakra
Keywords: Genjutsu, Auditory
Description: You manifest a delayed sound that remains
humming for a few moments before vanishing. You then
select one creature whom you can see within range. At
the end of your next turn this jutsu takes effect. If the
target creature has cast a jutsu of any type on their next
turn, they take 2d12 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 damage by 1d12.

11
PSIONICS: MIND BLANK! [NEW] PSIONICS: SHOCK! [NEW]
Classification: Genjutsu Classification: Genjutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 60 feet Range: 60 Feet
Duration: Instant Duration: Instant
Components: HS, CM Components: HS, CM
Cost: 4 Chakra Cost: 5 Chakra
Keywords: Genjutsu, Auditory, Tactile, Unaware Keywords: Genjutsu, Visual, Tactile
Description: You weave a guttural and visceral sound Description: You release a powerful jolt of psionic chakra
that echoes outward designed to create pockets of blank meant to overwhelm the sensory receptors of a creature.
space in the minds of the listener. Select a creature One creature of your choice within range must succeed
whom can hear you within range. The target must make an Intelligence saving throw.
an Intelligence saving throw. Success: Affected creature is able to resist this jutsu’s
Critical Success: Affected creature is able to resist this effects.
Genjutsu’s effects. Failure: Affected creature takes 5d4 psychic damage.
Success: Affected creatures next jutsu cast increases its This damage ignores damage reduction.
cost by 1d4. Critical Failure: Affected creature takes 7d4 psychic
Failure: Affected creature becomes unable to cast a jutsu damage and becomes Dazed. This damage ignores
they cast on their previous turn. If they would attempt damage reduction and ignores resistance.
to cast such a jutsu, it fails.
At Higher Ranks: For each rank you cast this jutsu
Critical Failure: Affected creature becomes unable to cast
above D-Rank, increase the cost of this jutsu by 3 and
a jutsu they cast on their previous turn. If they would
the damage reduction by 1d4.
attempt to cast such a jutsu, it fails, and they suffer a
splitting migraine taking 3d6 psychic damage.
PSIONICS: STRIKE! [NEW]
At Higher Ranks: For each rank you cast this jutsu Classification: Genjutsu
above D-Rank, increase the cost of this jutsu by 3 and the Rank: D-Rank
number of creatures you can target by +1. Casting Time: 1 Action
Range: Touch
PSIONICS: PSYCHO WAVE! [NEW] Duration: Concentration, up to 1 minute.
Components: HS, CM
Classification: Genjutsu
Cost: 5 Chakra
Rank: D-Rank
Casting Time: 1 Action Keywords: Genjutsu, Visual, Tactile
Range: Self (15-foot cone) Description: You coat the hands and feet of a creature
Duration: Instant you touch in psionic energy. Making each strike harm
Components: HS, CM both the body and mind simultaneously.
Cost: 5 Chakra When they would deal damage with an unarmed
Keywords: Genjutsu, Visual attack, they deal an additional 1d10 psychic damage,
Description: You manifest gauntlet of formed of once per turn. If they would score a critical hit while
illusionary pulses, that beat on the thought patterns of a gaining the benefits of this jutsu, you can choose to
creature, leaving it mentally drained. convert all damage dealt with the attack into psychic
All creatures within a 15-foot cone originating from damage.
you must make a Wisdom saving throw. At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3 and
Success: Affected creature is able to resist this jutsu’s
the damage by 1d10.
effects.

PUPPETS OF DARKNESS
Failure: Affected creature is Dazzled and Confused.
Critical Failure: Affected creature is Dazzled, Confused
Classification: Genjutsu
and gains 1 rank of Stupefied.
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: 60 Feet
the size of the cone by 5 feet. Duration: Concentration, Up to 1 minute
Components: HS, CM
Cost: 5 Chakra
Keywords: Genjutsu, Visual, Tactile
Description: You weave chakra creating animated
illusions of a creatures shadow within range, causing it
to attack.
As a bonus action, when you cast this jutsu or as a
bonus action on subsequent turns, while you maintain
concentration, command the shadow to attack. Make a
Melee Genjutsu attack against a target creature. On a hit,
you deal 2d10 psychic damage and they must succeed an
Intelligence saving throw, being dazed until the start of
your next turn on a failed save.
At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3, the
number of creatures you target with this jutsu by +1.

12
SANCTUARY SEALING ART: SWEET DREAMS
Classification: Genjutsu Classification: Genjutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Bonus Action Casting Time: 1 Action
Range: 30 Feet Range: 60 Feet
Duration: 1 minute Duration: Concentration, Up to 1 minute
Components: HS, CM Components: HS, CM, CS
Cost: 4 Chakra Cost: 4 Chakra
Keywords: Genjutsu, Visual, Unaware Keywords: Genjutsu, Visual, Fuinjutsu
Description: You weave chakra creating a hazy ward of Description: You infuse chakra into chakra seals as you
illusions protecting a creature within range against attempt to mark a willing creature you can see in range
attack. with the seal of the rest.
Until this jutsu ends, any creature who targets the For the duration, as a bonus action you can force the
warded creature with an attack or a jutsu must first creature to experience a hyper accelerated sleep pattern.
succeed a Wisdom saving throw. On a failed save, the The target creature gains some of the benefit of a short
creature must choose a new target or lose the attack or rest allowing them to spend hit die to recover hit points.
jutsu. This ward does not protect against area effects, The affected creature does not regain any features or
such as a Fire Release: Fireball or any similar jutsu. resources that would reset or be recovered on a short
If the warded creature makes an attack or casts a jutsu rest.
that affects a creature, this jutsu ends. At Higher Ranks: For each rank you cast this jutsu
At Higher Ranks: For each rank you cast this jutsu above D-Rank, increase the cost of this jutsu by 3, the
above D-Rank, increase the cost of this jutsu by 3, the number of creatures you target with this jutsu by +1.
number of creatures you target with this jutsu by +1.
SEMBLANCE OF DREAD
SEALING ART: DELUSIONS Classification: Genjutsu
Classification: Genjutsu Rank: D-Rank
Rank: D-Rank Casting Time: 1 Action
Casting Time: 1 Action Range: Self (20-foot radius)
Range: 60 Feet Duration: Concentration, Up to 1 minute
Duration: Concentration, Up to 1 minute Components: HS, CM
Components: HS, CM, CS Cost: 4 Chakra
Cost: 5 Chakra Keywords: Genjutsu, Visual
Keywords: Genjutsu, Visual, Fuinjutsu Description: You morph your visage into that of a faceless
Description: You infuse chakra into chakra seals as you monstrosity known as Nyarlathotep. This visage can be of
attempt to mark a creature you can see in range with the your own description as this monstrosity has no known
seal of the desires. singular description.
The target creature must succeed a Charisma Saving For the duration, any creature within 20 feet of you
throw. On a failed save, the target is marked with the becomes unable to willingly move closer to you unless it
seal of desires as they begin to see flashes and visions of makes a successful Wisdom saving throw at the start of its
the things they want most in life causing them to freeze turn. Constructs and undead are immune to this effect.
in place, focusing on the things before them. Additionally, you gain advantage on saving throws to
For the duration, a creature who is marked with this resist the fear condition.
seal, at the beginning of each of their turns remake the At Higher Ranks: For each rank you cast this jutsu above
saving throw, being stunned until the end of their turn D-Rank, increase the cost of this jutsu by 3 and the radius by
on a failed save. On a successful save, they resist the 5 feet.
seals effects, ending this jutsu.
If the target would take damage, they repeat the SHADOW BITE
saving throw to end this jutsu. Classification: Genjutsu
Another creature who can touch the affected target, Rank: D-Rank
can attempt a Wisdom (Illusions) check vs your Genjutsu Casting Time: 1 Action
Range: 60 feet
save DC to forcefully end this jutsu on you.
Duration: Instant
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: 4 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 create a single momentary needle of
number of creatures you target with this jutsu to 3.
darkness that erupts upwards from a creatures shadow that
you can see within range.
Make a ranged Genjutsu attack. On a hit you deal psychic
damage equal to 3d6 + Your Genjutsu ability modifier and
reducing their speed by 10 until the start of your next turn.
A creature who’s speed is reduced in this way cannot
benefit from additional speed for the duration of their speed
reduction.
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 can target by +1, the damage by 1d6 and the
speed reduction by -5.

13
SILENT IMAGE SONG OF THE ANCIENTS
Classification: Genjutsu Classification: Genjutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 60 feet Range: self (20-foot radius)
Duration: Concentration, up to 10 minutes Duration: Concentration, up to 10 minutes
Components: HS, CM Components: HS, CM
Cost: 4 Chakra Cost: 5 Chakra
Keywords: Genjutsu, Visual, Unaware Keywords: Genjutsu, Auditory, Tactile
Description: You create the image of an object, a creature, or Description: You begin to hum or sing an erratic tune in an
some other visible phenomenon that is no larger than a 15- unintelligible language designed to send those who hear it
foot cube. The image appears at a spot within range and into a short bout of madness. When you do, all creatures
lasts for the duration. The image is purely visual; it isn’t within a 20-foot radius of you begin to experience bouts of
accompanied by sound, smell, or other sensory effects. madness.
You can use your action to cause the image to move to any For the duration, you do not spend chakra to maintain this
spot within range. As the image changes location, you can jutsu, instead you must spend a bonus action on subsequent
alter its appearance so that its movements appear natural turns to maintain it. Creatures who begin their turns within
for the image. For example, if you create an image of a range must succeed an intelligence saving throw.
creature and move it, you can alter the image so that it Success: Affected creature is able to resist this jutsu’s effects.
appears to be walking. Failure: Affected creature gains the madness condition until
Physical interaction with the image reveals it to be an the end of their next turn.
illusion, because things can pass through it, causing the
Critical Failure: Affected creature gains the madness condition
Genjutsu to immediately end.
for 1d4 of their turns.

SILHOUETTE At Higher Ranks: For each rank you cast this jutsu
Classification: Genjutsu above D-Rank, increase the cost of this jutsu by 3 and
Rank: D-Rank the radius by 5.
Casting Time: 1 Action
Range: 100 feet SOUNDLESS, BLINDING ECHO
Duration: Concentration, up to 10 minutes Classification: Genjutsu
Components: HS, CM
Rank: D-Rank
Cost: 3 Chakra
Casting Time: 1 Action
Keywords: Genjutsu, Visual, Unaware Range: self (30 Foot Cone)
Description: You create a shadow play against a screen or wall. Duration: Instant
The surface can encompass up to 100 square feet and does not Components: HS, CM
have a singular point of origin, instead making use of all the Cost: 4 Chakra
shadows that mundane objects and structures give off. Keywords: Genjutsu, Auditory, Visual, Unaware
The number of creatures that can see the shadow play Description: You scream in a silent misleading roar, you
equals your Genjutsu ability modifier. The shadowy figures then cup your hands around your mouth while screaming.
make no sound but they can dance, run, move, kiss, fight, and All creatures of your choice in a 30-foot cone in front of you,
so forth. Most of the figures you can creature are based on must succeed a Wisdom saving throw.
creatures you may have seen before.
Critical Success: Affected creature is able to resist this
SOFT SPOKEN SONG Jutsu's effect.
Classification: Genjutsu Success: Affected creature is able to resist most of this
Rank: D-Rank jutsu’s effects but becomes blinded until the end of
Casting Time: 1 Action their next turn.
Range: 30 feet Failure: Affected creature takes 2d6 psychic damage and
Duration: Concentration, up to 10 minutes becomes blinded. At the end of each of its turns the
Components: HS, CM target can make another saving throw to end this
Cost: 5 Chakra effect.
Keywords: Genjutsu, Auditory Critical Failure: Affected creature becomes blind on a
Description: You begin to hum a tune or speak a phrase of failed save. At the end of each of its turns the target
your choice. When you do, all willing creatures within 30 feet can make another saving throw to end this effect. The
of you begin to feel revitalized by your melody. creature also takes 4d6 psychic damage the turn they
For the duration, you do not spend chakra to maintain this fail the save and 4d6 psychic damage at the beginning
jutsu, instead you must spend a bonus action on subsequent of the casters next turn.
turns to maintain it.
Creatures who begin their turns within range, gain
advantage on Saving throws to resist Genjutsu with the
Auditory Keyword, regardless of any other keywords the Jutsu
may have.
Additionally, Genjutsu with the Auditory and Unaware
Keywords, lose the unaware keyword when affecting creatures
benefiting from this jutsu.

14
STARTLE Critical Failure: Affected creature gains 1 rank of Dazzled
Classification: Genjutsu and takes 4d6 psychic damage.
Rank: D-Rank
Casting Time: 1 Action At Higher Ranks: For each rank you cast this jutsu
Range: 90 feet above D-Rank, increase the cost of this jutsu by 3 and
Duration: Instant the damage by 1d6.
Components: HS, CM
Cost: 4 Chakra UNBOUND LAUGHTER
Keywords: Genjutsu, Visual Classification: Genjutsu
Description: You weave together an image designed to Rank: D-Rank
startle and scare a creature but for a moment. Casting Time: 1 Action
Select one creature you can see withing range, target Range: 30 Feet
must succeed a Charisma saving throw. A creature Duration: Concentration, up to 1 minute.
immune to being frightened is immune to this jutsu’s Components: HS, CM, NT (Laughing Powder)
effects. Cost: 4 Chakra
Keywords: Genjutsu, Auditory, Inhale
Success: Affected creature is able to resist this jutsu’s
Description: A creature of your choice that you can see
effects.
within range, perceives everything as extremely funny and
Failure: Affected creature is spooked ending
falls into a fit of laughter if this jutsu affects it. The target
concentration on one jutsu it is concentrating on with
must make a Wisdom save. If the creature is damaged the
the highest base cost.
jutsu ends immediately. A creature with an intelligence
Critical Failure: Affected creature is spooked ending
score of 4 or less is unaffected. A creature with a wisdom
concentration on all jutsu it is concentrating on.
score of 15 or more makes its save with advantage.
At Higher Ranks: For each rank you cast this jutsu Critical Success: Affected creature is able to resist this
above D-Rank, increase the cost of this jutsu by 3 and the Jutsu's effect.
number of creatures you can target by +1. Success: Affected creature is able to resist most of this
jutsu’s effects but becomes unable to take reactions
THOUGHT FILM [NEW] until the beginning of its next turn.
Classification: Genjutsu
Failure: Affected creature succumbs to a fit of laughter
Rank: D-Rank
falling prone and being unable to take reactions. A
Casting Time: 1 Reaction, which you take when you take
laughing creature remakes its saving throw at the end
psychic damage.
Range: Self of each of its turns to end this jutsu’s effects.
Duration: Instant Critical Failure: Affected creature falls into a fit of
Components: HS, CM laughter falling prone and becoming incapacitated. A
Cost: 4 Chakra laughing creature remakes its saving throw at the end
Keywords: Genjutsu, Tactile of each of its turns to end this jutsu’s effects.
Description: You manifest a psychic barrier designed to
protect your mind from the harm another creature UNGLAMOROUS FACE
would inflict on it. Classification: Genjutsu
When you would take psychic damage, you reduce the Rank: D-Rank
Casting Time: 1 Action
damage taken by 3d6. Additionally, you gain a 1d4 bonus
Range: Touch
to saving throws made to resist a Genjutsu’s effect, if
Duration: 10 Minutes
any. Components: HS, CM
At Higher Ranks: For each rank you cast this jutsu Cost: 5 Chakra
above D-Rank, increase the cost of this jutsu by 3 and the
Keywords: Genjutsu, Visual
damage reduction by 1d6. Description: A willing creature you touch, has its face

THOUGHT REJECTION [NEW]


twisted until it becomes as mundane as possible. So
much so that they become absolutely un-unique and
Classification: Genjutsu
incapable of standing out.
Rank: D-Rank
For the duration, they become unrecognizable and
Casting Time: 1 Reaction, which you take when you
would take damage. become unable to be pointed out in a crowd. A creature
Range: 90 feet (10-foot radius) attempting to see through this illusion must succeed a
Duration: Instant Wisdom (Insight) or Wisdom (Illusions) check vs your
Components: HS, CM Genjutsu Save DC. On a success, they become immune to
Cost: 5 Chakra this genjutsu’s effects for the next hour.
Keywords: Genjutsu, Visual, Tactile
Description: You take a snapshot of the pain you feel,
and attempt to inject it into the mind of a creature within
range.
Select a point you can see within range, where you
send your psychic projection, which then explodes
affecting all creatures within 10 feet of the chosen point.
All affected creatures must make a Wisdom saving
throw.
Success: Affected creature is able to resist this jutsu’s
effects.
Failure: Affected creature takes 4d6 psychic damage.

15
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 rank of Concussion.
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.
Critical Failure: Affected creature becomes envenomed
for the next minute and begin to see glimpses of ALIENATION [NEW]
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: 60 feet
check they are restrained by the snaked for the Duration: Concentration, up to 1 minute
Components: HS, CM
duration.
Cost: 9 Chakra
WEAPONS OF DARKNESS [CHANGED] Keywords: Genjutsu, Visual, Auditory
Classification: Genjutsu Description: You manifest a pulse of illusory chakra that
Rank: D-Rank overwhelms a creature in an attempt to make it difficult
Casting Time: 1 Bonus Action for them to communicate or be communicated with.
Range: Self Select one creature within range, who must make an
Duration: Concentration, up to 1 minute Intelligence saving throw.
Components: HS, CM Critical Success: Affected creature is able to resist this
Cost: 5 Chakra jutsu’s effects and becomes immune to this jutsu’s
Keywords: Genjutsu, Visual, Tactile effects for 1d4 of its turns.
Description: You conjure daggers made of darkness and Success: Affected creature is able to resist this jutsu’s
fear. When they strike a target creature it instills them with effects.
a terrible sense of dread. The blade is similar in size and Failure: Affected creature loses the ability to
shape to a Kunai, and it lasts for the Duration. These communicated with or understand others for the
daggers are simply illusions but feel extremely real if they duration.
strike a creature. You can throw them up to 60 feet before Critical Failure: Affected creature suffers the failure
they dissipate. effect and also cannot carry weapons, chakra seals, or
You can spend your action to Make a melee or ranged ninja tools effectively, becoming unable to use them
Genjutsu attack against a target creature in range. On a for the duration.
hit, the target creature takes 5d4 Psychic damage. If you
At Higher Ranks: For each rank you cast this jutsu
throw the illusionary dagger, it dissolves and reforms in
above C-Rank, increase the cost of this jutsu by 3. If this
your hand after colliding with a creature or surface.
jutsu is cast at A-Rank, increase the number of creatures
At Higher Ranks: For each rank you cast this jutsu
this jutsu can target by +1.
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
1d4. If this jutsu is cast at B-Rank, you can make two
attacks instead of one. If this jutsu is cast at A-Rank or
higher, you may add your Genjutsu ability modifier to
the damage dealt. If this jutsu is cast at S-Rank, you can
make three attacks instead of one.

16
BATTLE SENSE [NEW] CAJOLERY OF GLAMOUR
Classification: Genjutsu Classification: Genjutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Self (20 Foot-radius) Range: 30 Feet
Duration: 1 minute Duration: 1 Minute
Components: HS, CM
Components: HS, CM
Cost: 8 Chakra
Cost: 8 Chakra
Keywords: Genjutsu, Visual, Auditory, Tactile, Sensory
Keywords: Genjutsu, Auditory, Visual
Description: You link the minds of all willing creatures
Description: A powerful Genjutsu, that puts a creature
within range. When you do, you manifest a type of heads-up
under an illusion only using words and speech. While in
display that appears in the mind of each creature. This
the Genjutsu, the target can be easily swayed by their
display provides a litany of information on each other.
will and self-assurance. Select a target creature you can
Everyone affected by this jutsu shares the followings
see within range; the target must succeed a Charisma
benefits;
saving throw.
• Aware of any conditions affecting another creature
Success: Affected creature is able to resist this jutsu’s
while within 100 feet of one another.
effects.
• Aware of any non-conditional effects, currently
Failure: They are also more inclined to believe the
affecting each other, while within 100 feet of one
worst-case scenario and are more willing to go against
another.
their better judgement and their own goals.
• Always aware of each other’s location from up to 1
Critical Failure: Affected creature suffers the effects of a
mile away.
failure and becomes paranoid of all other creatures
• Can perform the help action as a Reaction, only with
excluding the caster for the duration.
each other. If a creature affected by this jutsu performs
the help action in this way, the helped creature gains
CATNAP
one of the following benefits until the end of the Classification: Genjutsu
helped creatures next turn. (The person who Rank: C-Rank
performed the help action as a reaction, chooses the Casting Time: 1 action
benefit) Range: 30 Feet
o +1d4 bonus to their next attack roll. Duration: 10 Minutes
o +1d4 bonus to their next saving throw. Components: HS, CM
o +1d6 bonus to their next ability check. Cost: 7 Chakra
o +2d6 psychic damage bonus to their next Keywords: Genjutsu, Auditory, Visual
damage roll. Description: You make a calming gesture, and up to three
o +2 Bonus to their AC. willing creatures of your choice that you can see within
range fall unconscious for the genjutsu’s duration. The
BLUR genjutsu ends on a target early if it takes damage or
Classification: Genjutsu
someone uses an action to shake or slap it awake. If a
Rank: C-Rank
target remains unconscious for the full duration, that
Casting Time: 1 Action
target gains the benefit of a short rest, and it can’t be
Range: Self
affected by this genjutsu again until it finishes a long rest.
Duration: Concentration, up to 1 minutes
Components: HS, CM
CHAKRA SHATTER
Cost: 9 Chakra Classification: Genjutsu
Keywords: Genjutsu, Visual Rank: C-Rank
Description: Your body becomes blurred, shifting and Casting Time: 1 Reaction, when you see a creature using
wavering to all who can see you. For the duration, any Handsigns.
creature has disadvantage on attack rolls against you. An Range: 60 feet
attacker is immune to this effect if it doesn’t rely on sight, as Duration: Instant
with blind sight, or can see through illusions, as with true Components: HS, CM
sight. Cost: 9 Chakra
Keywords: Genjutsu, Tactile
Description: You attempt to interrupt a creature in the
process of casting a Ninjutsu or Genjutsu that you can see
weaving handseals by creating a surge of imbalanced
chakra flow. If the creature is in the process of casting a
Jutsu that requires hand seals of a Rank lower than the
Rank this jutsu was cast at, that creatures jutsu fails and
has no effect. If it is casting a jutsu of equal rank or
higher, make an ability check, using your Genjutsu ability
modifier. The DC equals 14 + the Jutsu’s Rank. (C-Rank: 2,
B-Rank: 3, A-Rank: 4, S-Rank: 5). On a success, the
creature's jutsu fails and has no effect.
At Higher Ranks: For each rank you cast this jutsu
above 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.

17
CIRCULAR MOVEMENT DANCING BLADES
Classification: Genjutsu Classification: Genjutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 120 feet Range: Self
Duration: 1 minute. Duration: Concentration, Up to 1 minute.
Components: HS, CM, NT (Poison Kit) Components: HS, CM, W (Any)
Cost: 6 Chakra Cost: 8 Chakra
Keywords: Genjutsu, Auditory, Inhale, Unaware Keywords: Genjutsu, Visual, Tactile
Description: You release an odorless poison into the air Description: When you cast Dancing blades, you create
that you then manipulate to affect up to two creatures four Illusionary copies of a weapon you are currently
you can see within range. holding. This illusionary weapon floats within 5 feet of
Each of the selected creatures must succeed a you hovering spinning and circling around you, while
Constitution saving throw. On a failed save, they become mimicking your attacks.
poisoned. As an action, you may spend one of your illusionary
A creature poisoned as a result of this jutsu is both weapons to slam into a creature within range. Make a
unaware they are poisoned and also cannot willingly Ranged Genjutsu attack targeting a creature up to 60 feet
move further than 30 feet from their current position, away. On a hit you deal 2d10 + Your Genjutsu ability
regardless of the direction they move in. When a creature modifier.
attempts to move further than 30 feet from their current When you are hit by a melee attack that exceeds your
position, they instead spend their remaining movement AC by 5 or less, one of your illusory weapons parries the
walking backwards, moving back to their starting attack, preventing you from taking damage and
position. A creature moving backwards is unaware they destroying the illusory weapon.
are moving backwards, instead believing they are still When you are hit by a melee attack that exceeds your
moving forwards and the distance between them and the AC by 10 or less, you take half damage from the
location they are attempting to move to is growing triggering attack and one illusory weapon is destroyed.
infinitely for the duration. If you make a genjutsu attack that scores a hit, while
If a creature poisoned as a result of this jutsu is cured of this jutsu is active, one of your illusory weapons also
the poisoned condition, this jutsu also ends on them strike the target dealing psychic damage equal to 1d10.
immediately. If you make a melee attack that scores a critical hit
while this jutsu is active, your illusory weapons also
CLOSING IN strike the target dealing psychic damage equal to 1d10
Classification: Genjutsu for every illusory weapon that is still active + your
Rank: C-Rank Genjutsu ability modifier.
Casting Time: 1 Action This jutsu ends when its duration expires, your chakra
Range: 60 feet reaches 0, you end concentration on it willingly, lose
Duration: Concentration, Up to 1 minute.
concentration on it normally, or when all illusory
Components: HS, CM
weapons are destroyed.
Cost: 6 Chakra
An attacker must be able to see you, in order to see the
Keywords: Genjutsu, Visual, Tactile, Unaware
illusory weapons to be affected by this jutsu. This jutsu
Description: Select one creature you can see within range.
has no effect if you are invisible, hidden, in total
The target must succeed on an Intelligence saving throw,
darkness or if the attacker is blinded.
which it makes at disadvantage if it’s an enclosed space.
At Higher Ranks: For each rank you cast this jutsu
Critical Success: Affected creature is able to resist this above C-Rank, increase the cost of this jutsu by 3 and the
Jutsu's effects. number of illusory weapons you summon by +1.
Success: Affected creature is able to resist most of this
jutsu’s effects but begins to see the world shift slightly DARK DEMENTING
becoming unable to take the dash or dodge actions until Classification: Genjutsu
the end of their next turn. Rank: C-Rank
Failure: Affected creature see’s the world is closing in on Casting Time: 1 Action
them and threatening to crush it. Even in open or clear Range: 120 feet
terrain, the creature feels as though it is sinking into a Duration: 1 minute.
Components: HS, CM, NT (Poison Kit)
pit or that the land is rising around it gaining
Cost: 9 Chakra
disadvantage on ability checks and ranged attack rolls
Keywords: Genjutsu, Visual, Inhale, Unaware
for the duration, remaking its saving throw at the end
Description: You cast a dark shadow over a target
of each of its turns to break free of this Genjutsu’s
creatures thoughts by manipulating the particles of a
effect.
special drug concoction.
Critical Failure: Affected creature suffers the same effect
Select one creature you can see within range to send
as a failure but also takes 2d6+Genjutsu ability modifier
this odorless gaseous drug to affect. The creature must
psychic damage at the beginning of each of its turns.
make a Wisdom saving throw.
At Higher Ranks: For each rank you cast this jutsu
Critical Success: Affected creature is able to resist this
above C-Rank, increase the cost of this jutsu by 3, the
Jutsu's effects, gaining advantage against this jutsu’s
number of creatures you can target by +1 and the damage
effects if cast against them a second time within the
by 1d6.
next hour
Success: Affected creature is able to resist most of this
jutsu’s effects.

18
Failure: Affected creature begin to see a shadow out of the FALSE VISIONS
corner of their eyes for the duration, always there, always Classification: Genjutsu
just out of sight gaining 1 rank of fear at the end of each turn Rank: C-Rank
it begins in a space that is not brightly lit. It will also avoid Casting Time: 1 Action
dim light and darkness, choosing to spend each action it has Range: 90 feet
to find light or escape to light, rationalizing the fear as its Duration: Concentration, Up to 1 minute.
Components: HS, CM
own. An affected creature remakes the saving throw at the
Cost: 7 Chakra
end of each of its turns to end this effect.
Keywords: Genjutsu, Visual, Unaware
Critical Failure: Affected creature suffers the same effect as a
Description: You begin to create false visions that a
failure but instead does not remake saving throws at the end
creature will see regardless of what is really happening.
of each of its turns, and only when it would take damage.
Select one creature that you can see within range. The
ENTHRALL target creature must succeed an Intelligence saving
Classification: Genjutsu throw.
Rank: C-Rank Success: Affected creature is able to resist this jutsu’s
Casting Time: 1 action effects.
Range: 60 feet Failure: Affected creature becomes blinded, but begins to
Duration: 1 minute hallucinate seeing only what you declare they see.
Components: HS, CM Describe what the affected creature will see other
Cost: 9 Chakra creatures do on their respective turns. This can be
Keywords: Genjutsu, Auditory, Unaware anywhere from attempting to cast a jutsu, attempt to
Description: You weave a distracting string of words, causing attack them, go in another direction, attempt to hide or
creatures of your choice that you can see within range and that anything they would be able to see. When they take
can hear you to make a Wisdom saving throw. Any creature damage, the damage is dealt as normal, and they remake
that can’t be charmed succeeds on this saving throw the saving throw ending this jutsu on a success.
automatically, and if you or your companions are fighting the Critical Failure: Affected creature suffers the effects of a
target creature, it has advantage on the save. failure but instead they make their saving throw to end
Success: Affected creature is able to resist this jutsu’s effects. this jutsu with a 1d4 penalty to the result.
Failure: Affected creature gains disadvantage on Wisdom At Higher Ranks: For each rank you cast this jutsu
(Perception) and Wisdom (Insight) checks made to perceive above C-Rank, increase the cost of this jutsu by 3 and the
and interact with any other creature other than the caster of number of creatures you can target by +1.
this genjutsu for the duration or until the target can no
longer hear you. This genjutsu ends if you stop FLOWER PETAL ESCAPE
communicating with the creature for longer than 6 seconds. Classification: Genjutsu
Critical Failure: Affected creature suffers the effects of a Rank: C-Rank
failure but instead automatically fail all Wisdom Casting Time: 1 Reaction, to being Damaged
(perception) and Wisdom (Insight) checks made to perceive Range: Self
and interact with other creatures, only seeing the caster and Duration: Instant
ignoring all others. Components: HS, CM
Cost: 9 Chakra
FALSE PAIN Keywords: Genjutsu, Visual
Classification: Genjutsu Description: An advanced version of the “Feather Burst”
Rank: C-Rank Genjutsu. When you are hit your body breaks into a swarm
Casting Time: 1 Action
of flower petals of your own description, while you regroup
Range: 30 feet
yourself from a stealthy position. When you are struck by an
Duration: Concentration, Up to 1 minute.
Components: HS, CM attack you may roll 2d4, reducing the triggering creatures
Cost: 9 Chakra attack bonus by the result, potentially causing the attack to
Keywords: Genjutsu, Medical, Auditory, Tactile miss, making any damage you took prior never actually
Description: You speak words of reinforcement. Select up to happen.
two willing creatures other than yourself that you can see As part of the activation of the jutsu, regardless if you are
within range. hit or not; Make a Dexterity (Stealth) or Wisdom (Stealth)
Each of the selected creatures pain receptors becomes check vs the triggering creatures Passive perception. On a
dulled and numb, becoming unable to feel the pain or sickness success, you immediately moving up to your movement
they felt prior. For this jutsu’s duration, all damage they speed away without triggering an attack of opportunity and
would take is delayed, until this jutsu ends. They record all you become hidden from the triggering creature if you end
damage they would normally take over the course of the your movement in a space where you are at least partially
encounter as normal. covered.
Additionally, they ignore the effects of the Weakened, At Higher Ranks: For each rank you cast this jutsu above
Dazed, Incapacitated, and poisoned conditions for this jutsu’s C-Rank, increase the cost of this jutsu by 3 and reduce
duration. If any of the aforementioned conditions duration attack bonus further by 1d4.
would last beyond this jutsu’s duration, they begin suffering
the effects of that condition as normal.
At the end of this jutsu’s duration, affected creatures take
psychic damage equal to the total delayed damage they have
recorded at once. This damage ignores resistance and
immunity.

19
FOG OF WAR HALLUCINATORY TERRAIN
Classification: Genjutsu Classification: Genjutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: 10 Minutes
Range: 90 feet (30-foot cube) Range: 300 Feet
Duration: Concentration, Up to 1 minute. Duration: 24 Hours
Components: HS, CM
Components: HS, CM, CS
Cost: 7 Chakra
Cost: 9 Chakra
Keywords: Genjutsu, Visual, Unaware
Keywords: Genjutsu, Visual, Unaware
Description: You cloud the minds of your opponents,
Description: You make natural terrain in a 150-foot cube
hindering their perception of the environment around
in range look, sound, and smell like some other sort of
them, veiling reality with twisted illusions.
natural terrain. Thus, open fields or a road can be made
All creatures within a 30-foot cube, centered on a
to resemble a swamp, hill, crevasse, or some other
point you can see within range must succeed a Wisdom
difficult or impassable terrain. A pond can be made to
saving throw. On a failed save they fall under this
seem like a grassy meadow, a precipice like a gentle
genjutsu’s influence for the duration. A creature who is
slope, or a rock-strewn gully like a wide and smooth
under this genjutsu’s influence remains under its
road. Creatures within the area aren't changed in
influence until the jutsu ends or they end this jutsu’s
appearance. The tactile characteristics of the terrain are
effects on themselves.
unchanged. Creatures entering the area are likely to see
Creatures under this jutsu’s influence have
through the Illusion. If the difference isn't obvious by
disadvantage on Wisdom (Perception) checks made to
touch, a creature examining the Illusion can attempt a
locate enemies.
Wisdom (Illusion) check against your Genjutsu save DC
Additionally, if an affected creature makes an attack
to disbelieve it.
against a creature that has at least one other creature
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
HAZE CLONE
Classification: Genjutsu
the adjacent creature instead. (Randomly decide the new Rank: C-Rank
target if there are more than one adjacent creature) and Casting Time: 1 Action
deals damage as normal if it hits.
Range: Self (45-foot radius sphere)
At the beginning of an affected creatures turn, they Duration: Concentration, up to 1 minute
make a wisdom saving throw. On a successful save, the Components: HS, CM
creature is unhindered by this jutsu until the beginning Cost: 8 Chakra
of their next turn. Keywords: Genjutsu, Visual

GENJUTSU BREAK [CHANGED]


Description: This technique creates a thin haze centered
on the user that spans a 45-foot radius sphere. Creatures
Classification: Genjutsu
inside the radius see duplicates formed from the haze.
Rank: C-Rank
The duplicates do not move or make a sound, instead
Casting Time: 1 Action
they burst into more haze when touched. While inside
Range: Touch
the haze, the user has a 2d8 bonus to their stealth
Duration: Instant
checks, gain the benefits of partial cover, and can take
Components: HS, CM, CS
the hide action without fully obscuring themselves due
Cost: 8 Chakra
to the number of duplicates there are. Creatures outside
Keywords: Genjutsu, Fuinjutsu
the radius of this jutsu, do not see any haze or any
Description: Choose one creature, object, or Genjutsu
duplications. Creatures who enter the radius do begin to
effect within range. Any Genjutsu of equal rank or lower
see the duplicates of the user. You cannot gain a bonus to
is transferred into the Chakra seal used in this jutsu’s
Stealth as a result of other Jutsu while benefiting from
casting, immediately ending its effect on the affected
this jutsu.
creature(s), or object(s). For each Genjutsu of higher
rank, affecting the target, make an ability check using
your Genjutsu ability. The DC equals 15 + The Jutsu’s
Rank. Rank (B-3, A-4, S-5). On a successful check, the
Genjutsu is transferred to the Chakra seal and can be
stored for no more than 10 minutes.
For the duration of this hour, you can attempt to
transfer this genjutsu to another creature within 5 feet
of you by spending an action to make a Melee Genjutsu
attack against a creature within 5 feet of you. On a hit the
Sealing tag is applied to the target, and at the beginning
of its next turn they must make a saving throw against
the original save DC to resist its effects as if the jutsu
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.

20
HYPNOTIC PATTERNS ILLUSORY MISDIRECTION
Classification: Genjutsu Classification: Genjutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 120 Feet (30-foot-cube) Range: 60 feet
Duration: Concentration, Up to 1 minute
Duration: Concentration, up to 1 minute
Components: HS, CM
Components: HS, CM
Cost: 7 Chakra
Cost: 9 Chakra
Keywords: Genjutsu, Visual, Unaware
Keywords: Genjutsu, Visual, Unaware
Description: You conjure a beautiful illusory creature of
Description: You create a twisting pattern of colors that
your description. All creatures who aren’t blinded within
weaves through the air inside a 30-foot cube within
30 feet of the conjured illusion must succeed a Charisma
range. The pattern appears for a moment and vanishes.
saving throw. On a failed save they become charmed by
Each creature in the area who sees the pattern must
the illusory creature for the duration.
make a Wisdom saving throw.
As a bonus action, on your turn, you can reveal that
Critical Success: Affected creature is able to resist this the creature you created, is actually not what the
Jutsu's effects, gaining advantage against this jutsu’s charmed creatures believed it to be, while still having the
effects if cast against them a second time within the same beautiful features as when you created them.
next hour. Affected creatures must succeed a Charisma saving
Success: Affected creature is able to resist most of this throw. On a failed save, they are in shock from the
jutsu’s effects. realization of the creature turning into something else
Failure: Affected creature becomes enamored by the entirely, as they become dazed for 1d4 rounds. On a
colors, being unable to leave the radius of the cube success they steel themselves, ending the charmed
and having their movement speed reduced by half. condition.
Additionally, they cannot maintain concentration on Regardless, when you reveal the illusory creatures true
more than one jutsu while enamored in this way. nature, regardless if affected creatures pass or fail, this
They remake their saving throws at the end of each of jutsu immediately ends.
their turns, ending this jutsu on themselves on a
success. The Jutsu ends for an affected creature if it INNOCUOUS ASPECT
takes any damage. Classification: Genjutsu
Critical Failure: Affected creature suffers the same Rank: C-Rank
effect as a failure but also becomes incapacitated as Casting Time: 1 Action
their movement speed is reduced to 0 for the Range: Self (20-foot radius)
duration. The Jutsu also ends for an affected creature Duration: Concentration, Up to 10 minute
Components: HS, CM
if it is moved more than 10 feet against its will.
Cost: 6 Chakra
ILLUSORY BAMBOOZLEMENT Keywords: Genjutsu, Visual
Classification: Genjutsu Description: You create an area of false visions that
Rank: C-Rank encompasses all willing creature in a 20-foot radius
Casting Time: 1 Action centered on you, of your choice. You do not need to spend
Range: Touch chakra to maintain concentration on this jutsu.
Duration: Permanent You and each affected creature takes on the appearance
Components: HS, CM, CS of a harmless creature or object of your choice. Each
Cost: 8 Chakra image is identical and only appearance is affected. Sound,
Keywords: Genjutsu, Fuinjutsu, Visual, Unaware movement or physical inspection can reveal that this is a
Description: You create the illusion of a trap upon an genjutsu.
object you touch, such as a door, a chest, or a 5-foot A creature that uses its action to study the image
square area of floor. A creature specifically looking for visually can determine that it is an illusion with a
traps that examines the object must make a Wisdom successful Wisdom (Illusions) check vs your Genjutsu
saving throw. On a successful save the jutsu ends and the save DC. If a creature discerns the illusion for what it is,
creature realizes the trap was not real. that creature sees through the image.
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.

21
MEDICAL RELEASE: SHARED PAIN [NEW] MENTAL TAUNT [NEW]
Classification: Genjutsu Classification: Genjutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Reaction, which you take when you Casting Time: 1 Action
would take damage Range: 60 Feet
Range: 60 feet Duration: Instant
Duration: Instant Components: HS, CM
Components: HS, CM Cost: 6 Chakra
Cost: 6 Chakra Keywords: Genjutsu, Auditory, Tactile
Keywords: Genjutsu, Visual, Tactile, Medical Description: You create a sound of attraction. Meant to force
Description: You manifest a self-sustaining illusion creatures to focus on you against their will.
designed to help soothe the mental scars of battle. Select a creature within range and force them to make a
Select one willing allied creature within range. You Charisma saving throw.
share your pain with them, reducing the damage you
Success: Affected creature is able to resist this jutsu’s
take by half, and inflicting psychic damage on the target
effects.
ally equal to the damage you took.
Failure: Affected creature must target you with any jutsu
At Higher Ranks: For each rank you cast this jutsu
they cast.
above C-Rank, increase the cost of this jutsu by 3 and the
Critical Failure: Same effect as failure, and they cannot cast
number of allies you can target by +1. You instead divide
jutsu or used features, effects or items that would heal
the damage you take, by the number of allied creatures
them.
you target with this jutsu.
At Higher Ranks: For each rank you cast this jutsu above
MENTAL BARRIER C-Rank, increase the cost of this jutsu by 3 and the number
Classification: Genjutsu of creatures you can target by +1.
Rank: C-Rank
Casting Time: 1 reaction, which you take when you are MIND SPIKE
forced to make an Intelligence, Wisdom or Charisma Classification: Genjutsu
saving throw Rank: C-Rank
Range: Self Casting Time: 1 action
Duration: 1 round Range: 60 Feet
Components: HS, CM Duration: 10 minutes
Cost: 8 Chakra Components: HS, CM
Keywords: Genjutsu, Fuinjutsu Cost: 9 Chakra
Description: You protect your mind with a wall of looping, Keywords: Genjutsu, Visual, Tactile
repetitive thought. As a reaction, when you would make a Description: You reach into the mind of one creature you
saving throw against a Genjutsu without the Unaware can see within range. Make a ranged Genjutsu Attack as
keyword, you gain proficiency in one of the following you launch a psychic lance into the mind of the target. On
saving throws Intelligence, Wisdom, or Charisma, until a hit, the target takes 5d8 psychic damage and must make
the end of the current turn. You also gain resistance to a Wisdom saving throw.
Psychic damage for the duration. Success: Affected creature is able to resist this Genjutsu’s

MENTAL SHIELD [NEW]


effects.
Failure: Affected creature’s location is always known by
Classification: Genjutsu
the caster. The affected creature cannot gain the benefit
Rank: C-Rank
Casting Time: 1 Action of being hidden from the caster. If the affecter creature
Range: Self is invisible, it begins to glow a bright neon purple to
Duration: 1 Minute you, allowing the caster to ignore any effect granting
Components: HS, CM the creature invisibility
Cost: 8 Chakra Critical Failure: Affected creature suffers the effect of failure,
Keywords: Genjutsu, Tactile and their location is also always known by one other
Description: You manifest an armor of illusory chakra creature of the casters choice.
that shields and protects you from assaults of other
At Higher Ranks: For each rank you cast this jutsu
psychic based attacks or effects.
above C-Rank, increase the cost of this jutsu by 3 and the
You reduce all incoming psychic damage by 5, if you
damage by 1d8.
would reduce psychic damage to 0 while gaining the
benefits of this jutsu, and the hostile jutsu or effect
would also attempt to inflict an effect or condition, you
ignore that effect or condition.
At Higher Ranks: For each rank you cast this jutsu
above C-Rank, increase the cost of this jutsu by 3 and the
psychic damage reduction by 5.

22
MIND THRUST A creature who has any number of fear ranks as a result
Classification: Genjutsu of this jutsu cannot gain additional ranks of fear from
Rank: C-Rank other sources.
Casting Time: 1 bonus action Additionally, affected creature remake their Charisma
Range: 90 feet saving throw at the end of each of their turns. On a
Duration: 1 round successful save they remove all ranks of fear and ends
Components: HS, CM this jutsu’s effects on themselves.
Cost: 7 Chakra Alternatively, when you lose concentration on this
Keywords: Genjutsu, Visual, Tactile jutsu, the affected creature immediately loses all ranks
Description: You thrust a blade formed through your of fear.
genjutsu into the mind of one creature you can see within At Higher Ranks: For each rank you cast this jutsu
range. The target must succeed an Intelligence saving above C-Rank, increase the cost of this jutsu by 3 and the
throw. number of creatures you can target by +1.

Success: Affected creature is able to resist this Genjutsu’s


effects.
OUTFLANK
Classification: Genjutsu
Failure: Affected creature’s takes 2d8 psychic damage, Rank: C-Rank
and it can’t take a reaction until the end of its next turn. Casting Time: 1 Action
Critical Failure: Affected creature takes 3d8+Genjutsu ability Range: 60 feet
modifier psychic damage, it can’t take a reaction until the Duration: Concentration, Up to 1 Minute
end of its next turn and At the beginning of the targets next Components: HS, CM
turn, they must make an Intelligence saving throw. On a Cost: 9 Chakra
failed save, the target must choose to either move, take an Keywords: Genjutsu, Visual, Tactile, Unaware
action, or a bonus action. It can only do one of the three. Description: Select one creature you can see within
range. For the duration, when you make a genjutsu
At Higher Ranks: For each rank you cast this jutsu
attack against the creature, an illusory double of you
above C-Rank, increase the cost of this jutsu by 3 and the
attempts the same attack.
number of creatures you can target by +1.
When you make a Genjutsu attack of any type

MIND-BODY RECOVERY [CHANGED] targeting the select creature for the duration, your
illusory double attacks with the same attack from a
Classification: Genjutsu
different angle. Make a second Genjutsu attack against
Rank: C-Rank
the creature with the same bonuses to your attack (if
Casting Time: 1 Bonus Action
any), if your initial attack misses.
Range: 30 Feet
On a successful hit, they take half damage and suffer
Duration: 10 minutes
any additional effects as normal.
Components: HS, CM
Additionally, as a reaction when an allied creature
Cost: 8 Chakra
performs an attack targeting the same creature, you can
Keywords: Genjutsu, Medical, Tactile
create an illusory double of your allied creature
Description: You soothe a target's suffering and pain by
performing the same attack. The attacking allied
making their mind unaware of it while also raising their
creature makes their attack at advantage.
tolerance for pain. Select up to 3 Creatures within range.
At Higher Ranks: For each rank you cast this jutsu
Target creatures gain 3d6+5 Temporary Hit points for the
above C-Rank, increase the cost of this jutsu by 3 and the
duration. When this jutsu ends they lose any remaining
number of creatures you can target by +1.
temporary Hit points from this jutsu.
Additionally, you are able to remove one mental
condition of C-Rank of lower.
PHANTOM DRAGON
Classification: Genjutsu
At Higher Ranks: For each rank you cast this jutsu above Rank: C-Rank
C-Rank, increase the cost of this jutsu by 3 and the Casting Time: 1 Action
temporary hit points by 1d6+3 and the rank of mental
Range: Touch
condition you can remove by one. Duration: Concentration, Up to 1 Minute

NIGHT TERRORS
Components: HS, CM
Cost: 7 Chakra
Classification: Genjutsu
Keywords: Genjutsu, Visual, Auditory, Tactile
Rank: C-Rank
Casting Time: 1 Action Description: You touch one willing creature within
Range: 90 feet range. All creatures of your choice who can see them
Duration: Concentration, Up to 1 Minute within 120 feet, see your ally as they transform into
Components: HS, CM dragon of your description of large size.
Cost: 9 Chakra While looking at this illusion, observers make a
Keywords: Genjutsu, Visual, Auditory Wisdom saving throw to see through it. On a failed save,
Description: You amplify the fear that lurks in the heart of they see your ally as a large dragon for the duration.
all creatures. As a part of casting this jutsu, you must When you ally attempts to attack or cast a jutsu of any
target one creature who currently has at least 1 rank of type, the illusory dragon looks as if it is performing the
fear. The target creature must succeed a Charisma saving jutsu itself, be it breathing fire, performing an
throw. On a failed save, any genjutsu currently affecting aggressive martial attack or creating illusions using its
them, that would inflict, or has inflicted the fear draconic aura.
condition immediately ends. When your affected ally deals damage to a creature,
The target creatures current ranks of fear double. If who sees them as an illusory dragon, they deal an
they have 3 or more ranks when they fail this jutsu’s additional 3d10 psychic damage to affected creatures,
saving throw, their ranks of fear instead immediately once per turn.
becomes 5 for the duration.

23
Alternatively, as an action on their turn, the affected 32 Chakra: You gain all previous chakra cost effects. In
ally can perform a ferocious roar. All creatures within addition, genjutsu you cast while within 250 feet of your
120 feet excluding you and other creatures who have flower, does not require you to spend chakra to maintain
seen through this genjutsu must succeed a Charisma concentration for up to 10 minute. Additionally, any
saving throw. On a failed save they gain 1 rank of fear for genjutsu you cast with a duration of concentration, up to
the next minute against the illusory dragon. A creature 1 minute, instead becomes 10 minutes, while within 250
who has ranks of fear as a result of this jutsu can spend feet of your flower. After 10 minutes, or after the flower
their action to remake the charisma save removing all is destroyed, this jutsu ends.
ranks of fear they have on a success.
POWER TRIP [NEW]
POISON LOTUS FIELD Classification: Genjutsu
Classification: Genjutsu Rank: C-Rank
Rank: C-Rank Casting Time: 1 Bonus Action
Casting Time: 10 Minutes Range: Self
Range: Special Duration: Instant
Duration: Special Components: HS, CM
Components: HS, CM, NT (Poison Kit & Any Poisonous Cost: Special
Flower) Keywords: Genjutsu, Tactile
Cost: Special Description: You mentally track all of the pain you’ve
Keywords: Genjutsu, Visual, Auditory, Inhale, Tactile, experienced this encounter. Record the difference
Unaware between your current hit points and your maximum hit
Description: As a part of casting this jutsu, you must points.
have fertile soil which can facilitate a flowers growth. On your next turn, if you would deal psychic damage
You take your poisonous flower and infuse a dose of to a creature, you can spend a number of chakra up to the
poisonous chemicals into the flower itself before you amount recorded. When you do, the target who took the
plant the flower into the soil and infuse your chakra into psychic damage takes additional damage equal to the
it giving it life and influencing the potency of the poison amount of chakra spent.
this jutsu produces. Once this jutsu is cast and you successfully deal bonus
If this flower, before or after being planted is killed or damage with its effects, you cannot cast it again until at
destroyed, this jutsu immediately ends, requiring you to least 10 minutes have passed.
recast it. The flowers look like a sacred lotus with purple
petals. Creatures looking for this flower, if they are POWERFUL CALM
proficient in Nature, Medicine, or Survival they may Classification: Genjutsu
make any of the aforementioned ability checks vs your Rank: C-Rank
Genjutsu Save DC being able to find it on a success. If the Casting Time: 1 Action
creature is not proficient, they instead make a Wisdom Range: 30 Foot radius Sphere
(perception) check with a -5 penalty, to their check. If Duration: Instant
your flower is in a bed of other sacred lotuses, regardless Components: HS, CM
if they are proficient or not, they take a -5 Penalty to Cost: 9 Chakra
their check. The flower has 1 Hit point and an AC of 5. Keywords: Genjutsu, Auditory, Unaware
At the conclusion of casting this jutsu you can infuse Description: You release a Genjutsu aura originating from
different volumes of chakra into the soil and roots you completely suppressing creatures in a 60-foot sphere
facilitating different effects. centering on you, aggressive feelings for 4d8 Minutes. If the
8 Chakra: This flower grows, producing purple flower target is attacked, damaged or the end of the rolled time
buds in the shape of a sacred lotus flower. As an action, passes, creatures return to being hostile to whomever they
for the next minute, while you are within 90 feet of this were hostile to before with compressed and compounded
flower, the flower blooms releasing a potent poisonous, rage. Creatures in the target area must succeed a Charisma
but odorless gas. All creatures within 60 feet of the saving throw, losing all will to fight for the rolled duration
flower of your choice must succeed a Constitution saving on a failed save. On a success, creatures remain aggressive
throw at the beginning of each of their turns. On a failed and cannot be affected by this Genjutsu again for 24 hours.
save they become poisoned. A creature poisoned as a
result of this jutsu who would make a saving throw or
ability check as the result of, or against a Genjutsu you
cast, must roll an additional 1d4, reducing their saving
throw or ability check by the result. Additionally, the
poisoned creature treats all Genjutsu you cast as if it has
the unaware keyword. After 1 minute or after the flower
is destroyed, this jutsu ends.
16 Chakra: You gain all previous chakra costs effects.
In addition, you can activate this jutsu while you are
within 120 feet of the flower and it affects all creatures
within 90 feet of it.
24 Chakra: You gain all previous chakra costs effects.
In addition, affected creatures instead rolls 2d4,
reducing their saving throw or ability check by the result
and any psychic damage they would take deals additional
psychic damage equal to twice your Genjutsu ability
modifier if it doesn’t already add your Genjutsu ability
modifier to the damage rolls.

24
PSIONICS: DARK DAZE! [NEW] PSIONICS: MIND CRUNCH! [NEW]
Classification: Genjutsu Classification: Genjutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Self (30-foot radius) Range: 60 Feet
Duration: Instant Duration: Instant
Components: HS, CM Components: HS, CM
Cost: 9 Chakra Cost: 7 Chakra
Keywords: Genjutsu, Visual, Tactile Keywords: Genjutsu, Visual, Tactile
Description: You manifest a shockwave of psionic chakra Description: You manifest fangs of black psionic chakra that
and release it into an omnidirectional wave around you. bite into your enemies thoughts. Make a ranged Genjutsu
All creatures of your choice in a 30-foot radius, attack. On a hit you deal 2d10 psychic damage and the
originating from you must make an Intelligence saving affected creature must make an Intelligence saving throw.
throw. Critical Success: Affected creature is able to resist this
Success: Affected creature is able to resist this jutsu’s jutsu’s effects.
effects. Success: Affected creatures AC is reduced by 1, until the end
Failure: Affected creature takes 3d8 psychic damage and of their next turn.
becomes dazzled. Failure: Affected creatures AC is reduced by 2, until the end
Critical Failure: Affected creature takes 5d8 psychic of their next turn.
damage and affected creatures gains 3 ranks of Critical Failure: Affected creatures AC is reduced by 2, two
dazzled. ranks of concussion and they cannot take reactions until
the end of their next turn.
At Higher Ranks: For each rank you cast this jutsu
above C-Rank, increase the cost of this jutsu by 3 and the At Higher Ranks: For each rank you cast this jutsu above
damage by 1d8. C-Rank, increase the cost of this jutsu by 3 and the number
of creatures you can target by +1.
PSIONICS: DARK PULSE! [NEW]
Classification: Genjutsu PSIONICS: PAUSE! [NEW]
Rank: C-Rank Classification: Genjutsu
Casting Time: 1 Action Rank: C-Rank
Range: Self (30-foot cone) Casting Time: 1 Action
Duration: Instant Range: 60 feet
Components: HS, CM Duration: 1 Round
Cost: 7 Chakra Components: HS, CM
Keywords: Genjutsu, Visual, Tactile Cost: 9 Chakra
Description: You manifest a shockwave of psionic chakra Keywords: Genjutsu, Visual, Auditory
and release it into a dark wave of mental force. Description: You manifest a pulse of illusory chakra that
All creatures in a 30-foot cone, originating from you delays a creatures synaptic response time to events.
must make an Intelligence saving throw. Select one creature you can see within range, forcing
them to make an Intelligence saving throw.
Success: Affected creature is able to resist this jutsu’s
effects. Critical Success: Affected creature is able to resist this
Failure: Affected creature takes 4d6 psychic damage and jutsu’s effects and becomes immune to this jutsu’s
at the beginning of their next turn must roll a d8. On a effects for 1d4 of its turns.
roll of 1 or 2 their next jutsu fails to cast. They still Success: Affected creature is able to resist this jutsu’s
spend the chakra as normal. effects.
Critical Failure: Affected creature takes 6d6 psychic Failure: Affected creature decides on their actions on
damage and their next jutsu fails to cast, they spend their turn, but can only actively take them at the end
double the chakra cost as normal. of the next creatures turn. If the affected creature
would target a creature who is no longer in range,
At Higher Ranks: For each rank you cast this jutsu
their jutsu fails to cast.
above C-Rank, increase the cost of this jutsu by 3 and the
Critical Failure: Affected creature decides on their
range of the cone by 5 feet.
actions on their turn, but they can only actively take
them on initiative count 0.

At Higher Ranks: For each rank you cast this jutsu


above C-Rank, increase the cost of this jutsu by 3. If this
jutsu is cast at A-Rank, increase the number of creatures
this jutsu can target by +1.

25
PSIONICS: PSYCHO CUT! [NEW] SHADOW MONSTERS
Classification: Genjutsu Classification: Genjutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 90 Feet Range: 120 Feet
Duration: Instant Duration: Concentration, Up to 1 Minute
Components: HS, CM Components: HS, CM
Cost: 8 Chakra Cost: 6 Chakra
Keywords: Genjutsu, Visual, Tactile Keywords: Genjutsu, Visual
Description: You manifest a vertical slash of psionic chakra Description: Select one creature you can see within
from your hand that you whip towards your enemies. Make range. The select creature must succeed a Wisdom
a ranged Genjutsu attack, with a +1 to its critical threat Saving throw.
range. On a hit you deal 3d6+ your genjutsu ability modifier Success: Affected creature is able to resist this
in psychic damage and the affected creature must make an Genjutsu’s effects.
Intelligence saving throw. If this jutsu scores a critical hit, Failure: Affected creature becomes berserk, seeing all of
the target suffers the effects of a Critical failure, regardless its allies become shadowy monsters in a horrific
of their saving throw results. fashion of your description. Affected creature makes an
Critical Success: Affected creature is able to resist this Wisdom saving throw if they deal damage to one of
jutsu’s effects. their allies. On a success, they end the berserk
Success: Affected creature gains 1 rank of Confused until the condition.
beginning of their next turn Critical Failure: Affected creature becomes berserk, seeing all
Failure: Affected creatures gains 1 rank of Confused until the of its allies become shadowy monster in a horrific fashion of
end of their next turn. your description. You and up to 3 other creatures of your
Critical Failure: Affected creatures gains 1 rank of Confused, choice transform and begin to look like its allies as it
Dazzled and Concussed. mentally sees you as allied creatures for the duration.
Affected creature makes a Wisdom saving throw at
At Higher Ranks: For each rank you cast this jutsu above
disadvantage if they deal damage to one of their allies. On a
C-Rank, increase the cost of this jutsu by 3, the number of
success, they end the berserk condition.
creatures you can target by +1 and the damage by 1d6.
At Higher Ranks: For each rank you cast this jutsu
RINGING BELL DISTORTION 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: 60 Feet Classification: Genjutsu
Duration: Concentration, up to 1 Minute Rank: C-Rank
Components: HS, CM, NT (Bells), W (Thrown weapon) Casting Time: 1 Action
Cost: 7 Chakra Range: 60 Foot Radius
Duration: 8 Hours
Keywords: Genjutsu, Auditory
Components: HS, CM
Description: You attach a bell to a thrown weapon and select
Cost: 6 Chakra
up to 3 spaces within range to throw them. The bells ring
Keywords: Genjutsu, Visual
out diluting the sense of all creatures who can hear them in
Description: Your chakra creeps into the dreams of
a 20-foot radius from each of the selected locations, causing
others, haunting and terrifying them. Choose any
them to see hallucinations of your design such as seeing
number of sleeping creatures that you are aware of
multiple mirages of you, or seeing their own allies in your
within range. Creatures that do not need to sleep, cannot
place. All creatures in the target radiuses must succeed an
be targeted.
Intelligence Saving throw, gaining disadvantage on all
The creature must succeed on a wisdom saving throw.
attacks and providing advantage to all creatures targeting it
On a failed save it garners no benefits from any form of
for an attack for the duration.
rest for the duration and when it awakens from any rest
it may take, it gains one level of exhaustion and gains 1
rank of fear for as long as it has any ranks of exhaustion
granted by this jutsu.
A creature can only ever gain 3 ranks of exhaustion as
a result of this jutsu.
At Higher Ranks: For each rank you cast this jutsu
above C-Rank, increase the cost of this jutsu by 3 and the
number of creatures you can target by +1.

26
SONG OF COURAGE SONG OF RESPITE
Classification: Genjutsu Classification: Genjutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: self (30-foot radius) Range: self (30-foot radius)
Duration: Concentration, up to 10 minutes Duration: Concentration, Up to 10 minutes
Components: HS, CM Components: HS, CM
Cost: 9 Chakra Cost: 9 Chakra
Keywords: Genjutsu, Auditory Keywords: Genjutsu, Medical, Auditory, Tactile
Description: You begin to hum or sing an inspirational Description: You begin to hum or sing a tune of
tune designed to make those who hear it believe they can restoration and healing designed to make those who
achieve anything. All creatures of your choice within hear it feel as if their wounds are closing and being
range begins to experience this refreshing delusion. mended.
For the duration, you do not spend chakra to maintain For the duration, you do not spend chakra to maintain
this jutsu, instead you must spend a bonus action on this jutsu, instead you must spend a bonus action on
subsequent turns to maintain it. subsequent turns to maintain it.
Creatures who begin their turns within range gain All allied creatures of your choice within range gains a
immunity to the fear condition until the beginning of number of temporary hit points equal 1d4+ your
their next turn. Additionally, creatures who have to Genjutsu Ability Modifier at the beginning of each of
make saving throws against a jutsu a hostile creature has your turns.
cast, cannot make the saving throw at disadvantage. Temporary Hit points gained as a result of this jutsu
Finally, the affected creature ignores any penalties to remain for up to 1 minute after this jutsu ends.
their rolls as a result of a hostile creatures jutsu or At Higher Ranks: For each rank you cast this jutsu
effects. above C-Rank, increase the cost of this jutsu by 3 and the
At Higher Ranks: For each rank you cast this jutsu radius by 5.
above C-Rank, increase the cost of this jutsu by 3 and the
radius by 5. SUGGESTION
Classification: Genjutsu
SONG OF PAIN Rank: C-Rank
Classification: Genjutsu Casting Time: 1Action
Rank: C-Rank Range: 30 Feet
Casting Time: 1 Action Duration: Special
Range: self (30-foot radius) Components: HS, CM
Duration: Concentration, up to 10 minutes Cost: 9 Chakra
Components: HS, CM
Keywords: Genjutsu, Auditory, Unaware
Cost: 9 Chakra
Description: You suggest a course of activity (limited to a
Keywords: Genjutsu, Auditory, Tactile
sentence or two) and use genjutsu to influence a creature
Description: You begin to hum or sing a tune of pain and
you can see within range that can hear and understand you.
suffering designed to make those who hear it experience
Creatures that can’t be charmed are immune to this effect.
bouts of pain that they can only wish would end.
The suggestion must be worded in such a manner as to
For the duration, you do not spend chakra to maintain
make the course of action sound reasonable. Asking the
this jutsu, instead you must spend a bonus action on
creature to stab itself, throw itself onto a spear, immolate
subsequent turns to maintain it.
itself, or do some other obviously harmful act ends the
Creatures who begin their turns within range who
jutsu. The target must make a Wisdom saving throw.
attempts to cast a jutsu with the Mobility (M) keyword,
must succeed an Intelligence Saving throw. On a failed Critical Success: Affected creature is able to resist this
save, if they experience extreme muscle pain in parts of Genjutsu’s effects and is aware you attempted to
the body you see them attempting to utilize, causing control it.
them to lose the jutsu attempted. Success: Affected creature is able to resist this
At Higher Ranks: For each rank you cast this jutsu Genjutsu’s effects.
above C-Rank, increase the cost of this jutsu by 3 and the Failure: Affected creature immediately follows your
radius by 5. suggestion. This jutsu lasts for 1 minute or until the
target has completed a finite suggestion or the
suggestion becomes harmful to the creature or has
other obvious negative effects.
Critical Failure: Affected creature is affected in the same as if
they normally failed, but the duration becomes 1 hour.

27
THOUGHT SHIELD ZONE OF TRUTH
Classification: Genjutsu Classification: Genjutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 30 Feet Range: 15 Foot radius Sphere
Duration: 8 Hour Duration: Instant
Components: HS, CM Components: HS, CM
Cost: 8 Chakra Cost: 9 Chakra
Keywords: Genjutsu, Fuinjutsu Keywords: Genjutsu, Fuinjutsu, Auditory
Description: You weave a clouding veil over the mind of one Description: You create a chakra filled zone that guards
creature you touch. For the duration, the target’s mind can’t against deception in a 30-foot sphere centered on a point of
be read or detected, creatures can’t telepathically your choice within range. Until the genjutsu ends, a creature
communicate with the target unless the target allows it, and that enters the jutsu’s area for the first time on a turn or
the target has advantage on saving throws against any effect starts its turn there must make a Charisma saving throw.
that would determine whether it is telling the truth. You know whether each creature succeeds or fails on its
Additionally, the target has advantage on the first saving throw.
Intelligence or Wisdom saving throw it makes against a Critical Success: Affected creature is able to resist this
Genjutsu. Regardless if you pass or fail the save, this Genjutsu’s effects and you are unaware if it passed or
jutsu then ends on that creature. failed the save.

TRUE LIGHT
Success: Affected creature is able to resist some of this
jutsu’s effects but they still find it difficult to lie. They
Classification: Genjutsu
suffer a 1d4 penalty to Deception checks.
Rank: C-Rank
Failure: Affected creature find it very difficult to speak
Casting Time: 1 Action
Range: self (30-foot radius) any deliberate or intentional lies as they show a look of
Duration: Concentration, Up to 1 minutes obvious discomfort and suffers a 1d6 penalty to
Components: HS, CM Deception checks.
Cost: 9 Chakra Critical Failure: Affected creature becomes unable to speak if
Keywords: Genjutsu, Visual, Tactile they would lie.
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.
A creature who’s genjutsu would be revealed to be an
illusion may as a reaction make a Wisdom (Illusions)
check at disadvantage vs your Genjutsu save DC. On a
success, their Genjutsu retains is shape and form
without revealing its true nature.
A hostile creature attempting to cast a genjutsu
of C-Rank or lower that has the
visual keyword, while within the
bright light, must succeed a Wisdom
saving throw. On a failed save, any
creature who would make a saving
throw as a result of their genjutsu,
makes their saving throw at
advantage.
At Higher Ranks: For each rank
you cast this jutsu above C-Rank,
increase the cost of this jutsu by 3
and the rank of jutsu this jutsu
affects to a rank equal to the rank
you cast this jutsu at.

28
B-RANK: Critical Failure: Same effect as failure, but affected
creature instead rationalizes the command as being
CHAOTIC WORLD beneficial to both themselves and for you, seeing it as
Classification: Genjutsu mutually beneficial. At the end of this jutsu’s duration,
Rank: B-Rank they lose any will or drive to complete the task.
Casting Time: 1 Action
At Higher Ranks: For each rank you cast this jutsu
Range: 60 feet
Duration: Concentration, up to 1 minute. above B-Rank increase the cost of this jutsu by 3 and the
Components: HS, CM, NT (Poison Kit) number of creature you can target with this jutsu by +1.
Cost: 14 Chakra
Keywords: Genjutsu, Visual, Auditory, Inhale, Unaware COMPULSION
Classification: Genjutsu
Description: You throw a handful of colorful dust into
Rank: B-Rank
the air while saying a litany of disjointed phrases. A
Casting Time: 1 Action
moment later, a 25-foot cube centered on a point you
Range: 60 Feet
can see within range fills with multicolored light,
Duration: Concentration, Up to 1 minute
cacophonous sound, and overpowering scents and other
Components: HS, CM
confusing sensory information.
Cost: 13 Chakra
The effect is dizzying and overwhelming. A creature
who begins its turn while within the cube, must make an Keywords: Genjutsu, Auditory
Description: Creatures of your choice that you can see
Intelligence saving throw.
within range and that can hear you must make a Wisdom
Critical Success: Affected creature is able to resist this saving throw. A target automatically succeeds on this saving
Genjutsu’s effects and becomes aware that they were a throw if it can’t be charmed.
target of some Illusory effect.
Success: Affected creature is able to resist this genjutsu’s Success: Affected creature is able to resist this genjutsu’s
effects.
effects.
Failure: For the duration, you can spend a bonus action
Failure: Affected creature becomes blinded, deafened
on each of your turns to designate a direction. The
and falls prone. An affected creature cannot stand up
or recover from any single condition granted by this affected targets must use as much of its movement as
jutsu, while within the area. However, all conditions possible to move in that direction on its next turn. It
automatically end if a creature leaves this jutsu’s area can take its action before it moves. After moving in
this way, it can remake its saving throw to try and end
or this jutsu ends.
this effect. They cannot be compelled to move into an
Critical Failure: Same effect as failure, but affected
obviously hazardous terrain, such as a fire pit, but it
creature instead must begin to remake their saving
will provoke an attack of opportunity.
throws at the end of each of their turns to end the
jutsu’s effect, if they leave the area of the jutsu. Critical Failure: Same effect as failure, but affected
creature can be commanded to move into a hazardous
At Higher Ranks: For each rank you cast this jutsu terrain.
above B-Rank increase the cost of this jutsu by 3, the
range of this jutsu by 15 feet, and the size of the cube by 5 CONFUSION
feet. Classification: Genjutsu
Rank: B-Rank
COMMAND OF THE FOUND Casting Time: 1 Action
Classification: Genjutsu Range: 90 feet
Rank: B-Rank Duration: Concentration, up to 1 minute
Casting Time: 1 Action Components: HS, CM
Range: 90 feet Cost: 12 Chakra
Duration: 10 Minutes Keywords: Genjutsu, Auditory, Inhale, Visual
Components: HS, CM Description: This genjutsu assaults and twists creatures’
Cost: 14 Chakra minds, spawning delusions and provoking uncontrolled
Keywords: Genjutsu, Auditory, Unaware actions. Each creature in a 10-foot-radius sphere
Description: You issue a single command, no longer centered on a point you choose within range must
than 25 words, directed at a single creature whom you succeed on a Wisdom saving throw.
can see who’s name you include in your command. If the
Critical Success: Affected creature is able to resist this
creature can hear you, they must succeed a Charisma
Genjutsu’s effects and becomes immune to this jutsu
saving throw. If you command a creature to enter
until the end of its next turn.
hazardous terrain, or to injure itself, it remakes its
Success: Affected creature is able to resist this genjutsu’s
charisma saving throw each time it takes damage or
effects.
suffer any effects fall under any conditions, immediately
Failure: Affected creature cannot take reactions and
ending this jutsu on a success, or completing the task as
must roll a d10 at the start of each of its turns to
commanded. Once completed, this jutsu then
determine its behavior for that turn.
immediately ends.
Critical Failure: Same effect as failure, but affected
Success: Affected creature is able to resist this genjutsu’s creature instead must roll a d8.
effects.
Failure: Affected creature becomes charmed by you and
must attempt to complete whatever command you
issued to them by any means necessary for the
duration.

29
C ONFUSION E FFECTS to their attack and damage rolls, and any psychic
damage they would take deals additional psychic damage
D10 Behavior equal to twice your Genjutsu ability modifier. If any
1 The creature uses all its movement to move in a random psychic damage you deal, adds your Genjutsu ability
direction. To determine the direction, roll a d8 and assign modifier, this jutsu’s damage is in addition to it.
a direction to each die face. The creature doesn’t take an 44 Chakra: You gain all previous chakra cost effects. In
action this turn. addition, genjutsu you cast while within 250 feet of your
flower, does not require you to spend chakra to maintain
2-6 The creature doesn’t move or take actions this turn. concentration for up to 1 Hour. Additionally, any
7-8 The creature uses its action to make a melee attack genjutsu you cast that requires concentration, instead
against a randomly determined creature within its reach. has its duration become 1 hour, while within 250 feet of
If there is no creature within its reach, the creature does your flower so long as your flower is still alive. After 1
nothing this turn. hour, or after the flower is destroyed, this jutsu ends.

9-10 The creature can act and move normally.


DETRIMENTAL ENVIRONMENT
Classification: Genjutsu
DARK LOTUS FIELD Rank: B-Rank
Classification: Genjutsu Casting Time: 1 Action
Rank: B-Rank Range: 90 feet (60-foot cube)
Casting Time: 1 Hour Duration: Concentration, 10 Minutes
Range: Special Components: HS, CM
Duration: Special Cost: 11 Chakra
Components: HS, CM, NT (Poison Kit & Any Poisonous Keywords: Genjutsu, Visual, Auditory, Unaware
Flower) Description: You create an illusory hostile environment
Cost: Special designed to act detrimental to creatures of your choice. You
Keywords: Genjutsu, Visual, Auditory, Inhale, Tactile, do not need to spend chakra to maintain concentration on
Unaware this jutsu.
Description: As a part of casting this jutsu, you must Select a space you can see within range. The
have fertile soil which can facilitate a flowers growth. environment in a 60-foot cube centered on this point
You take your poisonous flower and infuse a dose of begins to move and act seemingly on its own. When a
poisonous chemicals into the flower itself before you creature begins its turn in the space, or enters the space for
plant the flower into the soil and infuse your chakra into the first time it must make a Wisdom saving throw.
it giving it life and influencing the potency of the poison
Critical Success: Affected creature is able to resist this
this jutsu produces.
Genjutsu’s effects and becomes immune to this jutsu
If this flower, before or after being planted is killed or
until the end of its next turn.
destroyed, this jutsu immediately ends, requiring you to
Success: Affected creature is able to resist this genjutsu’s
recast it. The flowers look like a sacred lotus with black
effects.
petals. Creatures looking for this flower, if they are
Failure: Affected creature begin to see and hear the
proficient in Nature, Medicine, or Survival they may
environment begin to turn on them, grappling and
make any of the aforementioned ability checks vs your
holding them in place. Their speed is reduced to 0 and
Genjutsu Save DC being able to find it on a success. If the
they lose the ability to move one of their hands. An
creature is not proficient, they instead make a Wisdom
affected creature remakes their save at the end of each
(perception) check with a -5 penalty, to their check. If
of their subsequent turns, ending this Genjutsu on a
your flower is in a bed of other sacred lotuses, regardless
success.
if they are proficient or not, they take a -5 Penalty to
Critical Failure: Same effect as failure, but affected
their check. The flower has 10 Hit point and an AC of 15.
creature instead loses the ability to move either hand.
At the conclusion of casting this jutsu you can infuse
different volumes of chakra into the soil and roots
facilitating different effects.
11 Chakra: This flower grows, producing black flower
buds in the shape of a sacred lotus flower. As an action,
for 10 minutes, while you are within 100 feet of this
flower, the flower blooms releasing a black poisonous,
but odorless cloud. All creatures within 60 feet of the
flower of your choice must succeed a Constitution saving
throw at the beginning of each of their turns. On a failed
save they become envenomed for the next hour. A
creature envenomed as a result of this jutsu takes a -2
penalty to their attack and damage rolls, saving throws,
ability checks. Additionally, the poisoned creature treats
all Genjutsu you cast as if it has the unaware keyword.
After 10 minutes or after the flower is destroyed, this
jutsu ends.
22 Chakra: You gain all previous chakra costs effects.
In addition, you can activate this jutsu while you are
within 250 feet of the flower and it affects all creatures
of your choice within 120 feet of it.
33 Chakra: You gain all previous chakra costs effects.
In addition, affected creatures instead have a -5 penalty

30
EFFORTLESS PARALYSIS Failure: Affected creature becomes berserked for the
Classification: Genjutsu duration. A berserked creature makes a charisma
Rank: B-Rank saving throw at the end of each of its turns, ending
Casting Time: 1 Action this Jutsu's effects on them on a success.
Range: 90 Feet Critical Failure: Same effect as failure, but affected
Duration: Concentration, up to 1 minute creature also take 4d6 psychic damage at the end of
Components: HS, CM each of their turns, they don’t end this jutsu’s effect.
Cost: 13 Chakra
Keywords: Genjutsu, Visual EYES OF TRUTH
Description: You create a visual image of your own Classification: Genjutsu
description that grabs and restrains a creature you can Rank: B-Rank
see within range. The target must succeed a Wisdom Casting Time: 1 Action
Saving throw. This jutsu has no effect on undead, Range: Touch
constructs, plants, or Demons. Duration: 1 minute
Components: HS, CM, NT (Glass or translucent crystal)
Success: Affected creature is able to resist this genjutsu’s
Cost: 12 Chakra
effects.
Keywords: Genjutsu, Visual
Failure: Affected creature becomes paralyzed for the
Description: You coat your glass or crystal in chakra that
duration. A paralyzed creature remakes their save at
creates a visual illusion, that shows what friendly
the end of each of its turns or when it takes damage,
creatures in a 60-foot radius centering on you is able to
ending this jutsu’s effect on it, on a success.
see. If they see an illusion or can perceive something
Critical Failure: Same effect as failure, but affected
with special senses like Truesight, or Chakra Sight, you
creature also only makes its saves when it takes
can also see what they can see, while looking through
damage.
this glass or crystal.

ENCROACHING DARKNESS FEAR


Classification: Genjutsu
Classification: Genjutsu
Rank: B-Rank
Casting Time: 1 Action Rank: B-Rank
Range: 150 feet (60-foot radius sphere) Casting Time: 1 Action
Duration: Concentration, Up to 1 Hour Range: Self (15-foot cube
Components: HS, CM Duration: Concentration, up to 1 minute
Cost: 13 Chakra Components: HS, CM
Keywords: Genjutsu, Visual Cost: 13 Chakra
Description: You cause menacing shadows to invade an Keywords: Genjutsu, Visual, Unaware
area, centered on a point you can see within range. Description: You project a phantasmal image of a
Creatures become unable to see Bright or dim light as it creature’s worst fears. Each creature in a 15-foot cube
seems to vanish before their eyes. Any jutsu or effect of C- originating from you must succeed a Wisdom saving
Rank or lower that would create light, does not produce throw.
visible light for creatures within range to see. Critical Success: Affected creature is able to resist this
Yourself and up to 3 creatures of your choice are immune Genjutsu’s effects and becomes immune to this jutsu
to this jutsu’s effects and are treated as if being concealed until the end of its next turn.
by darkness against creatures who are under this jutsu’s Success: Affected creature is able to resist this genjutsu’s
effects. effects.
A creature can, on their turn as an Action, make a Failure: Affected creature drops whatever they are
Wisdom saving throw. On a successful save, they can see holding and gains 2 ranks of fear for the duration, and
through the darkness until the beginning of their next at the beginning of each of a frightened creatures
turn. turns, they must spend as many actions as possible to
If a jutsu of B-Rank or higher is cast within this jutsu’s move away from the caster, unless there is nowhere to
area of effect that produces light, this jutsu immediately move. A frightened creature remakes their save at the
ends. end of each of their turns to end this jutsu’s effect.
Critical Failure: Same effect as failure, but instead they
ENEMIES ABOUND gain 4 ranks of fear.
Classification: Genjutsu
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 and the
Range: 120 Feet number of targets by +1.
Duration: Concentration, Up to 1 minute
Components: HS, CM
Cost: 13 Chakra
Keywords: Genjutsu, Visual, Unaware
Description: You reach into the mind of one creature you
can see and force it to make an Intelligence saving
throw. A creature automatically succeeds if it is immune
to the fear condition.
Success: Affected creature is able to resist this genjutsu’s
effects.

31
FORGET ME NOT FRENZY: BURST [NEW]
Classification: Genjutsu Classification: Genjutsu
Rank: B-Rank Rank: B-Rank
Casting Time: 1 Action Casting Time: 1 Action.
Range: Touch Range: 60 feet
Duration: Special Duration: Instant
Components: HS, CM, NT (Poison Kit or Poisonous Flower) Components: HS, CM
Cost: 11 Chakra Cost: 13 Chakra
Keywords: Genjutsu, Inhale, Unaware Keywords: Genjutsu, Visual, Auditory, Tactile
Description: You infuse chakra into a poisonous flower Description: You collect and build all of your madness
that you are holding. When you release the flower, all and instability and focus it into a beam, that another
creatures except yourself within 5 feet of the flower are hit creature is forced to take on.
with a powerfully potent, yet odorless plume of poisonous Select one creature you can see within range, and
pollen laced with your chakra. Creatures within range must make a range Genjutsu attack, dealing 8d6 psychic
succeed a Constitution and Intelligence saving throw, in damage. On a successful hit, the target must also make
that order. an Intelligence saving throw.
On a Failed Constitution saving throw, the affected Success: Affected creature is able to resist this jutsu’s
creature becomes poisoned for 1 hour (This cannot become secondary effects.
envenomed) and a creature poisoned by this jutsu makes Failure: Affected creatures falls prone and falls into a bit
the next saving throw at disadvantage. of insanity. They become Maddened until the end of
On a failed Intelligence saving throw, they lose all their next turn.
memory of the past 24 hours, for the next hour as it
Critical Failure: Affected creature falls prone and falls
becomes a haze. This memory is still there, but clouded
into a bout of insanity. They become Maddened.
and hazy. If they attempt to remember, they must
succeed an Intelligence save throw at disadvantage. FRENZY: CACKLE [NEW]
At Higher Ranks: For each rank you cast this jutsu Classification: Genjutsu
above B-Rank increase the cost of this jutsu by 3. When Rank: B-Rank
you cast this jutsu at A-Rank, on a failed save, their Casting Time: 1 Action.
memory is permanently clouded over by this jutsu until Range: Self (30 feet)
Dispelled. Duration: Instant
Components: HS, CM
FRENZY: BLADES [NEW] Cost: 13 Chakra
Classification: Genjutsu Keywords: Genjutsu, Visual, Auditory, Tactile
Rank: B-Rank Description: You collect and build all of your madness
Casting Time: 1 Action. and instability and release it into an echoing wave that
Range: 60 feet tears through the minds of creatures within range.
Duration: Concentration, up to 1 minute. All creatures, including yourself, in range must make
Components: HS, CM an Intelligence saving throw. You make your saving
Cost: 13 Chakra throw at advantage.
Keywords: Genjutsu, Visual, Auditory, Tactile
Description: You collect and build all of your madness Critical Success: Affected creature is able to resist this
and instability and focus it into the shape of floating jutsu’s effects.
blades of your design. These blades oscillate Success: Affected creature becomes blinded until the end
around you and can be commanded to of the current turn as their madness blinds them.
strike at your command. You manifest 4 of Failure: Affected creatures takes 4d12 psychic
such blades. damage and becomes blinded for the next minute,
When you would deal damage with a remaking saving throws at the end of each of
Genjutsu with the ‘Frenzy’ prefix, you their turns, ending this jutsu’s effect on a
subconsciously fire a blade made by this success.
jutsu, making a ranged genjutsu attack at Critical Failure: Affected creatures takes
advantage, dealing 4d8 psychic damage on 6d12 psychic damage and becomes
a hit. blinded, deafened, and incapable of
Alternatively, as a bonus action, you can smelling or tasting as they begin to laugh
command one of these blades to strike your manically for the next minute, remaking
enemies. Make a ranged Genjutsu attack, dealing 5d8 their saving throw at the end of each of their
psychic damage on a hit. turns, with a 1d4 penalty ending this jutsu’s
A creature who takes damage from this jutsu must effect on a success.
make an Intelligence saving throw.
Success: Affected creature is able to resist this jutsu’s
secondary effects.
Failure: Affected creatures falls prone and falls into a
bit of insanity as their eyes begin to swell and
their thoughts slow down, as they gain the
Slowed condition until the end of their next turn.
Critical Failure: Affected creature falls prone and
falls into a bout of insanity as their eyes begin to
swell and their thoughts slow down, as they
gain the Slowed condition for the duration.

32
INVISIBILITY MADDENING SHADOWS
Classification: Genjutsu Classification: Genjutsu
Rank: B-Rank Rank: B-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Self Range: 150 feet (60-foot radius sphere)
Duration: Concentration, up to 1 minute
Duration: Concentration, up to 1 minute
Components: HS, CM
Components: HS, CM
Cost: 14 Chakra
Cost: 14 Chakra
Keywords: Genjutsu, Visual, Auditory, Tactile
Keywords: Genjutsu, Visual
Description: Illusory Darkness spreads from a point you
Description: You or a creature you touch becomes
choose within range to fill a 60-foot radius sphere until
invisible until the genjutsu ends. Anything the target is
this jutsu ends.
wearing or carrying is invisible as long as it is on the
A creature with Darkvision or Chakra Sight can’t see
target’s person.
through this darkness. Shrieks, gibbering, and
KEEN THOUGHTS [CHANGED] maddening laughter can be heard within the darkness.
Whenever a creature starts its turn in the sphere, it must
Classification: Genjutsu
Rank: B-Rank make a Charisma Saving throw
Casting Time: 1 Action Critical Success: Affected creature is able to resist this
Range: Touch Genjutsu’s effects and becomes immune to this jutsu
Duration: Concentration, Up to 1 Minute until the end of its next turn.
Components: HS, CM, CS
Success: Affected creature is able to resist this genjutsu’s
Cost: 14 Chakra
effects, taking only 3d8 psychic damage.
Keywords: Genjutsu, Fuinjutsu
Failure: Affected creature takes 6d8 psychic damage. A
Description: You touch a creature within reach who you
creature whose HP is reduced to 0 as a result of this
can see. For the duration you increase their focus and
jutsu has its HP instead reduced to 1.
enhance their mental efficiency.
Critical Failure: Affected creature takes 8d8 psychic
For the duration target creature gain a +1 to their
damage. A creature whose HP is reduced to 0 as a
critical threat range with Genjutsu attacks.
result of this jutsu has its HP instead reduced to 1 and
Additionally, when you score a critical hit with a
they gain 5 ranks of fear for the next 24 hours or until
genjutsu attack, add 2 additional damage die to the
they have a Jutsu with the medical keyword of B-Rank
damage roll.
or higher that can end the fear condition cast on them.
At Higher Ranks: For each rank you cast this jutsu
above B-Rank increase the cost of this jutsu by 3 and the At Higher Ranks: For each rank you cast this jutsu
critical threat range by +1. If this jutsu is cast at S-Rank, above B-Rank increase the cost of this jutsu by 3 and the
when you score a critical hit with a genjutsu attack, you damage by 1d8.
instead add 5 additional damage die to the roll.
MAJOR IMAGE
LABYRINTHINE HOWL Classification: Genjutsu
Classification: Genjutsu Rank: B-Rank
Rank: B-Rank Casting Time: 1 Action
Casting Time: 1 Action Range: 120 Feet
Range: Self (60 feet) Duration: Until Dispelled
Duration: 1 Round
Components: HS, CM, CS
Components: HS, CM
Cost: 12 Chakra
Cost: 14 Chakra
Keywords: Genjutsu, Auditory, Visual, Tactile
Keywords: Genjutsu, Auditory, Tactile, Unaware.
Description: You create the image of an object, a
Description: You let loose the howl of a ravenous beast,
creature, or some other visible phenomenon that is no
causing each hostile creature within range that can hear
larger than a 20-foot cube. The image appears at a spot
you to make a Wisdom saving throw.
that you can see within range and lasts for the duration.
On a failed save, a creature believes it has been moved
It seems completely real, including sounds, smells, and
into a labyrinth and is under attack by a savage beast of
temperature appropriate to the thing depicted. You can’t
your description.
create sufficient heat or cold to cause damage, a sound
An affected creature on its turn must decide to face the
loud enough to deal damage or deafen a creature, or a
beast head on or defend itself from the beast. A creature
smell that might sicken a creature.
that faces the beast takes 8d6 psychic damage and this
As long as you are within range of the illusion, you can
jutsu ends. A creature that defends itself from the beast
use your action to cause the image to move to any other
falls prone and is stunned until the beginning of its next
spot within range. As the image changes location, you
turn.
can alter its appearance so that its movements appear
At Higher Ranks: For each rank you cast this jutsu
natural for the image. Similarly, you can cause the
above B-Rank increase the cost of this jutsu by 3 and the
illusion to make different sounds at different times, even
damage by 2d6.
making it carry on a conversation, for example.
Physical interaction with the image reveals it to be a
genjutsu, because things can pass through it. A creature
that uses its action to examine the image can determine
that it is an illusion with a successful Illusion check
against your genjutsu save DC. If a creature discerns the
illusion for what it is, the creature can see through the
image, and its other sensory qualities become faint to
the creature.

33
MEDICAL RELEASE: PSIONIC GUARD [NEW] MENTAL SCHISM [NEW]
Classification: Genjutsu Classification: Genjutsu
Rank: B-Rank Rank: B-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 60 feet Range: Self
Duration: Concentration, Special Duration: 10 Minutes
Components: HS, CM Components: HS, CM
Cost: 11 Chakra Cost: 11 Chakra
Keywords: Genjutsu, Auditory, Tactile, Medical Keywords: Genjutsu, Tactile
Description: You manifest a supportive sound that remains Description: You manifest a second mind. A second
humming in the mind of an allied creature for the duration. ‘you’. This second mind exists and functions
Select one allied creature to gain the benefit of this jutsu, independently of your primary mind. It cannot control or
whom cannot concentrate on more than 1 jutsu for its influence your physical body, but it able to perform
duration. mental actions freely. On each of your turns, this second
When the affected creature would make an Intelligence, mind gains 1 action and 1 reaction, which is can only use
Wisdom or Charisma saving throw, you can choose to make to complete purely mental task such as making any
it for them, using your saving throw bonuses. Intelligence or Wisdom based ability checks, Read the
Enemy, Search, or cast any E-Rank Ninjutsu or Genjutsu
MEMORY DOMINATION that doesn’t require hand signs (HS) or Ninja tools (NT).
Classification: Genjutsu
Rank: B-Rank MISLEADING DUPLICATE
Casting Time: 1 Action Classification: Genjutsu
Range: Touch Rank: B-Rank
Duration: Until Restored Casting Time: 1 Action
Components: HS, CM, CS Range: Self
Cost: 14 Chakra Duration: Concentration, up to 1 minute
Keywords: Genjutsu, Fuinjutsu Components: HS, CM
Description: You attempt to reshape another creature’s Cost: 14 Chakra
memories. One creature that you touch must make an Keywords: Genjutsu, Visual
Intelligence saving throw. If you are fighting the Description: You become invisible at the same time that
creature, it has advantage on the saving throw. On a an illusory double of you appears where you are
failed save, the target becomes charmed by you for 1 standing. The double lasts for the duration, but the
minute. The charmed target is incapacitated and invisibility ends if you attack or cast a Jutsu. You can use
unaware of its surroundings, though it can still hear you. your action to move your illusory double up to twice your
If it takes any damage or is targeted by another jutsu, speed and make it gesture, speak, and behave in
this jutsu ends, and none of the target’s memories are whatever way you choose. You can see through its eyes
modified. While this charm lasts, you can affect the and hear through its ears as if you were located where it
target’s memory of an event that it experienced within is. On each of your turns as a bonus action, you can
the last 12 Months and that lasted no more than 1 Day. switch from using its senses to using your own, or back
You can Temporarily overwrite all memory of the again. While you are using its senses, you are blinded
event, allow the target to recall the event with perfect and deafened in regard to your own surroundings. You
clarity and exacting detail, change its memory of the can move up to 120 Feet away from your duplicate.
details of the event, or create a memory of some other
event.
You must speak to the target to describe how its
memories are affected and it must be able to understand
your language for the modified memories to take root.
Its mind fills in any gaps in the details of your
description. If the jutsu ends before you have finished
describing the modified memories, the creature’s
memory isn’t altered.
The modified memories take hold when the jutsu
ends. A modified memory doesn’t necessarily affect how
a creature behaves, particularly if the memory
contradicts the creature’s natural inclinations,
allegiance, or beliefs. An illogical modified memory is
dismissed, perhaps as a bad dream. The DM might deem
a modified memory too nonsensical to affect a creature
in a significant manner.
A Genjutsu Break or Greater Restorative Jutsu cast on
the target, specifically intended to restore the creature’s
true memory will restore the memory.

34
PARASITIC RIDER [NEW] At Higher Ranks: For each rank you cast this jutsu
Classification: Genjutsu above B-Rank, increase the cost of this jutsu by 3 and the
Rank: B-Rank number of creatures you can target by +1.
Casting Time: 1 Action
Range: 120 feet PROGRAMMED ILLUSIONS
Duration: Concentration, up to 10 minutes Classification: Genjutsu
Components: HS, CM Rank: B-Rank
Cost: 14 Chakra Casting Time: 1 Action
Keywords: Genjutsu, Fuinjutsu, Unaware Range: 60 Foot radius Sphere
Description: You take the teachings of the Yamanaka clan Duration: Until Dispelled
and attempt to invade the mind of another creature you can Components: HS, CM, CS
see within range. You make a similar hand sign to that of the Cost: 14 Chakra
Yamanaka and fire your consciousness into the target Keywords: Genjutsu, Auditory, Tactile, Visual
creature, they must make a Charisma saving throw. A Description: After placing your specially made Genjutsu
creature aware of your presence automatically passes their chakra seal onto a surface of your choice, the chakra seal
saving throw. You cannot lose concentration on this jutsu as creates an illusion of an object, creature, or some other
a result of damage and your body is forced to spend chakra to visible phenomenon within range that activates when a
maintain concentration so long as you occupy the body of specific condition occurs. This Genjutsu was
another creature. imperceptible until then. It must be no larger than a 30-
When you cast this jutsu your body remains where it is, Foot cube, and you decide when you cast the Genjutsu
falling prone and becoming paralyzed for the duration. You how the illusion behaves and what sounds it makes. The
lose all ability to experience sensations your body scripted performance can last up to 5 minutes. But will
experiences, such as pain etc. If your body is killed this repeat from the beginning.
jutsu’s duration becomes permanent or until dispelled, as When the condition you specify occurs, the illusion
you have no body to return to, remaining trapped in the body springs into existence and performs in the manner you
you chose to inhabit. described. Once the Illusion finishes performing, it
Critical Success: Affected creature is able to resist this jutsu’s repeats from the beginning continuing until the
effects and becomes aware that something or someone has condition of the illusion being cast is no longer met.
attempted to enter their mind. Physical interaction with the image reveals it to be an
Success: Affected creature is able to resist this jutsu’s effects. illusion, because things can pass through it. A creature
Failure: You enter the mind of the target creature. You cannot that uses its action to examine the illusion can
control or influence them by any means, but you can see determine that it is an illusion with a successful
and experience everything they do through their senses. If Genjutsu (Wisdom) check against the Jutsu save DC. If a
they would take damage, you must make a Charisma creature discerns the illusion for what it is, the creature
saving throw vs your own Save DC to remain within the can see through the image, and any noise it makes
body of the creature. sounds hollow to the creature.
Critical Failure: You gain the effects of the Failure effect, and
you can occasionally act as a voice in their mind speaking PSIONICS: CRUSH! [NEW]
to them as if you were their normal thoughts. This does not Classification: Genjutsu
control them or take away their free will, but you may Rank: B-Rank
Casting Time: 1 Action.
make Charisma ability checks to attempt to influence
Range: 60 feet
them.
Duration: Instant

PHANTASMAL KILLER
Components: HS, CM
Cost: 12 Chakra
Classification: Genjutsu
Keywords: Genjutsu, Visual, Auditory, Tactile
Rank: B-Rank
Description: You create the image of yourself that
Casting Time: 1 Action
enlarges and attempts to crush your target by stepping
Range: 120 Feet
on them.
Duration: Concentration, up to 1 minute
Select one creature you can see within range, and
Components: HS, CM
make a range Genjutsu attack, dealing 5d10 psychic
Cost: 14 Chakra
damage. On a successful hit, the target must also make a
Keywords: Genjutsu, Visual, Tactile
Wisdom saving throw.
Description: You tap into the nightmares of a creature
you can see within range and create an illusory Success: Affected creature is able to resist this jutsu’s
manifestation of its deepest fears, visible only to that secondary effects.
creature. The target must make a Wisdom saving throw. Failure: Affected creatures falls prone and find it difficult
to stand. If they would attempt to stand, they must
Critical Success: Affected creature is able to resist this
spend all of their movement.
jutsu’s effects.
Critical Failure: Affected creature falls prone and cannot
Success: Affected creature gains 1 rank of fear until the
stand. They remain prone until another creature
end of their next turn.
assists them to help them stand. While prone in this
Failure: Affected creatures gains 3 ranks of fear for the
way, their movement speed is 0.
duration, remaking saving throws at the end of each of
their turns, ending this jutsu’s effect on a success.
Critical Failure: Same as failure, but affected creatures
also takes 6d10 psychic damage at the beginning of
each of their turns that they remain feared.

35
PSIONICS: SENSORY OVERLOAD [NEW] PSIONICS: TRICK ROOM [NEW]
Classification: Genjutsu Classification: Genjutsu
Rank: B-Rank Rank: B-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 5 Feet Range: Self (100-foot-Cube)
Duration: Instant Duration: 10 Minutes
Components: HS, CM Components: HS, CM, CS
Cost: 12 Chakra Cost: 13 Chakra
Keywords: Genjutsu, Tactile, Sensory Keywords: Genjutsu, Visual, Auditory, Tactile, Sensory
Description: You press your index and middle finger to Description: You outstretch your hand and place a
side of your head and your ring finger on your check. You genjutsu upon all creatures within a 100-foot cube
flood your eyes with chakra and send a wave of chakra at emerging from yourself. Make an Genjutsu Ability Check
a nearby creature to cause their chakra network to against a DC equal to 7 + the number of unwilling
overload, shutting their senses down. creatures being affected. If you succeed this check, while
Make a melee genjutsu attack. On hit, the creature within this jutsu's area of effect, the initiative order is
becomes blinded until the end of their next turn and reversed.
must succeed an Intelligence saving throw. Additionally, creatures effected by this jutsu that are
under the effects of a jutsu, condition, or feature that
Critical Success: Affected creature is able to resist this
would either increase or decrease their movement speed,
jutsu’s effects and becomes immune to this jutsu until
any increase to their movement speed is halved, and any
the end of their next turn.
decrease to their movement speed is increased by half.
Success: Affected creature is able to resist this Jutsu's
If a creature under this jutsu's effects leaves this jutsu's
effects.
Failure: Affected creatures becomes concussed. area of effect, this jutsu immediately ends.
At Higher Ranks: For each rank you cast this jutsu
Critical Failure: Same as Failure and the affected
above B-Rank, increase the cost of this jutsu by 3 and the
creature becomes disoriented, their legs become
wobbly and they become unable to feel, taste, hear or size of the cube, by 50 feet.

PSYCHIC BLAST
smell for the next minute. Creatures who possess an
Intelligence of 8 or less automatically critical fail this
Classification: Genjutsu
jutsu.
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. If this Range: Self (30-foot cone)
jutsu is cast at S-Rank, creatures who fail their saving Duration: Instant
throw against this jutsu also become incapacitated. Components: HS, CM
Cost: 13 Chakra
PSIONICS: TORMENT! [NEW] Keywords: Genjutsu, Tactile
Classification: Genjutsu Description: You unleash a destructive wave of mental
Rank: B-Rank power in a 30-foot cone. Each creature in the area must
Casting Time: 1 Action. make a Wisdom saving throw.
Range: Self (30 feet)
Duration: Instant Critical Success: Affected creature is able to resist this
Components: HS, CM jutsu’s effects.
Cost: 13 Chakra Success: Affected creature takes 4d8 psychic damage.
Keywords: Genjutsu, Auditory, Tactile Failure: Affected creatures takes 7d8 psychic damage
Description: You create a mundane sound that pulses and is knocked prone.
outward and all who perceives it, hears it as a brutally high Critical Failure: Affected creatures take 10d8 psychic
decibel that causes intense pain and agony. damage, is knocked prone and incapacitated until the
All creatures of your choice within 30 feet of you must end of their next turn.
make a Wisdom saving throw.
At Higher Ranks: For each rank you cast this jutsu
Success: Affected creature is able to resist this jutsu’s above B-Rank, increase the cost of this jutsu by 3 and the
effects. damage by 1d8.
Failure: Affected creatures takes 5d8 psychic damage and
gains 3 ranks of Dazzled.
Critical Failure: Affected creature takes 5d8 psychic
damage, gains 3 ranks of Concussed and gains a rank of
slow. A slowed creature remakes their Wisdom saving
throw at the end of each of their turns to end that
condition.

36
REQUEST OF THE DAMNED SEALING ART: CURSED TONGUE SEAL[NEW]
Classification: Genjutsu Classification: Genjutsu
Rank: B-Rank Rank: B-Rank
Casting Time: 1 Action Casting Time: 1 Minute
Range: 90 feet Range: Touch
Duration: Concentration, Up to 1 minute. Duration: Permanent
Components: HS, CM
Components: HS, CM, CS
Cost: 14 Chakra
Cost: 14 Chakra
Keywords: Genjutsu, Auditory
Keywords: Genjutsu, Fuinjutsu
Description: You issue a single command, no longer
Description: As a part of the activation of this jutsu. The
than 25 words, directed at a single creature whom you
target must currently be incapacitated or willing. Over
can see who’s name you include in your command. If the
the course of a minute, you tattoo a seal on a target
creature can hear you, they must succeed a Charisma
creatures’ tongue. You select 1 topic, which you wish for
saving throw.
the target creature to be unable to speak of. Once this
Critical Success: Affected creature is able to resist this jutsu is casted the target creature becomes unable to
jutsu’s effects. speak, write, or willing reveal information on or about
Success: Affected creature becomes blinded by rage, the topic you chose. A creature can attempt to undo the
becoming berserked, until the end of their next turn. effects of this jutsu by making a Ninshou check against
Failure: Affected creatures becomes berserked and your Genjutsu Save DC + 5. An affected creature cannot
becomes unable to see the caster of this jutsu. While gain a bonus to this check as the result of a jutsu. Each
berserked, they take 3d6 psychic damage and remakes attempt takes 1 hour. On a successful check the target
their saving throw at the end of each of their turns creature becomes able to speak on the topic freely again.
ending this jutsu on a success.
Critical Failure: Same as failure, but they instead take SEALING ART: IMPRISONED THOUGHTS [NEW]
5d6 psychic damage. Classification: Genjutsu
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 and the Range: 60 feet
number of creature you can target with this jutsu by +1. Duration: Concentration, up to 1 minute.
Components: HS, CM
RUBBER MIND [NEW] Cost: 13 Chakra
Classification: Genjutsu Keywords: Genjutsu, Visual, Fuinjutsu
Rank: B-Rank Description: You manifest an illusory seal, designed to seal
Casting Time: 1 Reaction, which you take when you would away thoughts and memories. Select one creature whom you
gain a Mental or Sensory condition as the result of failing a can see within range. That target must make a Charisma
saving throw, caused by a Genjutsu.
saving throw.
Range: 60 feet
Duration: Instant Success: Affected creature is able to resist this jutsu’s effects.
Components: HS, CM Failure: Affected creature has their thoughts sealed. The last
Cost: 11 Chakra jutsu they cast, cannot be recast for the duration, each
Keywords: Genjutsu, Visual, Tactile attempt leading to it failing and the chakra still being
Description: You coat your mind in a chakra designed to be spent.
malleable and reflect change well. When you would gain a Critical Failure: Affected creature suffers the same effects of
mental or sensory condition you can bounce it back to any a Failure, and also cannot cast any jutsu that both you and
hostile creature within range. it has on its known jutsu list.
Target creature must make an Intelligence saving throw.
At Higher Ranks: For each rank you cast this jutsu above
Success: Affected creature is able to resist this jutsu’s D-Rank, increase the cost of this jutsu by 3 and the damage
effects. by 1d12.
Failure: Affected creature gains whatever Mental or Sensory
conditions you would gain as if they failed their own
saving throw.
Critical Failure: Affected creature suffers the same effects of
a Failure, and also cannot remove the condition
themselves and instead must spend an action to remake
this jutsu’s saving throw to end them.

37
SLOW SONG OF REVERSAL
Classification: Genjutsu Classification: Genjutsu
Rank: B-Rank Rank: B-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 120 Feet Range: self (45-foot radius)
Duration: Concentration, up to 10 minutes
Duration: 1 minute.
Components: HS, CM
Components: HS, CM
Cost: 14 Chakra
Cost: 14 Chakra
Keywords: Genjutsu, Auditory
Keywords: Genjutsu, Visual, Auditory, Tactile
Description: You begin to hum or sing a tune of defeat
Description: You alter the perception of time for up to
designed to make those who hear it believe they cannot
six creatures of your choice in a 40-foot cube within
achieve anything. All creatures of your choice within
range. Each target must succeed on an Intelligence
range begins to experience this delusion of despair.
saving throw.
For the duration, you do not spend chakra to maintain
Critical Success: Affected creature is able to resist this this jutsu, instead you must spend a bonus action on
jutsu’s effects. subsequent turns to maintain it.
Success: Affected creature becomes slow until the end of Creatures who begin their turns within range must
their next turn. succeed a Charisma saving throw. Creatures who fail the
Failure: Affected creatures gains 1 rank of slow for the saving throw, who have advantage or disadvantage from
next minute. A slowed creature remakes their saving any source, now have the opposite. (Advantage becomes
throw at the end of each of their turns, ending this Disadvantage, and Disadvantage becomes Advantage.).
jutsu’s effects on themselves. Additionally, creatures who fail, who begin their turn
Critical Failure: Same as Failure, but they gain 2 ranks of within range who have penalties to their attack rolls,
slow, instead of 1. ability checks, or Saving throws now instead lose those
At Higher Ranks: For each rank you cast this jutsu penalties, and gain bonuses equal to the penalty lost.
Alternatively, if a creature who fails begins their turn
above B-Rank, increase the cost of this jutsu by 3 and the
number of targets by 2. within range who have bonuses to their attack rolls,
ability checks, or saving throws now instead lose those
SONG OF RETREAT bonuses and gain penalties equal to the bonus lost.
Classification: Genjutsu
Rank: B-Rank SONG OF WAR
Casting Time: 1 Action Classification: Genjutsu
Range: self (45-foot radius) Rank: B-Rank
Duration: Concentration, up to 10 minutes Casting Time: 1 Action
Components: HS, CM Range: self (45-foot radius)
Cost: 11 Chakra Duration: Concentration, up to 10 minutes
Components: HS, CM
Keywords: Genjutsu, Auditory
Cost: 14 Chakra
Description: You begin to hum or sing a tune of
avoidance designed to make those who hear it want to Keywords: Genjutsu, Auditory
Description: You begin to hum or sing a tune of battle
run. All creatures of your choice within range begins to
designed to make those who hear it want to engage in
experience this anxiousness to escape.
endless conflict. All allied creatures of your choice within
For the duration, you do not spend chakra to maintain
range begins to experience this lust for battle.
this jutsu, instead you must spend a bonus action on
For the duration, you do not spend chakra to maintain
subsequent turns to maintain it.
this jutsu, instead you must spend a bonus action on
Creatures whom you selected, who begin their turns
subsequent turns to maintain it.
within range fall under the following effects if they are
Select Creature(s) gain the following until the
allied or hostile to you when you cast this jutsu;
beginning of your next turn.
Hostile: If you select a hostile creature to experience
this feeling, they must succeed a Wisdom saving throw. • +5 Bonus to Ninshou, Illusions, and Martial Arts
On a failed save, they must spend their turn doing Ability checks.
everything they can to move away from the closest • +3 Bonus to Initiative Count. If This would put your
hostile creature near it. initiative score above another creature, move up 1 step
Allied: If you select an Allied Creature to experience in the turn order.
this feeling, they gain the benefits of the Dash and • +2 Bonus to Attack & Damage rolls & Saving throws.
Disengage action when attempting to move away from a
hostile creature. Additionally, they cannot have their
movement impeded as a result of difficult terrain, and
they do not trigger attacks of opportunity. A creature
loses the benefits of this jutsu and cannot gain them
until the end of their next turn if they attempt to cast a
jutsu that deals damage or declare an attack of any kind.

38
TREE BINDING DEATH UNMISTAKABLE FEAR
Classification: Genjutsu Classification: Genjutsu
Rank: B-Rank Rank: B-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 90 Feet Range: 90 Foot Cube
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
Components: HS, CM Components: HS, CM
Cost: 12 Chakra Cost: 14 Chakra
Keywords: Genjutsu, Inhale, Tactile, Visual Keywords: Genjutsu, Visual, Tactile
Description: You create the illusion of the target being Description: You project a phantasmal Genjutsu image
completely bound by a growing tree as you vanish from of all creatures' worst fears in a target area. Each
sight. You will remain invisible to all the target creature in a 90 Foot Cube originating from you must
creature's senses as it is affected by the Genjutsu. The make a Charisma saving throw.
illusion will remain until the target takes damage or Critical Success: Affected creature is able to resist this
resists the Genjutsu. Select up to 3 Target creatures you jutsu’s effects and becomes immune to this jutsu until
can see within range, each target must succeed a the end of their next turn.
Wisdom save. Success: Affected creature drops whatever it is holding.
Critical Success: Affected creature is able to resist this Failure: Affected creatures drops whatever it is holding
jutsu’s effects and becomes immune to this jutsu until and gains 2 ranks of fear for the duration, remaking
the end of their next turn. their saving throws at the end of each of their turns.
Success: Affected creature becomes incapacitated until When a creature with ranks of fear would take psychic
the end of their next turn. damage, they take an additional 5d6 psychic damage.
Failure: Affected creatures becomes incapacitated, blind, Critical Failure: Same as Failure, but affected creatures
deafened and grappled for the duration. Affected instead take 5d8 psychic damage.
creatures remakes their saving throws at the end of
At Higher Ranks: For each rank you cast this jutsu
each of their turns to end this Jutsu's effects on them.
above B-Rank, increase the cost of this jutsu by 3 and the
Critical Failure: Same as Failure, but affected creatures damage by 1d8.
are paralyzed instead of incapacitated.
UNRELENTING PAIN
UNLIMITED FOCUS Classification: Genjutsu
Classification: Genjutsu Rank: B-Rank
Rank: B-Rank Casting Time: 1 Action
Casting Time: 1 Action
Range: 60 Feet
Range: Touch
Duration: Instant
Duration: Concentration, up to 1 minute
Components: HS, CM Components: HS, CM
Cost: 12 Chakra Cost: 14 Chakra
Keywords: Genjutsu, Visual, Auditory Keywords: Genjutsu, Visual, Tactile
Description: You touch a willing creature who you can Description: You target a single creature as you create an
see. You impart upon them a focusing genjutsu designed image of them being impaled repeatedly by multiple
to enhance their perception and reactionary abilities. sharp objects slowly while they are unable to stop it. The
For the duration, affected creature gains the target creature must make a Wisdom saving throw.
following; Critical Success: Affected creature is able to resist this
• Can concentrate on up to 3 Ninjutsu or Genjutsu at jutsu’s effects and becomes immune to this jutsu until
once. the end of their next turn.
• Adds 1d8 to any Constitution (Chakra Control) ability Success: Affected creature takes 4d6 psychic damage.
check they make Failure: Affected creatures takes 13d6 psychic damage.
• They gain an additional Bonus action. Critical Failure: Same as Failure and the affected
• When they would make an Intelligence or Charisma creature is stunned until the end of their next turn.
Saving throw vs a Genjutsu, they roll an additional 1d4 At Higher Ranks: For each rank you cast this jutsu
adding the result to their saving throw. above B-Rank, increase the cost of this jutsu by 3 and the
damage by 1d6.

39
WORD OF THE LOST
Classification: Genjutsu
Rank: B-Rank
Casting Time: 1 Action
Range: 90 feet
Duration: Concentration, Up to 1 minute.
Components: HS, CM
Cost: 14 Chakra
Keywords: Genjutsu, Auditory, Unaware
Description: You utter a few words of destitution directed
at a single creature whom you can see who’s name you
include in your statement. If the creature can hear you,
they fall under the effects of this jutsu as they suffer a
series of mental flashes and fractured memories for this
jutsu’s duration.
At the beginning of an affected creatures turn they
make an Intelligence saving throw. On a failure, the
creature suffers a number of fracture’s based on the
severity of their failure.
• Failed by 1~4: They gain 1 Fracture.
• Failed by 5~9: They gain 2 Fractures.
• Failed by 10~14: They gain 3 Fractures.
• Failed by 15+: They gain 4 Fractures.

A creature suffers a number of effects based on the


number of fractures they have.
• A creature with 2 or more fractures cannot cast jutsu of
A-Rank or Higher. This limitation grows in severity for
every 2 Fractures a creature has. (4 Fractures; B-Rank
or Higher, 6 Fractures; C-Rank or Higher, 8 Fractures;
D-Rank or Higher.)
• A creature with 3 or more fractures cannot maintain
concentration on more than one jutsu at a time.
• A creature with 5 or more fractures cannot recognize
their allies and views all creatures as hostile.
• A creature with 7 or more fractures doubles the cost of
all jutsu they cast.
• A creature with 9 or more fractures lose the ability to
cast jutsu with the Hand Sign (HS) component.
• A creature with 10 or more fractures instead
permanently retain all fractures and becomes a mental
vegetable moving forward. They can attempt to make
an Intelligence saving throw once every 30 Days. On a
success they reduce the number of fractures
they have by -3.

40
A-RANK: DANCE MACABRE
Classification: Genjutsu
BLACK SUNSHINE Rank: A-Rank
Classification: Genjutsu Casting Time: 1 Action
Rank: A-Rank Range: 60 feet
Casting Time: 1 Action Duration: Concentration, Up to 10 minutes
Range: Self (60-foot radius) Components: HS, CM
Duration: Concentration, up to 1 minute. Cost: 18 Chakra
Components: HS, CM, NT (A Gem, Jewel, or crystalline Keywords: Genjutsu, Visual, Auditory, Tactile
object that can fit in the palm of your hand) Description: Threads of dark chakra leap from your
Cost: 20 Chakra fingers into the ground as 5 medium dark phantasms are
Keywords: Genjutsu, Visual conjured from the ground under your control. Each dark
Description: You hold up a jewel or other crystalline phantasm immediately stands up and takes a shape of
object as it disappears, leaving behind a sphere of your choice. Its attack and damage rolls are increased by
pulsing purple chakra. your genjutsu ability modifier. You can use a bonus
The orb radiates an ominous purple light that affects action to command the creature you make with this
all creatures within a 60-foot radius centered on you, genjutsu, issuing the same command to all of them. You
that moves with you. decide what action the creatures will take and where
All creatures of your choice within range who begin they will move during your turn. Once an order is given,
their turn within this jutsu’s radius must succeed a the creatures continue to follow it until the task is
Wisdom saving throw. On a failed save you become complete. The creatures have the following statistics.
invisible to them for the duration.
Additionally, Creatures you designate become
invisible at the same time you do to the same creatures
who fail their wisdom saving throw if they’re within 60
feet of you and if light from the orb can reach the space Medium Illusion Fiend, unaligned
they occupy. An invisible creature casts a faint purple
shadow. A creature attempting to find these faint Armor Class 10 + Your Genjutsu Ability Modifier
shadows can as an action make a Wisdom (Perception) Hit Points 40 (8d8 + 8)
check vs your Genjutsu save DC. On a success they can Speed 30 ft.
see and track the shadows allowing them to target them,
making attacks at disadvantage vs invisible creatures. STR DEX CON INT WIS CHA
A creature repeats their saving throw at the end of 1 (-5) 18 (+4) 12 (+1) 1 (-5) 10 (+0) 1 (-5)
each of their turns becoming immune to their jutsu until
the end of their next turn. Damage Immunities Acid, Bludgeoning, Slashing, Piercing and
At Higher Ranks: For each rank you cast this jutsu Slashing from non-Chakra enhanced weapons.
above A-Rank increase the cost of this jutsu by 3 and the Condition Immunities Charmed, Exhaustion, frightened, paralyzed,
radius of this jutsu by 15. petrified, poisoned
Senses Darkvision 60 ft., passive Perception 10
BRINGER OF DARKNESS
Classification: Genjutsu Incorporeal Movement. The phantasm can move through other
Rank: A-Rank creatures and objects as if they were difficult terrain. It takes 5
Casting Time: 1 Action damage if it ends its turn inside an object.
Range: 30 Foot radius Sphere
Phantasmal Weapons. The Phantasm’s weapon attacks are chakra
Duration: Concentration, up to 10 minutes
enhanced.
Components: HS, CM
Cost: 18 Chakra
Keywords: Genjutsu, Auditory, Tactile, Visual
Claws. Melee Weapon Attack: +(Genjutsu Attack Bonus) to hit, reach
Description: You release a surge of chakra from yourself
5 ft., one creature. Hit: 2d6 + 4 Psychic damage
attempting to remove the sight, Sound, and Tactile senses
of all creatures in a 60 Foot Radius centering on you. Each
creature within range must succeed a Wisdom saving
throw, becoming Blind, Deafened and being unable to
even feel when they are touching or being touched on a
failed save. Creatures who attempt to enter the radius or
end their turns in the radius of this jutsu must make the
Wisdom save as well. Creatures who are affected by this
jutsu are still affected even if they leave the radius of this
jutsu until they succeed their Wisdom save. At the end of
each of their turns, creatures may make a Wisdom save to
resist the effects of this jutsu.

41
DEVIL SIGHT DEVILS ASSAULTS
Classification: Genjutsu Classification: Genjutsu
Rank: A-Rank Rank: A-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Touch Range: 120 Feet
Duration: 1 Minute Duration: Instant
Components: HS, CM Components: HS, CM
Cost: 19 Chakra Cost: 18 Chakra
Keywords: Genjutsu, Visual Keywords: Genjutsu, Visual, Auditory, Tactile
Description: You touch a willing creature who you can Description: You speak words of aggression and pain
see. You impart upon them eyes of absolute authority. against one creature that can hear you within range.
Affected creature gains 60 Feet of Dark Vision that see’s Affected creature begins to see illusionary duplicates of
through all forms of Chakra based Darkness. you as they make a barrage of martial attacks against
Additionally, creatures who gain Darkvision as a result them. Make 3 Ranged Genjutsu attacks dealing psychic
of this jutsu gain truesight against Genjutsu of A-Rank damage equal to 2d12 + Your genjutsu ability Modifier on
or lower. a successful hit.
If this jutsu is cast again, while currently affecting If you successfully score at least two genjutsu attacks
another creature, it ends on that other creature using this jutsu, the next genjutsu attack you make
immediately. against the same creature is at advantage and you reroll
1’s and 2’s for damage, taking the second result, even if
DEVILS AMBITION it is a 1 or a 2.
Classification: Genjutsu At Higher Ranks: For each rank you cast this jutsu
Rank: A-Rank above A-Rank increase the cost of this jutsu by 3 and the
Casting Time: 1 Action number of genjutsu attacks by +2.
Range: 30 Feet
Duration: 1 Minute
Components: HS, CM, NT (Poison Kit)
DEVILS FEARS
Classification: Genjutsu
Cost: 18 Chakra Rank: A-Rank
Keywords: Genjutsu, Inhale Casting Time: 1 Action
Description: You take a venomous concoction of Range: Self (90 Feet)
different steroids and performance enhancers and Duration: Instant
release it into the air, manipulating it to affect and Components: HS, CM
enhance up to 2 willing creatures you can see within Cost: 16 Chakra
range. Keywords: Genjutsu, Auditory, Tactile
Affected creature gain the following benefits for the Description: You speak words of fear and anguish,
duration; against all creature who are experiencing bouts of fear.
• Strength, Dexterity, and Intelligence Check results can All creatures within range who have at least 1 rank of
fear, must succeed a Charisma saving throw.
never be lower than their Character Level.
• Wisdom and Charisma Checks gain a +5 Bonus. Critical Success: Affected creature is able to resist this
• Ninjutsu and Genjutsu attack rolls gain a +3 Bonus. jutsu’s effects and becomes immune to this jutsu until
• They gain resistance against all Genjutsu with the the end of their next turn.
Auditory Keyword. Success: Affected creature is able to resist this Jutsu's
• If they miss an attack roll against the last creature that effects.
dealt damage to them, they may reroll the missed Failure: Affected creatures takes 3d6 psychic damage for
attack once per turn. each rank of fear they have.
Critical Failure: Same as Failure but instead affected
At the conclusion of this jutsu, affected creatures
creatures takes 5d6 psychic damage. Additionally,
become poisoned for 10 minutes, which cannot be
creatures whose Charisma scores are 8 or lower,
removed by any means.
automatically critically fail this jutsu saving throw.

At Higher Ranks: For each rank you cast this jutsu


above A-Rank increase the cost of this jutsu by 3 and the
damage by 1d6.

42
DIE GEAS
Classification: Genjutsu Classification: Genjutsu
Rank: A-Rank Rank: A-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 30 Feet Range: 30 Feet
Duration: Instant Duration: 30 Days
Components: HS, CM Components: HS, CM
Cost: 18 Chakra Cost: 17 Chakra
Keywords: Genjutsu, Auditory, Tactile Keywords: Genjutsu, Auditory, Tactile
Description: You utter a word of absolute authority Description: You place a genjutsu based command on a
commanding a creature to attack itself with its most creature that you can see within range, forcing it to carry
potent attack. Target creatures whom can see and hear out some service or refrain from some action or course of
you within range, must succeed a Charisma saving activity as you decide. If the creature can understand you, it
throw. must succeed on a Wisdom saving throw or become
charmed by you for the duration.
Critical Success: Affected creature is able to resist this
While the creature is charmed by you, it takes 9d10 psychic
jutsu’s effects and becomes immune to this jutsu until
damage each time it acts in a manner directly counter to
the end of their next turn.
your instructions, but no more than once each day. A
Success: Affected creature is able to resist this Jutsu's
creature that can’t understand you is unaffected by the
effects.
genjutsu. You can issue any command you choose, short of
Failure: On the affected creatures next turn, they must
an activity that would result in certain death. Should you
cast a jutsu or make an attack of the casters choice,
issue a suicidal command, the genjutsu ends. You can end
targeting themselves. If commanded to perform an
attack they do not know or are able to perform, they the spell early by using an action to dismiss it.

GLIBNESS [CHANGED]
perform the last offensive damaging attack they used
in combat, but on themselves. If they have not
Classification: Genjutsu
performed any damaging actions this combat, they
Rank: A-Rank
instead take 8d10 psychic damage.
Casting Time: 1 action
Critical Failure: Same as Failure but affected creature
Range: Self
automatically scores a critical hit against themselves
Duration: 1 hour
on the first attack made.
Components: HS, CM

DOMINATE MAN Cost: 20 Chakra


Keywords: Genjutsu, Fuinjutsu
Classification: Genjutsu
Description: Until the genjutsu ends, when you make a
Rank: A-Rank
Charisma check, you can replace the number you roll with a
Casting Time: 1 Action
10. Additionally, no matter what you say, jutsu that would
Range: 30 Feet
determine if you are telling the truth indicates that you are
Duration: Concentration, up to 10 minutes
being truthful.
Components: HS, CM

KEEN FOCUS
Cost: 20 Chakra
Keywords: Genjutsu, Auditory
Classification: Genjutsu
Description: You attempt to beguile a humanoid that you
Rank: A-Rank
can see within range. It must succeed on a Wisdom Casting Time: 1 Action
saving throw or be charmed by you for the duration. If Range: Touch
you or creatures that are friendly to you are fighting it, it Duration: Concentration, Up to 1 Minute
has advantage on the saving throw. Components: HS, CM, CS
While the target is charmed, you have a telepathic link Cost: 20 Chakra
with it as long as the two of you are within 1 mile of each Keywords: Genjutsu, Fuinjutsu
other. You can use this telepathic link to issue Description: You touch a creature within reach who you
commands to the creature while you are conscious (no can see. For the duration you maximize their focus and
action required), which it does its best to obey. You can enhance their mental efficiency.
specify a simple and general course of action, such as For the duration target creature increase their critical
"Attack that creature", "Run over there", or "Fetch that threat range by +1.
object". If the creature completes the order and doesn’t Also, when affected creatures score a critical hit on a
receive further direction from you, it defends and creature, they increase their damage die by 1 step.
preserves itself to the best of its ability. (D4>D6>D8>D10>D12)
You can use your action to take total and precise Additionally, the first time an affected creature would
control of the target. Until the end of your next turn, the fall to 0 hit points, they instead fall to 1 hit point. This
creature takes only the actions you choose, and doesn’t jutsu then immediately ends.
do anything that you don’t allow it to do. During this At Higher Ranks: For each rank you cast this jutsu
time, you can also cause the creature to use a reaction, above A-Rank increase the cost of this jutsu by 3 and the
but this requires you to use your own reaction as well. critical threat range by +1. If this jutsu is Cast at S-Rank,
Each time the target takes damage, it makes a new If the next jutsu the affected creature cast that scores a
Wisdom saving throw against the spell. If the saving critical hit, they instead add 2 additional damage die to
throw succeeds, the genjutsu ends. the roll.

43
LACKLUSTER THOUGHTS
Classification: Genjutsu
Rank: A-Rank
Casting Time: 1 Action
Range: 90 Feet
Duration: Concentration, Up to 1 minute
Components: HS, CM, CS
Cost: 17 Chakra
Keywords: Genjutsu, Auditory, Fuinjutsu
Description: You speak unfocused words and statements
of indecision into a chakra seal before you then attempt
to implant them into the mind of a creature you can see
within range.
Select creature within range must succeed an
Intelligence Save at the beginning of each of their turns.
On a failed save, they instead spend their turn doing
completely unproductive activities such as drawing in
the sand fixing the straps on their armor, counting their MIND BREAK
kunai and shuriken or verbally planning out scenario’s Classification: Genjutsu
in elaborate 10 step plans. Rank: A-Rank
If a creature succeeds their Intelligence Save by 10 or Casting Time: 1 Action
more, this jutsu immediately ends on them and they Range: 30 Feet
become immune to this genjutsu for 1 hour. Duration: Instant
At Higher Ranks: For each rank you cast this jutsu Components: HS, CM
above A-Rank increase the cost of this jutsu by 3 and the Cost: 17 Chakra
number of creatures this jutsu can target by +1. Keywords: Genjutsu, Visual, Auditory, Tactile
Description: You Target a creature and attempt to
MENTAL CLONE shatter their psyche by subjecting them to a yearlong
Classification: Genjutsu mental torture session on them in the span of 6 seconds.
Rank: A-Rank Target creature must make an Intelligence saving throw.
Casting Time: 1 Year
Critical Success: Affected creature is able to resist this
Range: Touch
jutsu’s effects and becomes immune to this jutsu until
Duration: Instant
the end of their next turn.
Components: HS, CM, CS (Over 100), Replacement Body
Success: Affected creature takes 5d12 psychic damage.
Cost: 20 Chakra a Week for 52 weeks consistently.
Failure: Affected creature takes 10d12 psychic damage.
Keywords: Genjutsu, Fuinjutsu
Critical Failure: Affected creature takes 13d12 psychic
Description: This jutsu requires a living replacement body
damage.
void of consciousness and 100 Chakra seals systematically
placed around the replacement body. This jutsu creates an At Higher Ranks: For each rank you cast this jutsu
inert duplicate of a living creature's consciousness with all above A-Rank, increase the cost of this jutsu by 3 and the
of its current memories and experiences as a safeguard damage by 1d12.
against death. This Mental Clone is cultured over the course
of 1 year, as the user would offer a portion of its chakra MIRAGE
weekly to grow the psyche of the clone. Classification: Genjutsu
You can choose to have the clone be a younger version of Rank: A-Rank
the subject. This culturing must be maintained consistently Casting Time: 10 minutes
for at least a year. If the subject does not offer its chakra for Range: 1 Mile
more than 1 week, the culturing is prematurely stopped as Duration: 10 Days
the mental clone awakes with an insufficient amount of Components: HS, CM, CS
chakra as its own person and not linked to the original Cost: 16 Chakra
subject as intended. Keywords: Genjutsu, Auditory, Tactile, Inhale, Visual
If this jutsu is completed successfully, at any time after Description: You make terrain in an area up to 1 square
the clone matures, if the original creature dies, its mile look, sound, smell and even feel like some other
consciousness is transferred to the clone provided the sort of terrain. The terrain's general shape remains the
consciousness isn’t damaged and is able to transfer. The same, however, open fields or a road could be made to
clone only retains the mental stats (Intelligence, Wisdom & resemble a swamp, hill, crevasse, or some other difficult
Charisma) of the original subject and all of its knowledge at or impassable terrain. You can also alter the appearance
the point of this Jutsu’s original start. of structures or add them where none are present.
This does not affect creatures in the area. Creatures
with true sight can see through the illusion to the
terrain’s true form however, all other elements of the
illusion remain, so while the creature is aware of the
illusion’s presence, the creature can still physically
interact with the illusion.

44
POISON FOREST illusion is up to you. The genjutsu lasts for the duration,
Classification: Genjutsu unless you use your action to dismiss it sooner. The
Rank: A-Rank changes wrought by this genjutsu fail to hold up to
Casting Time: 1 Action physical inspections. For example, if you use this
Range: 60 Foot Cube genjutsu to add a hat to a creature’s outfit, objects pass
Duration: Concentration, up to 1 minute through the hat, and anyone who touches it would feel
Components: HS, CM, NT (Poison Dust) nothing or would feel the creature’s head and hair. If you
Cost: 19 Chakra use this genjutsu to appear thinner then you are, the
Keywords: Genjutsu, Inhale, Visual, Tactile hand of someone who reaches out to touch you would
Description: As part of the activation of this jutsu, you bump into you while it was seemingly still in midair.
spread the poison dust you need for this jutsu in a 30 A creature can use its action to inspect a target and
Foot Sphere in front of you. Creatures in the target area make an Intelligence (Investigation) or Wisdom
must succeed a constitution saving throw, being under (Illusion) check against your genjutsu save DC. If it
the effects of this Genjutsu on a failed save. Creatures succeeds, it becomes aware that the target is disguised.
affected by this Genjutsu are trapped inside a Forest of
Poison trees unable to leave the 30ft sphere turning UNLIMITED PAIN
around and running away from the edges of the radius. Classification: Genjutsu
For the duration, creatures who end their turn under this Rank: A-Rank
Genjutsu take 5d8 poison damage. At the end of each Casting Time: 1 Action
target's turn, they make a constitution save to end the Range: 90 Feet
Jutsu’s effect on them. Duration: Concentration, Up to 1 minute
At Higher Ranks: For each rank you cast this jutsu Components: HS, CM, CS
above A-Rank, increase the cost of this jutsu by 3 and the Cost: 18 Chakra
damage by 2d8. Keywords: Genjutsu, Tactile, Fuinjutsu
Description: You target a creature and maximize their
PSYCHIC CRUSH [CHANGED] nervous systems sensitivity to pain.
Classification: Genjutsu One creature you can see within range must succeed
Rank: A-Rank an Intelligence saving throw. On a failed save, for the
Casting Time: 1 action duration, each time a creature takes damage, they take
Range: 60 feet an additional 3d8 psychic damage.
Duration: Instant Additionally, whenever a creature deals damage to the
Components: HS, CM affected creature they reroll 1’s and 2’s, taking the
Cost: 15 Chakra second result.
Keywords: Genjutsu, Tactile If this jutsu is cast on a creature who is currently
Description: You overload the mind of one creature you under the effects of the Doubled Pain is targeted with
can see within range, filling its psyche with discordant this jutsu, they make their saving throw at disadvantage
emotions. The target must make an Intelligence saving and if they fail the saving throw, you lose concentration
throw. on the doubled pain genjutsu and this jutsu instead deals
an additional 4d8 psychic damage, and you reduce the
Critical Success: Affected creature is able to resist this
concentration cost of this jutsu by half for the duration.
jutsu’s effects and becomes immune to this jutsu until
If a creature is targeted by the Unrelenting Pain
the end of their next turn.
genjutsu while under the effects of this genjutsu, they
Success: Affected creature takes 6d6 psychic damage.
make their saving throw at disadvantage.
Failure: Affected creature takes 12d6 psychic damage
At Higher Ranks: For each rank you cast this jutsu
and are confused
above A-Rank increase the cost of this jutsu by 3 and the
Critical Failure: Affected creature takes 14d6 psychic
number of creatures this jutsu can target by +1.
damage and are confused and Maddened

SEEMING
Classification: Genjutsu
Rank: A-Rank
Casting Time: 1 Action
Range: 30 Feet
Duration: 8 Hours
Components: HS, CM
Cost: 17 Chakra
Keywords: Genjutsu, Visual
Description: This genjutsu allows you to change the
appearance of any number of creatures that you can see
within range. You give each target you choose a new,
illusory appearance. An unwilling target can make a
Charisma saving throw, and if it succeeds, it is
unaffected by this genjutsu.
The genjutsu disguises physical appearances as well as
clothing, armor, weapons, and equipment. You can make
each creature seem 1 foot shorter or taller and appear
thin, fat, or in-between. You can’t change a target’s
body type, so you must choose a form that has the same
basic arrangement of limbs. Otherwise, the extent of the

45
UNLIMITED PLEASURE S-RANK:
Classification: Genjutsu
Rank: A-Rank ANTIPATHY /SYMPATHY
Casting Time: 1 Action Classification: Genjutsu
Range: 90 Feet Rank: S-Rank
Duration: Concentration, Up to 1 minute Casting Time: 1 Hour
Components: HS, CM, CS Range: 60 Feet
Cost: 18 Chakra Duration: 10 Days
Keywords: Genjutsu, Medical, Tactile Components: HS, CM, CS
Description: You target willing creature(s) and Cost: 28 Chakra
maximize their nervous systems sensitivity to pleasure Keywords: Genjutsu, Visual
and recouperation. Description: This genjutsu attracts or repels creatures of
Three creature(s) you can see within range who would your choice. You target something within range, either a
gain temporary hit points as a result of a Genjutsu, also huge or smaller object or creature or an area that is no
regains a number of hit points equal to the number of larger than a 200-foot cube. Then specify a kind of
temporary hit points gained. intelligent creature, such as Sage’s beasts, Demons, or
If the Genjutsu cast that gains temporary hit points even Humans. You inject the target with an aura that
has the Medical keyword, increase the die rolled by 1 step either attracts or repels the specified creatures for the
and reroll all 1’s and 2’s, taking the second result. duration. Choose antipathy or sympathy as the aura’s
(D4>D6>D8>D10>D12) effect.
At Higher Ranks: For each rank you cast this jutsu Antipathy. The genjutsu causes creatures of the kind
above A-Rank increase the cost of this jutsu by 3 and the you designated to feel an intense urge to leave the area
number of creatures this jutsu can target by +2. and avoid the target. When such a creature can see the
target or comes within 60 feet of it, the creature must
WILL BREAKER succeed on a Wisdom saving throw or become
Classification: Genjutsu frightened. The creature remains frightened while it can
Rank: A-Rank see the target or is within 60 feet of it. While frightened
Casting Time: 1 Action by the target, the creature must use its movement to
Range: 120 Feet move to the nearest safe spot from which it can’t see the
Duration: Concentration, Up to 1 minute target. If the creature moves more than 60 feet from the
Components: HS, CM, CS target and can’t see it, the creature is no longer
Cost: Special (20 Chakra) frightened, but the creature becomes frightened again if
Keywords: Genjutsu, Fuinjutsu, Auditory, Tactile it regains sight of the target or moves within 60 feet of
Description: You target creature(s) and attempt to break it.
their will by planting seeds of doubt and despair deep Sympathy. The enchantment causes the specified
into their mind. creatures to feel an intense urge to approach the target
Select one creature you can see within range. The while within 60 feet of it or able to see it. When such a
target must succeed either an Intelligence, Wisdom or creature can see the target or comes within 60 feet of it,
Charisma save at the beginning of each of their turns the creature must succeed on a Wisdom saving throw or
(Your choice, this cannot be changed once selected). use its movement on each of its turns to enter the area or
Critical Success: Affected creature is able to resist this move within reach of the target. When the creature has
jutsu’s effects and becomes immune to this jutsu until done so, it can’t willingly move away from the target. If
the end of their next turn. the target damages or otherwise harms an affected
Success: Affected creature is able to resist this jutsu’s creature, the affected creature can make a Wisdom
effects. saving throw to end the effect, as described below.
Failure: Affected creature reduces the chosen Ability Ending the Effect. If an affected creature ends its turn
score by 1d4 for the duration. A creature who’s ability while not within 60 feet of the target or able to see it, the
score is reduced to 0 by this jutsu takes psychic creature makes a Wisdom saving throw. On a successful
damage equal to 14d8 + Your genjutsu ability modifier, save, the creature is no longer affected by the target and
this jutsu then immediately ends. A creature within 5 recognizes the feeling of repugnance or attraction as
feet of the affected creature use its action to make a magical. In addition, a creature affected by the genjutsu
Wisdom (Illusions) check vs your Genjutsu Save DC. is allowed another Wisdom saving throw every 24 hours
On a success, they tear the break this genjutsu’s hold while the genjutsu persists. A creature that successfully
on the affected creature immediately ending this saves against this effect is immune to it for 1 minute,
jutsu. after which time it can be affected again.
Critical Failure: Same as Failure, but instead they reduce
the chosen ability score by 1d6.

At Higher Ranks: For each rank you cast this jutsu


above A-Rank increase the cost of this jutsu by 3 and the
number of creatures this jutsu can target by +2.

46
EAGLE’S EYE MAZE
Classification: Genjutsu Classification: Genjutsu
Rank: S-Rank Rank: S-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Self (60-foot radius) Range: 60 feet
Duration: 10 Minutes Duration: Concentration, 10 Minutes
Components: HS, CM Components: HS, CM
Cost: 30 Chakra Cost: 28 Chakra
Keywords: Genjutsu, Visual Keywords: Genjutsu, Visual
Description: You impart the visual prowess of the eagle- Description: You select up to 4 creatures you can see
eyed kings of the sky. within range. Each creature must succeed a Wisdom
Yourself and all creatures of your choice within range saving throw. On a failed save you banish the minds of
gains the following benefits; the creature into a labyrinth of your design. The target
• 120 Feet of Chakra Sight. mentally remains there for the duration or until it
• 90 Feet of Dark Vision. escapes the maze.
• 60 feet of blind sight.
A mentally trapped creature falls prone and is
• 30 Feet of True Sight.
physically paralyzed, but mentally active.
• The range of ranged attacks are doubled.
On each of its turns it can do one of the following vs
your Genjutsu save DC in an attempt to escape. They can
FEEBLEMIND only make one of the following ability checks if they are
Classification: Genjutsu proficient. If they are not proficient in any of the
Rank: S-Rank following, they instead make a flat Intelligence Check vs
Casting Time: 1 Action your Genjutsu save DC to escape. A creature does not add
Range: 150 Feet expertise or any feature that doubles their proficiency
Duration: Instant bonus for these checks;
Components: HS, CM • Intelligence (Investigation) check. On a successful
Cost: 25 Chakra check, it finds the exit immediately ending this Jutsu's
Keywords: Genjutsu, Tactile effects upon them.
Description: You blast the mind of a creature that you • Wisdom (Insight) check. On a successful check, at the
can see within range, attempting to shatter its intellect beginning of its next turn, it remakes its wisdom
and personality. The target takes 8d6 psychic damage saving throw at advantage, ending this Jutsu's effects
and must make an Intelligence saving throw. upon them on a success.
On a failed save, the creature’s Intelligence and
Charisma scores become 1. The creature can’t cast jutsu, MENTAL PRISON
activate chakra items, understand language, or Classification: Genjutsu
communicate in any intelligible way. The creature can, Rank: S-Rank
however, identify its friends, follow them, and even Casting Time: 1 Action
protect them. At the end of every 30 days, the creature Range: 120 Feet
can repeat its saving throw against this genjutsu. If it Duration: Up to 1 minute
succeeds on its saving throw, the genjutsu ends. The Components: HS, CM
spell can also be ended by an A-Rank Genjutsu break, Cost: 22 Chakra
Restorative, or Mind-Body Recovery. Keywords: Genjutsu, Visual, Auditory, Tactile
Description: You attempt to bind a creature within an
LIONS PRESENCE illusory cell that only it perceives. One creature you can
Classification: Genjutsu see within range must make an Intelligence saving
Rank: S-Rank throw. The target succeeds automatically if it is immune
Casting Time: 1 Action to being charmed. On a successful save, the target takes
Range: Self (60-foot radius) 5d10 psychic damage, and the genjutsu ends. On a failed
Duration: 10 Minutes
save, the target takes 5d10 psychic damage, and you
Components: HS, CM
make the area immediately around the target’s space
Cost: 30 Chakra
appear dangerous to it in some way. You might cause the
Keywords: Genjutsu, Auditory
target to perceive itself as being surrounded by fire,
Description: You exude the courage of the infallible
floating razors, or hideous maws filled with dripping
kings of the jungle.
teeth. Whatever form the illusion takes, the target can’t
All hostile creatures within range must succeed a
see or hear anything beyond it and is restrained for the
charisma saving throw. On a failed save, for the duration
genjutsu’s duration. If the target is moved out of the
they gain the following while within range of you;
illusion, makes a melee attack through it, or reaches any
• Affected creatures cannot score critical hits. part of its body through it, the target takes 10d10 psychic
• Affected creatures have a -5 penalty to attack rolls and damage, and the genjutsu ends.
ability checks.
• Affected creatures cannot maintain concentration on
more than 1 Jutsu.
• Affected creature loses resistance and immunity to the
Fear condition.
• Affected creature becomes vulnerable to psychic
damage.

47
NEVERENDING DREAM SNAKE PLAY
Classification: Genjutsu Classification: Genjutsu
Rank: S-Rank Rank: S-Rank
Casting Time: 1 Hour Casting Time: 1 Action
Range: Touch Range: 120 Feet
Duration: Until Dispelled Duration: Up to 1 minute
Components: HS, CM, CS Components: HS, CM
Cost: 28 Chakra Cost: 22 Chakra
Keywords: Genjutsu, Fuinjutsu, Visual Keywords: Genjutsu, Visual
Description: You create a looping Genjutsu of your Description: You conjure snakes that appear under the
description and seal it into your custom-made chakra target as more begin to appear, swarming the target and
seal. You have to make a Melee Genjutsu attack, on a constricting them to the point of being unable to
creature in range. On a hit, the target creature must breathe. Select up to 7 Creatures in range. The target(s)
succeed a Wisdom save. On a failed save, they are placed must succeed a Wisdom saving throw, being paralyzed
into the Genjutsu loop that you created. Their body is and suffering 1 rank of exhaustion as they hold their
rendered sleep for the duration. At the end of each day, breath under the impression, they are unable to breathe.
the targeted creature makes a Wisdom save at At the end of each of their turns they must make another
disadvantage. On a successful save, the target creature wisdom save, suffering another rank of exhaustion on a
becomes one step closer to waking up. The target failed save.
creature needs to succeed 5 times in a row to
successfully awake from this Genjutsu. While this TOAD SONG
Genjutsu is in use, it cannot be used on another creature Classification: Genjutsu
unless they end the Genjutsu on another creature first. Rank: S-Rank
Casting Time: 1 Action
RABBITS FRENZY Range: 30 Feet radius Sphere
Classification: Genjutsu Duration: Permanent
Rank: S-Rank Components: HS, CM, Toad Oil
Casting Time: 1 Action Cost: 30 Chakra
Range: Self (60-foot radius) Keywords: Genjutsu, Fuinjutsu, Auditory
Duration: Concentration, Up to 1 Minute Description: As part of the activation of this jutsu you coat
Components: HS, CM
your throat in toad oil, transforming some of it into that of a
Cost: 30 Chakra
toad for the duration. You harmonize your vocal cords to
Keywords: Genjutsu, Visual, Tactile
sing a Powerful but calm melody. All Creatures in the radius
Description: You create an illusory mirage of angry,
who can hear you, immediately fall into a deep sleep, unable
ferocious, man-eating rabbits with glowing red eyes that
to stay awake until they are released or killed. Roll 20d10 +
follow you and attack all creatures of your choice within
Genjutsu Modifier + Proficiency modifier. The total is how
range.
many hit points of creatures this jutsu can affect. All
As an action on each of your turns, you can make a
creatures who have less Hit Points than the rolled result
melee genjutsu attack against up to 4 creatures you can
immediately fall asleep, unable to awake without the user
see within range. On a hit, the swarm of rabbits attack
releasing the effect of this jutsu, being released by another
the creature biting and tearing into them, ripping pieces
creature or Jutsu or being killed.
from their flesh and ferociously holding them down. You
deal psychic damage equal to 27d4 and the target
creature must succeed a Charisma saving throw.
On a failed save they gain 3 ranks of fear against you
for 1 minute and are restrained until the end of their next
turn.
If you make a melee genjutsu attack against a
restrained creature using this jutsu, you reroll all 1’s,
taking the second result.

SLUG DANCE
Classification: Genjutsu
Rank: S-Rank
Casting Time: 1 Action
Range: Self
Duration: 1 Day
Components: HS, CM, CS
Cost: 30 Chakra
Keywords: Genjutsu, Fuinjutsu
Description: You place yourself under a powerful
Genjutsu designed to snap you out of any other Genjutsu
effect you may be under at any point of time by
transferring the Genjutsu to a Chakra Seal you have
prepared. You cannot reduce the cost of this jutsu. When
targeted by an Jutsu or Art that requires a Saving throw
with the Genjutsu Keyword, you can choose to
automatically succeed. This jutsu then ends.

48
WOLVES COMPANIONSHIP WORST FEAR
Classification: Genjutsu Classification: Genjutsu
Rank: S-Rank Rank: S-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Self (60-foot radius) Range: 120 Feet
Duration: 10 Minutes Duration: Concentration, up to 1 minute
Components: HS, CM, NT (Poison Kit or Wolf’s Bane
Components: HS, CM
Flower)
Cost: 30 Chakra
Cost: 40 Chakra
Keywords: Genjutsu, Fuinjutsu, Tactile, Visual
Keywords: Genjutsu, Visual, Inhale, Tactile
Description: Drawing on the deepest fears of a group of
Description: You create an illusory mirage of wolves that
creatures, you create illusory creatures in their minds,
follow you as a pack and aid or hinder any creature of
visible only to them. Each creature in a 30-foot-radius
your choice when commanded.
sphere centered on a point of your choice within range must
Roll four d20’s, recording the results. For this jutsu’s
make a Wisdom saving throw. On a failed save, a creature
duration, whenever a creature rolls a d20 as a part of
becomes frightened for the duration. The illusion calls on
their action, you can replace their d20’s result with the
the creature’s deepest fears, manifesting its worst
result of one of your d20’s.
nightmares as a tangible threat. At the end of each of the
Additionally, you can spend any one of your d20
frightened creature’s turns, it must succeed on a Wisdom
results to instead grant any creature of your choice
saving throw or take 8d10 psychic damage. On a successful
advantage on any single d20 roll they make.
save, the genjutsu ends for that creature.
Or, you can spend two of your d20 results, to instead
impose disadvantage on up to 4 creatures of your choice
on the next d20 roll they make.
Or, you can spend three of your d20 results, to instead
treat the next d20 roll by one creature of your choice as a
critical hit, regardless of their d20 result.
Or, you can spend four of your d20 results, to instead
make one creature of your choice treat all rolls they
make until the end of their next turn count as a Natural 1.
Finally, as an action on your turn you can spend 20
chakra, to grant yourself another four d20’s for this
jutsu, which also extends this jutsu’s duration by 5
minutes.

49
TAIJUTSU
A basic form of techniques and refers to any techniques involving the martial arts or the optimization of natural human
abilities. Taijutsu is executed by directly accessing the user's physical and mental energies, relying on the stamina and
strength gained through training. It typically does not require chakra, though chakra may be used to enhance its
techniques. Taijutsu generally require no hand seals to perform, occasionally making use of certain stances or poses, and
are far quicker to use than ninjutsu or Genjutsu. Taijutsu is simply put: hand-to-hand combat.

D-RANK:
At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3 and
damage by 1d8.
1000 YEARS OF DEATH
Classification: Taijutsu BOLTING BLOSSOM [CHANGED]
Rank: D-Rank Classification: Taijutsu
Casting Time: 1 Bonus Action Rank: D-Rank
Range: 5 feet Casting Time: 1 Action
Duration: Instant Range: 5 Feet
Components: M Duration: Instant
Cost: 3 Chakra Components: M
Keywords: Taijutsu Cost: 3 Chakra
Description: As a part of casting this jutsu you must be Keywords: Taijutsu
hidden from the target. Description: You attempt to deliver a series of straight
You quickly move behind the target as you take your jabs finished off with a single powerful upper cut. Make
extended fingers and uncomfortably strike your opponent two taijutsu attacks, dealing your unarmed damage +
in an attempt to humiliate them. 1d4. If you hit with both of these attacks, you the target
Make a melee taijutsu attack. On a hit the target must becomes gains 1 rank of bruised and is knocked prone.
succeed a constitution saving throw. On a failed save they At Higher Ranks: For each rank you cast this jutsu
quickly recoil leaping 15 feet in a straight line causing them above D-Rank, increase the cost of this jutsu by 3 and
to be taken aback. Until the end of the creatures next turn final damage by 1d10.
the next melee attack against the target is at advantage.
BRACE [CHANGED]
AVALANCHE DANCE Classification: Taijutsu
Classification: Taijutsu Rank: D-Rank
Rank: D-Rank Casting Time: 1 Reaction, which you take when you are
Casting Time: 1 Action forced to make a Strength or Constitution saving throw
Range: 5 feet Range: Self
Duration: Instant Duration: 1 round
Components: M Components: M
Cost: 4 Chakra Cost: 5 Chakra
Keywords: Taijutsu Keywords: Taijutsu
Description: You strike at your opponent’s joints trying Description: You brace for impact from an effect you
to make them crumble from the weight of their own know you can’t avoid. When making a Strength or
body. Make a Taijutsu attack, dealing your unarmed Constitution saving throw, roll an additional 1d6 and add
damage + 3d4. The target must succeed a constitution the result to your saving throw.
saving throw being Dazed until the start of their next At Higher Ranks: For each rank you cast this jutsu
turn. above D-Rank, increase the cost of this jutsu by 3. If this
At Higher Ranks: For each rank you cast this jutsu jutsu is cast at B-Rank, increase your saving throw by
above D-Rank, increase the cost of this jutsu by 3 and +1d6. If this jutsu is cast at S-Rank, increase your saving
the number of attacks they can make by +1. throw by +2d6.

BESTIAL FURY KICK BUTTERFLY KICK


Classification: Taijutsu Classification: Taijutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Self (10-foot cone) Range: 10 Feet
Duration: Instant Duration: Instant
Components: M Components: M
Cost: 4 Chakra Cost: 3 Chakra
Keywords: Taijutsu Keywords: Taijutsu
Description: You perform a devastating round house Description: You jump and perform a series of kicks that
kick with enough force to even effect creatures 10 feet keep you suspended in the air. While performing these
away from you. Creatures in a 10-foot cone directly in kicks, you create an image of a butterfly’s wings as you
front of you must succeed a Dexterity saving throw, strike all creatures in a 10-foot cube originating from a
taking your Unarmed damage + 2d8 and being knocked point you select within range. Creatures must make a
back 10 feet on a failed save. On a successful save, they Dexterity saving throw taking your unarmed damage +
only take half damage and are not knocked back. 2d6 and being knocked prone on a failed save. On a
successful save they take half damage and are not
knocked prone.

1
After targets make their saving throws you can move CYCLONE SURGE
up to half your movement speed ending it in an Classification: Taijutsu
unoccupied space. 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 (5-feet)
damage by 1d6 Duration: Instant
Components: M
CERBERUS STRIKE Cost: 4 Chakra
Classification: Taijutsu Keywords: Taijutsu, Combo
Rank: D-Rank Description: You leap into the air, while performing a
Casting Time: 1 Action spinning strike, hitting and knocking all creatures into the
Range: 5 feet air with you.
Duration: Instant You leap 15 feet into the air striking all creatures within
Components: M range. All creatures of your choice within range, must
Cost: 4 Chakra succeed a Dexterity saving throw. On a failed save, they
Keywords: Taijutsu take your unarmed damage and are thrown 15 feet into the
Description: You quickly strike out at up to 3 different air, becoming airborne until the end of the current turn.
targets you can see within range. Creatures who become airborne as a result of this jutsu
Make a single melee taijutsu attack against up to 3 cannot take falling damage as a result of this jutsu.
targets. On a hit you deal your unarmed damage and the Until the end of your turn, you or an allied creature can
next melee taijutsu attack that targets any affected target one affected creature with a Taijutsu Finisher
creature gains a bonus 1d4 to the attack roll. regardless of range, once per turn, using either an Action,
Additionally, you cannot be targeted by an attack of Bonus action or Reaction, ignoring its listed casting time.
opportunity by any affected creature until the end of the
current turn. DEEP DIVE
Classification: Taijutsu
CLAWING SWIFT FANG [CHANGED] Rank: D-Rank
Classification: Taijutsu Casting Time: 1 Bonus Action
Rank: D-Rank Range: 5 feet
Casting Time: 1 Action Duration: Instant
Range: 15 Feet Components: M
Duration: Instant Cost: 5 Chakra
Components: M Keywords: Taijutsu
Cost: 5 Chakra Description: You attempt to body slam a creature into the
Keywords: Taijutsu furthest surface from you.
Description: You a dash towards a creature within range Make a grapple check against a creature you can reach.
and deliver a powerful sweeping attack. Make a melee On a success, you immediately dash with them moving up
taijutsu attack dealing your unarmed damage + 1d10. If to your full movement towards the furthest surface you can
you score a critical hit, immediately use this taijutsu reach (such as a wall). If there are no other surfaces near
again at no chakra cost, on the same creature or another you, you instead slam them into the ground. Regardless of
creature within range. This can only trigger twice. where you slam them, they take bludgeoning damage equal
At Higher Ranks: For each rank you cast this jutsu to your unarmed damage.
above D-Rank, increase the cost of this jutsu by 3 and If you and the target creature are standing on Water or
damage by 1d10. completely submerged when this jutsu is cast, you make
your grapple check at advantage. On a success, you instead
CRANE WING FORMATION dive straight down up to twice your movement speed to the
Classification: Taijutsu bottom of the body of water slamming them into the body
Rank: D-Rank
of waters floor dealing bludgeoning damage equal
Casting Time: 1 Action
to twice your unarmed damage.
Range: 30 feet
Duration: Instant This jutsu can be used if you are already
Components: M grappling a creature, instead attempting to slam
Cost: 5 Chakra the creature immediately without any additional
Keywords: Taijutsu checks.
Description: You leap and When you successfully slam a creature using this
perform an arm swinging jutsu, your grapple ends.
attack that creates the visage
of a Crane before attempting to
contort around a target creature
within range and forcing them to the ground
with this advanced grapple. Make a taijutsu attack
against the target knocking them prone and
grappling them on a hit.
The target grappled with this taijutsu can use
their action on their turn to make a Strength
saving throw to escape the grapple. On a failed
save, you may use your reaction to make an
unarmed attack at advantage against the target
dealing twice as much damage on a hit.

2
DEMON FIST [CHANGED] At Higher Ranks: For each rank you cast this jutsu
Classification: Taijutsu above D-Rank increase the cost of this jutsu by 3 and the
Rank: D-Rank distance you throw an affected creature by 10 feet.
Casting Time: 1 Action
Range: 30 Feet DRAGON PALM STRIKE [CHANGED]
Duration: Instant Classification: Taijutsu
Components: M Rank: D-Rank
Cost: 3 Chakra Casting Time: 1 Action
Keywords: Taijutsu Range: 5 Feet
Description: Perform a powerful uppercut with enough Duration: Instant
force to generate a shockwave that runs along the ground Components: M
that can deal concussive damage. Cost: 5 Chakra
Make a Ranged Taijutsu attack against a creature you can Keywords: Taijutsu
see within range who is currently standing on the same Description: As a requirement to activate this jutsu, you
surface as you. On a hit, you deal your unarmed damage + must currently be in the Dragon Fist Stance.
2d6. You perform a myriad of distracting movements
If you score a critical hit using this jutsu, you instead before collecting your chakra into your palm for a single
deal your unarmed damage + 5d6 and knock the target powerful thrust, striking a creatures core and knocking
creature prone. them away.
At Higher Ranks: For each rank you cast this jutsu Make a single melee taijutsu attack against a creature
above D-Rank increase the activation cost of this jutsu you can reach. On a hit, you deal your unarmed damage +
by 3, the critical threat range by +1 and the damage by 2d4 and push the target back 10 feet.
1d6. If the creature you target with this jutsu is also the
target for your Dragon Fist Stances bonus to AC feature,
DEMPSEY ROLL you instead deal your unarmed damage + 2d6 and push
Classification: Taijutsu the target back 20 feet, if the target would hit a solid
Rank: D-Rank surface as a result of this push. They take 1d6
Casting Time: 1 Reaction, which you take when a creature hits bludgeoning damage for every 10 feet that they were
you with a melee attack or when a creature misses you with a unable to be moved.
melee attack. At Higher Ranks: For each rank you cast this jutsu
Range: 5 Feet
above D-Rank increase the cost of this jutsu by 3, the
Duration: 1 Round
damage by 1d6 or 1d8 and the push distance by 10 feet.
Components: M
Cost: Special
Keywords: Taijutsu
DRAW! [CHANGED]
Classification: Taijutsu
Description: You take a boxers stance, when you are Rank: D-Rank
confronted by a melee attack from a creature within 5 Casting Time: 1 bonus action or 1 Reaction, which you take
feet of you. when a creature deals damage to you.
Until the beginning of your next turn, each melee Range: Self
attack that targets you, you can spend 4 chakra. When Duration: Instant
you do, you attempt to duck and weave granting yourself Components: M
a +2 Bonus to your AC against the triggering creature Cost: 4 Chakra
and then immediately make one unarmed attack in Keywords: Taijutsu
response to the triggering melee attack. Description: You quickly dash backwards creating
At Higher Ranks: For each rank you cast this jutsu distance between yourself and another creature.
above D-Rank increase the activation cost of this jutsu As a bonus action you quickly dash backwards 10 feet
by 3, the bonus to AC by +1. as your body ends its movement in a prepared position
to exert more force than before. If you cast a taijutsu
DRAGGING FULL ROTATION using your action that would move you any number of
Classification: Taijutsu feet as a part of casting that jutsu, the jutsu cast deals
Rank: D-Rank two additional damage die worth of damage, if it deals
Casting Time: 1 Reaction, which you take when a creature damage, and if you move more than 30 feet to hit the
misses you with a melee attack. target, you gain advantage on the first attack roll.
Range: 5 Feet
Alternatively, as a reaction when you are targeted by
Duration: Instant
an attack, you can dash backwards 5 feet in an attempt to
Components: M
escape the attacks range, when you do, make a Dexterity
Cost: 4 Chakra
saving throw versus the attack roll. On a success the
Keywords: Taijutsu
triggering creatures attack misses you. You then
Description: When a creature within 5 feet of you misses
immediately move up to 20 feet towards the triggering
you with a melee attack, you quickly reach out grabbing
creature, making an unarmed attack, on a hit you deal
them before they can make any further action, using
twice your unarmed damage.
their momentum against them, dragging them 10 feet
with you in any direction of your choice, before throwing
them a number of feet equal to 5 x your Strength
modifier (Min 1.).
A creature who’s movement is interrupted by a solid
surface (such as a tree or wall) takes bludgeoning
damage equal to 1d6 for every 10 feet you would have
thrown them.

3
DYNAMIC ENTRY [CHANGED] FALLING DRAGON [CHANGED]
Classification: Taijutsu Classification: Taijutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 30 Feet Range: 30 Feet
Duration: Instant Duration: Instant
Components: M Components: M
Cost: 4 Chakra Cost: 5 Chakra
Keywords: Taijutsu, Clash Keywords: Taijutsu, Finisher
Description: You perform a high jump Description: As part of the activation of this jutsu,
kick that propels you towards a target the target creature must be airborne or falling.
creature you can see in range. Make You leap upwards following an airborne or falling
a Taijutsu Attack. On a hit target target. You curl your body into a ball as you spin faster and
creature takes 3d10 Bludgeoning faster before you find yourself above the target. You uncurl
damage. Regardless if you hit or yourself as your perform a spinning drop kick, sending the
miss, you end your movement target creature crashing down, landing prone.
within 5 feet of the original Make a melee taijutsu attack against the airborne or
target. falling creature. On a hit, you deal 3d6 bludgeoning
At Higher Ranks: For each rank you cast this jutsu damage sending them crashing down into the ground. A
above D-Rank, increase the cost of this jutsu by 3 and creature who was 20 or more feet off the ground before this
damage by 1d10. jutsu was cast takes an additional 1d6 damage for every 20
feet they fall.
ERRATIC COMBO [CHANGED] If this jutsu is used as a Finisher, you instead deal 3d8
Classification: Taijutsu bludgeoning damage, sending them crashing down into the
Rank: D-Rank ground, prone. You then come falling after them at great
Casting Time: 1 Action speeds, making a second melee taijutsu attack, slamming
Range: 5 Feet
both of your feet into this prone creatures stomach. On a hit,
Duration: Instant
you deal 3d8 bludgeoning damage, and the creature is dazed
Components: M
and takes an additional 1d8 damage for every 10 feet you had
Cost: 5 Chakra
to fall to reach them.
Keywords: Taijutsu
At Higher Ranks: For each rank you cast this jutsu above
Description: As a requirement to activate this jutsu, you must
D-Rank increase the cost of this jutsu by 3 and your attacks
currently be in the Drunken Fist Stance.
damage by 1d6 or 1d8.
You sway in and out of combat, dancing around your
opponent in a drunken stupor throwing them off.
Make two melee taijutsu attacks against a creature you can
FEATHER COMBO [CHANGED]
Classification: Taijutsu
reach. On a hit, you deal 2d6 bludgeoning damage. Rank: D-Rank
Each time you successfully hit a creature using this jutsu, Casting Time: 1 Action or 1 Reaction, which you take when
you increase your AC by +1 until the beginning of your next you are falling or airborne.
turn. Range: 5 feet
At Higher Ranks: For each rank you cast this jutsu above Duration: Instant
D-Rank increase the cost of this jutsu by 3 and the number of Components: M
attacks you make by +1. Cost: 5 Chakra
Keywords: Taijutsu
EXORCISM [CHANGED] Description: As part of the activation of this jutsu, you must
Classification: Taijutsu be airborne or falling or be targeting an airborne or falling
Rank: D-Rank creature.
Casting Time: 1 Action You perform an aerial 3 attack combo, striking out against
Range: 5 feet a creature within range. Make up to two melee taijutsu
Duration: Instant
attacks targeting a single creature, or a single melee taijutsu
Components: M
attack targeting up to three creatures.
Cost: 4 Chakra
On a hit, you deal your unarmed damage. If you strike the
Keywords: Taijutsu
same creature at least two times, you use the momentum of
Description: (This Jutsu cannot score a critical hit).
the second strike to propel yourself up to 20 feet in any
You perform a 3-strike combination, where you first strike
direction of your choice and land in a space that can hold you
high with your elbow followed by extending your other arms
suffering no falling damage.
palm striking your targets core, then finally performing a
If you strike the same creature at least three times, your
high-powered body blow with all of your strength and Body
last attack deals an additional 3d8 bludgeoning damage.
weight with a raised Knee. Make a Taijutsu attack 3 times, on
At Higher Ranks: For each rank you cast this jutsu above
each hit, deal your unarmed damage + 1d4. This does not add
D-Rank increase the cost of this jutsu by 3. If cast at B-Rank,
your ability modifier.
increase the number of attacks by +1. If cast at S-Rank,
If you land at least 2 attacks, on the same creature, the
increase the number of attacks by +1.
target gains 1 rank of bruised
At Higher Ranks: For each rank you cast this jutsu above
D-Rank, increase the cost of this jutsu by 3 and the damage
die by one step. (1d4>1d6>1d8>1d10>1d12)

4
FIRST HEAVENLY BREATH: INHALE At Higher Ranks: For each rank you cast this jutsu
Classification: Taijutsu above D-Rank increase the cost of this jutsu by 3 and the
Rank: D-Rank damage by 1d8.
Casting Time: 1 Bonus Action
Range: Self HEAT UP
Duration: Concentration, up to 10 Minutes Classification: Taijutsu
Components: CM Rank: D-Rank
Cost: 5 Chakra Casting Time: 1 Bonus Action
Keywords: Taijutsu Range: Self
Description: You increase your lungs capacity twofold. Doing Duration: 1 Round
so increases your oxygen intake and your physical strength Components: CM, M
similarly. You cannot lose concentration on this jutsu as a Cost: 5 Chakra
result of damage and you cannot maintain concentration on Keywords: Taijutsu
Ninjutsu or Genjutsu for the duration. Increase your Taijutsu Description: You release a surge of chakra throughout
attack bonus +1, Taijutsu Damage by 1d8 twice per turn, and your body, activating your bodies adrenaline production
Speed by +10. and kicking it into high gear for single swift moment
while also increasing your bodies sensitivity to pain. You
FORCEFUL BULL cannot reduce the cost of this jutsu by any means.
Classification: Taijutsu The next taijutsu you cast, that requires an attack roll
Rank: D-Rank increases its damage die by 1 Step until the end of your
Casting Time: 1 Action turn. (D4>D6>D8>D10>D12)
Range: Self Additionally, until the beginning of your next turn,
Duration: Concentration, up to 1 minute you gain vulnerability to the next instance of
Components: CS, M Bludgeoning, Piercing or Slashing damage from a hostile
Cost: 5 Chakra
creature.
Keywords: Taijutsu At Higher Ranks: For each rank you cast this jutsu
Description: You focus chakra throughout your muscles above D-Rank increase the cost of this jutsu by 3. If this
enhancing your physical strength and fortitude. For the
jutsu is cast a C-Rank or higher, you reroll all 1’s, 2’s and
duration, your Strength and Constitution ability scores
3’s taking the second result. If this jutsu is Cast at B-
becomes 16 if they are lower than 16. You do not gain Rank or higher, increase damage dies by 1 additional
additional chakra from this jutsu, but you do gain Temporary
step. If this jutsu is cast at A-Rank or higher, the next
hit points equal to the amount of hit points you would gain
taijutsu you cast that requires an attack roll ignores
from an increase to your constitution modifier. You lose any resistance & immunity. If this jutsu is cast at S-Rank,
temporary hit points when this jutsu ends. this Jutsu's duration becomes 1 Minute, and counts for

GRACEFUL CAT
all taijutsu attacks

Classification: Taijutsu
Rank: D-Rank
HIGH MONK [CHANGED]
Classification: Taijutsu
Casting Time: 1 Action
Rank: D-Rank
Range: Self
Casting Time: 1 Action
Duration: Concentration, up to 1 minute
Range: 5 feet
Components: M
Duration: Instant
Cost: 5 Chakra Components: M
Keywords: Taijutsu
Cost: 5 Chakra
Description: You focus chakra throughout your muscles Keywords: Taijutsu
enhancing your physical Dexterity and Cunning. For the Description: You perform a high kick to the collarbone of
duration, your Dexterity and Wisdom ability scores
a target creature, followed by a second kick that pushes
becomes 16 if they are lower than 16. You do not suffer you backwards into a backflip. Make two Taijutsu
fall damage from falls shorter than 30 feet. Your attacks, dealing your Unarmed damage + 1d6. At the
movement speed is increased by 20 feet and you gain a
conclusion of this Taijutsu, you leap back 15 feet. This
+5 to your passive perception
movement does not provoke opportunity attacks.

HAMMER [CHANGED]
At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3 and
Classification: Taijutsu
the leap back range by 5 feet. If this jutsu is cast at B-
Rank: D-Rank
Casting Time: 1 Bonus Action Rank, increase the damage dealt by 1d6. If this jutsu is
Range: 5 feet cast at S-Rank, increase the damage dealt by 2d6.
Duration: Instant
Components: M
Cost: 5 Chakra
Keywords: Taijutsu, Finisher
Description: As part of the activation of this jutsu, you
must be targeting a creature who can be targeted by a
taijutsu with the Finisher keyword regardless of the
range.
You bring your hands together, interlocking your
fingers until your hands resemble a single bludgeoning
device.
Make a single melee taijutsu attack dealing 4d8
bludgeoning damage and the target must succeed a
Constitution saving throw being dazed and Bruised.

5
HOWLING KNUCKLE [CHANGED] LEAF GALE
Classification: Taijutsu Classification: Taijutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Bonus Action Casting Time: 1 bonus action
Range: Self Range: 5 feet
Duration: Concentration, Up to 1 Minute Duration: Instant
Components: M Components: M
Cost: 4 Chakra Cost: 4 Chakra
Keywords: Taijutsu Keywords: Taijutsu, Combo
Description: As a requirement to activate this jutsu, you Description: You perform a Spinning low kick throwing
must currently be in the Wolf Fist Stance. You do not spend your target off balance and tumbling to the ground.
chakra to maintain concentration on this jutsu. Target creature makes a Dexterity save. Being knocked
You begin to exhibit the ferocious power of wolves as you prone on a failed save. If this jutsu is used immediately
become a one-person wolf pack. For the duration, you may after another taijutsu, the target creature makes their
perform the Wolf Fang Fist as an Action. Dexterity save at disadvantage.
Additionally, you instead roll your unarmed damage die, Until the end of your turn, you can target one affected
if it is larger than a d6. creature with a Taijutsu Finisher regardless of range,
At Higher Ranks: For each rank you cast this jutsu above once per turn, using either an Action or Bonus action,
D-Rank increase the cost of this jutsu by 3. If cast at C-Rank ignoring its listed casting time.
or Higher, you instead roll a d8. If you cast at B-Rank, you
instead roll a D10. If cast at A-Rank, you instead make a LEAF KICK [CHANGED]
number of attacks equal half of your attack bonus. Classification: Taijutsu
Rank: D-Rank
IRON KNUCKLE Casting Time: 1 Action
Classification: Taijutsu Range: 5 feet
Rank: D-Rank Duration: Instant
Casting Time: 1 Action Components: M
Range: 5 Feet Cost: 4 Chakra
Duration: Instant Keywords: Taijutsu
Components: M Description: You deliver a single falling kick, strong
Cost: 5 Chakra enough to bring the environment crumbling down
Keywords: Taijutsu around you. Make a Melee Taijutsu attack against a
Description: As a requirement to activate this jutsu, you creature within range. On a hit you deal your Unarmed
must currently be in the Iron Fist Stance. damage + 1d12. Target creature on a hit must also make a
You perform a single high-powered strike with full Strength saving throw, reducing their movement speed
intention to cause harm. by half until the end of their next turn.
Make a single melee taijutsu attack. On a hit, you deal If you would miss with this Taijutsu attack, you strike
your unarmed damage and force the target to make a the ground, shattering it, causing the area within a 10ft
Strength saving throw. On a failed save, you knock them cube originating from you to be treated as difficult
back a number of feet equal to 10 x your ability modifier. If terrain.
they strike a solid surface that’s less than 5 feet thick, they At Higher Ranks: For each rank you cast this jutsu
tear through it if they have at least 10 or more feet above D-Rank, increase the cost of this jutsu by 3 and
remaining to be knocked back, taking 5d6 bludgeoning damage by 1d12.
damage.
At Higher Ranks: For each rank you cast this jutsu above LEAF UPPERCUT
D-Rank increase the cost of this jutsu by 3 and the distance Classification: Taijutsu
you knock the creature back on a failed save by +10 feet. Rank: D-Rank
Casting Time: 1 Action
IRON STRIKE [CHANGED] Range: 5 Feet
Duration: Instant
Classification: Taijutsu
Components: M
Rank: D-Rank
Casting Time: 1 Action Cost: 4 Chakra
Range: 5 Feet Keywords: Taijutsu, Combo
Duration: Instant Description: You perform a single backflip kick or rising
Components: M uppercut with enough force to crack the ground
Cost: 3 Chakra underneath you.
Keywords: Taijutsu Make a single melee taijutsu attack. On a hit, you knock
Description: You punch with enough force to tear the creature 30 feet into the air dealing your unarmed
through any defense your enemy might have. The target damage + 3d6.
creature cannot take reactions against this jutsu or its Taijutsu with “Leaf” in its name with a casting time of 1
damage. Make a taijutsu attack. On a hit, they take your Action of equal rank or lower can be cast a bonus action.
unarmed damage + 3d6. Until the end of your turn, you can target one affected
At Higher Ranks: For each rank you cast this jutsu creature with a Taijutsu Finisher regardless of range, once
above D-Rank, increase the cost of this jutsu by 3 and per turn, using either an Action or Bonus action, ignoring
the damage by 1d6. its listed casting time.
At Higher Ranks: For each rank you cast this jutsu
above D-Rank increase the cost of this jutsu by 3 and the
damage by 1d6.

6
LEAPING STRIKE MOONLIGHT HIGH [CHANGED]
Classification: Taijutsu Classification: Taijutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 15 Feet Range: 5 feet
Duration: Concentration, Up to 1 Minute Duration: Instant
Components: M Components: M
Cost: 3 Chakra Cost: 5 Chakra
Keywords: Taijutsu Keywords: Taijutsu
Description: As a requirement to activate this jutsu, you Description: As part of the activation of this jutsu, you
must currently be in the Frog Fist Stance. You do not need must also have moved at least 15 feet towards the target.
to spend chakra to maintain concentration on this jutsu. You make a leaping, spinning double roundhouse kick,
You enter a leaping stance prepared to support your then follow up with a single downward kick driving the
team for the duration. target into the ground. Make two Taijutsu attacks on the
As a reaction, until the beginning of your next turn, target dealing your unarmed damage + 1d6. If both
when an allied creature within range would attempt to attacks are successful, the target is knocked back 15 feet
make a melee weapon or taijutsu attack against a and falls prone. Target creature must make a Strength
creature within 30 feet of them before the end of their saving throw, begin confused on a failed save.
turn, you stomp the ground knocking them into the air
as you leap and jut your feet out, kicking their feet and NECK CHOP
launching them towards their target at Mach speeds, Classification: Taijutsu
moving them up to 30 feet in a straight line. They choose Rank: D-Rank
where they want to end their movement. Casting Time: 1 Action
Range: 5 feet
They add your unarmed damage die to their attack
Duration: Instant
bonus. If they successfully score a hit, they deal
Components: M
additional damage equal to your unarmed attack bonus.
Cost: 5 Chakra
At Higher Ranks: For each rank you cast this jutsu
Keywords: Taijutsu
above D-Rank increase the cost of this jutsu by 3 and the
Description: You attempt to strike at a vital pressure
number of allied creatures you can support with your
point on the nape of the neck of a humanoid target. Make
reaction by +1.
a taijutsu attack against a target creature. On a hit, deal

MIRAGE BLITZ your unarmed damage + 1d6 and must succeed a


constitution saving throw becoming Dazed for the next
Classification: Taijutsu
minute on a failed save. On a successful save they are not
Rank: D-Rank
Casting Time: Special Dazed.
Range: Self (5-feet) For the next minute, at the end of a creatures turns the
Duration: Special target can make another Constitution saving throw. On a
Components: M success, they are no longer dazed.
Cost: 5 Chakra
Keywords: Taijutsu NOBLE IMPACT [CHANGED]
Description: You perform a special spinning dodge Classification: Taijutsu
designed to give you a slight upper hand on your next Rank: D-Rank
strike. Depending on when this jutsu is used in a fight, Casting Time: 1 Action
Range: Touch
you get different benefits.
Duration: Instant
If used as an Action, you enter a readying stance. The
Components: M
first attack made targeting you until the beginning of
Cost: 5 Chakra
your next turn is made at a -2 penalty as you leap back
Keywords: Taijutsu
and react with a single strike, making a melee taijutsu
Description: You move in to strike your opponent by
attack against a creature you can see within range,
taking a regal series of attacks.
dealing your unarmed damage on a hit.
Make four taijutsu attacks against a single
If used as a Bonus action, it must be used
creature within range. On a hit you deal 1d10
immediately after scoring a successful hit
bludgeoning damage.
with a melee attack using your Action. You
If you successfully score 3 or more hits against one
perform a spinning waltz that allows you to
creature, it cannot take reactions or bonus actions
follow up with a powerful strike, make a
(Pick one, casters choice) until the end of its next
melee taijutsu attack against the same
turn.
creature. On a hit, you deal your unarmed
At Higher Ranks: For each rank you cast this
damage + 1d6 forcing the target to make a
jutsu above D-Rank increase the cost of this jutsu
Constitution saving throw. On a
by 3 and the number of attacks made by +1.
failed save they are knocked
prone.

7
OSTRICH WHIRLWIND RABBIT FURY
Classification: Taijutsu Classification: Taijutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 bonus action Casting Time: 1 Action
Range: 5 feet Range: Touch
Duration: Instant Duration: Instant
Components: M Components: M
Cost: 4 Chakra Cost: 5 Chakra
Keywords: Taijutsu Keywords: Taijutsu
Description: As part of the activation of this jutsu, you Description: As a requirement to activate this jutsu, you
can only use this taijutsu against a prone target. You must currently be in the Rabbit Fist Stance.
perform a rather acrobatic display of skill. By kicking a You enter a blitzing stance showing your overwhelming
prone creature, you propel yourself backward while speed and agility as you bounce between spaces attacking
performing a second sweeping kick while moving creatures you pass by with each movement.
backwards. Make a Taijutsu attack, on a Hit you deal Roll 1d4+1 and select a space you can see that can hold
your unarmed damage + 2d4 and are pushed back 10 you, within your movement range as you quickly dash,
Feet. This movement does not provoke an attack of leap, and move in as straight a line as possible moving
opportunity. through all creatures spaces, even hostile creatures, ending
your movement in the select space. If you move through a
PRAYING STRIKE large, or larger creatures space, you count each space of
Classification: Taijutsu theirs you move through as if it’s a separate creature for
Rank: D-Rank the purpose of this jutsu.
Casting Time: 1 Action The result of the 1d4+1 are the total number of
Range: 5 feet
creatures you can target as you move through their
Duration: Instant
space. Make two taijutsu attacks against each of the
Components: M
selected creatures, dealing your unarmed damage + 1d4.
Cost: 5 Chakra
If you hit a creature with two or more attacks, they must
Keywords: Taijutsu
succeed a Dexterity saving throw. On a failed save they
Description: You make a powerful strike to the core of
are knocked prone.
your opponent, sending shockwaves through their body
At Higher Ranks: For each rank you cast this jutsu
that would break a lesser foe, and stun greater ones.
above D-Rank increase the cost of this jutsu by 3 and the
Make a melee Taijutsu attack. On a hit the target takes
number of creatures you can target by +1.
1d12 bludgeoning damage and makes a constitution
saving throw. On a failed save they are Stunned until the
end of the current turn.
RISING DRAGON
Classification: Taijutsu
At Higher Ranks: For each rank you cast this jutsu Rank: D-Rank
above D-Rank, increase the cost of this jutsu by 3 and Casting Time: 1 bonus action
the damage by 1d12. Range: 5 feet
Duration: Instant
PRIDEFUL ASSAULT Components: M
Classification: Taijutsu Cost: 5 Chakra
Rank: D-Rank Keywords: Taijutsu, Combo
Casting Time: 1 Action Description: As part of the activation of this technique,
Range: Touch
you must first move at least 20 Feet towards the target.
Duration: Instant
Make a Taijutsu attack, dealing your unarmed damage
Components: M
+1d6. The target is launched 30 Feet into the air and
Cost: 5 Chakra
becomes unable to take reactions until the end of your
Keywords: Taijutsu
current turn.
Description: As a requirement to activate this jutsu, you
Until the end of your turn, you can target one affected
must currently be in the Lion Fist Stance. This jutsu’s
creature with a Taijutsu Finisher regardless of range,
attacks count as Unarmed Attacks for the Lion Fist
once per turn, using either an Action or Bonus action,
Stance’s Bonus action effect.
ignoring its listed casting time.
You enter a prideful stance showing your overwhelming
superiority and power.
Make two taijutsu attacks against up to two creatures
within range. On a hit you deal your unarmed damage +
1d4. If you cast this jutsu while gaining the benefits of
your Lion Fist Stance’s bonus action effect you instead deal
your unarmed damage + 1d6.
If you cast this jutsu while adjacent to 2 or more hostile
creatures, you gain a +2 bonus to damage rolls for every
additional creature after the first.
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 make two taijutsu attacks
against by +1, and the bonus damage to rolls by +1.

8
ROYAL GUARD SERPENT FANG DOUBLE [CHANGED]
Classification: Taijutsu Classification: Taijutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Reaction, which you take when you Casting Time: 1 Action
would be the target of a melee or ranged attack (from a Range: Touch
Duration: Instant
Ninjutsu, Taijutsu, or Bukijutsu) or take damage.
Components: M
Range: Self
Cost: 5 Chakra
Duration: 1 Round
Keywords: Taijutsu
Components: CM, M
Description: As a requirement to activate this jutsu, you
Cost: Special
must currently be in the Serpent Fist Stance.
Keywords: Taijutsu
You enter a low striking stance showing your
Description: You quickly mold your chakra, creating
overwhelming focus and precision as you disable your
multiple layers of armor from it and raising your guard
opponent with surgical accuracy.
to nullify an attack at the exact moment it would hit you.
Make two taijutsu attacks against a single creature within
As a reaction, when you would be the target of a melee
range dealing your unarmed damage and forcing the target
or ranged attack from a Ninjutsu, Taijutsu or Bukijutsu
to make a Constitution saving throw. On a failed save, they
or take damage from those same sources, you nullify the
become weakened until the end of their next turn.
attack or jutsu by meeting it with an equal amount of
Additionally, if the target creature is also the target of
chakra.
your Serpent Fist Stance’s bonus action effect, the target
Until the start of your next turn, each time you would
gains a -2 penalty to their Constitution saving throw and
take damage, you can spend chakra equal to the damage
the penalty to their attack rolls also affects their damage
taken, reducing the damage to 0 and gaining immunity
rolls until the end of their next turn.
to the attack or jutsu’s effects until the end of the
At Higher Ranks: For each rank you cast this jutsu above
current turn. If an effect does not deal damage or cost
D-Rank increase the cost of this jutsu by 3 and the number
chakra, this jutsu does not prevent its effects. If an
of creatures you can target by +1.
attack does not deal damage, but does have an effect, you
can spend chakra equal to twice the chakra cost of the
attack, if the attack does not have a chakra cost, then can
SILENT MOVEMENT [CHANGED]
Classification: Taijutsu
negate the attacks effect by spending 10 chakra per Rank: D-Rank
attack. Casting Time: 1 Action
You can activate this Jutsu's effects a number of times Range: Self
equal to your taijutsu ability modifier. Duration: Concentration, Up to 1 minute
Components: M
RUSHING LION Cost: 4 Chakra
Classification: Taijutsu Keywords: Taijutsu
Rank: D-Rank Description: As a requirement to activate this jutsu, you must
Casting Time: 1 Action currently be in the Silent Fist Stance.
Range: Self
You enter a neutral stance, designed to exemplify silence
Duration: Concentration, up to 1 minute
and emptiness throwing most creatures off of being able to
Components: M
predict your actions. You do not spend chakra to maintain
Cost: 5 Chakra
concentration on this jutsu.
Keywords: Taijutsu
For the duration creatures cannot make reactions to one of
Description: You focus chakra throughout your muscles
the following. Pick one (This cannot be changed unless this
enhancing your physical Strength and Dexterity. For the
jutsu is recast);
duration, your Dexterity and Strength ability scores
becomes 16 if they are lower than 16. Your Jump height is • Your Movement.
doubled. Your Strength and Dexterity checks are made at • Bonus Actions you make.
advantage • Reactions you take.

SECOND HEAVENLY BREATH: PANTING SNAKE CONSTRICTING GRIP


Classification: Taijutsu Classification: Taijutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Bonus Action
Range: Self Range: 5 feet
Duration: Special Duration: Up to 1 Minute
Components: CM Components: M
Cost: 5 Chakra Cost: 3 Chakra
Keywords: Taijutsu Keywords: Taijutsu
Description: As a requirement to activate this jutsu, you Description: As a part of the activation of this taijutsu you
must have First Heavenly Breath: Inhale currently active. must have hit the target previously this turns with an
You end your concentration on that jutsu and this one unarmed attack or a taijutsu.
takes its place, maintaining the same duration limitation The target must succeed a Strength saving throw, being
and Jutsu casting restrictions. You keep all the effects of restrained on a failed save. As an action on the target
that jutsu, stacking them with this jutsu’s effects. creatures turn, they may attempt a strength saving throw to
You increase your lungs capacity fourfold. Doing so escape your hold. While you are restraining the target, you
increases your oxygen intake even further as your body are unable to make Hand Signs or Taijutsu attacks that
expands slightly and your muscles become more require your hands.
prominent. Increase your taijutsu attack bonus by +1,
bonus taijutsu damage by 1d8 twice per turn, and you
gain 10 temporary hit points.

9
STRAIGHT IMPACT [CHANGED] As a part of casting this jutsu, you must have either a
Classification: Taijutsu Bonus Action or reaction available to use. Make two taijutsu
Rank: D-Rank attacks against a creature within range dealing your
Casting Time: 1 Action unarmed damage die on a hit.
Range: Touch If you score at least two successful hits with this jutsu,
Duration: Special you must spend either your bonus action or reaction. When
Components: M
you do, you grant your ally an additional reaction which
Cost: Special they can only use to cast a Taijutsu with the Finisher
Keywords: Taijutsu, Finisher Keyword that has a casting time of 1 action.
Description: You take a readied stance preparing your fist or
Until the end of your turn, you can target one affected
foot for a single powerful strike. creature with a Taijutsu Finisher regardless of range, once
When you activate this jutsu, you can spend 5 chakra
per turn, using either an Action or Bonus action, ignoring its
coating your fist in this chakra. You learn to be able to
listed casting time.
commit additional actions to make this attack stronger. Alternatively, until the end of your turn, an allied creature
You can spend your bonus action and an additional 5 within 30 feet of you, can target one affected creature with a
Chakra to magnify this jutsu by 1 step.
Taijutsu Finisher regardless of range, once per turn, using a
You can spend your reaction and an additional 5 chakra to
Reaction.
magnify this jutsu by 1 step.
You can inflict the stunned condition on yourself at the end WEBBED GRAPPLE
of your turn until the beginning of your next turn to magnify Classification: Taijutsu
this jutsu by 1 step. Rank: D-Rank
Make a single fiery taijutsu attack. On a hit, you deal your Casting Time: 1 Action
unarmed damage + 2d4 on a hit. For each step you magnify Range: 10 Feet
this jutsu by, increase the bonus damage by 2d4. Duration: Concentration, Up to 1 Minute
If this jutsu is used as a Finisher, for each step you magnify Components: M, W (Battle Wire)
this jutsu by, increase the bonus damage by 4d4. Cost: 4 Chakra
At Higher Ranks: For each rank you cast this jutsu above Keywords: Taijutsu
D-Rank increase the chakra spent activating this jutsu’s Description: As a requirement to activate this jutsu, you
initial & additional effect by 3. If this jutsu is cast at B-Rank, must currently be in the Spider Fist Stance. You do not need
increase the damage die of this jutsu by 1 step (D4>D6). If to spend chakra to maintain concentration on this jutsu.
this jutsu is cast at S-Rank, increase the damage die of this You enter a skittering stance, designed to catch creatures
jutsu by 1 step (D6>D8) who are unprepared and restrain them.
You swing your battle wire in an attempt to grapple and
SWALLOW DANCE restrain a creature. Make a single taijutsu attack against a
Classification: Taijutsu creature within range. On a hit you grapple and restrain the
Rank: D-Rank creature. At the beginning of each of its turn, it can make a
Casting Time: 1 Action Strength (Athletics) or Strength saving throw. On a
Range: Self (10-Foot Cone) successful save they end this jutsu’s effect on them.
Duration: Instant Melee attacks against a creature restrained by this jutsu
Components: M deal additional slashing damage equal to half of your
Cost: 5 Chakra
Taijutsu save DC once per turn as your wires dig deep into
Keywords: Taijutsu, Combo
the flesh of your creature.
Description: You perform a powerful wide sweeping
At Higher Ranks: For each rank you cast this jutsu above
roundhouse kick, lifting both yourself and all creatures you
D-Rank increase the cost of this jutsu by 3 and the number
strike.
of creatures you can target by +1.
All creatures in a 10-foot cone originating from you must
succeed a Dexterity saving throw. On a failed save they take WILD DANCE [CHANGED]
your unarmed damage + 1d8 and are launched 15 feet into Classification: Taijutsu
the air until the end of the current turn, falling prone. Rank: D-Rank
Until the end of your turn, you can target one affected Casting Time: 1 Action
creature with a Taijutsu Finisher regardless of range, once Range: 5 feet
per turn, using either an Action or Bonus action, ignoring its Duration: Instant
listed casting time. Components: M
At Higher Ranks: For each rank you cast this jutsu above Cost: 4 Chakra
D-Rank increase the cost of this jutsu by 3 and the damage Keywords: Taijutsu
by 1d8. Description: (This jutsu cannot score a critical Hit)
You first attack your opponent with a kick, which is
SWITCH KICK immediately followed by a punch and another kick, striking
Classification: Taijutsu them at 3 different angles. Make three melee Taijutsu
Rank: D-Rank attacks. On a hit, each attack deals 1d8.
Casting Time: 1 Action Each successful hit, pushes the target back 5 feet. If
Range: Touch the target cannot be pushed back because of a structure
Duration: Instant or construct such as a wall or tree, you strike them into
Components: M
it, dealing an additional 1d6 damage.
Cost: 4 Chakra At Higher Ranks: For each rank you cast this jutsu above
Keywords: Taijutsu, Combo
D-Rank, increase the cost of this jutsu by 3 and the number
Description: You leap and perform a swift double kick in an
of attacks by +2.
attempt to support your team by queuing up a powerful
finisher.

10
WISE TURTLE BEAST [CHANGED]
Classification: Taijutsu Classification: Taijutsu
Rank: D-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Self Range: Self (15-foot Cone)
Duration: Concentration, up to 1 minute Duration: Instant
Components: M Components: M
Cost: 5 Chakra Cost: 9 Chakra
Keywords: Taijutsu Keywords: Taijutsu
Description: You focus chakra throughout your muscles Description: You perform a powerful spinning movement
enhancing your physical Strength and Cunning. For the before you end it with a swift motion which converts all of
duration, your Strength and Wisdom ability scores becomes that momentum into the shape of a lion head that erupts
16 if they are lower than 16. Your lifting strength is doubled from your hands made of force.
and you gain a +5 to your passive perception. All creatures within a 15-foot cone, originating from
you must succeed a Strength saving throw. On a failed
C-RANK: save they take your unarmed damage + 3d8, are bruised
and knocked prone, or half as much on a successful save.
10-COUNT A creature who fails this saving throw by 5 or more
Classification: Taijutsu and are gaining the benefits of Temporary hit points lose
Rank: C-Rank all temporary hit points.
Casting Time: 1 Action At Higher Ranks: For each rank you cast this jutsu
Range: Touch above C-Rank increase the cost of this jutsu by 3 and the
Duration: Instant damage by 1d8.
Components: M
Cost: 8 Chakra
BREAK SPIRAL
Keywords: Taijutsu, Combo Classification: Taijutsu
Description: You dash forward to perform a series of rapid Rank: C-Rank
but light strikes designed to get your blood flowing. Casting Time: 1 Action
Make a number of taijutsu attacks equal to your taijutsu Range: Self (5-foot radius)
ability modifier, dealing 1d4 bludgeoning damage. Duration: Instant
If you successfully hit a creature with at least 3 of these Components: M
taijutsu attacks, the next taijutsu you cast before the end of Cost: 7 Chakra
your turn gains a +5 bonus to attack and damage rolls. Keywords: Taijutsu
Until the end of your turn, you can target one affected Description: You leap onto your back on the ground as
creature with a Taijutsu Finisher regardless of range, once your perform a series of spinning kicks resembling a
per turn, using either an Action or Bonus action, ignoring its spinning top, striking all creatures around you.
listed casting time. All creatures within 5 feet of you must succeed a
At Higher Ranks: For each rank you cast this jutsu above Dexterity saving throw. On a failed save they take are
C-Rank increase the cost of this jutsu by 3. If cast at B Rank buffeted by a series of spinning kicks. Based on the
or higher, increase the number of attacks you make by +1. If severity of their failure, they take enhanced damage and
cast at A-Rank or higher, increase the damage by 1d4. If cast effects. On a successful save, they take half of your
at S-Rank or higher, this jutsu’s cast time becomes a bonus unarmed damage + 2d6 and suffer no additional effects.
action. • Failed by 1~4: Bludgeoning damage equal to your
unarmed damage + 2d6 and are knocked prone.
ADAMANTINE ACALA • Failed by 5~9: Bludgeoning damage equal to your
Classification: Taijutsu unarmed damage + 4d6, are knocked prone and dazed
Rank: C-Rank
until the beginning of their next turn.
Casting Time: 1 Action
• Failed by 10~14: Bludgeoning damage equal to your
Range: 5 Feet
Duration: Instant unarmed damage + 6d6, are knocked prone, dazed until
Components: M the end of their next turn, and until the end of your
Cost: 8 Chakra turn, you can target one affected creature with a
Keywords: Taijutsu, Finisher Taijutsu Finisher regardless of range, once per turn,
Description: You perform a powerful kick to a targets using either an Action or Bonus action, ignoring its
center crushing their center of gravity and breaking their listed casting time.
form. Make a melee taijutsu attack, dealing your • Failed by 15+: Bludgeoning damage equal to your

unarmed damage + 2d8 and the target must succeed a unarmed damage + 8d6, are knocked prone, dazed until
constitution saving throw, being pushed back 30 feet on the end of their next turn, until the end of your turn,
a failed save. you can target one affected creature with a Taijutsu
If this jutsu is used as a Finisher, you make two kicks to Finisher regardless of range, once per turn, using either
the core, shattering their center of gravity and an Action or Bonus action, ignoring its listed casting
destroying their form. Make two melee taijutsu attacks, time and you gain an additional action which can only
dealing your unarmed damage + 2d10 and the target be used to cast a Taijutsu with the Finisher Keyword
must succeed a Strength saving throw, being pushed and without the Bukijutsu Keyword.
back 30 feet and falling prone and dazed on a failed save. At Higher Ranks: For each rank you cast this jutsu
At Higher Ranks: For each rank you cast this jutsu above C-Rank increase the cost of this jutsu by 3 and the
above C-Rank, increase the cost of this jutsu by 3 and the radius of this jutsu by 5 feet.
damage by 1d8 and 1d10 respectively.

11
BURNING FIRE: DRUM per turn, using either an Action or Bonus action, ignoring
Classification: Taijutsu its listed casting time.
Rank: C-Rank Alternatively, when you or an allied creature within 5
Casting Time: 1 Reaction, which you take when a feet of you would be the target of a ranged Ninjutsu,
creature within 5 feet of you makes a melee attack Taijutsu or Weapon attack, you can leap into the air and
targeting you or an ally perform a powerful sweeping kick, in an attempt to strike
Range: Touch the incoming attack, completely shattering or deflecting it.
Duration: 1 Minute Make a contested check using your melee taijutsu attack vs
Components: M the attacking creatures attack roll. On a success, you are
Cost: 6 Chakra able to completely divert the attack, knocking it away into
Keywords: Taijutsu a harmless direction.
Description: You reach your hand out and attempt beat At Higher Ranks: For each rank you cast this jutsu above
the left lung of a hostile creature attempting to strike C-Rank increase the cost of this jutsu by 3 and the damage
you or an allied creature by 1d8. If cast at B-Rank Rank, if used as a Reaction, on a
Make a melee taijutsu attack against the triggering successful contested check you are able to redirect it
creature. On a hit, their lung inflates, and begins to swell. towards another creature within 30 feet of you, using the
For the next minute, when the affected creature casts a result of your check as the attack roll.
Jutsu with the Mobility (M) component, they take 1d6
necrotic damage, which cannot be resisted or reduced by COMBAT CLONE
any means, ignoring temporary hit points (if any), as Classification: Taijutsu
their lung swells more. Rank: C-Rank
A creature who would trigger this Jutsu's damaging Casting Time: 1 Action
effect 5 or more times while under its effects has their Range: 30 feet
lung rupture, dealing 10d6 necrotic damage, which Duration: Concentration, Up to 1 minute.
cannot be resisted or reduced by any means, ignoring Components: M
temporary hit points (if any) and they gain 2 ranks of Cost: 9 Chakra
Exhaustion for the next 24 hours, this jutsu then Keywords: Taijutsu
immediately ends. Description: You take notice of another creatures fighting
A creature can spend their action to make a style, and begin to adjust your muscle memory to copy a
Constitution Saving throw to end this jutsu’s effects on creatures movements almost identically. This jutsu’s cost
them. Alternatively, a creature can end this effect with cannot be reduced by any means. Make a Martial Arts check
any Jutsu with the Medical Keyword, that removes targeting a creature you can see within range, using your
conditions of C-Rank or lower. Taijutsu ability modifier vs a DC (10 + Targets Level). On a
At Higher Ranks: For each rank you cast this jutsu success, you imitate their physical movements granting you
above C-Rank increase the cost of this jutsu by 3 and the the following benefits;
number of creatures you can target by +1. If cast at B Rank • Your unarmed damage die becomes equal to the creatures
or higher, increase the damage by 1d6. If cast at A-Rank unarmed or natural weapon damage die.
or higher, when a creature triggers this jutsu’s effects 5 or • If the target has the Multiattack trait, you can make a
more times, they instead take 15d6 Necrotic Damage. If number of unarmed attacks equal to the number of
cast at S-Rank or higher, creatures who would make the attacks they can make using their multiattack feature,
Constitution saving throw to end this jutsu’s effects, they with your Attack Action.
suffer a -5 penalty. • If the target is gaining the benefits of a Taijutsu Stance,
you gain that stances benefits as if you knew it.
COLLIER SHOOT
Classification: Taijutsu DRAGON TAIL FOOT
Rank: C-Rank Classification: Taijutsu
Casting Time: 1 Action, 1 Reaction, which you take when Rank: C-Rank
you or another creature within 5 feet of you becomes the Casting Time: 1 Action
target of a ranged Ninjutsu, Taijutsu, or weapon attack Range: 5 Feet
Range: 5 Feet Duration: Instant
Duration: Instant Components: M
Components: M Cost: 7 Chakra
Cost: 7 Chakra Keywords: Taijutsu
Keywords: Taijutsu, Combo Description: You perform sweeping kick, before
Description: You leap off the ground no more than 5 feet performing a downward vertical kick to slam a target
and perform a powerful roundhouse kick targeting a creature into the ground. Creatures within 5 feet of you
creatures neck as you attempt to drag them into the must succeed a Dexterity saving throw, being knocked
ground. Make a melee taijutsu attack. On a hit, you deal prone.
your unarmed damage + 2d8 and the target must succeed a If a target is knocked prone by the effect of this jutsu,
Strength saving throw. On a failed save, the target is select one target and make a single melee taijutsu attack
knocked prone and is embedded into the ground as you dealing your unarmed damage + 4d8.
kick them no more than 2 feet into the ground. A creature At Higher Ranks: For each rank you cast this jutsu
embedded into the ground is counted as Grappled and above C-Rank, increase the cost of this jutsu by 3 and the
restrained by the ground itself, and must succeed a damage by 1d8.
Strength (Athletics) check vs your Taijutsu save DC to pull
themselves from the ground.
Until the end of your turn, you can target one affected
creature with a Taijutsu Finisher regardless of range, once

12
EARLY SACRIFICE ERUPTING FALLING STOMP [CHANGED]
Classification: Taijutsu Classification: Taijutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Reaction, which you take when a melee Casting Time: 1 Action
attack misses you. Range: 15 Feet
Range: 5 Feet Duration: Instant
Duration: Instant Components: M
Components: M Cost: 7 Chakra
Cost: 6 Chakra Keywords: Taijutsu
Keywords: Taijutsu Description: You pump chakra into your legs as you
Description: After dodging an enemy’s melee attack, you stomp, creating a shockwave of force from your strength
leap on their shoulder and attempt to throw them 30 feet alone. Creatures in a 15-foot cube originating from you
in a direction of your choice. The target must succeed a must succeed a Strength saving throw, taking 3d8
Strength saving throw, being thrown 30 feet in a straight bludgeoning damage and gaining 1 rank of bruised.
line, in a direction of your choice. At Higher Ranks: For each rank you cast this jutsu
A thrown target must succeed a Dexterity saving above C-Rank, increase the cost of this jutsu by 3, the
throw, landing prone on a failed save. damage by 1d8 and the size of the cube by 5 feet.
If the target hits a surface such as a wall, ceiling, or
large or larger object they take damage as if they were EVENING HEAVENLY CRUSH
falling. Classification: Taijutsu
Rank: C-Rank
ELEMENTANIA Casting Time: 1 reaction which you take when a target is
Classification: Taijutsu forcefully moved more than 5 feet from you.
Rank: C-Rank Range: Self
Duration: Instant
Casting Time: 1 Action
Components: M
Range: 5 feet
Cost: 6 Chakra
Duration: Instant.
Keywords: Taijutsu
Components: CM, M
Description: You dash to keep up with a thrown or
Cost: 9 Chakra
knocked back creature who is moved further than 5 feet
Keywords: Taijutsu, Finisher
away from you. You take the dash action as a reaction
Description: As a part of casting this jutsu, you can only
and must end your movement within 5 feet of the target
target a creature whom you can target with a Finisher as a
creature.
result of a Jutsu cast with the Combo keyword.
As a part of the same reaction, you also make an
You bob and weave in and out of a creatures combat
unarmed attack as if you are making an attack of
range, building up momentum, preparing yourself for a
opportunity against the target.
massive strike that takes the shape and visage of a roaring
elemental storm.
Make a melee taijutsu attack, dealing your unarmed
FALCON DROP
Classification: Taijutsu
damage + 3d12. Your attack gains the following benefits Rank: C-Rank
based on the elemental affinity you wished to imitate (Pick Casting Time: 1 Action
one when you cast this jutsu) Range: 30 Feet
• Earth: The ground and earth around you shakes and Duration: Instant
Components: M
upheaves. All creatures within 10 feet of the original
Cost: 6 Chakra
target must succeed a Dexterity saving throw, taking 3d8
Keywords: Taijutsu, Finisher
bludgeoning damage from the erupting earth.

Description: This jutsu can only be used as a Taijutsu
Wind: The wind whips and whistles as you forcefully
Finisher. As part of the activation of this jutsu, the target
move it out of your way. The target must succeed a
creature must be airborne or falling. Make a melee
Strength saving throw, being thrown back 15 x your
Taijutsu attack against falling creature. On a hit, you pile
Taijutsu ability modifier, feet on a failed save. If the target
drive them into the ground dealing 3d12 Bludgeoning
would hit a solid surface as a result of this knock back.
damage, leaving them prone, weakened and bruised.
They take 2d6 bludgeoning damage for every 15 feet that
At Higher Ranks: For each rank you cast this jutsu
they were unable to be moved.

above C-Rank, increase the cost of this jutsu by 3 and the
Fire: Your attack creates such wind resistance that your
damage by 2d12
striking limb ignites into flame on impact. Your attack
instead deals Fire damage and the target must succeed a
Constitution saving throw, gaining 1 rank of the burned
FIERCE SNAKE
Classification: Taijutsu
condition on a failed save.
Rank: C-Rank
• Water: Your attack becomes graceful, like flowing water, Casting Time: 1 Bonus action
allowing you to strike far more effectively. Reroll all 1’s Range: 5 Feet
and 2’s, taking the second result. Duration: Instant
• Lightning: Your attack is swift, decisive and powerful, Components: M
like lightning. When your attack hits the target, creatures Cost: 8 Chakra
up to 300 feet away can hear an audible boom erupt from Keywords: Taijutsu
the point of impact. All creatures, excluding you, within Description: You rapidly strike a target with blinding
30 of the target creature must succeed a Constitution speed striking fast enough to leave after images of your
saving throw, being Dazed until the end of the next turn. attacks. Roll 1d4 + 1. You can use your next Attack action
to make a number of unarmed attacks equal to the
amount rolled. (This Jutsu cannot score a critical hit)

13
FIST SLAM FOURTH HEAVENLY BREATH: WHEEZE
Classification: Taijutsu Classification: Taijutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 5 feet Range: Self
Duration: Instant Duration: Special
Components: M Components: CM
Cost: 6 Chakra Cost: 9 Chakra
Keywords: Taijutsu Keywords: Taijutsu
Description: As a part of the activation of this taijutsu, Description: As a requirement to activate this jutsu, you
you must target a prone creature. Make a melee taijutsu must have Third Heavenly Breath: Breathe currently active.
attack against the prone target dealing 9d6 bludgeoning You end your concentration on that jutsu and this one takes
damage and creating a 15-foot-deep hole in the ground its place, maintaining the same duration limitation and
while leaving them dazed. Jutsu casting restrictions. You keep all the effects of that
At Higher Ranks: For each rank you cast this jutsu jutsu, stacking them with this jutsu’s effects.
above C-Rank, increase the cost of this jutsu by 3 and the You increase your lungs capacity Sixteen-fold. Doing
damage by 1d6. so increases your blood flow and you begin to glow with
a yellow aura and your muscles and organs become far
FLOWING WATER more resistant to damage. Increase your taijutsu attack
Classification: Taijutsu bonus by +2, taijutsu damage by 1d8 twice per turn, and
Rank: C-Rank you gain +15 temporary hit points that stack with other
Casting Time: 1 Bonus Action temporary hit points gained as a result of this jutsu.
Range: Self At the end of this jutsu’s duration you gain 1 rank of
Duration: Concentration, up to 1 minute
the weakened condition until your next rest which
Components: M
cannot be removed by Jutsu of B-Rank or lower.
Cost: 9 Chakra
Keywords: Taijutsu
Description: You loosen your stance, allowing your body
FRICTION [CHANGED]
Classification: Taijutsu
to become more fluid and adaptable to both incoming
Rank: C-Rank
and outgoing attacks. Select two Taijutsu or Weapon
Casting Time: 1 Action
stances that you know. You gain both of their benefits
Range: 5 feet
for the duration.
Duration: Instant.

FLOWING WATER: NO BEAT Components: M


Cost: 9 Chakra
Classification: Taijutsu
Keywords: Taijutsu, Finisher
Rank: C-Rank
Description: You move in to finish off your enemy with a
Casting Time: 1 Action
powerful debilitating strike.
Range: 5 feet
Make a melee taijutsu attack. On a hit you deal your
Duration: Instant.
unarmed damage and the target must succeed a
Components: CM, M
Constitution saving throw. On a failed save the target is
Cost: 9 Chakra
stricken with a crippling affliction causing them to be
Keywords: Taijutsu, Finisher
unable to take the Dash, Dodge, Disengage, Help or
Description: You move with grace and ruthlessness of a
Ready Action for the next minute.
raging tide, slipping past an enemies weak points and
If this jutsu is used as a Finisher, you make three melee
washing them away as smoothly as running water.
taijutsu attacks. If all three attacks are successful, then
Make two melee taijutsu attacks against a single
the target instantly fails their saving throw and the
creature. On a hit your attacks do not deal damage,
target instead cannot take the Dash Dodge, Disengage,
instead, at the conclusion of your attacks, the target
Help, Ready, Use an Object, Read the Enemy, Grappling
must succeed a Constitution saving throw. For every
or Shoving actions for the next 10 minutes.
attack that successfully hit after the first, the target
Regardless, a creature can make spend an action to
suffers a -1 penalty to their saving throw.
make a Constitution saving throw to end this effect
On a failed save, the target suffers 1 Rank of
early.
exhaustion until the end of their next turn.
If this jutsu is used as a Finisher, you instead make
three taijutsu attacks, and for every attack that
GRASS PALM
Classification: Taijutsu
successfully hit after the first, the target suffers a -2 Rank: C-Rank
penalty to their saving throw. Casting Time: 1 bonus action
Regardless, a creature who has gained ranks of Range: 5 Feet
exhaustion as a result of this jutsu can spend an action to Duration: Instant
make a Constitution saving throw. On a successful save, Components: M
they remove all ranks of exhaustion. (This saving throw Cost: 7 Chakra
cannot be made at disadvantage.) Keywords: Taijutsu
At Higher Ranks: For each rank you cast this jutsu Description: You perform a series of martial attacks
above C-Rank increase the cost of this jutsu by 3. If this attempting to cripple and disable creatures surround
jutsu is Cast at A-Rank, increase the number of attacks you. Make a melee taijutsu attack against each creature
by +1. within 5 feet of you dealing your unarmed damage.
Targets you hit with this taijutsu must make a Dexterity
saving throw being disarmed and weakened until the end
of their next turn.

14
HEAVY JOLT it is lost. (Ex. Actualization Die, Hunter Exploit, Brave
Classification: Taijutsu Order, Preserve or Take Life, Chakra Recovery or Superiority
Rank: C-Rank Die etc.) A creature can only benefit from this effect of
Casting Time: 1 Action this jutsu once per short rest.
Range: 5 feet At Higher Ranks: For each rank you cast this jutsu
Duration: Instant. above C-Rank increase the cost of this jutsu by 3. If this
Components: M jutsu is cast at B-Rank or higher, you can target up to
Cost: 7 Chakra two creatures, instead of one. If this jutsu is Cast at A-
Keywords: Taijutsu Rank or higher, affected creatures instead regain 2
Description: You take a low stance as you place all of additional class features uses/resources.
your weight into your primary leg, before you perform a
powerful sweeping kick, cracking their air from the LAGGING
weight of it. Classification: Taijutsu
All creatures within 5 feet of your of your choice must Rank: C-Rank
succeed a Dexterity saving throw. On a failed save, Casting Time: 1 Action
creatures take your unarmed damage + 4d8 and are Range: 5 feet
Dazed until the end of their next turn. Duration: Instant.
On a successful save they take half damage and no Components: M
further effects. Cost: 8 Chakra
If at least one creature fails the saving throw, you can Keywords: Taijutsu
choose to knock that creature back 30 feet. If you do, you Description: You open your hand and angle your fingers
immediately move up to 25 feet, following after them. until your hand looks more like a claw as you attempt to
Your movement does not provoke attacks of slam your hand into the joints of your enemies to delay
opportunity, but your targets movement does. their actions.
At Higher Ranks: For each rank you cast this jutsu Make a melee taijutsu attack. On a hit, you deal your
above C-Rank increase the cost of this jutsu by 3 and the unarmed damage and the target must succeed a Strength
damage by 1d8. saving throw. On a failed save, until the end of their next
turn, If the affected creature attempts any activity that
INTERSECTION COUNTER requires an action they must roll a d20. On a roll of 11 or
Classification: Taijutsu more, their action is delayed until their next turn, in
Rank: C-Rank which they spend their next action to complete this
Casting Time: 1 Reaction which you take when hit by a original activity. Regardless of the result, this jutsu then
melee attack immediately ends.
Range: Self At Higher Ranks: For each rank you cast this jutsu
Duration: Instant
above C-Rank increase the cost of this jutsu by 3. If this
Components: M
jutsu is cast at B-Rank, reduce the die roll result to 9 or
Cost: 8 Chakra
higher to delay the action. If this jutsu is cast at A-Rank,
Keywords: Taijutsu
reduce the die roll result to 7 or higher to delay the
Description: You raise your knee and slam your elbow,
action. If this jutsu is cast at S-Rank, reduce the die roll
into an incoming attack catching it in between them. As
result to 5 or higher.
a reaction, make a Taijutsu attack, on a hit you reduce
the damage you take by your unarmed damage + 2d6.
At Higher Ranks: For each rank you cast this jutsu
LATE DEATH
Classification: Taijutsu
above C-Rank, increase the cost of this jutsu by 3 and the Rank: C-Rank
damage reduced by 1d6. Casting Time: 1 Reaction, which you take when you or an

JOLTING LIGHTNING: STRUM


allied creature within 5 feet of you would fall to 0 hit
points.
Classification: Taijutsu
Range: 5 feet
Rank: C-Rank
Duration: Instant.
Casting Time: 1 Action
Components: CM, M
Range: Touch
Cost: 9 Chakra
Duration: 1 Minute
Keywords: Taijutsu, Medical
Components: CM, M
Description: You delay the death of a friend, by any
Cost: 9 Chakra
means necessary. When a creature within 5 feet of you
Keywords: Taijutsu, Medical
falls to 0 hit points you strike a series of pressure points
Description: You can see tension in the muscles and
in a desperate attempt to save them, if only for a
body of your friends and can release that tension with a
moment. The target remains at 0 hit points, but stays
single pressure point press. This jutsu cannot have its
conscious until the end of their next turn, after which
cost reduced by any means.
they fall unconscious failing 1 death saving throws.
Select one willing creature other than you, who you
At Higher Ranks: For each rank you cast this jutsu
can reach as you press a pressure point on their back.
above C-Rank increase the cost of this jutsu by 3. If this
When you do you release a buildup of pooled chakra
jutsu is cast at A-Rank, the creatures instead fails 0
within them. Affected creature can spend up to two
death saving throws. If this jutsu is cast at S-Rank, the
chakra die, regaining a number of chakra points equal to
creature remains at 1 Hit point.
the result.
Additionally, for the duration the affected creature
gains an additional use of any 1 class feature with a use
limitation or 1 additional spendable resource. If this
additional resource isn’t spent by the end of the duration

15
LEAF GREAT FLASH [CHANGED] LIMIT RELEASE
Classification: Taijutsu Classification: Taijutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 5 Feet Range: Touch
Duration: Instant Duration: 1 Round
Components: M
Components: CM, M
Cost: 7 Chakra
Cost: Special
Keywords: Taijutsu
Keywords: Taijutsu, Medical
Description: You charge at your target and unleash a
Description: You press the pressure points of a willing
powerful lateral kick, aiming at their head, giving them a
creature you can reach. When you do, you inject a mass of
concussion. Make a taijutsu attack dealing your unarmed
chakra into them. Spend a number of chakra die up to a
damage + 4d4 on a hit. Target creature must also succeed a
max of an amount equal to twice your proficiency bonus.
constitution saving throw, being dazed and concussed.
The target must spend an equal number of chakra die, if
At Higher Ranks: For each rank you cast this jutsu above
they are unable this jutsu immediately ends.
C-Rank, increase the cost of this jutsu by 3 and the damage
Once both you and the target spend chakra die, depending
by 1d4
on the amount of chakra die spent between the both of you,

LEAF HURRICANE [CHANGED] the target gains different Limiter releasing effects.

Classification: Taijutsu • 2 Chakra Die: The target rolls spent chakra die, dealing
Rank: C-Rank additional damage equal to the amount rolled, on the first
Casting Time: 1 Action attack they make on their next turn. They are then
Range: Self (10 Foot radius Sphere) overcome by lethargy as they gain 2 ranks of the Weakened
Duration: Instant condition until the end of your next turn.
Components: M • 4 Chakra Die: The target rolls spent chakra die, adding half
Cost: 8 Chakra
the result to their next attack roll and the full result to the
Keywords: Taijutsu
damage of the same attack they make on their turn. They
Description: You perform a powerful spinning backwards
are then overcome by lethargy as they gain 2 ranks of
kick, fast enough to not be seen and powerful enough to
Weakened condition until the end of your next turn.
create a strong whirlwind affecting creatures surrounding • 8 Chakra Die: The target gains 1 Additional action on their
the user. Creatures in a 10 Foot radius centering on you
turn. At the end of their turn, they become stunned until
must make a Dexterity saving throw taking your unarmed
the beginning of their following turn.
damage + 3d6 bludgeoning damage and are knocked prone • 16 Chakra Die: The target gains 1 Additional Action on their
and pulled 10 feet towards you, ending this movement in a
turn and can use their Bonus action to complete an activity
space that can hold them.
that requires 1 Action. At the end of their turn, they become
At Higher Ranks: For each rank you cast this jutsu above
stunned for 1d4 rounds.
C-Rank, increase the cost of this jutsu by 3 and the damage • 32 Chakra Die: The target gains 1 Additional action on their
by 1d6
turn and can use their Bonus Action and Reaction to

LEAF SKY BREAKER complete an activity that requires 1 Action. At the end of
their turn, they become stunned for 1 Minute. This cannot
Classification: Taijutsu
be removed by any means.
Rank: C-Rank
Casting Time: 1 Reaction, which you take when you or an
allied creature within 10 feet of you would take damage
LIONS BARRAGE [CHANGED]
Classification: Taijutsu
from a melee attack from a creature within range. Rank: C-Rank
Range: 15 feet Casting Time: 1 Action
Duration: Instant. Range: 30 Feet
Components: M Duration: Instant
Cost: 9 Chakra Components: M
Keywords: Taijutsu, Combo Cost: 8 Chakra
Description: When you or an allied creature within 10 feet Keywords: Taijutsu, Finisher
of you would take damage from a melee attack. You twist Description: (This Jutsu cannot score a critical hit)
your body in a way that builds momentum and kinetic Select one creature you can see in range as you make two
energy, before you kick skyward creating a powerful flying axe kicks attempting to disable it. Make two melee
updraft meant to create a barrier of air and force between taijutsu attacks. On a hit, you deal your unarmed damage +
the triggering creature and its target. 1d8. If both attacks hit, the target is dazed.
You create a wall of air and pure force. The triggering If this jutsu is used as a Finisher, it must be against a falling
creature must succeed a Strength Saving throw. On a failed target. You make three falling, lateral axe kicks attempting to
save they are thrown 30 feet upwards. Taking damage as if cripple the target. Make three melee taijutsu attacks. On a hit,
they fell at the end of the current turn. you deal your unarmed damage + 2d6. If at least two of these
You grant one ally within 15 feet of you an additional attacks hit, the target is Staggard and prone until the end of
reaction which they can only use to cast a Taijutsu with the their next turn.
Finisher Keyword that has a casting time of 1 action At Higher Ranks: For each rank you cast this jutsu above
Until the end of the current turn, an allied creature C-Rank, increase the cost of this jutsu by 3 and the damage
within 15 feet of you, can target the triggering creature by 1d8 or 1d6.
with a Taijutsu Finisher regardless of range, once per turn,
using a Reaction.

16
PRESSURE POINT BARRAGE the shape of a Sphere, Cylinder, Cone or Line. When you
Classification: Taijutsu take this reaction, you perform a round house kick,
Rank: C-Rank striking the Jutsu initiating a Clash.
Casting Time: 1 Action You make this Clash check at advantage and can reroll
Range: 5 Feet 1’s and 2’s. If you win the clash check, you deal damage
Duration: Instant equal to 3 times your Unarmed Damage.
Components: M
At Higher Ranks: For each rank you cast this jutsu above
Cost: 9 Chakra C-Rank increase the cost of this jutsu by 3. If you cast this
Keywords: Taijutsu jutsu at B-Rank if you win the clash check you instead deal 5
Description: You unleash a barrage of precise strikes into
times your unarmed damage. If you Cast this jutsu at A-
your targets pressure points crushing their form. Make a Rank, if you win the clash check, you instead deal 5 times
taijutsu attack, dealing your unarmed damage + 5d4. The
your unarmed damage. If you cast this jutsu at S-Rank, if
target must succeed a constitution saving throw being
you win the clash check, you instead deal 7 times your
Weakened and Slowed for 1 minute. At the end of the targets unarmed damage.
turn, they can make another constitution save to end one
effect on them. They repeat the save until they the end of the RISING FALCON
duration or they remove all conditions. Classification: Taijutsu
Rank: C-Rank
RAKSHASA’S PALM Casting Time: 1 Reaction, which you take when you are
Classification: Taijutsu falling at least 10 or more feet.
Rank: C-Rank
Range: 5 Feet
Casting Time: 1 Action
Duration: Instant
Range: 5 Feet
Components: CM, M
Duration: Instant
Cost: 7 Chakra
Components: CM, M
Keywords: Taijutsu
Cost: 9 Chakra Description: You kick the air or another falling creature
Keywords: Taijutsu, Finisher
with enough force to propel your entire body.
Description: You build up chakra into the palm of your
If you choose to kick the air, you propel yourself up to 30
hand, until each time you flex your fingers the air crackles
feet in any direction. This movement cannot provoke
with thunderous booms. attacks of opportunities and if you would end this
Make a melee taijutsu attack against a creature you can
movement within 5 feet of a hostile creature you can
see within range, on a hit you deal your unarmed damage + perform a powerful sweeping kick by making a single melee
4d6 and the target must succeed a Constitution saving Taijutsu attack, dealing your unarmed damage + 4d6.
throw being stunned on a failed save until the end of their
If you choose to kick another creature, make a single
next turn.
melee taijutsu attack. On a hit, you deal your unarmed
If this jutsu is used as a Finisher, you must instead double damage +4d6, and propel yourself up to 30 feet in any
the cost to cast this jutsu. Make a melee taijutsu attack. On a
direction. This movement cannot provoke attacks of
hit, you deal 3d4 times your taijutsu ability modifier in
opportunity and if you would end this movement within 5
bludgeoning damage (If your ability modifier is greater than feet of a hostile creature, you can perform a power sweeping
+5, it is treated as if it is +5 for the purposes of this jutsu). If a kick by making another melee taijutsu attack targeting this
structure is erected, summoned, or moved in between you
creature, dealing your unarmed damage + 4d6.
and the target of this attack, record your original damage At Higher Ranks: For each rank you cast this jutsu above
rolled as a result of this jutsu. Roll 4d4 times your C-Rank increase the cost of this jutsu by 3 and the number
proficiency bonus. The result of this roll is how much
of times you can propel yourself by striking a creature by +1.
damage you deal to the interposing structure, before
applying your original attacks damage. ROYAL FLUSH
At Higher Ranks: For each rank you cast this jutsu above Classification: Taijutsu
C-Rank increase the cost of this jutsu by 3 and the non- Rank: C-Rank
finisher damage by 1d6 and the Finisher multiplier by 1d4. Casting Time: Special
Range: 5 Feet
RAKSHASA’S SOLE Duration: Concentration, Up to 1 minute
Classification: Taijutsu
Components: CM, M
Rank: C-Rank
Cost: Special
Casting Time: 1 Action Keywords: Taijutsu
Range: 5 Feet Description: As a part of casting this jutsu you must
Duration: Concentration, Up to 1 minute.
currently be gaining the benefit of Royal Guard. After you
Components: CM, M reduce damage you take to 0, as a result of Royal Guard, you
Cost: 9 Chakra can end its effects, replacing them with this jutsu’s effects.
Keywords: Taijutsu
You cannot gain the benefit of Royal Guard while you
Description: You build up chakra into the sole of your feet, are gaining this jutsu’s effects. At the end of your next
until each step you take crushes the ground you walk on. turn, this jutsu then ends. You do not need to spend
You cannot lose concentration on this jutsu as a result of
chakra to maintain concentration of this jutsu.
damage or failing a Chakra Control check.
• You gain a number of temporary hit points equal to the
For the duration, each space you move through counts
as difficult terrain for all creatures with a Dexterity damage you reduced for this jutsu’s duration.
• Your movement speed is increased by a number of feet
ability score lower than your Strength Ability Score +5.
Additionally, you gain a special reaction which you can equal to the amount of damage you reduced, rounded
take when you would make a Strength or Dexterity to the nearest 5 for this jutsu’s duration.
saving throw from a Ninjutsu or Taijutsu cast that has

17
• Your next Strength or Dexterity ability check gains a SEIKUKEN [CHANGED]
bonus equal to the damage reduced. Once used you Classification: Taijutsu
cannot gain this effect until this jutsu’s next casting. Rank: C-Rank
• The next time you would deal damage with a Taijutsu Casting Time: 1 Action
attack, you can choose to end this jutsu, dealing Range: Self
damage equal to the amount of damage you originally Duration: Concentration, Special
reduced. Components: M
Cost: 8 Chakra
SAFETY RELEASE Keywords: Taijutsu
Classification: Taijutsu Description: As a part of casting this jutsu, you must
Rank: C-Rank currently be under the effects of any Taijutsu Stance, or
Casting Time: 1 Action Stance granted by Clan Features such as the Gentle Fist
Range: Touch Stance or the Shikotsumyaku Stance. If you are not benefiting
Duration: 1 minute. from any of these stances, this jutsu immediately ends.
Components: CM, M You stand calm and still, emptying your mind. You begin
Cost: 8 Chakra to control the entire radius within your arm’s length,
Keywords: Taijutsu, Medical creating a metaphorical, spherical shield around you.
Description: An alternative version of the Body Pathway You do not need to spend chakra to maintain this jutsu,
Derangement. You, instead of mixing up a creatures brain instead you cannot gain the benefit of a Bonus action, by
signals, you temporarily increase their efficiency. any means.
Select one creature, other than yourself that you can For the duration of this jutsu creatures who begin their
see and touch. The targets body experiences no direct turn within 5 feet of you and would make a melee attack
changes, but their central nervous system carries signals targeting you suffer a penalty to their attack and damage
significantly faster than previously gaining the rolls equal to your proficiency bonus.
following benefits; Additionally, when you would begin your turn within 5
• The creatures speed is increased by half of their feet of a hostile creature and make a melee attack targeting
current speed, rounded down to the nearest 5. that creature, you add 1d10 to both your attack and damage
• +1 Bonus to AC. rolls.
• +1d4 bonus to Dexterity Ability checks and Saving Finally, creatures who would move to a space within 5
throws. feet of you and make a melee attack targeting you, you can
• So long as you can take an Action, you cannot lose the as a reaction disrupt them, rolling 1d6, reducing their roll by
ability to or be prevented from making a Bonus Action the result.
or Reaction, so long as an activity fits the abilities
reactions triggering requirements.

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


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

SCATTERING WAVE [CHANGED]


Classification: Taijutsu
Rank: C-Rank
Casting Time: 1 Action
Range: Self (30-foot radius)
Duration: Instant
Components: CM, M
Cost: 8 Chakra
Keywords: Taijutsu
Description: You inject your fist or foot with a surge of
chakra that you use to strike the ground, creating a
shockwave of force.
All creatures within 30 feet of you must succeed a
Strength saving throw. On a failed save they take your
unarmed damage + 2d8 and are pushed back to the edge
of this jutsu’s radius, into a space that can hold them. If
the creatures are stopped from moving by a wall or
structure, they take 1d8 damage for every 10 feet of
movement they had left (min 1d8)
At Higher Ranks: For each rank you cast this jutsu
above C-Rank increase the cost of this jutsu by 3 and this
jutsu’s radius by +5 feet. If this jutsu is cast at B-Rank or
higher, all creatures of your choice within 5 feet of you
become immune to this jutsu’s effects.

18
SHADOW DANCING LEAF TWIN HEAVENLY SWALLOW [CHANGED]
Classification: Taijutsu Classification: Taijutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Reaction which you take after casting a Casting Time: 1 Action
taijutsu Range: 5 Feet
Range: Full Movement Duration: Instant
Duration: Instant
Components: M
Components: M
Cost: Special (32 Chakra)
Cost: 6 Chakra
Keywords: Taijutsu, Combo Keywords: Taijutsu, Combination
Description: As part of the activation of this jutsu, you Description: This jutsu can only be cast if you have one
must have used a Taijutsu as a Standard or Bonus action other caster.
prior to this Jutsu's activation. You immediately teleport You and the second caster perform a series of well-
up to your full movement speed behind a target within orchestrated strikes in sequence with one another back
range. and forth with you performing the final strike.
Until the end of your turn, you can target one affected Each caster makes 2 melee taijutsu attacks against the
creature with a Taijutsu Finisher regardless of range, target creature, dealing their unarmed damage + 2d4 on a
once per turn, using either an Action or Bonus action, hit. If both casters successfully hit the target with 2 or
ignoring its listed casting time. more melee taijutsu attacks, then both casters make one
more melee taijutsu attack. If both final attacks are
SILENT FORM successful, the target takes each casters unarmed damage
Classification: Taijutsu + 3d8 and are launched 20 away, landing prone.
Rank: C-Rank Combination: When this jutsu is cast, it gains
Casting Time: 1 Bonus action additional effects based on who has the highest Charisma
Range: Self modifier between both casters.
Duration: Concentration, up to 1 minute
Components: M • +0-1: No Change.
Cost: 8 Chakra • +2-3: Both casters makes 1 additional initial melee
Keywords: Taijutsu taijutsu attack.
Description: You enter a variable form for the duration, • +4-5: Both casters makes 2 additional initial melee
releasing chakra from your pores that dampen the taijutsu attacks.
sounds of your movement making any movement you
make silent. This benefit extends to objects you are
holding and surfaces you touch or impact.
WELTER MOVE
Classification: Taijutsu
For the duration, while you are in stealth, attacks you
Rank: C-Rank
make do not immediately remove you from stealth
Casting Time: Special
unless a creature can still see you at the beginning of
Range: Self
their turn.
Duration: 1 Round
Also, for the duration while you are in stealth when
Components: M
you take the attack action to make an unarmed attack,
Cost: 6 Chakra
the attack cannot be reacted to.
Keywords: Taijutsu

THIRD HEAVENLY BREATH: BREATHE Description: As a part of casting this jutsu, you must
currently be under the effects of any Taijutsu Stance, or
Classification: Taijutsu
Rank: C-Rank Stance granted by Clan Features such as the Gentle Fist
Casting Time: 1 Bonus Action Stance or the Shikotsumyaku Stance. If you are not benefiting
Range: Self from any of these stances, this jutsu immediately ends.
Duration: Special When you would move 10 feet before making a melee
Components: CM attack, you can activate this jutsu, granting yourself a +1
Cost: 9 Chakra bonus to AC, a +1 Bonus your attack rolls, a +1 bonus to
Keywords: Taijutsu Dexterity Saving throws, and a +1d4 bonus to your melee
Description: As a requirement to activate this jutsu, you damage rolls, until the beginning of your next turn.
must have Second Heavenly Breath: Panting currently active. You can activate this jutsu no more than three times
You end your concentration on that jutsu and this one takes per turn. Each time you activate this jutsu, you must
its place, maintaining the same duration limitation and move 10 feet and perform a melee attack targeting either
Jutsu casting restrictions. You keep all the effects of that the same or another creature.
jutsu, stacking them with this jutsu’s effects. Creatures who’s attack result would be equal to your
You increase your lungs capacity eight-fold. Doing so AC counts as a miss for the duration. If you would
increases your oxygen intake as your skin begin to turn succeed a Dexterity saving throw while gaining the
red as your blood vessels swell as your muscles and benefit of this jutsu you take no damage and suffer no
organs begin to swell. Increase your taijutsu attack effects while benefiting from this jutsu,
bonus by +1, bonus damage by 1d8 twice per turn, and Finally, the first time you would be hit by an attack
you gain 10 temporary hit points that stack with while gaining the benefit of this jutsu, you lose its
temporary hit points gained by other Heavenly Breath benefits.
Taijutsu you cast.
Upon ending this jutsu, you gain 2 ranks of the
Weakened condition until your next rest, which cannot
be removed by jutsu of C-Rank or lower.

19
WHIRLWIND DEATH DROP ASAKUJAKU: MORNING PEACOCK
Classification: Taijutsu [CHANGED]
Rank: C-Rank Classification: Taijutsu
Casting Time: 1 action Rank: B-Rank
Range: 5 feet Casting Time: 1 Action
Duration: Instant Range: 5 feet
Components: M Duration: Instant
Cost: 9 Chakra, Components: M
Keywords: Taijutsu, Finisher Cost: Special (14 Chakra)
Description: (This Jutsu cannot score a critical hit). Keywords: Taijutsu, Finisher
You perform a spinning backwards kick followed by a Description: This jutsu can only be cast as a Taijutsu
devastating downward axe kick. Finisher targeting an airborne or falling creature. As a part
Make two Taijutsu attacks. On a hit, each attack deals of casting this jutsu, you must be gaining the benefits of
your unarmed damage + 2d8. at least the Gate of Tomon from the 8-Inner Gates:
If this jutsu is used as a Finisher, you make two Keimon Taijutsu feat or Keimon or any 8 Inner gate
spinning kicks. Make two melee taijutsu attacks, dealing granted by the 8-Inner Gates: Shimon. Once this jutsu is
your unarmed damage + 2d8. If a creature is hit with at cast, you cannot cast it again until you spend at least 10
least once of your attacks, they must succeed a minutes recovering from the strain it places on your body.
constitution saving throw, being stunned until the You leap into the air in a distinctive stance and begin
beginning of their next turn on a failed save. punching the enemy repeatedly, so quickly in fact that
At Higher Ranks: For each rank you cast this jutsu they are set ablaze by the sheer speed and friction which
above C-Rank, increase the cost of this jutsu by 3 and in turn, creates a peacock-like fan of flames around the
gain a +2 to Hit for each attack roll with this jutsu. target.
Make a number of melee taijutsu attacks equal to your
WHIRLWIND SNAP proficiency bonus dealing 1d6 damage on the first hit,
Classification: Taijutsu then each successful hit after the first, increase damage
Rank: C-Rank die by +1. You cannot add your ability modifier to the
Casting Time: 1 Action damage dealt in any way. If you Score at least 5 hits this
Range: Self (15-foot Cone) way, at the conclusion of this jutsu, the target is
Duration: 1 Round slammed back into the ground, taking falling damage as
Components: M if they had fallen 50 feet and have to make a Constitution
Cost: 7 Chakra saving throw, being stunned until the end of their next
Keywords: Taijutsu turn on a failed save.
Description: You perform a reverse round house kick. All
creatures in a 15-foot cone originating from you must ASAKUJAKU: MORNING DOVE [NEW]
succeed a Strength saving throw. On a failed save they take Classification: Taijutsu
your unarmed damage + 4d6 and are pulled up to 10 feet Rank: B-Rank
closer to you into a space that can hold them and are Dazed Casting Time: 1 Action
until the beginning of their turns, or half as much on a Range: 5 feet
successful save. Duration: Instant
Components: M
At Higher Ranks: For each rank you cast this jutsu
Cost: Special (14 Chakra)
above C-Rank increase the cost of this jutsu by 3, the
Keywords: Taijutsu, Finisher
damage by 1d6 and the cone size by +5 feet.
Description: This jutsu can only be cast as a Taijutsu

B-RANK: Finisher targeting an airborne or falling creature. As a part


of casting this jutsu, you must be gaining the benefits of

AFTER IMAGE TECHNIQUE [CHANGED] at least the Fifth Heavenly Breath: Respire Taijutsu or any
Heavenly Breath taijutsu of a higher rank. Once this jutsu is
Classification: Taijutsu
Rank: B-Rank cast, you cannot cast it again until you spend at least 10
Casting Time: 1 Reaction, when you are targeted by an minutes recovering from the strain it places on your body.
attack that you can see, that is not a critical hit. You leap into the air in a distinctive stance as air fills
Range: Self your lungs and your muscles bulge from your blood
Duration: Instant pathways expansion. You begin to punch with enough
Components: M force to imitate falling stars. Each punch create small
Cost: 12 Chakra sonic booms without enough force to be felts up to 100
Keywords: Taijutsu feet away. You strike with enough consistency and
Description: You move fast enough to leave behind a technique to create the image of dove from the
duplicate of yourself purely from your movement speed expansion of air surrounding you and your target.
alone. Right before a creature hits you, you instantly Make a number of melee taijutsu attacks equal to the
teleport up to your full movement to another space leaving number of Heavenly Breaths you are benefiting from
behind a copy of yourself that dissipates when hit by the dealing bludgeoning damage equal to 1d10 + Your
initial attack. taijutsu ability modifier on each hit. If you Score at least
5 hits this way, at the conclusion of this jutsu, the target
is slammed back into the ground and have to make a
Constitution saving throw, being stunned until the end
of their next turn on a failed save.

20
BREAKER FIST succeed a Strength saving throw. On each failed save, the
Classification: Taijutsu target creature suffers a 1d4 penalty to their melee attacks,
Rank: B-Rank and ability checks that use Strength or Dexterity until the
Casting Time: 1 Action end of your next turn.
Range: 5 feet At Higher Ranks: For each rank you cast this jutsu above
Duration: Instant B-Rank increase the cost of this jutsu by 3 and the number
Components: M
of attacks by +1.
Cost: 12 Chakra
Keywords: Taijutsu, Clash DRAGON CRUSH [CHANGED]
Description: You perform a full power strike, putting all Classification: Taijutsu
of your weight and momentum behind this strike. Rank: B-Rank
If this jutsu is cast targeting a creature who is gaining Casting Time: 1 Action
the benefit of the Dodge action, you do not make the Range: 5 feet
attack at disadvantage. Duration: Instant
If this jutsu is cast targeting a creature who is gaining Components: M
the benefits of Temporary hit points, Damage Reduction Cost: 10 Chakra
or Resistance, you ignore them for this attacks and Keywords: Taijutsu
damage rolls. Description: As a part of casting this jutsu, you must target
Make a melee taijutsu attack dealing your unarmed a creature who is Dazed, Prone, Stunned or Paralyzed.
damage + 7d8. Make a melee taijutsu attack, dealing your unarmed
At Higher Ranks: For each rank you cast this jutsu damage + 5d10 and forcing the creature to make a
above B-Rank increase the cost of this jutsu by 3 and the Constitution saving throw. On a failed save, their condition
damage by 1d8. persists, extending the duration of it by 1 round. If they are
only Prone you instead deal an extra damage die and they
CHERRY BLOSSOM IMPACT [CHANGED] gain 1 rank of Bruised.
Classification: Taijutsu At Higher Ranks: For each rank you cast this jutsu above
Rank: B-Rank B-Rank increase the cost of this jutsu by 3 and the damage
Casting Time: 1 Action by 1d10.
Range: 5 feet
Duration: Instant FIFTH HEAVENLY BREATH: RESPIRE
Components: CM, M Classification: Taijutsu
Cost: 14 Chakra Rank: B-Rank
Keywords: Taijutsu, Finisher, Clash Casting Time: 1 Bonus Action
Description: You amass enough chakra on the tips of your Range: Self
knuckles to completely obliterate a small home, choosing Duration: Special
to instead strike a single creature with this monstrous Components: CM
impact. Cost: 14 Chakra
You store up chakra as you make a single, powerful Keywords: Taijutsu
strike releasing it on impact. Make a single melee taijutsu Description: As a requirement to activate this jutsu, you
attack against a target in range. On a hit, the target takes must have Fourth Heavenly Breath: Wheeze currently active.
your unarmed damage + 4d12. The target also has to make You end your concentration on that jutsu and this one
a constitution saving throw being dazed and bruised. takes its place. You keep all the effects of that jutsu,
If this jutsu is used as a Finisher, if you successfully score stacking them with this jutsu’s effects.
a hit, all creatures, objects and structures touching the You increase your veins and arteries size and blood flow
ground (excluding you) within 60 feet of the target, must twenty-fold. The aura that surrounds you begins to glow
succeed a Dexterity saving throw taking 6d6 Bludgeoning far more intensely as it begins to spin. Your first two
damage and falling prone on a failed save, or half as much taijutsu attacks per turn are made at advantage, deal 1d8
on a successful one. The affected area becomes difficult bonus damage, and you gain 20 temporary hit points which
terrain. stack with other THP granted by Heavenly Breath taijutsu.
At Higher Ranks: For each rank you cast this jutsu above Upon ending this jutsu, you gain 1 rank of the weakened
B-Rank, increase the cost of this jutsu by 3 and the damage condition and one rank of the slowed condition until you
by 1d12 and 2d6. finish a long rest. This cannot be removed or ended early
except by a jutsu with the Medical keyword of A-Rank or
DRAGON BREAK higher.
Classification: Taijutsu
Rank: B-Rank FORCE WAVE [CHANGED]
Casting Time: 1 Action Classification: Taijutsu
Range: 5 feet Rank: B-Rank
Duration: Instant Casting Time: 1 Action
Components: M Range: Self (30-foot cone)
Cost: 14 Chakra Duration: Instant
Keywords: Taijutsu, Finisher Components: M
Description: This jutsu can only be cast as a Taijutsu Cost: Special (49 Chakra)
Finisher. As a part of casting this jutsu, you must currently Keywords: Taijutsu, Combination
be under the effects of the Dragon Stance. Description: This jutsu can only be cast if you have one
You interlock your hands and perform a powerful strike other caster who is within 15 feet of you. The second
to the targets core while both hands are imitating the caster as a part of their reaction, moves to a space within
bottom and top half of a dragons maw. 5 feet of you that they can occupy.
Make two melee taijutsu attacks, dealing your unarmed You and the second caster perform a cross strike
damage + 3d8. For each successful hit the target must switching places with each other while creating a

21
shockwave of force that that expands outward. All GLIMMER DRAGON [CHANGED]
creatures in a 30-foot cone originating from both casters Classification: Taijutsu
in the same direction, must succeed a strength saving Rank: B-Rank
throw vs whichever of the two casters has the higher Casting Time: 1 Reaction, which you would only take when a
Taijutsu save DC. creature would score a critical hit against you.
Depending on the severity of the failure, the creature Range: Self
Duration: 1 Round
takes an escalating amount of damage and suffers
Components: M
additional penalties.
Cost: 11 Chakra
• Failed by 1~4: Bludgeoning damage equal to both Keywords: Taijutsu
casters unarmed damage + 9d6 and are knocked prone. Description: When you would be hit by a critical hit, you
• Failed by 5~9: Bludgeoning damage equal to both reinforce your body with muscle, blood and chakra,
casters unarmed damage + 12d6, are knocked prone and cushioning the impact. You reduce the triggering critical hit
dazed until the beginning of their next turn. and all subsequent critical hits damage to 0, until the
• Failed by 10~14: Bludgeoning damage equal to both beginning of your next turn.
casters unarmed damage + 15d6, are knocked prone and
dazed until the end of their next turn. HEAVENLY FOOT OF PAIN
• Failed by 15+: Bludgeoning damage equal to both Classification: Taijutsu
casters unarmed damage + 18d6, are knocked prone, Rank: B-Rank
dazed until the end of their next turn, and are knocked Casting Time: 1 Action
back 30 feet. If their movement would be stopped by a Range: 5 Feet
solid surface less than 5 feet thick, they take an Duration: instant
Components: CM, M
additional 2d6 bludgeoning damage and are forced
Cost: 14 Chakra
through it. If their movement would be stopped by a
Keywords: Taijutsu, Finisher
solid surface 5 or more feet thick, then they take
Description: You put an enormous amount of chakra
damage as if they fell 5 times their distance they had
into the heel of your foot as you make a single downward
remaining to move, rounded up.
kick. Make a Taijutsu attack against a target in range. On
Combination: When this jutsu is cast, it gains a hit target takes 6d10 Bludgeoning damage.
additional effects based on who has the highest If this jutsu is used as a Finisher, additionally, all
Charisma modifier between both casters. surrounding creatures, objects and structures (excluding
• +0-1: No Change. you), within 30 feet of the target must succeed a
• +2-3: Affected creatures suffer a -2 penalty to their Dexterity saving throw. On a failed save they fall prone,
saving throw. are knocked into the air 30 feet, suffering falling damage
• +4-5: Affected creatures suffer a 1d6+1 penalty to their and are incapacitated until the end of the current turn.
saving throw. At Higher Ranks: For each rank you cast this jutsu
above B-Rank, increase the cost of this jutsu by 3 and the
FULL HOUSE [CHANGED] damage by 1d10.
Classification: Taijutsu
Rank: B-Rank HUNTER’S FEAST [CHANGED]
Casting Time: 1 Action or Reaction, which you only take Classification: Taijutsu
while airborne, falling, or jumping at minimum 30 feet. Rank: B-Rank
Range: 30 feet Casting Time: 1 Bonus Action
Duration: Instant Range: 60 feet
Components: M Duration: Concentration, up to 1 minute
Cost: 12 Chakra Components: M
Keywords: Taijutsu, Finisher Cost: 12 Chakra
Description: While falling you change trajectory to instead Keywords: Taijutsu
come down diagonally against a creature within range. Description: You hone in on your adversaries physical
You come down aggressively with the force of a falling form, looking for ways to strike them in their vital points.
star. Move up to 30 feet towards a creature you can see You do not need to spend chakra to maintain
within range, ending your movement within 5 feet of the concentration on this jutsu.
target. Make a melee taijutsu attack dealing your unarmed Make a Taijutsu ability check vs a DC 11 + the targets
damage + 5d8. rank (E-Rank: 0, D-Rank: 1, C-Rank: 2, B-Rank: 3, A-Rank:
If this jutsu is used as a Finisher, you instead deal your 4, S-Rank: 15). On a success, you find weak points in their
unarmed damage + 7d8 and all creatures within 10 feet of form. This jutsu does not work against inorganic
the target must succeed a Strength saving throw as the force creatures such as constructs.
of your kick cracks the air and creates an unprecedented For the duration, while you can see the creature, each
shockwave. On a failed save the creatures are thrown 10 feet time you deal damage with an unarmed or melee taijutsu
away into a pace that can hold them. attack, while unarmed, you deal an additional 2d8
necrotic damage which cannot be resisted or reduced by
any means, as you strike their vital points.
Additionally, you cannot suffer penalties to your
attack roll as a result of a trait, feature or jutsu cast by
the target creature.
If the target would ever leave your line of sight this
jutsu immediately ends.

22
INCURSION OF CLARITY LEAF GUST
Classification: Taijutsu Classification: Taijutsu
Rank: B-Rank Rank: B-Rank
Casting Time: 1 Action Casting Time: 1 bonus action
Range: Self Range: Self (30-foot Cone)
Duration: Instant Duration: Instant
Components: M Components: M
Cost: 13 Chakra Cost: 14 Chakra
Keywords: Taijutsu Keywords: Taijutsu, Combo
Description: You release a surge of chakra throughout Description: You swipe your leg with enough force to
your body removing all impurities and assisting in create a localized shockwave strong enough to bludgeon
recovering from physical debilitations. You can remove creatures and objects in range while also blowing them
one of the following condition types currently affecting away.
you Physical or Sensory and granting you advantage Creatures and objects in a 30-foot cone originating
against the same condition for 1 minute. from you must succeed a Strength saving throw, being
knocked up 30 feet into the air on a failed save.
KING’S FANG [CHANGED] Creatures and objects must also succeed a constitution
Classification: Taijutsu saving throw taking 4d8 bludgeoning damage on a failed
Rank: B-Rank save or half as much on a failed save.
Casting Time: 1 Action Until the end of your turn, you can target one affected
Range: 5 feet
creature with a Taijutsu Finisher regardless of range,
Duration: Instant
once per turn, using either an Action or Bonus action,
Components: M
ignoring its listed casting time.
Cost: 11 Chakra
Keywords: Taijutsu
Description: As a part of casting this jutsu, you must
LEAF HOT WIND [CHANGED]
Classification: Taijutsu
currently be under the effects of the Lion Stance. This Rank: B-Rank
jutsu attacks count as unarmed attacks for the Lion Fist Casting Time: 1 Action
Stance’s bonus action effect. Range: Full Movement
You ferociously attack a creature with the aggression Duration: Instant
and passion of a lion king. Components: M, CM
Make three melee taijutsu attacks targeting a creature Cost: 14 Chakra
you can see within range, dealing your unarmed damage Keywords: Taijutsu, Finisher
+ 2d10, you cannot add your ability modifier to the Description: This jutsu can only be used as a Taijutsu
damage dealt. If you are gaining the benefit of the Lion Finisher. You begin to perform a series of roundhouse
Fist Stance’s bonus action effect, you instead deal an kicks with enough force to ignite the air around your legs
additional 1d10 instead of 1d4. turning them into flaming kicks as your tear through
On each successfully hit, the target must succeed a everything in your path. Select a space within range that
constitution saving throw. On a failed save they gain the you can see and move to that location regardless of other
bruised condition. creatures in your path. All creatures of your choice who
At Higher Ranks: For each rank you cast this jutsu you would pass through on your way to the location
above B-Rank increase the cost of this jutsu by 3, the must succeed a Dexterity saving throw taking your 5d6
number of attacks by +1. fire damage and gaining 2 ranks of the burned condition
or only half damage and no further effects on a
LEAF EARTH CRUSH successful save.
Classification: Taijutsu If you end your movement within 5 feet of a hostile
Rank: B-Rank creature, make a taijutsu attack against target one
Casting Time: 1 Action creature, dealing your unarmed damage + 4d10 fire
Range: Self (45-Foot Cone)
damage. The target must also make a constitution saving
Duration: Instant
throw being staggard on a failed save.
Components: CM, M
At Higher Ranks: For each rank you cast this jutsu
Cost: 13 Chakra
above B-Rank, increase the cost of this jutsu by 3 and the
Keywords: Taijutsu, Combo
damage of your targeted attack damage by 1d10.
Description: You slam your feet into the ground with the
Passion of Youth TM, fragmenting and shattering the
earth.
LEAF HURRICANE BULLET
Classification: Taijutsu
All creature in a 45-foot cone originating from you Rank: B-Rank
must succeed a dexterity saving throw to dodge and Casting Time: 1 Action
avoid the spears of stone, metal or whatever materials Range: 45 feet
the ground is made of. On a failed save, creatures take Duration: Instant
6d8 piercing damage and are knocked 25 feet into the Components: M
air, becoming airborne until the end of the current turn. Cost: 10 Chakra
The affected area becomes difficult terrain until Keywords: Taijutsu
cleared or restored. Description: You strike with enough force to create a
Until the end of your turn, you can target one affected focused bullet of air pressure to strike at ranged targets.
creature with a Taijutsu Finisher regardless of range, Make two ranged taijutsu attack, dealing 4d8
once per turn, using either an Action or Bonus action, bludgeoning damage.
ignoring its listed casting time. At Higher Ranks: For each rank you cast this jutsu
above B-Rank, increase the cost of this jutsu by 3 and the
number of ranged taijutsu attacks by +1.

23
MACHINE GUN PUNCH! [CHANGED] OWL DROP [CHANGED]
Classification: Taijutsu Classification: Taijutsu
Rank: B-Rank Rank: B-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Touch Range: 30 feet
Duration: Instant Duration: Instant
Components: M Components: M
Cost: 14 Chakra Cost: 12 Chakra
Keywords: Taijutsu Keywords: Taijutsu
Description: You perform a series of insanely fast strikes Description: As a part of the activation of this jutsu, you
so fast that your fists grow hot from the resistance of the must be hidden from the target of this taijutsu. You leap
air around them. Make a number of Melee Taijutsu downward over your target as your wrap your legs
attacks equal to your Proficiency bonus, dealing your around their neck. You squeeze and twist, attempting to
unarmed damage + 1d4. You do not add ability score to knock them out instantly. Make a taijutsu attack against
damage dealt with this jutsu. the target to grapple them. On a success the target must
succeed a constitution saving throw falling unconscious
MAXIMUM ENTRY [CHANGED] on a failed save.
Classification: Taijutsu An unconscious creature remains unconscious for 10
Rank: B-Rank minutes, or until they are moved, touched, take damage
Casting Time: 1 Action or are in the area of a Jutsu's effect.
Range: 45 feet
Duration: Instant
Components: M
PACK AGGRESSION [CHANGED]
Classification: Taijutsu
Cost: 13 Chakra Rank: B-Rank
Keywords: Taijutsu Casting Time: 1 Action
Description: You move at remarkable speeds vanishing Range: 5 feet
like the wind. Choose up to 5 creatures you can see Duration: Instant
within range. Make a melee taijutsu attack against each Components: M
target. On a hit, a target takes your unarmed damage + Cost: 14 Chakra
5d8 and inflict 1 rank of bruised. You then teleport to an Keywords: Taijutsu, Finisher
unoccupied space you can see within 5 feet of one of your Description: As a part of casting this jutsu, you must
targets you hit or missed. currently be under the effects of the Wolf’s Stance.
At Higher Ranks: For each rank you cast this jutsu You ferociously attack a creature with the aggression
above B-Rank, increase the cost of this jutsu by 3 and the and ferocity of a pack of wolves.
number of creatures you can target by +1. Make two melee taijutsu attacks targeting a creature
you can see within range dealing your unarmed damage
ONE MAN FRONT LOTUS [CHANGED] + 2d6.
Classification: Taijutsu On each successful hit, increase your next attacks
Rank: B-Rank critical threat range by +1 for this jutsu’s duration.
Casting Time: 1 Action If this jutsu is used as a Finisher, you instead make
Range: 45 feet
three melee taijutsu attacks.
Duration: Instant
At Higher Ranks: For each rank you cast this jutsu
Components: M
above B-Rank increase the cost of this jutsu by 3, the
Cost: 14 Chakra
number of attacks by +1.
Keywords: Taijutsu, Finisher
Description: As part of the requirements of this jutsu,
you must have at least the “First Heavenly Breath: Inhale”
PASSIONATE DANCING LEAF [NEW]
Classification: Taijutsu
or any of the Heavenly breaths thereafter active or any of Rank: B-Rank
the 8 Inner Gates class feature active. Casting Time: 1 Action
You leap into the air before beginning to spin turning Range: Self (45-foot cone)
yourself into a drill with enough force to create spiraling Duration: Instant
wind and dust that trails you as you come crashing down Components: CM, M
into a target of your choice that you can see within Cost: 13 Chakra
range. Make a melee taijutsu attack against the target, Keywords: Taijutsu, Combo
dealing your unarmed damage + 5d6. All creatures Description: You are filled to the brim with the Passion of
within 10 feet of the target must succeed a Dexterity Youth TM, and you let it guide your movements.
saving throw to avoid being thrown back 10 feet from the All creature in a 45-foot cone originating from you
force. must succeed a dexterity saving throw to dodge and
If this jutsu is used as a Finisher, you instead make a avoid the plethora of punches and kicks you throw out as
melee taijutsu attack against the target, dealing your you dance across the battlefield, before returning back to
unarmed damage + 5d10. Additionally, all creatures place in an instant. On a failed save, creatures take 6d8
within 10 feet of the target must succeed a Strength bludgeoning damage and are knocked prone.
saving throw, being knocked back 20 feet from the force, Until the end of your turn, you can target one affected
becoming incapacitated from the force and falling prone. creature with a Taijutsu Finisher regardless of range,
At Higher Ranks: For each rank you cast this jutsu once per turn, using either an Action or Bonus action,
above B-Rank, increase the cost of this jutsu by 3 and the ignoring its listed casting time..
damage by 1d8. At Higher Ranks: For each rank you cast this jutsu
above B-Rank increase the cost of this jutsu by 3, the
damage by 1d8.

24
PISTON FIST [CHANGED] RABBIT BOSS STOMP [CHANGED]
Classification: Taijutsu Classification: Taijutsu
Rank: B-Rank Rank: B-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 5 feet Range: 5 feet
Duration: Instant Duration: Instant
Components: M Components: M
Cost: 14 Chakra Cost: 14 Chakra
Keywords: Taijutsu, Finisher, Clash Keywords: Taijutsu, Finisher
Description: You make a basic strike against a target Description: As a part of casting this jutsu, you must
within range. As a part of the activation of this jutsu, make currently be under the effects of the Rabbit Fist Stance.
a taijutsu attack. On a hit you deal your unarmed damage + You kick with the force of 10,000 rabbits stomping
6d4 as a surge of chakra erupts from your joint forcing the someone or something to death.
attack deeper. Make one melee taijutsu attacks targeting a creature
If this jutsu is used as a Finisher, you instead make a you can see within range dealing your unarmed damage
melee taijutsu attack with a +2 bonus to your critical threat + 6d8 and all creatures in a 30-foot cone originating
range, dealing your unarmed damage + 8d4. If you score a from the target creature must succeed a Strength saving
critical with this Taijutsu Finisher, you do not double your throw suffering the residual shockwave taking 6d8
unarmed damage die, you instead deal your unarmed bludgeoning damage on a failed save or half as much on
damage + 25d4. a success.
At Higher Ranks: For each rank you cast this jutsu above The affected area behind the original target creatures
B-Rank, increase the cost of this jutsu by 3. If used as a becomes difficult terrain as the ground shatters and
Finisher, increase the critical threat range by +1. collapses from your kick.
If this jutsu is used as a Finisher, the damage die
PREDATORS FANG [NEW] becomes a d10.
Classification: Taijutsu At Higher Ranks: For each rank you cast this jutsu
Rank: B-Rank above B-Rank increase the cost of this jutsu by 3, the
Casting Time: 1 Action damage by 1d8 or 1d10.
Range: 5 feet
Duration: Instant
Components: M
REVERSE GUARD [CHANGED]
Classification: Taijutsu
Cost: 13 Chakra
Rank: B-Rank
Keywords: Taijutsu, Finisher Casting Time: 1 Reaction, being damaged by a melee
Description: This jutsu can only be cast as a Taijutsu attack.
Finisher. As a part of casting this jutsu, you must currently Range: Self
be under the effects of the Serpent Fist Stance. Duration: Instant
You take both of your hands and shape them into a Components: M
serpents open maw with its fangs showing before you Cost: 14 Chakra
perform a series of strikes meant to break an enemy down. Keywords: Taijutsu
Make three melee taijutsu attacks, dealing your unarmed Description: As a reaction to being hit by a melee attack,
damage + 2d8. For each successful hit the target must Make a Martial Arts check. If you have expertise you
succeed a Strength saving throw. On each failed save, the instead add 1d4 to the roll and gain advantage. Your roll
target creature suffers a -1 penalty to their strength or becomes your AC until the end of this turn and against
dexterity ability scores for the next minute. A creature the triggering attack. If a melee attack would miss you
whos ability score is penalized in this way can spend a full- this turn, you can reverse the attack on to the target, and
turn-action to readjust themselves, restoring their ability the attack now instead targets the triggering creature. If
scores back to normal. they would miss your AC by 10, you gain an additional
At Higher Ranks: For each rank you cast this jutsu above reaction which you can use to cast a Taijutsu with the
B-Rank increase the cost of this jutsu by 3 and the number casting time of 1 action.
of attacks by +1. At Higher Ranks: For each rank you cast this jutsu
above B-Rank, increase the cost of this jutsu by 3 and the
QUAKING LEG bonus to your check by 1d4.
Classification: Taijutsu
Rank: B-Rank
Casting Time: 1 bonus action
Range: 5 feet
Duration: Instant
Components: M
Cost: 12 Chakra
Keywords: Taijutsu, Combo
Description: You make a basic strike against a target
within range. As a part of the activation of this jutsu, make
a taijutsu attack. On a hit, the target suffers the effects of
your unarmed strike and must succeed a constitution
saving throw being weakened and not being able to take
reactions until the end of their next turn on a failed save.
Until the end of your turn, you can target one affected
creature with a Taijutsu Finisher regardless of range, once
per turn, using either an Action or Bonus action, ignoring
its listed casting time.

25
ROYAL REVENGE deal double damage to objects, structures and
Classification: Taijutsu constructs.
Rank: B-Rank Additionally, you reduce bludgeoning, piercing and
Casting Time: Special slashing damage from weapon, taijutsu and bukijutsu
Range: 5 feet attacks and saving throws by 2d6 for the same duration.
Duration: Instant
Components: M STEEL KNUCKLE [CHANGED]
Cost: Special Classification: Taijutsu
Keywords: Taijutsu Rank: B-Rank
Description: As a part of casting this jutsu, you must Casting Time: 1 Action
currently be under the effects of the Royal Guard Taijutsu. Range: 5 Feet
You release the pent-up kinetic energy you’ve Duration: Instant
absorbed into a single potent blow with unwasted Components: M
movements. Cost: 12 Chakra
Make a single melee taijutsu attack, targeting a Keywords: Taijutsu
creature you can see within range. On a hit, you deal Description: As a requirement to activate this jutsu, you
bludgeoning damage equal to 1.5 times the amount of must currently be in the Iron Fist Stance.
damage you’ve reduced to 0, as a result of Royal Guard. You perform a series of high-powered strikes with full
Regardless of a hit or miss, immediately after the melee intention to cause harm, break bones and crush your
taijutsu attack made as a result of this jutsu, Royal Guard enemies.
immediately ends. Make a two melee taijutsu attacks. On a hit, you deal
your unarmed damage + 2d12 and force the target to
STAR SHOWER make a Strength saving throw. On a failed save, you
Classification: Taijutsu knock them back a number of feed equal to 10 x your
Rank: B-Rank strength ability modifier.
Casting Time: 1 Action, which you can only take while If you knock a creature away from you with any attack
airborne, falling, or jumping at minimum 30 feet. granted by this jutsu, you gain bonus movement speed
Range: 60 feet (20-foot cube) up to the number of feet you knocked the target away,
Duration: Instant
which you can only use to move to a space within 5 feet
Components: M
of the target that can hold you.
Cost: 13 Chakra
If they strike a solid surface that’s less than 5 feet
Keywords: Taijutsu
thick, they tear through it if they have at least 10 or more
Description: While falling you strike the air, creating
feet remaining to be knocked back, taking 4d6
pockets of force that strike like bullets, pelting the
bludgeoning damage for each surface they go through.
ground.
At Higher Ranks: For each rank you cast this jutsu
Select a space you can see. All creatures in a 20-foot
above B-Rank increase the cost of this jutsu by 3, the
cube originating from this space must succeed a
damage by 1d12 and 1d6.
dexterity saving throw taking 8d6 bludgeoning damage
and being dazed on a failed save for 1 minute or half as
much on a success.
STILL EARTH: REVERB
Classification: Taijutsu
A dazed creature remakes their saving throw at Rank: B-Rank
the end of each of their turns, ending the dazed Casting Time: 1 Action
condition on a success. Range: Touch
The area affected by this jutsu Duration: 10 Minutes
becomes cracked and riddled with fist Components: CM, M
sized craters and imprints becoming Cost: 14 Chakra
difficult terrain. Keywords: Taijutsu, Medical
At Higher Ranks: For each rank you cast this Description: You can see stiffness in the joints of
jutsu above B-Rank increase the cost of this your friends and can release that tension with a
jutsu by 3 and the size of the cube by 5-feet. single join adjustment. This jutsu cannot have its
cost reduced by any means.
STEEL Select one willing creature other than you, who
Classification: Taijutsu you can reach as you press their bodies joints
Rank: B-Rank into place with firm but gentle motions. When
Casting Time: 1 Action you do release a buildup of tension and stress
Range: Self within them. Affected creatures experience a
Duration: Special
bliss of resistance free movement for the
Components: CM, M
duration granting them a bonus +10 to
Cost: 14 Chakra
movement speed, +1 to AC, Strength and
Keywords: Taijutsu
Dexterity saving throws, and +2 to Athletics and
Description: You release chakra throughout your
Acrobatics ability checks.
body, enhancing your physicality temporarily. This
Additionally, for the duration the affected creature
self enhancement reinforces your hands and feet
gains an additional use of any 1 clan feature with a use
allowing you to break previously inconceivable
limitation or 1 additional spendable resource. If this
structures and materials with strikes alone.
additional resource isn’t spent by the end of the
Roll 1d4+1. The result is the number of rounds
duration it is lost. (Ex. Speed Dice, Sharingan use limit
you gain the benefit of this jutsu. (Excluding the
etc.) A creature can only benefit from this jutsu
turn, you activated it.)
once per long rest.
While gaining the benefits of this jutsu, you
Finally, if this creature is ever under the effects
gain a 1d6 bonus to attack and damage rolls and
of the weakened condition, this jutsu immediately ends.

26
At Higher Ranks: For each rank you cast this jutsu • +0-1: No Change.
above B-Rank increase the cost of this jutsu by 3. If this • +2-3: Affected creatures must succeed a constitution
jutsu is cast at A-Rank or higher, you can target up to saving throw vs whichever of the two casters has the
two creatures, instead of one. If this jutsu is cast at S- higher taijutsu save DC, becoming Incapacitated for
Rank or higher, affected creatures instead regain 2 1d4 rounds on a failed save.
additional clan feature uses/resources, instead of one. • +4-5: Affected creatures must succeed a constitution
saving throw vs whichever of the two casters has the
TRIPLE DOUBLE higher taijutsu save DC, becoming Stunned for 1d4
Classification: Taijutsu turns on a failed save.
Rank: B-Rank
Casting Time: 1 Action UNPREDICTABLE BLOWS
Range: 5 feet Classification: Taijutsu
Duration: Instant Rank: B-Rank
Components: M Casting Time: 1 Action
Cost: 14 Chakra Range: 5 Feet
Keywords: Taijutsu, Combo Duration: Instant
Description: You support your allies by breaking your Components: M
mutual enemies defenses, setting them up for a brutal Cost: 12 Chakra
finisher. Keywords: Taijutsu
Make a single melee taijutsu attack against a creature Description: As a requirement to activate this jutsu, you
within range. On a hit, you deal your unarmed damage. must currently be in the Drunken Fist Stance.
You grant two allies within 15 feet of you an additional You sway in and out of combat, dancing around your
reaction, which they can only use to cast a Taijutsu or opponent in a drunken stupor throwing them off, while
Bukijutsu with the Finisher keyword that has a casting time also making it difficult to pint you down into any single
of 1 Action. space.
Until the end of the current turn, up to two allied While you are engaged with at least 2 hostile
creatures within 15 feet of you, can target the triggering creatures, make one melee taijutsu attack against each
creature with a Taijutsu or Bukijutsu Finisher regardless of hostile creature you are currently engaged with. On a hit
range, one per turn each, using a reaction. you deal your unarmed damage + 3d8.
Each time you successfully hit a creature using this
TWIN FRONT LOTUS [CHANGED] jutsu, you increase your AC by +1 until the beginning of
Classification: Taijutsu your next turn, and that creature cannot make an
Rank: B-Rank opportunity attack against you until the beginning of
Casting Time: 1 Action their next turn.
Range: 5 Feet
Additionally, you gain a +1 bonus to saving
Duration: Instant
throws and ability checks (Max +5) made to resist
Components: M, W (Battle Wire)
being dazed, knocked prone, stunned or paralyzed
Cost: Special (49 Chakra)
and a +5 bonus to movement speed until the end of
Keywords: Taijutsu, Combination, Finisher
the current turn.
Description: This jutsu can only be cast if you
At Higher Ranks: For each rank you cast this jutsu
have one other caster who is within 15 feet of
above B-Rank increase the cost of this jutsu by 3 and
you. The second caster as a part of their
the damage by 1d8.
reaction moves to a space within 5 feet of
you that they can occupy.
As part of the requirements of this jutsu,
both you and the second caster must have
at least the First Heavenly Breath: Inhale or
any of the Heavenly Breaths thereafter active
or any of the 8 Inner Gates class feature active the
target must be airborne or falling.
You and the second caster leap into action
grabbing and wrapping the target in you and the
second casters battle wire as you begin to spin
creating a 3-person drill creating dust trails as
the three of you come crashing down into the
ground with the force of a meteor.
Each caster makes a melee taijutsu attack
each dealing their unarmed damage + 5d8.
If this jutsu is used as a Finisher, you both
instead make a melee taijutsu attack against
the target, dealing the attacking creatures
unarmed damage + 5d12. Additionally, all
creatures within 30 feet of the target must
succeed a Strength saving throw, being
knocked back 20 feet from the force and
falling prone.
Combination: When this jutsu is cast, it
gains additional effects based on who has
the highest Charisma modifier between
both casters.

27
A-RANK: DEATH BLOSSOM [CHANGED]
Classification: Taijutsu
AMPHIBIOUS GOUT Rank: A-Rank
Classification: Taijutsu Casting Time: 1 Action
Rank: A-Rank Range: 5 feet
Casting Time: 1 Bonus action Duration: Instant
Range: Self (15-feet) Components: M
Duration: 1 Round Cost: 20 Chakra
Components: M Keywords: Taijutsu, Finisher
Cost: 15 Chakra Description: You strike a downed creature in the chest,
Keywords: Taijutsu in an attempt to stop their beating heart with a single
Description: As a requirement to activate this jutsu, you strike. This jutsu can only be used against a creature who
must currently be in the Frog Fist Stance. is dazed, prone and who is not a construct.
You enter a highly mobile stance designed to allow you to Make a melee taijutsu attack. On a hit, the target must
assist all allies in martial combat. succeed a constitution saving throw. On a failed save,
Until the beginning of your next turn, allied creatures they take 10d6 in necrotic damage which cannot be
(including yourself) who would attempt to make a melee reduced by any means or half as much on a success.
taijutsu attack targeting a creature while both creatures are If this jutsu is used as a Finisher, on a failed save, the
within 15 feet of you, you may add your unarmed damage target instead takes 10d6 necrotic damage and suffers 5
die to their attack and damage rolls, as you support them ranks of internal laceration. While lacerated in this way,
and yourself, by bouncing around in the 15-foot radius they make medicine checks to end it at disadvantage.
supporting each strike and reinforcing each hit with one of If a creature has its hit points reduced to 0 as a result
your own. of this jutsu or Laceration cause by this jutsu, their heart
Additionally, until the beginning of your next turn, explodes.
hostile creatures who would attempt to make a melee or
range attack targeting any allied creatures (including DISABLING BLOW [CHANGED]
yourself) within 15 feet of you, reduces any damage they do Classification: Taijutsu
by twice your unarmed damage. Rank: A-Rank
Casting Time: 1 Action
COMBO BREAK [CHANGED] Range: 5 feet
Duration: Instant
Classification: Taijutsu
Components: M
Rank: A-Rank
Cost: 12 Chakra
Casting Time: 1 Reaction, which you take when you would
Keywords: Taijutsu
take damage or fail a saving throw against a jutsu with the Description: You strike at your target’s joints attempting
Combo keyword or a jutsu that allows a taijutsu or
to disable them for an extended period of time. Make a
bukijutsu to target you with a jutsu with the Finisher
taijutsu attack against each target within 5 feet of you, of
keyword regardless of range. your choice. Each target takes twice your unarmed
Range: Self
damage and have their movement speed reduced by half
Duration: Instant
and being unable to take reactions.
Components: M They must also make a constitution saving throw
Cost: 20 Chakra
being Weakened on a failed save.
Keywords: Taijutsu, Finisher
At the end of the targets turn they make another
Description: This jutsu can be cast even if you cannot
constitution saving throw to end the reduced movement,
normally gain the benefits of a reaction.
regain the ability to take reactions and remove the
You raise your defenses in preparation of being the target
Weakened condition on a successful save.
of a Finisher. You treat all jutsu with the Finisher keyword as
if it was not cast as a Finisher until the end of the current DRACONIC DRIVE
turn. If a jutsu can only be cast as a finisher, you are no Classification: Taijutsu
longer a valid target, and if there are no other valid targets, Rank: A-Rank
the jutsu casting is interrupted and fails. Casting Time: 1 Action
Range: 15 feet
COMBO EXTENDER [CHANGED] Duration: Instant
Classification: Taijutsu
Components: CM, M
Rank: A-Rank
Cost: 18 Chakra
Casting Time: 1 Bonus Action
Keywords: Taijutsu, Finisher
Range: Self
Duration: Concentration, Special Description: As a part of the requirements of this jutsu
Components: M you must have at least the Third Heavenly Breath: Breathe
Cost: 16 Chakra or any Heavenly Breaths thereafter active or at least the
Keywords: Taijutsu 3rd Gate of Life of the 8 Inner Gates Taijutsu Specialist
Description: As part of the requirements of this jutsu, you class feature active.
must have at least the “Third Heavenly Breath: Breathe” or You leap backwards into the sky as you release chakra
any of the Heavenly breaths thereafter active. from your spine creating jets of chakra that keep you in
For the Duration of your Heavenly breath’s, you gain an the air before propelling you downward towards a
additional action and bonus action on your turns. creature you can see in range. Make a melee taijutsu
The extra action can only be used to take the attack action or attack dealing your unarmed damage +6d6. Regardless
cast a taijutsu with a casting time of 1 action. of a hit or miss, you create a shockwave originating from
The extra bonus actions can only be used to take the the same space of the original target emanating out in a
dash or disengage actions. 20-foot radius sphere. All creatures in this radius,

28
excluding you, must succeed a dexterity saving throw. IRON GUARD [CHANGED]
On a failed save they take 6d6 bludgeoning damage and Classification: Taijutsu
becoming dazed for 1 minute or half as much damage on Rank: A-Rank
a successful save. Casting Time: 1 Reaction, which you take when you
would take damage.
FINAL LOTUS Range: Self
Classification: Taijutsu Duration: 1 Round.
Rank: A-Rank Components: M
Casting Time: 1 Action Cost: 16 Chakra
Range: Touch Keywords: Taijutsu
Duration: Instant Description: As a requirement for this jutsu you must
Components: CM, M currently be gaining the benefit of any one Taijutsu
Cost: 18 Chakra Stance.
Keywords: Taijutsu, Finisher As a reaction to taking damage, add your Taijutsu
Description: This jutsu can only be cast as a Taijutsu ability modifier to your AC against the triggering attack,
Finisher. As part of the requirements of this jutsu, you potentially turning a hit into a miss. This bonus lasts
must have at least the “Fifth Heavenly Breath: Respire” or until the end of your next turn.
any of the Heavenly breaths thereafter active or the 5th Regardless if the attack hits or misses, after the
Gate of Limit of the 8 Inner Gates class feature active. conclusion of the triggering attack, and until the
The target of this jutsu must be restrained or grappled. beginning of your next turn, you gain a thin armor of
Make five taijutsu attacks against the target. On a Hit, chakra armor meant to protect you. This armor is
Target creature takes Unarmed damage +2d6. Each temporary hit points and has a value equal to your
successful hit, increase the damage die by 1d6. If all five Taijutsu attack bonus + half of your level.
attacks hit, you make a 6th attack. On a hit with the 6th
attack, you deal 10d6 Bludgeoning damage and knock LANDSLIDE
the target prone. (This Jutsu cannot score a critical hit) Classification: Taijutsu
After this jutsu, you immediately end either your Rank: A-Rank
Heavenly Breaths or 8 Inner Gates. Casting Time: 1 Action
Range: Special
HEAVEN KILLER [CHANGED] Duration: Special
Classification: Taijutsu Components: M
Rank: A-Rank Cost: 20 Chakra
Casting Time: 1 Action Keywords: Taijutsu
Range: 90 feet Description: As a part of the requires to cast this jutsu,
Duration: Instant you must currently be standing on an incline or slope
Components: CM, M style terrain.
Cost: Special (70 Chakra) You take a solid stance and stomp the ground sending
Keywords: Taijutsu, Combination, Finisher out light but effective shockwaves throughout the
Description: This jutsu can only be cast as a taijutsu surrounding terrain. All delicate structures,
Finisher. environment, creatures and materials excluding you,
This jutsu can only be cast if you have one other caster within 120 feet, that is not anchored into the ground at
who is within 15 feet of you. The second caster as a part of least 1 to 5 feet deep or holding on to something that is
their reaction moves to a space within 5 feet of you that anchored into the ground, begin to aggressively slide
they can occupy. down the incline or slope.
Both casters leap in to strike the target creature using Once cast, this inclined or slopped surface counts as
each other as leverage while juggling the target in between difficult terrain. All stone, must, snow, trees, debris,
their strikes. Make a combined number of melee taijutsu structures and creatures that begin to slide down this
attacks equal to their combined Taijutsu ability modifier incline or slope must succeed a dexterity saving throw at
(Max 10), with each caster attacking one after the other the beginning of each of their turns to avoid being struck
with no caster attacking twice in a row. On a hit, the by other falling debris sliding down the slope with them.
attacker deals their unarmed damage +2d6. Things falling or sliding down this slope or incline do
If at least seven attacks were successful, both casters not stop falling or sliding until the reach solid, flat
make one final melee taijutsu attack, but only the attack ground. All objects, environment, structures and
with the highest result is counted. Based on the degree of constructs fall 60 feet per round, while creatures fall 45
success over the target AC, this attack deals increased feet per round.
damage. Creatures who fail their saving throws are struck with
• Succeeds by 1~4: Both casters unarmed damage + 4d6. a solid surface or object, structure or creature sliding as
• Succeeds by 5~9: Both casters unarmed damage + 5d6. a result of this jutsu and suffer 4d6 bludgeoning damage
• Succeeds by 10~14: Both casters unarmed damage + 6d6. per object, structure or creature within 5 feet of them
• Succeeds by 15+: Both casters unarmed damage + 7d6. while sliding.
A creature can spend their reaction on another
Combination: When this jutsu is cast, it gains creatures turn to attempt a Strength (Athletics) check to
additional effects based on who has the highest slow their decent by half (round down) at the beginning
Charisma modifier between both casters. of their next turn.
• +0-1: No Change. A creature no longer standing on the inclined or
• +2-3: Increase damage die by one step sloped surface at the beginning of their turn does not
(D6>D8>D10>D12). need to make any athletics checks or saving throws due
• +4-5: Increase damage die by two steps to this jutsu.
(D6>D8>D10>D12).

29
This landslides duration is entirely DM’s discretion Make a melee taijutsu attack, on a hit you deal your
based on the total height of the actual incline or slope unarmed damage + 13d8 and all creatures, including the
and the volume of things that fall in its totality. This original target who are adjacent to you must succeed a
jutsu can stripe a large section of a mountain side or strength saving throw. On a failed save they are thrown
begin a city threatening avalanche on a snowcapped 30 feet into the air, becoming airborne.
mountain. All other creatures excluding your original target,
until the end of the current turn, can be targeted by your
MAGNUM KNUCKLE allies within 30 feet of you with a taijutsu or bukijutsu
Classification: Taijutsu Finisher regardless of range, once per turn, using their
Rank: A-Rank reaction, ignoring its listed casting time.
Casting Time: 1 Bonus action
Range: Self
Duration: Concentration, up to 1 Minute
SAVAGE ROAR
Classification: Taijutsu
Components: CM, M
Rank: A-Rank
Cost: 17 Chakra
Casting Time: 1 Action
Keywords: Taijutsu
Range: Self
Description: You enrich your arms and legs with chakra
Duration: Concentration, up to 1 minute
that increases combat prowess. For the duration, you
Components: M
have advantage on attack of opportunities, and your
Cost: Special (70 Chakra)
unarmed attacks deal an additional die of damage. Also,
Keywords: Taijutsu, Combination
up to twice per turn, when you make an unarmed attack,
Description: This jutsu can only be cast if you have one
target creatures must succeed a constitution saving
other caster who is within 15 feet of you. The second
throw or reduce their movement speed by 10 until the
caster as a part of their reaction moves to a space within 5
end of their next turn.
feet of you that they can occupy.

PHANTOM MOBILITY You and the second caster perform a symbiotic


fighting stance, roaring and working in consistent
Classification: Taijutsu
Rank: A-Rank tandem, never acting independently. For the duration of
Casting Time: 1 Action this jutsu, you do not need to spend chakra to maintain
Range: Self concentration on this jutsu.
Duration: Concentration, up to 1 minute When you or the second caster would spend their
Components: M action or bonus action to cast a taijutsu, both casters of
Cost: 15 Chakra this jutsu perform the same jutsu, gaining its benefits
Keywords: Taijutsu simultaneously, so long as both casters could cast it. (Ex.
Description: As a requirement to activate this jutsu, you A caster who cannot cast a specific Hijutsu cannot cast the
must currently be in the Silent Fist Stance. same jutsu as another caster who can cast that Hijutsu)
While you are benefiting from this stance, you do not When a jutsu is cast in this fashion both casters do not
need to spend chakra to maintain concentration. need to know the jutsu, but must be able to fulfill the
If you cast this jutsu while you are currently gaining conditions of the jutsu cast to gain its benefits. If they
the benefits of the Silent Movement taijutsu, reduce this cannot this jutsu (Savage Roar) immediately ends.
jutsu’s cost by half (rounded down), and you Regardless of the taijutsu cast, if it would normally
immediately end concentration on the Silent Movement force the other caster to make a saving throw, they are
taijutsu, while still retaining its benefits for this jutsu’s immune to its offensive effects.
duration. Combination: When this jutsu is cast, it gains
While you are gaining this jutsu’s benefits; You can additional effects based on who has the highest
move through a creatures space while suffering no Charisma modifier between both casters.
movement penalties and requiring nor ability checks. • +0-1: No Change.
When you take the dash action, you can do so as a bonus • +2-3: Both casters gain a +2 bonus to their taijutsu
action and ignore difficult terrain. When water or wall
attack rolls.
walking, you move at your full speed and finally, • +4-5: Both casters gain a 1d4+1 bonus to their taijutsu
unarmed attacks you make deal half their damage to
attack rolls and a +1 bonus to their taijutsu save DC.
creatures of your choice who are adjacent to your attacks
original target.

REAL IMPACT [CHANGED]


Classification: Taijutsu
Rank: A-Rank
Casting Time: 1 Action
Range: 5 Feet
Duration: Instant
Components: CM, M
Cost: 20 Chakra
Keywords: Taijutsu, Finisher
Description: As a requirement to cast this jutsu, you can
only target creatures who are both Dazed and Slowed.
This jutsu can only be cast as a Finisher.
You reel back preparing to perform a rising uppercut
with enough chakra to distort the area around you from
the force of your attack alone.

30
SEIDOU GOITSU SUPREME PACIFICATION
Classification: Taijutsu Classification: Taijutsu
Rank: A-Rank Rank: A-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Self Range: 5 Feet
Duration: Special Duration: Special
Components: M Components: M
Cost: 20 Chakra Cost: 18 Chakra
Keywords: Taijutsu Keywords: Taijutsu
Description: An advanced and dangerous technique Description: An advanced pacification technique meant
that’s a part of an ancient martial arts made by to completely remove a creature from combat or prevent
combining the opposing chakra of Yin and Yang. This them from entering combat all together.
jutsu works by having your Yin chakra first becomes As a part of the activation of this jutsu, you must
focused inward, while your Yang chakra explodes target a single creature putting all of your focus upon
outward resulting in an explosive boost in the user’s them. Make a single melee taijutsu attack. On a hit, you
physical abilities. immediately grapple and restrain the target. The target
At the beginning of each of your turns, you can choose can spend their reaction to make an opposed Strength
to attempt to maintain this jutsu or end it. If you attempt (Athletics) check to break free immediately ending this
to maintain it, make a Strength or Dexterity (Martial jutsu, remaining grappled and restrained on a failed
arts) check vs a DC 10. On a success, you maintain this check.
jutsu. Each time after the first, when you make this jutsu On an affected creatures turn; they must spend an
while this jutsu is active, increase the DC by +2. On a action to attempt to escape by making a Strength saving
failed check this jutsu immediately ends. If you end this throw.
jutsu instead of attempting to maintain it, this jutsu While a creature is grappled and restrained this way,
ends with no further effect. they cannot form handseals, perform the help action, or
While gaining the benefits of this jutsu, unarmed make any Strength of Dexterity ability checks.
attacks and taijutsu attacks you make are all made at Additionally, they cannot speak or make verbal sounds
advantage. Additionally, you deal bonus damage equal to as you have their mouth covered as well.
your level, twice per turn, with unarmed and taijutsu After 5 rounds, a creature restrained in this way, must
attacks. begin to make constitution saving throws at beginning
If this jutsu ends as a result of failing the check to of each of their turns. On a failed save, they fall
maintain it, you gain a number of ranks of the Weakened unconscious.
condition, for a number of minutes equal to the number While you are grappling a creature in this way, your
of rounds this jutsu remained active. movement speed is reduced by half, you cannot take the
dash action, you cannot form handseals, and you cannot
SIXTH HEAVENLY BREATH: GASP concentrate on ninjutsu or genjutsu.
Classification: Taijutsu
Rank: A-Rank SUPREME VIOLENCE
Casting Time: 1 Bonus Action Classification: Taijutsu
Range: Self Rank: A-Rank
Duration: Special Casting Time: 1 Action
Components: CM Range: Self
Cost: 19 Chakra Duration: Concentration, up to 1 minute
Keywords: Taijutsu Components: CM, M
Description: As a requirement to activate this jutsu, you Cost: 19 Chakra
must have Fifth Heavenly Breath: Respire currently active. Keywords: Taijutsu
You end your concentration on that jutsu and this one Description: You pump chakra through your body until
takes its place. You keep all the effects of that jutsu, you can puppet your body with your chakra alone
stacking them with this jutsu’s effects. allowing you to react with but a thought. As a part of the
You increase your heart and lung size two-fold. Doing so activation of this jutsu you cannot concentrate on any
increases your body’s ability to filter poisons and provide Ninjutsu or Genjutsu for the duration of this Taijutsu.
nutrition throughout. The aura that surrounds you begins For the duration increase your AC by your Constitution
to glow far more intensely as it begins to coalesce into a modifier and you gain an additional Reaction which you
storm like formation. Your first two taijutsu deal 1d8 bonus take when you are targeted by an attack. When you use
damage, and you gain 30 Temporary Hit Points which stack this additional reaction, you gain the benefits of using
with other Temporary Hit Points granted by Heavenly the dodge action against a single attack.
Breath taijutsu.
Upon ending this jutsu, you gain 2 ranks of the
Weakened condition and 1 rank of the
Slowed condition until you finish a long
rest. This cannot be removed or ended
early except by a jutsu with the Medical
keyword of S-Rank.

31
TENEBROUS CLAW [CHANGED] • Unarmed attacks you make deal an additional 2d6 Damage
Classification: Taijutsu on a hit.
Rank: A-Rank • When you score a successful hit with an unarmed attack,
Casting Time: 1 Action once per turn, you may force a target to make a Strength
Range: 5 Feet saving throw, gaining 2 ranks of bruised on a failed save.
Duration: Instant • Taijutsu attacks that would deal unarmed damage, deal an
Components: M additional 4d6 damage once, per taijutsu cast, while
Cost: 18 Chakra benefiting from this jutsu.
Keywords: Taijutsu, Finisher • You deal the maximum possible damage to structures and
Description: You perform a series of blows with enough constructs.
speed, strength, and striking power to generate sparks of • Each space you move through counts as difficult terrain
electricity with each blow. for all creatures with a dexterity ability score lower than
Make three melee taijutsu attacks against one creature you your strength ability score.
can see within range, dealing your unarmed damage + 4d8. • As a reaction, which you can take when you would make a
If this jutsu is used as a Finisher, you instead make four Strength or Dexterity saving throw from a ninjutsu or
taijutsu attacks, inflicting the bruised condition on each taijutsu cast that has the shape of a sphere, cylinder,
successful hit. When all four attacks have been made, as long cone, or line, you can perform a round house kick,
as at least one attack scored a successful hit, the target is striking the jutsu while also initiating a clash.
forced to make a Constitution saving throw, suffering a -1 • When you would make a Strength (Martial arts) check for
penalty for each successful hit after the first. On a failed save, the clash, you make it at advantage and reroll 1’s and 2’s.
the target is dazed. But this daze may last for an extended
At Higher Ranks: For each rank you cast this jutsu above A-
period of time based on the severity of the failure.
Rank increase the cost of this jutsu by 3 and the damage by
• Fails by 1~4: Normal daze duration. 1d6. If you cast this jutsu at S-Rank, when you win a clash
• Fails by 5~9: Dazed for 2 of its turns. check with this jutsu’s reaction, you deal 7 times your
• Fails by 10~14: Dazed for 3 of its turns. unarmed damage.
• Fails by 15+: Dazed for 1 minute.
VIOLENT LEAF ADAMANTINE-STRENGTH
TIGER LILY WHIRLWIND
Classification: Taijutsu Classification: Taijutsu
Rank: A-Rank Rank: A-Rank
Casting Time: 1 Bonus action Casting Time: Special
Range: 30 Feet
Range: 5 Feet
Duration: Concentration, up to 1 minute
Duration: Instant
Components: CM, M
Components: CM, M
Cost: 18 Chakra
Cost: 18 Chakra
Keywords: Taijutsu, Sensory
Keywords: Taijutsu
Description: You enter a state of serenity and gain
Description: As a part of casting this jutsu, you must
impenetrable clarity of the world around you. For the
currently have at least the Fourth Heavenly Breath: Wheeze or
duration you gain 60 feet of tremorsense and blind sight. You
any of the Heavenly Breaths thereafter active or at least the
gain immunity to Genjutsu with the Visual Keyword.
3rd Gate of Life from the 8 Inner Gates Taijutsu Specialist,
TRUE RAKSHASA’S PALM [CHANGED] Passionate Youth class feature active.
Classification: Taijutsu When you first enter any of the listed breathes or inner
Rank: A-Rank gates you may activate this jutsu once. When you do, you
Casting Time: 1 Action may immediately move up to 30 feet towards any hostile
Range: Self creature you can see. If you end your movement within
Duration: Concentration, up to 1 minute 5 feet of the them, you can immediately make a
Components: CM, M single powerful
Cost: 20 Chakra roundhouse kick.
Keywords: Taijutsu Make a melee taijutsu
Description: As a part of casting attack. On a hit you deal 6
this jutsu, you must times your unarmed damage and
currently have both the target must succeed a strength saving
Rakshasa’s Palm and throw. On a failed save they are thrown back a
Rakshasa’s Sole on your number of feet equal to your strength modifier
known jutsu list. times 20. If they strike a solid surface that’s
You combine both techniques forming a less than 5 feet thick, they tear through it if
perfect fusion of both, managing a balance. they have at least 10 or more feet
For the duration of this jutsu, you cannot lose remaining to be knocked back, taking
concentration of this jutsu as a result of 6d6 bludgeoning damage for each
Damage or failing a concentration check. surface they go through.
While you are gaining the benefits of
this jutsu, you cannot cast or maintain
concentration on Rakshasa’s Palm or
Rakshasa’s Sole.
You gain the following benefits for
the duration;

32
VIOLENT STRANGLING
Classification: Taijutsu
Rank: A-Rank
Casting Time: 1 Action
Range: 5 Feet
Duration: Instant
Components: CM, M
Cost: 19 Chakra
Keywords: Taijutsu
Description: With a sudden movement you grip a targets
throat with such speed most don’t get a chance to react.
Make a melee taijutsu attack against the target. On a Hit the
target is grappled and restrained. The target also cannot
make hand seals as you hold one of their hands. The target
also gains one degree of exhaustion. At the end of each of
the targets turns they gain one degree of exhaustion. The
target on each of its turns can use its action to make a
Strength saving throw to escape your grip. When a creature
would escape this jutsu they lose all ranks of exhaustion
gained from this Jutsu.

WANDERING ARACHNID
Classification: Taijutsu
Rank: A-Rank
Casting Time: 1 Bonus action
Range: Special
Duration: Concentration, up to 10 minutes
Components: M S-RANK:
BLACK NERIUM
Cost: 16 Chakra
Keywords: Taijutsu
Classification: Taijutsu
Description: As a requirement to activate this jutsu, you
Rank: S-Rank
must currently be in the Spider Fist Stance.
Casting Time: 1 Action
You enter a highly mobile stance designed to allow you
Range: 5 Feet
to capture as many enemies in your web as possible at
Duration: 1 minute
the same time. You do not need to spend chakra to
Components: CM, M
maintain concentration on this jutsu.
Cost: 30 Chakra
When you would deal damage to a creature with an
Keywords: Taijutsu, Medical
unarmed, taijutsu, or bukijutsu while this jutsu is active,
Description: You attempt to press a point on the base of a
you immediately grapple the target(s) with your battle
hostile creatures neck. When you do, you reverse their bodies
wire. You can grapple a number of creatures this way
blood flow completely throwing their heart off and causing
equal to your proficiency bonus at a time, using the same
blood vessels to explode.
battle wire.
Make a melee taijutsu attack. On a hit, the target must
Additionally, creatures who are grappled in this way
make a Constitution saving throw at the beginning of
take slashing damage equal to Xd4 at the beginning of
each of their turns for the next minute.
each of their turns, where X = the number of creatures
Each time they would fail their saving throw, they
grappled by you, using your battle wire.
suffer a -1 penalty to their Strength, Dexterity and
WORLD BREAKER Constitution ability checks, attack rolls and saving
Classification: Taijutsu throws for the duration and suffer 5d6 necrotic damage
Rank: A-Rank which cannot be reduced or resisted by any means.
Casting Time: 1 Action A creature who would fail all 10 saving throws, dies. As
Range: 5 Feet every blood vessel in their body collapses.
Duration: Instant A creature who is targeted with a Jutsu with the
Components: CM, M medical keyword that would end conditions or restore
Cost: 19 Chakra hit points cast at S-Rank, has this jutsu’s effect
Keywords: Taijutsu immediately end.
Description: You strike the ground with such force that
you destroy the surrounding area with little concern. All BLUE ROSE [CHANGED]
creatures in a 60-foot cube originating from you must Classification: Taijutsu
succeed a Dexterity saving throw taking 10d10 Rank: S-Rank
bludgeoning damage as the surface is destroyed and Casting Time: 1 Action
pieces of the ground shoot out in random directions. Range: Self
The affected area is counted as difficult terrain and Duration: 1 minute
creatures that are greater than 10 feet from each other Components: CM, M
are heavily obscured from one another. Cost: Special (30 Chakra)
Keywords: Taijutsu
Description: You enter a state of absolute passion and
ambition. You cannot lose concentration on this jutsu as a
result of damage. You gain 2 additional bonus actions, per
round.

33
CRIMSON SKIES [CHANGED] For the duration this jutsu adjusts your physicality in the
Classification: Taijutsu following ways. Once you use this jutsu, you cannot gain its
Rank: S-Rank benefits until you complete a long or full rest.
Casting Time: 1 Action • Your speed is reduced by half.
Range: Self (45-foot cylinder) • You cannot cast or maintain Ninjutsu or Genjutsu.
Duration: Instant • You gain a number of temporary hit points equal to 10
Components: CM, M times your Taijutsu save DC.
Cost: 25 Chakra o This jutsu lasts for 10 minutes or until the
Keywords: Taijutsu temporary hit points granted by this jutsu is reduced
Description: You punch skyward with enough force to to 0.
ignite the air around you, sparking flames and cinder to • When you spend your reaction to activate the Royal
erupt. This creates an updraft of flames made by pure Guard jutsu, you do not spend chakra, you instead reduce
kinetic friction. This in turn turns the sky red for any the damage you would take to 0, and then reduce the
creature who is within 1 mile of you. number of temporary hit points you have by 10.
This sudden change in atmospheric pressure creates a • When you activate the Royal Revenge jutsu, you instead
sudden shift in air pressure creating a massive cyclone that reduce your current temporary hit points to 0, and the
lasts for but a moment. target takes bludgeoning damage equal to twice the
All creatures (excluding you) within 45 feet of you must number of temporary hit points you had remaining on a
succeed a Constitution saving throw. On a failed save, they successful hit.
take 10d8 fire damage from the spark of flames or half as
much on a success EVENING ELEPHANT [CHANGED]
Immediately after, all creatures in the same area must Classification: Taijutsu
succeed a Strength saving throw. Creatures who failed their Rank: S-Rank
constitution saving throw makes this saving throw at Casting Time: 1 Action
disadvantage. On a failed strength saving throw, creatures Range: 60 Feet Line
are thrown 120 feet in a random direction taking 10d8 Duration: Instant
bludgeoning damage as they strike the ground or a solid Components: M
surface. On a successful save, they take half damage and Cost: 21 Chakra.
are instead thrown only 60 feet in a random direction. Keywords: Taijutsu, Finisher, Clash
Description: This jutsu can only be cast as a Taijutsu
DAYTIME TIGER [CHANGED] Finisher. This is the ultimate culmination of offensive
Classification: Taijutsu taijutsu. As a part of the activation of this jutsu, you
Rank: S-Rank must currently be under the effects of at least either
Casting Time: 1 Action Sixth Heavenly Breath: Gasp Taijutsu or 7th Gate of Wonder
Range: 30 Feet or higher.
Duration: Instant Make 5 Taijutsu attacks against a target. Each attack
Components: M you make is treated as a shockwave that affects all
Cost: 20 Chakra creatures in a 5-foot-wide, 60 feet line behind your
Keywords: Taijutsu, Finisher, Clash initial target. On a hit, the target creature takes 5d10
Description: This jutsu can only be cast as a Taijutsu bludgeoning damage. All creatures behind the target
Finisher. As part of the requirements of this jutsu, you creature must make a Dexterity saving throw taking 5d8
must have at least the “Sixth Heavenly Breath: Gasp” or force damage on a failed save or half as much on a
the 7th Gate of Wonder of the 8 Inner Gates class feature successful one. (This Jutsu cannot score a critical hit)
active.
You take your palm and tap it with a closed fist
creating a vortex of air pressure. Make a range Taijutsu
attack. On a hit the target takes 10d12 bludgeoning and
10d12 force damage. Each creature within 30 feet around
the target creature must make a Dexterity saving throw.
A target takes 10d10 Force Damage on a failed save, or
half on a successful one.

DREADNAUGHT GUARD
Classification: Taijutsu
Rank: S-Rank
Casting Time: 1 Action
Range: Self
Duration: Special
Components: CM, M
Cost: Special (35 Chakra)
Keywords: Taijutsu
Description: As a part of casting this jutsu, you must
currently have both the Royal Guard and Royal Revenge
Taijutsu on your known jutsu list.
You take everything learned from both of the
aforementioned jutsu and apply it to yourself in the most
literal fashion. You generate a hazy, but dense aura of
chakra around yourself designed to protect you from
basically all forms of damage.

34
FINAL FURY LEAF DRAGON GOD
Classification: Taijutsu Classification: Taijutsu
Rank: S-Rank Rank: S-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 5 Feet Range: 120 feet
Duration: Instant Duration: Instant
Components: CM, M Components: M
Cost: Special (88 Chakra) Cost: 28 Chakra.
Keywords: Taijutsu, Combination Keywords: Taijutsu, Finisher, Clash
Description: This jutsu can only be cast if you have one Description: An Ultimate taijutsu created by a legendary
other caster who is within 15 feet of you. The second master. You perform an upward spin kick which quickly
caster as a part of their reaction moves to a space within 5 becomes a pressurized tornado that shapes itself into a
feet of you that they can occupy. dragon with long whiskers. Move yourself up to 120 feet in
You and the second caster perform a joint combined any direction even turning corners and up walls. All
series of strikes attacking vital points across a targets creatures who you pass within 5 feet of, must succeed a
body. Strength saving throw being pulled into the tornado and
Each caster make three melee taijutsu attacks, dealing thrown to the end of it landing 5 feet in front of where ever
their unarmed damage + 5d8 on a hit. If both casters you end your movement, taking 12d8 bludgeoning damage
successfully hit their target with all of their attacks the and taking additional damage as if they were falling. On a
target must succeed a constitution saving throw vs the successful save they only take half damage. Creatures take
Taijutsu save DC of the caster with the highest DC. On a twice the amount of falling damage as a result of this jutsu.
failed save the target gains 5 stacks of the Weakened Creatures who fail the Strength saving throw must also
condition for the next 24 hours. succeed a constitution saving throw being slashed by the
Combination: When this jutsu is cast, it gains debris this taijutsu picks up taking 6d8 slashing damage on
additional effects based on who has the highest a failed save or half as much on a successful save.
Charisma modifier between both casters.
• +0-1: No Change.
NIGHT GUY
Classification: Taijutsu
• +2-3: Both casters gain a +2 bonus to their taijutsu
Rank: S-Rank
attack rolls.
Casting Time: 1 Action
• +4-5: Both casters gain a +2 bonus to their taijutsu
Range: Special
attack rolls, +1d4 bonus to damage rolls and a +1
Duration: Instant
bonus to their taijutsu save DC.
Components: CM, M

HELL ON EARTH [CHANGED] Cost: Special (1 Chakra)


Keywords: Taijutsu
Classification: Taijutsu
Description: As a part of casting this jutsu, you must
Rank: S-Rank
currently have at least the Seventh Heavenly Breath: Exhale or
Casting Time: 1 Action
the 8th Gate of Death from the 8 Inner Gates Taijutsu Specialist,
Range: Self (60-foot sphere)
Passionate Youth class feature active.
Duration: Instant
You begin to emit an enormous amount of red steam,
Components: CM, M
known as the ‘Steam of Blood’, and your chakra manifests
Cost: 35 Chakra
into a red burning beast of your description around your
Keywords: Taijutsu, Finisher
body. You then shout an activation word of your choice,
Description: As a requirement of casting this jutsu you
before dashing forward with such force that space in front of
must target a prone creature. This jutsu can only be cast
your becomes distorted.
as a Finisher.
You may select any creature or space you can see or within
You raise your hand to the sky, beckoning the heavens
120 feet of you. You move in as straight a line as possible. You
and projecting your essence of self into you hand. You
move through all structures, environmental obstructions and
then attempt to create a direct fissure through the prone
anything similar as if you could phase through them. You
target into the underworld with a single blow. When you
ignore summoned constructs and structures created by Jutsu,
strike the target, you also create a 60-foot radius sphere
features or traits.
of destruction powered by your essence alone.
Additionally, the target cannot gain the benefits of any
Make a single melee taijutsu attack. On a hit, you deal
Reaction they use until the beginning of their next turn.
10d12 +80 bludgeoning damage.
You then kick, with the force required to distort time and
Regardless of a hit or miss, all creatures, excluding
space. Make a melee taijutsu attack, at advantage, rerolling
you and the original target, must succeed a dexterity
any result that’s less than 8 on the die. On a hit, you deal Xd12
saving throw taking 10d8 + 80 bludgeoning damage on a
+ 100 bludgeoning damage, where X = the casters level +
failed save, or half as much on a success.
Proficiency + Taijutsu ability modifier.
After using this jutsu, you cannot use it again until you
If this would reduce a creatures hit points to 0, they are
complete a rest. If you attempt to use this jutsu a second
atomized, becoming unable to be revived by any means.
time before you complete a rest, you must also spend 5
At the conclusion of this attack, all of the blood in the users
Hit dice in addition to the chakra cost.
body is boiled out of them, forcing the end of their Heavenly
breaths and/or 8 Inner Gates, they then begin to turn to ash,
crumbling into dust over the course of the next minute.

35
RED LOTUS [CHANGED] • When a creature would miss you with an attack, you may
Classification: Taijutsu take the attack action making an unarmed or weapon
Rank: S-Rank attack targeting the triggering creature.
Casting Time: 1 Action • The first time you would take damage, or suffer any hostile
Range: Self creatures effect, this jutsu immediately ends.
Duration: 1 minute
Components: CM, M THE LAST WALTZ
Cost: Special (30 Chakra). Classification: Taijutsu
Keywords: Taijutsu Rank: S-Rank
Description: You enter a state of absolute instinct and Casting Time: 1 Action
focus. As a part of the activation of this jutsu you cannot Range: Self (5 feet)
concentrate on any other jutsu for the duration. You Duration: Concentration, up to 1 minute
cannot lose concentration on this jutsu as a result of Components: M
damage. Cost: 26 Chakra
You can take 2 additional reactions, per round. Keywords: Taijutsu
Description: You can only cast this jutsu while you are
SEVENTH HEAVENLY BREATH: EXHALE adjacent to at least one hostile creature. The hostile
Classification: Taijutsu creature(s) you are adjacent to must make a contested
Rank: S-Rank Strength or Dexterity (Martial Arts) check vs your Strength or
Casting Time: 1 Action Dexterity (Martial Arts) check. If the adjacent creatures fail the
Range: Self contested check, for the duration, when they would move
Duration: Concentration, up to 10 Minutes away from you, even if they would disengage, you may move
Components: CM
up to your movement speed to become adjacent to them again.
Cost: 20 Chakra
(This does not spend any movement if you move on another
Keywords: Taijutsu
creatures turn.) When you do, you may take the attack action
Description: As a requirement to activate this jutsu, you
targeting them with an unarmed or weapon attack.
must have Sixth Heavenly Breath: Gasp currently active. You
On a hit, they cannot target any other creature with a
end your concentration on that jutsu and this one takes its
melee or ranged attack except for you until the end of the
place. You keep all the effects of that jutsu, stacking them
current turn.
with this jutsu’s effects.
Additionally, when you would take the attack action,
You turn off your heart’s limiters allowing it to pump
you can take additional attack actions targeting different
an unquantifiable amount of oxygen through your body.
adjacent creatures.
The aura that surrounds you begins to glow far more
intensely as it begins to take a shape of your choice such
WHITE LILY [CHANGED]
as a skull, eyes, or a demon. Your first two taijutsu Classification: Taijutsu
attacks per turn gain a +5 bonus to hit and are made at Rank: S-Rank
advantage, deal 7d8 bonus damage, and you gain 40 Casting Time: 1 Action
Temporary Hit Points which stack with other Temporary Range: Touch
Hit Points granted by Heavenly Breath taijutsu. Duration: Concentration, up to 1 minute
Upon ending this jutsu, you gain 7 ranks of the weakened Components: CM, M
condition and 7 ranks of the slowed condition until you Cost: Special (25 Chakra)
finish a One week of downtime. This cannot be removed or Keywords: Taijutsu, Medical
ended early by any means. Description: You press a point on the base of a willing ally’s
spine. When you do, you release their bodies limited synapse
SSSTYLISH COMPLIMENTS response time, enhancing it, allowing an allied creature to
Classification: Taijutsu
move at the speed of thought.
Rank: S-Rank
For the duration, the target gains 2 additional bonus
Casting Time: 1 Action
action and reaction. The target of this jutsu cannot
Range: Self
concentrate on any other jutsu for the duration.
Duration: Special, up to 1 minute
After one minute their body slows down, becoming
Components: CM, M
weakened for 1 hour.
Cost: Special (30 Chakra)
You cannot target yourself with this jutsu. If a creature
Keywords: Taijutsu
benefiting from this jutsu gains 2 or more ranks of
Description: You begin to perform a series of extremely
Shocked, they become paralyzed until the end of their
disrespectful movements designed to not only show how
next turn.
absolutely amazing you are, but how woefully unprepared
A creature cannot gain the benefits of this jutsu more
your enemies are to deal with someone of your caliber.
than once per rest.
While you are under the effects of this jutsu you gain the
following;
• For the next minute, each time you would score two
successful hits on a creature you gain a +1 bonus to your
AC and all saving throws until the beginning of your next
turn.
• For the duration, you cannot suffer penalties to your AC,
attack rolls or saving throws.
• When you would succeed a saving throw that would
inflict a condition or deal damage, you instead suffer no
effects or damage.

36
BUKIJUTSU
Bukijutsu (Literally meaning: sword hidden in the hand techniques) pertains to techniques that entail the throwing of
shuriken, kunai, Senbon, or any other number of hand-held weapons. Bukijutsu can be used in combination with Taijutsu,
ninjutsu, and/or chakra flow in order to create more devastating techniques

As a consequence of the versatility of the weapons involved, it is practiced by nearly all shinobi to some extent. However,
because of its value as a supplemental art, numerous more innovative techniques have been developed, including ones that
can even alter the trajectory of the projectiles once they've been thrown. Expert users can use such methods to accurately
hit targets that are even located in their blind spot.

At Higher Ranks: For each rank you cast this jutsu


D-RANK: above D-Rank, increase the cost of this jutsu by 3 and
the target suffers a -1 penalty on their save.
1 -SHOT CRUSHING BLOW
Classification: Bukijutsu 2-POINT PENETRATE [CHANGED]
Rank: D-Rank Classification: Bukijutsu
Casting Time: 1 Action Rank: D-Rank
Range: Weapon Range Casting Time: 1 Action
Duration: Instant Range: Weapon Range
Components: W (Melee Bludgeoning), M Duration: Instant
Cost: 4 Chakra Components: W (Melee Piercing), M
Keywords: Bukijutsu Cost: 4 Chakra
Description: You perform a rising strike with your Keywords: Bukijutsu
weapon striking and crushing the target from below. Description: You perform a double strike attacking at your
Make a melee taijutsu attack using your weapon, dealing opponent’s shoulders or legs in an attempt to destabilize
your weapons damage + 2d6. On a hit, the target must them. Make two melee taijutsu attacks using your weapon,
also succeed a constitution saving throw, reducing their dealing your weapons damage. If a target is hit at least
AC by 1d4 until the start of their next turn. once, it must also succeed a constitution saving throw
At Higher Ranks: For each rank you cast this jutsu gaining reducing the targets speed by 10 feet, for each
above D-Rank, increase the cost of this jutsu by 3 and successful attack, until the end of their next turn.
the damage by 1d6 At Higher Ranks: For each rank you cast this jutsu
above D-Rank increase the cost of this jutsu by 3 and the
1-STRIKE SLASH [CHANGED] target suffers a -1 penalty on their save.
Classification: Bukijutsu
Rank: D-Rank 3-LATERAL SLASH [CHANGED]
Casting Time: 1 Action Classification: Bukijutsu
Range: Weapon Range Rank: D-Rank
Duration: Instant Casting Time: 1 Action
Components: W (Melee Slashing), M Range: Weapon Range
Cost: 4 Chakra Duration: Instant
Keywords: Bukijutsu Components: W (Melee Slashing), M
Description: You perform a wide arcing slash with your Cost: 4 Chakra
weapon, slicing into them with little wasted movement. Keywords: Bukijutsu
Make a melee taijutsu attack using your weapon, Description: You perform a triple strike attacking your
dealing your weapons damage + 2d6. On a hit, the target opponent’s joints in an attempt to disarm and disable
must also succeed a constitution saving throw gaining 1 them. Make three melee taijutsu attacks using your
ranks of bleeding on a failed save. weapon, dealing your weapons damage, do not add your
At Higher Ranks: For each rank you cast this jutsu ability modifier to the damage dealt. On each hit, the target
above D-Rank increase the cost of this jutsu by 3 and the must also succeed a constitution saving throw dropping
damage by 1d6. any weapon they have as it is then knocked 10 feet away
from them, and being dazed until the end of their next
2-CROSS STRIKE [CHANGED] turn.
Classification: Bukijutsu At Higher Ranks: For each rank you cast this jutsu
Rank: D-Rank above D-Rank increase the cost of this jutsu by 3 and the
Casting Time: 1 Action target suffers a -1 penalty on their save.
Range: Weapon Range
Duration: Instant
Components: W (Melee Bludgeoning), M
Cost: 4 Chakra
Keywords: Bukijutsu
Description: You perform a double striking slash with
your weapon, attacking two different angles forming an
“X” at the intersections of the attack. Make two melee
taijutsu attacks using your weapon dealing your
weapons damage. On each hit, the target must also
succeed a constitution saving throw, gaining 1 rank of
bruised on a failed save.

1
3-POINT PIERCE At Higher Ranks: For each rank you cast this jutsu
Classification: Bukijutsu above D-Rank increase the cost of this jutsu by 3 and
Rank: D-Rank the damage by 1d6. If this jutsu is cast at B-Rank, you
Casting Time: 1 Action can target a second creature with this jutsu. If this jutsu
Range: Weapon Range is cast at S-Rank, you can target a third creature with
Duration: Instant this jutsu.
Components: W (Melee Piercing), M
Cost: 4 Chakra BREATH OF BEASTS: FANG [CHANGED]
Keywords: Bukijutsu Classification: Bukijutsu
Description: You perform a 3-point strike in multiple Rank: D-Rank
points made to penetrate the target's defense. Make Casting Time: 1 Action
three melee taijutsu attacks with your weapon, dealing Range: Weapons Range
your weapons damage, do not add your ability modifier Duration: Instant
to damage dealt. The target must also make a Components: CM, W (Any Melee), M
constitution saving throw. On a failed save they gain Cost: 5 Chakra
one rank of weakened until the end of their next turn. Keywords: Bukijutsu, Combo
At Higher Ranks: For each rank you cast this jutsu Description: You begin to collect and manifest chakra until
above D-Rank, increase the cost of this jutsu by 3 and it laces the striking portion of your weapon. The chakra
the target suffers a -1 penalty on their save. begins to manifest in the form of any beast of your choice
in any color that can be seen plainly by others.
BLUNT TIP [CHANGED] You begin to swing wildly and unpredictably, fueled by
Classification: Bukijutsu instinct and primal urges. Make two melee taijutsu
Rank: D-Rank attacks, dealing your weapons damage + 1d6, you do not
Casting Time: 1 Action add your ability modifier to the damage rolled.
Range: Weapon Range Until the end of your turn, you can target one affected
Duration: Instant creature with a Bukijutsu Finisher regardless of range,
Components: W (Ranged Piercing or Slashing), M once per turn, using either an Action or Bonus action,
Cost: 4 Chakra
ignoring its listed casting time.
Keywords: Bukijutsu
At Higher Ranks: For each rank you cast this jutsu
Description: You ready your weapon before you above D-Rank increase the cost of this jutsu by 3. If this
bludgeon the sharp edges with your chakra and aim for
jutsu is cast at C-Rank or higher, increase the damage by
your targets core striking at the center of their chest.
1d6. If this jutsu is cast at B-Rank increase the number of
Make a ranged taijutsu attack using your weapon, attacks by +1. If this jutsu is cast at S-Rank increase the
dealing your weapons damage + 3d4 but as bludgeoning number of attacks by +2.
damage. On a hit, the target must succeed a
constitution saving throw. On a failed save, the target is BREATH OF DUST: SOKUSEI [NEW]
dazed and if they would make a concentration check, Classification: Bukijutsu
they roll an additional 1d6, reducing their check by the Rank: D-Rank
result. Casting Time: 1 Action
At Higher Ranks: For each rank you cast this jutsu Range: Weapon Range
above D-Rank increase the cost of this jutsu by 3 and Duration: Instant
the number of creatures you can target with this jutsu Components: CM, W (Any Ranged), M
by +1. Cost: 5 Chakra
Keywords: Bukijutsu, Earth Release, Combo
BREATH OF ASH: SCORCH [NEW] Description: You begin to collect and manifest earth
Classification: Bukijutsu release chakra until it laces the striking portion of your
Rank: D-Rank weapon. The earth release chakra begins to magnify the
Casting Time: 1 Action weight and striking power of your attacks allowing you
Range: Weapon Range tear through anything in your path is little difficulty.
Duration: Instant Make a single ranged taijutsu attack against one
Components: CM, W (Any Ranged), M
creature you can see within range, this jutsu cannot
Cost: 5 Chakra score a critical hit. On a hit, you deal your weapons
Keywords: Bukijutsu, Fire Release, Combo
damage + 1d12 earth damage and the target is pushed
Description: You begin to collect and manifest fire
back 5 feet.
release chakra until it laces the striking portion of your Until the end of your turn, you can target one affected
weapon. The fire release chakra begins to transform creature with a Bukijutsu Finisher regardless of range,
into gouts of ash that emanate off of your weapon with
once per turn, using either an Action or Bonus action,
a menacing haze. ignoring its listed casting time.
Select a creature you can see in range and make a At Higher Ranks: For each rank you cast this jutsu
single ranged taijutsu attack, with a +1 bonus to your
above D-Rank increase the cost of this jutsu by 3 and the
critical threat range. On a hit, you deal your weapons damage by 1d12.
damage + 2d6 fire damage and the target is
overwhelmed by the ash causing them to be blinded
until the beginning of their next turn, or the first time
they are targeted by an attacked before their turn.
Until the end of your turn, you can target one affected
creature with a Bukijutsu Finisher regardless of range,
once per turn, using either an Action or Bonus action,
ignoring its listed casting time.

2
BREATH OF EARTH: SMASH [CHANGED] BREATH OF ENOKI: INFEST [NEW]
Classification: Bukijutsu Classification: Bukijutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Bonus Action.
Range: Self (10 feet radius) Range: Self
Duration: Instant Duration: Concentration, up to 1 minute.
Components: CM, W (Any Melee), M Components: CM, W (Any Ranged), M
Cost: 5 Chakra Cost: 5 Chakra
Keywords: Bukijutsu, Combo, Earth Release Keywords: Bukijutsu, Medical
Description: You begin to collect and manifest earth Description: You begin to collect and manifest medical
release chakra until it laces the striking portion of your chakra until it laces the striking portion of your weapon.
weapon. The earth release chakra begins to magnify the The medical chakra begins to cause your weapon to glow
weight and striking power of your attacks allowing you with a soft pink hue.
crush anything in your path is little difficulty. You fool For the duration when you would deal damage with a
your opponent(s) into thinking you are striking and weapon attack or taijutsu attack using this weapon, once
suddenly shift your attack into another angle. per turn the target must make a constitution saving
All creatures within range who’s taijutsu ability score, throw, reducing their AC by 1 for the duration. A creature
is lower than your own suffers a 1d4 penalty to this can only have their AC reduced by this jutsu twice.
jutsu’s saving throw. At Higher Ranks: For each rank you cast this jutsu
All creatures of your choice must make a Dexterity above D-Rank increase the cost of this jutsu by 3 and the
saving throw. On a failed save they take your weapons AC reduction limit increases by 1.
damage + 2d6 earth damage and are knocked prone and
bruised on a failed save, or half as much and no further BREATH OF FLAME: UNKNOWING [CHANGED]
effects on a failed save. Classification: Bukijutsu
Until the end of your turn, you can target one affected Rank: D-Rank
creature with a Bukijutsu Finisher regardless of range, Casting Time: 1 Action
Range: Special
once per turn, using either an Action or Bonus action,
Duration: Instant
ignoring its listed casting time.
Components: CM, W (Any Melee), M
At Higher Ranks: For each rank you cast this jutsu
Cost: 5 Chakra
above D-Rank increase the cost of this jutsu by 3 and the
Keywords: Bukijutsu, Fire Release, Combo
damage by 1d6 and the radius by 5 feet. If this jutsu is
Description: You begin to collect and manifest fire release
cast at B-Rank, creatures would instead suffer a 1d6
chakra until it laces the striking portion of your weapon.
penalty to this jutsu’s saving throw. If this jutsu is cast at
The fire release chakra begins to transform into gouts of
S-Rank, creatures would instead suffer a 1d8 penalty to
flame that erupt off of your weapon with a glorious
this jutsu’s saving throw.
flickering. You then dash towards your target and perform

BREATH OF ECHO: REVERB [NEW] a single powerful swipe attempting to decapitate them in
one strike.
Classification: Bukijutsu
Select a creature you can see that you could reach
Rank: D-Rank
Casting Time: 1 Action using your full movement. Move into a space adjacent to
Range: Weapons Range the target creature within your movement range.
Duration: Instant Make a single melee taijutsu attack against one
Components: CM, W (Any Range), NT (Any explosive tool), creature you can see, with a +1 bonus to your critical
M threat range. On a hit, you deal your weapons damage +
Cost: 5 Chakra 2d6+2 fire damage. If this jutsu scores a critical hit, the
Keywords: Bukijutsu, Combo target gains 1 rank of burned.
Description: You begin to collect and manifest chakra until Until the end of your turn, you can target one affected
it manifest into the shape of a sound note of your choice, creature with a Bukijutsu Finisher regardless of range,
hovering over the striking portion of your weapon. This once per turn, using either an Action or Bonus action,
note can be seen plainly by any other creature who can ignoring its listed casting time.
manipulate chakra. At Higher Ranks: For each rank you cast this jutsu
You fire two powerful shots creating an explosion of above D-Rank increase the cost of this jutsu by 3 and
sound able to disorient your foes on contact. Make two your critical threat range by +1. If this jutsu is cast at B-
ranged taijutsu attacks, dealing your weapons damage. On Rank, increase your damage by 1d6+1. If this jutsu is cast
each hit, the target and all creatures within 5 feet of them, at S-Rank, when you score a critical hit with this jutsu,
must make a wisdom saving throw, being dazzled on a you instead quadruple the fire damage of this jutsu.
failed save.
Until the end of your turn, you can target one affected
creature with a Bukijutsu Finisher regardless of range, once
per turn, using either an Action or Bonus action, ignoring
its listed casting time.
At Higher Ranks: For each rank you cast this jutsu above
D-Rank increase the cost of this jutsu by 3 and the damage
by 1d4. If this jutsu is cast at C-Rank or higher, increase the
number of attacks by +1. If this jutsu is cast at B-Rank or
higher, the target is also dazed on a failed save.

3
BREATH OF RAIN: CUMULOUS [NEW] BREATH OF SKIES: CLOUD FALL [NEW]
Classification: Bukijutsu Classification: Bukijutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Weapons range Range: Weapon Range
Duration: Instant Duration: Instant
Components: CM, W (Any Range), M Components: CM, W (Any Ranged), M
Cost: 5 Chakra Cost: 5 Chakra
Keywords: Bukijutsu, Water Release, Combo Keywords: Bukijutsu, Wind Release, Combo
Description: You begin to collect and manifest water release Description: You begin to collect and manifest wind release
chakra until it laces the striking portion of your weapon. chakra until it laces the striking portion of your weapon.
The water release chakra begins to transform into streams The wind release chakra begins to spiral around the users
of water, capable of being seen and felt as you release your weapon creating whipping torrents of wind. This wind
weapon and it follows and flows around it with an enhanced propels backs up your ability to propel this weapon with the
strike. force needed to cut through a cloud and pierce the sky.
Make a single ranged taijutsu attack against one creature Make a two ranged taijutsu attacks against one creature
you can see. On a hit, you deal twice your weapons damage you can see within range. On a hit, you deal your weapons
die + your taijutsu ability modifier cold damage and the damage die, in wind damage, inflicting a rank of bleeding on
target must succeed a constitution saving throw being a hit. You do not add your ability modifier to the damage
dazed on a failed save. This jutsu’s attack roll cannot be rolls of this jutsu.
made at disadvantage or with any penalties to hit as a result Until the end of your turn, you can target one affected
of a condition or hostile creatures Jutsu's, traits or features. creature with a Bukijutsu Finisher regardless of range, once
Until the end of your turn, you can target one affected per turn, using either an Action or Bonus action, ignoring its
creature with a Bukijutsu Finisher regardless of range, once listed casting time.
per turn, using either an Action or Bonus action, ignoring its At Higher Ranks: For each rank you cast this jutsu above
listed casting time. D-Rank increase the cost of this jutsu by 3 and the number
At Higher Ranks: For each rank you cast this jutsu above of attacks by +1.
D-Rank increase the cost of this jutsu by 3 and your
weapons damage die by +1. If this jutsu is cast at C-Rank or BREATH OF SOUND: ROAR [NEW]
higher, if the target of your attack is prone or dazed, you Classification: Bukijutsu
gain a +1d4 bonus to hit. If this jutsu is cast at B-Rank or Rank: D-Rank
higher, and the target of your attack is prone, weakened or Casting Time: 1 Action
Range: Self (15-foot radius sphere)
dazed, you instead gain a 1d6 bonus to hit. If this jutsu is
Duration: Instant
cast at S-Rank, this jutsu’s attack roll is also made at
Components: CM, W (Any Melee), NT (Any explosive tool),
advantage, regardless of circumstance.
M

BREATH OF ROSES: PLUM [CHANGED] Cost: 5 Chakra


Keywords: Bukijutsu, Combo, Sensory
Classification: Bukijutsu
Description: You begin to collect and manifest chakra until
Rank: D-Rank
Casting Time: 1 Reaction, which you take when you take it manifest into the shape of a sound note of your choice,
damage, excluding from a Genjutsu. hovering over the striking portion of your weapon. As your
Range: Self (5 Feet) chakra manifests, all surrounding sound becomes muffles
Duration: Instant and you enter a deep state of focus.
Components: CM, W (Any Melee), M You attach the explosive tool to your weapon and perform
Cost: 5 Chakra a symphony of swings as the tag readies to detonate. All
Keywords: Bukijutsu, Medical creatures, excluding yourself, must make a Wisdom saving
Description: You begin to collect and manifest medical throw, taking your weapons damage + 1d12 and becoming
chakra until it laces the striking portion of your weapon. dazzled and blinded on a failed save, until the beginning of
The medical chakra begins to cause your weapon to glow their next turn. For each rank of quality your explosive tool
with a soft pink hue. is above its base quality, creatures suffer a -1d4 to their
When you would take damage you begin to make a series saving throw.
of rotating strikes to deflect as much damage as possible. Until the end of your turn, you can target one affected
Reduce the damage you would take by your weapons creature with a Bukijutsu Finisher regardless of range, once
damage + 2d8. per turn, using either an Action or Bonus action, ignoring its
Additionally, all hostile creatures adjacent to you must listed casting time.
succeed a dexterity saving throw, taking poison damage At Higher Ranks: For each rank you cast this jutsu above
equal the amount of damage you reduced as a result of this D-Rank increase the cost of this jutsu by 3 and the damage
jutsu or half as much on a successful save. of this jutsu by 1d12. If this jutsu is cast at B-Rank or higher,
At Higher Ranks: For each rank you cast this jutsu above they are instead blinded until the end of their next turn.
D-Rank increase the cost of this jutsu by 3 and the damage
reduced by 1d8. If this jutsu is cast at C-Rank or higher,
increase the range hostile creature can take damage from
this jutsu to 10 feet. If this jutsu is cast at B-Rank or
higher, increase the damage reduction die size to a d10. If
this jutsu is cast at S-Rank, creatures who fail their saving
throw as a result of this jutsu takes double damage.

4
BREATH OF SPARKS: JOLT [NEW] At Higher Ranks: For each rank you cast this jutsu
Classification: Bukijutsu above D-Rank increase the cost of this jutsu by 3 and
Rank: D-Rank the damage by 1d10. If this jutsu is cast at C-Rank, you
Casting Time: 1 Action can select a second creature within 30 feet of your
Range: Weapons Range original target and move into a space adjacent to them
Duration: Instant making a second attack. If this jutsu is cast at B-Rank,
Components: CM, W (Any Ranged), M
select a third creature within 30 feet of the second
Cost: 5 Chakra target and move into a space adjacent to them making a
Keywords: Bukijutsu, Lightning Release, Combo third attack. If this jutsu is cast at A-Rank or higher,
Description: You begin to collect and manifest
select a fourth creature within 30 feet of the third target
lightning release chakra until it laces the striking and move into a space adjacent to them making a fourth
portion of your weapon. The lightning release chakra
attack.
begins to collect and spark off of your weapon with
violent jolts. You prepare for multiple powerful shots. BREATH OF WATER: SURFACE [CHANGED]
Roll 1d4, recording the result. Select a number of Classification: Bukijutsu
creatures you can see within range equal to the result, Rank: D-Rank
as you fire off a volley of lightning charged shots to Casting Time: 1 Action
each. Range: Weapons range
Make a ranged taijutsu attack against each target Duration: Instant
creature, dealing twice your weapons damage die + 1d8 Components: CM, W (Any Melee), M
lightning damage. This attack cannot provoke attacks Cost: 5 Chakra
of opportunities and the target cannot take a reaction Keywords: Bukijutsu, Water Release, Combo
against this jutsu or its effects. You do not add your Description: You begin to collect and manifest water release
ability modifier to the damage dealt. chakra until it laces the striking portion of your weapon.
Until the end of your turn, you can target one affected The water release chakra begins to transform into streams
creature with a Bukijutsu Finisher regardless of range, once of water, capable of being seen and felt as you then move to
per turn, using either an Action or Bonus action, ignoring its strike with a powerful concentrated attack.
listed casting time. Make a single melee taijutsu attack against one creature
At Higher Ranks: For each rank you cast this jutsu you can see. On a hit, you deal your weapons damage + 1d10
above D-Rank increase the cost of this jutsu by 3 and cold damage and the target must succeed a strength saving
the initial die used to determine the number of target throw being dazed on a failed save. This jutsu’s attack roll
creatures by 1 step (D4>D6>D8>D10>D12). If this jutsu is cannot be made at disadvantage or with any penalties to hit
cast at C-Rank or higher, increase the damage by 1d8. If as a result of a condition or hostile creatures Jutsu's, traits
this jutsu is cast at B-Rank or higher, increase your or features.
weapons damage die by 1. If this jutsu is cast at A-Rank Until the end of your turn, you can target one affected
or higher, increase the damage by 1d8. If this jutsu is creature with a Bukijutsu Finisher regardless of range, once
cast at S-Rank, increase your weapons damage die by 1. per turn, using either an Action or Bonus action, ignoring its
listed casting time.
BREATH OF THUNDER: FLASH [CHANGED] At Higher Ranks: For each rank you cast this jutsu above
Classification: Bukijutsu D-Rank increase the cost of this jutsu by 3 and the damage
Rank: D-Rank by 1d10. If this jutsu is cast at C-Rank or higher, if the target
Casting Time: 1 Action of your attack is prone or dazed, you gain a +1d4 bonus to
Range: Special hit. If this jutsu is cast at B-Rank or higher, and the target of
Duration: Instant your attack is prone, weakened or dazed, you instead gain a
Components: CM, W (Any Melee), M
1d6 bonus to hit. If this jutsu is cast at S-Rank, this jutsu’s
Cost: 5 Chakra attack roll is also made at advantage, regardless of
Keywords: Bukijutsu, Lightning Release, Combo
circumstance.
Description: You begin to collect and manifest
lightning release chakra until it laces the striking BREATH OF WIND: CUTTER [CHANGED]
portion of your weapon. The lightning release chakra Classification: Bukijutsu
begins to collect and spark off of your weapon with Rank: D-Rank
violent jolts. You prepare for a single powerful strike. Casting Time: 1 Action
Select a creature you can see that you could reach Range: Weapon Range
using your full movement. Move into a space adjacent Duration: Instant
to the target creature within your movement range. You Components: CM, W (Any Melee), M
move with such speed that it does not provoke attacks Cost: 5 Chakra
of opportunities and the target cannot take a reaction Keywords: Bukijutsu, Wind Release, Combo
against this jutsu or its effects. Description: You begin to collect and manifest wind release
Make a single melee taijutsu attack against the target chakra until it laces the striking portion of your weapon.
creature. On a hit, you deal your weapons damage + The wind release chakra begins to spiral around the users
2d10 lightning damage and if the target is benefiting weapon creating whipping torrents of wind. You use this
from temporary hit points, you deal damage to the enhanced field of wind to propel you towards your enemy.
creatures hit points and temporary hit points Make a three melee taijutsu attacks against one creature
simultaneously. You do not add your ability modifier to you can see within range. On a hit, you deal your weapons
the damage dealt. damage die, in wind damage, but you do not add your ability
Until the end of your turn, you can target one affected modifier to your weapons damage.
creature with a Bukijutsu Finisher regardless of range, once Until the end of your turn, you can target one affected
per turn, using either an Action or Bonus action, ignoring its creature with a Bukijutsu Finisher regardless of range, once
listed casting time. per turn, using either an Action or Bonus action, ignoring its
listed casting time.

5
At Higher Ranks: For each rank you cast this jutsu above CRIPPLING STRIKE
D-Rank increase the cost of this jutsu by 3 and the number Classification: Bukijutsu
of attacks by +1. Rank: D-Rank
Casting Time: 1 Action
CHAIN PULL Range: Weapons Range
Classification: Bukijutsu Duration: Instant
Rank: D-Rank Components: W (Any), M
Casting Time: 1 Action Cost: 5 Chakra
Range: Weapon Range Keywords: Bukijutsu
Duration: Instant Description: You focus your weapons attack on crippling
Components: W (Melee, Reach, Grapple), M your enemy, to make them far less effective than they are
Cost: 3 Chakra currently.
Keywords: Bukijutsu, Combo Make a melee or ranged taijutsu attack based on the
Description: You throw your weapon wrapping it around a weapon used for this jutsu, dealing your weapons damage.
target and pulling towards yourself. The target must On a hit, the target must succeed a Strength saving throw.
succeed a Strength saving throw. On a failed save they On a failed save they are Dazed and weakened until the end
become grappled and restrained by you and are moved 10 of their next turn, and are also knocked prone.
feet closer to you in a straight line. Additionally, if you score a critical hit with this jutsu,
At the end of the target creatures' turns, they make a they make their saving throw at disadvantage.
Strength saving throw to escape. At Higher Ranks: For each rank you cast this jutsu above
Until the end of your turn, you can target one affected D-Rank increase the cost of this jutsu by 3 and the weapon
creature with a Bukijutsu Finisher regardless of range, once damage die by 1.
per turn, using either an Action or Bonus action, ignoring its
listed casting time. DANCE PERFORMANCE: NEUTRAL STANCE
Classification: Bukijutsu
CHAINED EMBRACE Rank: D-Rank
Classification: Bukijutsu Casting Time: 1 Bonus action
Rank: D-Rank Range: Self
Casting Time: 1 Action Duration: 1 Round
Range: Weapon Range Components: W (Any Melee), M
Duration: 1 Round Cost: 4 Chakra
Components: W (Melee, Reach, Grapple), M Keywords: Bukijutsu
Cost: 4 Chakra Description: You draw your weapon, taking on a light
Keywords: Bukijutsu, Combo stance, like that of a dancer's. For the duration of this
Description: You throw your weapon and pull back as it jutsu, any Bukijutsu you cast with Dance Performance in its
passes your target causing it to snap and wrap around name has an increased critical threat range. Increase the
them, restraining them and locking them in place. critical threat range of taijutsu attack rolls of the
The target must succeed a Dexterity saving throw. On aforementioned jutsu by +1.
a failure target creature is restrained and cannot make If the jutsu instead forces a saving throw, a creature that
handsigns until the beginning of their next turn. rolls a 1 or 2 on the d20 for their save takes double damage
Until the end of your turn, you can target one affected if they fail.
creature with a Bukijutsu Finisher regardless of range, At Higher Ranks: For each rank you cast this jutsu above
once per turn, using either an Action or Bonus action, D-Rank increase the cost of this jutsu by 3. If this jutsu is
ignoring its listed casting time. cast at C-Rank, increase the critical threat range by +1. If
this jutsu is cast at A-Rank, increase the critical threat
CHAKRA TOUCHED AMMUNITION range by +2 and if the creature would roll a 5 or lower on
Classification: Bukijutsu the d20 for the saving throw, they take double damage.
Rank: D-Rank
Casting Time: 1 Bonus action
Range: Touch
DANCING FOOL’S DANCE
Classification: Bukijutsu
Duration: Concentration, up to 1 minute
Rank: D-Rank
Components: W (Any Ammunition), M
Casting Time: 1 Action
Cost: 4 Chakra Range: Weapons Range
Keywords: Bukijutsu Duration: Instant
Description: You lace all of your ammunition with chakra, Components: W (Melee, Reach), M
enhancing both its lethality and efficiency. Cost: 5 Chakra
For the duration, whenever you would deal damage with Keywords: Bukijutsu
the affected weapon with the ammunition property, you Description: You swing your weapon in a wide arc striking
add an additional 1d4 damage of the weapon’s type. all creatures in the arc.
Additionally, when you would roll your ammunition die, Make a melee taijutsu attack. All creatures of your
roll an additional ammunition die, taking the higher result. choice, within your weapons range originating from you
At Higher Ranks: For each rank you cast this jutsu above become the target of this attack, comparing your attack
D-Rank increase the cost of this jutsu by 3. If this jutsu is result to their AC as if you attacked each one
cast at C-Rank, increase the damage to 2d4. If this jutsu is individually. On a hit, you deal your weapons damage +
cast at A-Rank or higher, increase the damage to 3d4. 2d4 and each creature must succeed a Dexterity saving
throw. On a failed save they are knocked prone.
At Higher Ranks: For each rank you cast this jutsu
above D-Rank increase the cost of this jutsu by 3 and the
damage by 2d4.

6
DANCING FOOLS WHIP DOUBLE SHOT [CHANGED]
Classification: Bukijutsu Classification: Bukijutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Bonus Action
Range: 15 feet Range: Self
Duration: Instant Duration: 1 Round
Components: W (Battle Wire, Whip, Chained Hand Components: W (Any ranged), M
Scythe), M Cost: 4 Chakra
Cost: 5 Chakra Keywords: Bukijutsu
Keywords: Bukijutsu Description: You prep two separate attacks to go off in a
Description: You violently whip your weapon with single attack.
enough force to crack the ground from the impact. Before the end of your current turn, the next time you
Creatures in a 15-foot cube originating from you must would make a ranged weapon attack, you make an
succeed a Dexterity saving throw, being whipped additional one as a part of the same action, that must
repeatedly by your weapon. On a failed save, the target target another creature. Additionally, this additional
takes your weapons damage + 2d4 and gains the attack benefits from any jutsu based effects that would
bleeding condition. On a successful save they only take normally only affect the first or one weapon attack.
half damage and no additional effects. At Higher Ranks: For each rank you cast this jutsu
At Higher Ranks: For each rank you cast this jutsu above D-Rank increase the cost of this jutsu by 3. If this
above D-Rank, increase the cost of this jutsu by 3 and jutsu is cast at B-Rank, increase the number of
the damage by 1d4. additional attacks to two. If this jutsu is cast at S-Rank,
increase the number of additional attacks to three.
DEBILITATING NEEDLES [CHANGED]
Classification: Bukijutsu DRAGON FLY DASH
Rank: D-Rank Classification: Bukijutsu
Casting Time: 1 Action Rank: D-Rank
Range: Weapon Range Casting Time: 1 Action
Duration: 1 Round Range: 60 feet
Components: W (Senbon) M Duration: Instant
Cost: 5 Chakra Components: W (Any), M
Keywords: Bukijutsu Cost: 5 Chakra
Description: You begin to throw Senbon needles rapidly Keywords: Bukijutsu
targeting your enemies pressure point to puncture them. Description: You launch your weapon towards an allied
Make a ranged taijutsu attack dealing your weapons creature you can see in range, ordering them to strike with
damage + 4d4. The target must also make a constitution it in your place.
saving throw, gaining 1 rank of weakened on a failed Select one willing creature you can see in range and
save as your senbons lodge themselves into their joints, you throw your chosen weapon to them. Until the end
or half as much damage on a successful save. of the current turn, the weapon thrown retains all
A creature weakened by this jutsu, is weakened until bonuses and effects as if you were wielding it.
they remove the Senbon lodged into the joints. A The target creature can spend their reaction to
creature can, as an action make a Dexterity (Survival) make one melee taijutsu attack, targeting a
check vs your Taijutsu save DC to remove the lodged creature in their range, dealing the weapons
senbons on a success. damage + your ability modifier.
At Higher Ranks: For each rank you cast this As a part of the same reaction, the allied
jutsu above D-Rank, increase the cost of this creature can choose to throw your weapon
jutsu by 3 and the number of attacks by +1. back to you.
At Higher Ranks: For each rank you cast
DEVILS GAMBIT this jutsu above D-Rank increase the cost of
Classification: Bukijutsu this jutsu by 3 and the number of attacks they
Rank: D-Rank make by +1.
Casting Time: 1 Bonus Action
Range: Self
Duration: 1 Round
Components: W (any melee), M
Cost: 5 Chakra
Keywords: Bukijutsu
Description: You take a bet fit for a devil. At the cost of
enhancing your weapons lethality and accuracy you
throw caution to the wind.
Until the beginning of your next turn, the first melee
weapon or bukijutsu attacks you make is at advantage
and you increase your weapons damage die by 1.
But in exchange for this bet, all creatures first
attack made targeting you is at advantage.
At Higher Ranks: For each rank you cast this
jutsu above D-Rank increase the cost of this
jutsu by 3. If this jutsu is cast at B-Rank,
increase your weapons damage die by 3. If this
weapon is cast at S-Rank, increase your weapons
damage die by 5.

7
ENHANCED BLOCKING • Bludgeoning: Affected creatures are knocked prone.
Classification: Bukijutsu • Piercing: Affected creatures gain 1 ranks of weakened
Rank: D-Rank until the end of their next turn.
Casting Time: 1 Action • Slashing: Affected creatures gain 1 rank of the
Range: Self bleeding condition.
Duration: Concentration, up to 1 minute
Components: W (Melee, Blocking), M At Higher Ranks: For each rank you cast this jutsu
Cost: 4 Chakra above D-Rank increase the cost of this jutsu by 3 and the
Keywords: Bukijutsu damage by 1d6.
Description: You brace your weapon and enter a more
guarded stance. You cannot lose concentration of this jutsu FLYING SWALLOW: STRAIGHT LINE
as a result of damage. [CHANGED]
For the duration, while you are wielding a weapon Classification: Bukijutsu
with the blocking property, you gain an additional +1 Rank: D-Rank
bonus to AC. Casting Time: 1 Action
Range: Self (30-foot line)
Additionally, any bonuses to AC you have as a result of
Duration: Instant
the blocking property or weapon seals, you add that
Components: W (Any Melee dual wield), M
bonus to the first Strength or Dexterity saving throw you
Cost: 4 Chakra
would make each round.
Keywords: Bukijutsu
Also, for the duration of this jutsu, you can spend your
Description: As a part of the activation of this jutsu, you
reaction when you would take damage, to reduce the
must have a weapon in both hands that meet this
damage you take by twice your weapons damage die.
bukijutsu’s component requirements.
At Higher Ranks: For each rank you cast this jutsu
You dash in a straight line, up to 30 feet, moving
above D-Rank increase the cost of this jutsu by 3 and the
through any hostile creatures space you come across,
damage you reduce by 1 weapon damage die.
ending your movement in a space up to 30 feet away

FLYING SWALLOW: CROSS CUT [CHANGED]


from you, in a straight line.
Make two melee taijutsu attacks. All creatures, of your
Classification: Bukijutsu
choice, whose space you passed through as a result of
Rank: D-Rank
Casting Time: 1 Action this jutsu count as targets for these two melee taijutsu
Range: Weapon Range attacks, comparing their results to each creatures AC.
Duration: Instant On a hit, you deal either of your weapons damage +
Components: W (Any Melee dual wield), M 1d4 and the damaged creatures must succeed a
Cost: 4 Chakra constitution saving throw, being knocked prone on a
Keywords: Bukijutsu failed save, or no further effects on a success.
Description: As a part of the activation of this jutsu, you At Higher Ranks: For each rank you cast this jutsu
must have a weapon in both hands that meet this above D-Rank increase the cost of this jutsu by 3 and the
bukijutsu component requirements. You make two damage by 1d4.
swinging cuts in a single stoke by swinging both of your
weapons inward. HIDDEN WEAPON
Make a two taijutsu attacks against up to two enemies Classification: Bukijutsu
within 5 feet of you, dealing the weapons damage + 1d4, Rank: D-Rank
and the target must make a strength saving throw to Casting Time: 1 Bonus Action
Range: Weapon Range
avoid being disarmed of their weapon or item they are
Duration: Instant
holding.
Components: W (Any Hidden), M
At Higher Ranks: For each rank you cast this jutsu
Cost: 3 Chakra
above D-Rank, increase the cost of this jutsu by 3 and
Keywords: Bukijutsu
the damage by 1d4.
Description: You are able to quickly draw and stow your

FLYING SWALLOW: SPINNING TOP [CHANGED]


weapon in such a fashion that it’s almost impossible to
track or react to.
Classification: Bukijutsu
Until the end of the next turn the first time you would
Rank: D-Rank
Casting Time: 1 Action make a weapon or taijutsu attack using a weapon that
Range: Weapon Range fits this jutsu’s component requirement, you make such
Duration: Instant an attack at advantage, with an +1 bonus to the attacks
Components: W (Any Melee dual wield), M critical threat range.
Cost: 5 Chakra Once you deal damage to a creature with a weapon
Keywords: Bukijutsu that’s gaining the benefit of this jutsu, as a part of the
Description: As a part of the activation of this jutsu, you same action used to attack, you can make a Dexterity
must have a weapon in both hands that meet this (Sleight of Hand) check vs the targets Passive
bukijutsu’s component requirements. perception. On a success, you are able to hide the weapon
You spin like a top striking all creatures in your before they are able to realize what they were attacked
immediate vicinity. All creatures within your weapons with. If you fail the check, weapons you use cannot gain
range, must succeed a Dexterity saving throw. On a the benefit of this jutsu while targeting that creature
failed save they take your weapons damage + 2d6 or half until you complete a rest of any type.
as much on a success. At Higher Ranks: For each rank you cast this jutsu
Depending on the damage type of the chosen weapons above D-Rank increase the cost of this jutsu by 3. If this
creatures who fail their saving throws suffer additional jutsu is cast at B-Rank, increase the critical threat range
effects. bonus to +2. If this jutsu is cast at S-Rank, increase the
critical threat range bonus to +3.

8
IRON WEB DEFLECTION MANIPULATED TOOLS: BINDING METEOR
Classification: Bukijutsu Classification: Bukijutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Reaction, which you take when you take Casting Time: 1 Action
damage. Range: 25 feet
Range: Self Duration: Instant
Duration: 1 Round Components: W (Weapon Scroll), M
Components: W (Battle Wire, Chained Spear) Cost: 3 Chakra
Cost: 4 Chakra Keywords: Bukijutsu
Keywords: Bukijutsu Description: You summon forth a weighted chain from your
Description: You quickly wrap yourself in the chain or weapon scroll and use it to restrain multiple targets you can
wire from your weapon to soften the blow of an attack see within range. Make a melee taijutsu attack against up to
before it actually strikes. Roll your weapons damage die three targets, who are within 25 feet of one another. On a hit
twice, then add your ability modifier. Reduce the you grapple them and chain them to each other. Creatures
triggering damage by the result. chained together cannot move more than 25 feet from one
At Higher Ranks: For each rank you cast this jutsu another.
above D-Rank, increase the cost of this jutsu by 3 and Additionally, creatures chained together can, as an action,
roll your weapons damage die one more time. make a Dexterity (Acrobatics) or (Sleight of Hand) check vs
your Taijutsu save DC, escaping the chains on a success. A
KUNAI ASSAULT [CHANGED] creature who fails this check makes it harder to escape for
Classification: Bukijutsu other chained creatures. All other chained creatures who
Rank: D-Rank attempt to escape after another creature has failed, suffers a
Casting Time: 1 Action -2 penalty to their check, until the end of their next turn.
Range: Self (30-foot cone)
This penalty stacks.
Duration: Instant
Components: W (Kunai, Shuriken or Senbon), M At Higher Ranks: For each rank you cast this jutsu above
D-Rank, increase the cost of this jutsu by 3 and the number
Cost: 4 Chakra
Keywords: Bukijutsu of creatures you can target by +1.

MANIPULATED TOOLS: BLADE KICK


Description: You spend a full ammunition die to overwhelm
your enemy with a wall of shuriken, kunai or Senbon.
Classification: Bukijutsu
All creatures in a 30-foot cone originating from you, must
Rank: D-Rank
succeed a Dexterity saving throw. On a failed save, they take
Casting Time: 1 Action
Xd4 damage of your chosen weapons type, where X equals Range: 45 feet
the size of the die spent. (D4=4, D6=6, D8=8, D10=10, etc.) Duration: Instant
If an affected creature would cast a jutsu that requires Components: W (Weapon Scroll), M
handsigns (HS), before the end of their next turn, they gain 1 Cost: 3 Chakra
rank of bleeding. Keywords: Bukijutsu
At Higher Ranks: For each rank you cast this jutsu above Description: You summon forth series of swords, knives and
D-Rank increase the cost of this jutsu by 3 and the damage spears that you kick and launch towards a creature to impale
die by 1 step. (D4>D6>D8>D10>D12) them. Roll 1d4, record the result. Make a range taijutsu
attack dealing Xd6 piercing damage and inflicting X ranks of
KUNAI BARRAGE bleed on a hit. (X= the result)
Classification: Bukijutsu At Higher Ranks: For each rank you cast this jutsu above
Rank: D-Rank D-Rank, increase the cost of this jutsu by 3 and the die
Casting Time: 1 Action rolled by 1 step. (1d4>1d6>1d8>1d10>1d12.)
Range: Self (15-Foot radius Sphere)
Duration: Instant
Components: W (Kunai, Shuriken), M
Cost: 4 Chakra
Keywords: Bukijutsu
Description: You leap in the air and spin while throwing your
weapons to strike all targets in the area. Choose up to 10
creatures you can see within range. Roll your ammunition
stack twice, taking the higher result. All selected creatures
must succeed a Dexterity saving throw. On a failed save select
creatures takes Xd4 of your chosen weapons damage
type and 1 rank of bleeding. (X = The result of your
ammunition stack.) Or half as much damage
and no additional effects on a successful save.
You then land in an unoccupied space you
can see within the range of this jutsu. This
jutsu spends the ammunition stack
entirely.
At Higher Ranks: For each rank
you cast this jutsu above D-Rank,
increase the cost of this jutsu by 3 and
the damage by 2d4.

9
MANIPULATED TOOLS: BLADE RAIN At Higher Ranks: For each rank you cast this jutsu above
Classification: Bukijutsu D-Rank increase the cost of this jutsu by 3. If this jutsu is
Rank: D-Rank cast at B-Rank, increase the bonus damage to 2d6. If this
Casting Time: 1 Action jutsu is cast at S-Rank, increase the bonus damage to 3d6.
Range: 60 feet (15-foot radius sphere)
Duration: Instant MONKEY KINGS FANG [CHANGED]
Components: W (Weapon Scroll), M Classification: Bukijutsu
Cost: 4 Chakra Rank: D-Rank
Keywords: Bukijutsu Casting Time: 1 Action
Description: You unravel your weapon scroll in the air, and Range: Weapon Range
reflexively summon forth a series of swords, knives and Duration: Instant
spears that rain down bombarding a space you can see Components: W (Melee bludgeoning), M
within range. Cost: 5 Chakra
All creatures in a 15-foot radius sphere originating from a Keywords: Bukijutsu
point you can see within range, must succeed a Dexterity Description: You spin your weapon above your head
saving throw. On a failed save, they take 3d6 + your taijutsu before swinging it at a target, at a downward angle and
ability modifier in piercing damage or half as much on a following with the butt end of the weapon. Make two
success. Additionally, the affected area becomes difficult melee taijutsu attacks dealing your weapons damage +
terrain until after creature moves through it. The first time a 1d6. You do not add your ability modifier to the damage
creature would walk through any affected space would take dealt.
1d4 damage from the scattered bladed weaponry left behind If two attacks successfully strike a target, it must
protruding from the ground. make a constitution saving throw being dazed on a failed
At Higher Ranks: For each rank you cast this jutsu above save. A character dazed by this jutsu makes another
D-Rank increase the cost of this jutsu by 3 and the damage constitution saving throw at the end of their turns to end
by 1d6. this effect on them.
At Higher Ranks: For each rank you cast this jutsu
MANIPULATED TOOLS: BLADE WALL above D-Rank, increase the cost of this jutsu by 3 and
[CHANGED] the number of attacks made by +1.
Classification: Bukijutsu
Rank: D-Rank MONKEY KINGS TAIL [CHANGED]
Casting Time: 1 Action Classification: Bukijutsu
Range: Self (10-foot radius) Rank: D-Rank
Duration: Instant Casting Time: 1 Action
Components: W (Weapon Scroll), M Range: Weapons Range
Cost: 3 Chakra Duration: Instant
Keywords: Bukijutsu Components: W (Melee Bludgeoning), M
Description: You unravel your weapon scroll in a 10-foot Cost: 5 Chakra
circle around you as you simultaneously summon a series Keywords: Bukijutsu, Combo
of bladed weapons from it. All creatures in a 10-foot radius Description: You swing your weapon around your body
centering on you must succeed a Dexterity saving throw. before locking it behind your back using both of your hands
On a failed save they take 3d8 piercing damage and they and performing a sideways spin, slamming it into all
cannot upcast jutsu they cast until the end of their next creatures in front of you.
turn on a failed save and gaining the bleeding condition or Make a melee taijutsu attack against a creature you can
half damage on a successful save and no further effect. see within range dealing your weapons damage + 2d6 and
At Higher Ranks: For each rank you cast this jutsu above forcing the target to make a constitution saving throw being
D-Rank, increase the cost of this jutsu by 3, the radius by 5 dazed on a failed save.
feet and the damage by 1d8. Additionally, depending on how long your weapon is, it
may reach beyond striking one creature and instead striking
MONKEY KINGS 10,000 HAIRS [CHANGED] multiple creatures in a 5-foot-wide line, with the length of
Classification: Bukijutsu it being determined by however many ranks of Reach it has.
Rank: D-Rank For every rank of Reach your weapon has, it extends 5 feet in
Casting Time: 1 Action a straight line. All creatures, excluding your original target,
Range: Self who is in this extended range, must succeed a Dexterity
Duration: Concentration, up to 10 minute saving throw, taking your weapons damage on a failed save
Components: W (Melee Bludgeoning), M or no damage on a success.
Cost: 5 Chakra Until the end of your turn, you can target one affected
Keywords: Bukijutsu creature with a Bukijutsu Finisher regardless of range,
Description: You bathe your weapon in chakra until the once per turn, using either an Action or Bonus action,
chakra around it forms and shapes itself to resemble the ignoring its listed casting time.
famed Ruyi Jingu Bang. A legendary staff used by the fabled At Higher Ranks: For each rank you cast this jutsu
monkey king, Son Wukong. You cannot lose concentration above D-Rank increase the cost of this jutsu by 3 and the
as a result of damage. damage by 1d8.
For the duration, when you would take the attack action
or cast a Bukijutsu with the Monkey Kings prefix with your
weapon, you can choose to give it the Reach X property,
where X equals your taijutsu ability modifier and twice per
turn when you would deal damage with a weapon attack, or
taijutsu attack you deal bonus damage equal to 1d6.

10
MONKEY KINGS WEIGHT [CHANGED] Creatures hit by your attacks of opportunity using
Classification: Bukijutsu your bow, have their movement reduced to 0, until the
Rank: D-Rank beginning of their next turn.
Casting Time: 1 Action
Range: Self NEEDLE RAIN [CHANGED]
Duration: Concentration, up to 1 minute. Classification: Bukijutsu
Components: W (Melee Bludgeoning), M Rank: D-Rank
Cost: 5 Chakra Casting Time: 1 Action
Keywords: Bukijutsu Range: 45 Feet (20-Foot Cube)
Description: You fill your weapon with enough chakra to Duration: Instant
multiply its weight well over 10 times its normal weight. You Components: W (Senbon), M
cannot lose concentration on this jutsu as a result of Cost: 4 Chakra
damage. Keywords: Bukijutsu
For the duration of this jutsu, you multiply the weight of Description: You ready a stack of Senbon and scatter
your bludgeoning weapon just before impact, while them across the ground up to 45 feet away in a 20-foot
resetting its weight back to normal after impact. Each time cube. The area becomes difficult terrain and creatures
you would deal damage with a weapon or taijutsu attack that move while inside the area suffer 1d6 Piercing
under the effects of this jutsu, increase its weapon damage Damage for every 5 feet they move within the area. This
die by 1 step. (D4>D6>D8>D10>D12). area remains for 1 minute, or until the affected area is
At Higher Ranks: For each rank you cast this jutsu affected by a jutsu that creates difficult terrain.
above D-Rank increase the cost of this jutsu by 3. If this At Higher Ranks: For each rank you cast this jutsu
jutsu is cast at B-Rank, increase the damage die by 2 above D-Rank, increase the cost of this jutsu by 3 and
steps. If this jutsu is cast at S-Rank, increase the damage the size of the jutsu by 5 feet.
die by 3 steps.
NOBUNAGA’S COURAGE [CHANGED]
MULTIPOINT STRIKE [CHANGED] Classification: Bukijutsu
Classification: Bukijutsu Rank: D-Rank
Rank: D-Rank Casting Time: 1 Action
Casting Time: 1 Action Range: Self (30-foot radius sphere)
Range: Weapon Range Duration: 1 Minute
Duration: Instant. Components: W (Any Two-Handed), M
Components: W (Any Multiattack), M Cost: 5 Chakra
Cost: 5 Chakra Keywords: Bukijutsu
Keywords: Bukijutsu Description: You unleash a monstrous roar, filled with
Description: You lash out with a flurry of attacks meant to contempt and rage, while wielding your two-handed
completely overwhelm your enemy in the blink of an eye. weapon. This fills you with such animosity and anger that
You make a series of pinpoint strikes and multiple parts you become far more courageous and begin to imitate the
of your targets body. Make four melee or ranged taijutsu look of the famed warrior, Oda Nobunaga causing great fear
attacks, dealing your weapons damage, You do not add your to your enemies and instilling great honor in your allies.
ability modifier to your weapons damage using this jutsu. All allies who are within range that can hear you, the
At Higher Ranks: For each rank you cast this jutsu first time that they would gain any ranks of the following
above D-Rank increase the cost of this jutsu by 3. If this conditions for the next minute; Charmed, Daze, Fear.
jutsu is cast at B-Rank, increase the number of attacks They do not, instead becoming immune to the jutsu,
by +2. If this jutsu is cast at S-Rank, increase the number feature, trait or effect that affected them, until the end of
of attacks by +3. that turn. If an allied creature would become immune to
a jutsu in this way, at the end of the triggering turn, this
MULTISHOT BOW TECHNIQUE jutsu’s effects end on them.
Classification: Bukijutsu All hostile creatures who are within range that can hear
Rank: D-Rank you, must succeed a Charisma saving throw. On a failed
Casting Time: 1 bonus action save, the first time they would take damage from any
Range: Weapon Range weapon attacks you make using your Two-handed weapon,
Duration: 1 Round they gain 1 rank of any of the following (Your choice), for
Components: W (Any Bow)
the next minute, or until they spend an Action to remake
Cost: 4 Chakra
their saving throw to end this effect on them;
Keywords: Bukijutsu
• Charmed
Description: You quickly prepare multiple shots from
• Dazzled
your bow of choice, ready to fire on hostile creatures.
• Fear
You skillfully knock two arrows or bolts into your bow
as you prepare to fire. Until the beginning of your next • Weakened

turn, when you deal damage with your bow, you roll your
weapons damage die twice adding the results together
with your ability modifier on a hit. You only roll your
ammunition die once per attack as usual.
Also, creatures within the range of your weapon
provoke attacks of opportunity for you the first time
they move. You gain additional reactions equal to your
Taijutsu ability modifier, that you can only use to make a
ranged taijutsu attack if a creature triggers attacks of
opportunity until the beginning of your next turn.

11
PAPER BOMB BARRAGE [CHANGED] RANGE EXTENDER
Classification: Bukijutsu Classification: Bukijutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Bonus action
Range: 30 Feet Range: Self
Duration: Instant Duration: Concentration, up to 1 Minute
Components: NT (1 Paper Bomb) Components: W (Any Range), M
Cost: 5 Chakra Cost: 4 Chakra
Keywords: Bukijutsu Keywords: Bukijutsu
Description: You prepare a cluster of paper bombs which Description: You focus chakra into your iris’s, increasing
are consumed in the casting of this jutsu, in between your perceptive range, and allowing you to work with a
your fingers on both hands and launch them at a single much farther range.
Target covering them in the prepared Bombs. For the duration, the first time you would make a
A target you can see within range, makes a Dexterity ranged taijutsu or weapon attack per turn, you double
saving throw, taking 7d4 Fire Damage on a failed save or the range of the attack.
half as much on a successful one.
Creatures within 10ft of the target creature, excluding SCATTER BLOW
the target creature, also make the Dexterity Save, taking Classification: Bukijutsu
5d4 Fire damage on a failed save or half as much on a Rank: D-Rank
successful one. Casting Time: 1 Action
Range: Self (30-foot cone)
For every quality of item used above the basic item
Duration: Instant
quality, you increase this jutsu’s damage by 4d4.
Components: W (Any bow), M

PINNING SHOT Cost: 4 Chakra


Keywords: Bukijutsu
Classification: Bukijutsu
Description: You knock multiple arrows or bolts into your
Rank: D-Rank
Casting Time: 1 Action weapon and fire them in a wide burst like volley.
Range: Weapon Range All creatures in a 30-foot cone originating from you,
Duration: Special must make a Dexterity saving throw. On a failed save you
Components: W (Any Ranged), M deal your weapons damage + 2d8, or half as much on a
Cost: 5 Chakra success.
Keywords: Bukijutsu When you roll your weapons ammunition die, roll
Description: You make a series of ranged attacks designed twice, taking the lower result.
to pin your enemy in place in a way of your choosing. At Higher Ranks: For each rank you cast this jutsu
Make a ranged taijutsu attack, using your weapon of above D-Rank increase the cost of this jutsu by 3 and the
choice dealing your weapons damage + 1d10 and forcing damage by 1d8 and the cone size by 5 feet. If this jutsu is
the target creature to make a Strength saving throw, cast at S-Rank, this jutsu’s cone size becomes half of the
being restrained on a failed save. casters, chosen weapons maximum range.
A creature restrained in this way, or another creature
within 5 feet of the restrained creature can spend an SHURIKEN DANCE [CHANGED]
action to make a Strength (Athletics) check vs your save Classification: Bukijutsu
DC, ending this condition on a success. Rank: D-Rank
At Higher Ranks: For each rank you cast this jutsu Casting Time: 1 Action
Range: Self (20-foot radius Sphere)
above D-Rank increase the cost of this jutsu by 3 and the
Duration: Instant
number of creatures you can target by +1. If this jutsu is
Components: W (Kunai, Shuriken, Senbon, Darts), M
cast at B-Rank, increase the damage by 2d10. If this jutsu
Cost: 4 Chakra
is cast at S-Rank, increase the damage by 4d10.
Keywords: Bukijutsu

PREPARED NEEDLE SHOT Description: You launch a burst of your choice of


weapons around yourself, attempting to hit all creatures
Classification: Bukijutsu
surrounding you. All Creatures in a 20-foot radius
Rank: D-Rank
Casting Time: Reaction to being targeted with a melee sphere centered on you must succeed a Dexterity saving
attack. throw, taking your weapons damage + 2d8, and are
Range: Weapon Range dazed on a failed save, and half as much damage and no
Duration: Instant additional effects on a successful one.
Components: W (Senbon), M At Higher Ranks: For each rank you cast this jutsu
Cost: 4 Chakra, above D-Rank, increase the cost of this jutsu by 3 and
Keywords: Bukijutsu Damage by 1d8.
Description: You react to being attacked in close
quarters combat. You immediately draw a cluster of
Senbon needles and throw them at the triggering
creature, piercing them indiscriminately attempting to
halt their attack. Make a melee taijutsu attack dealing
your weapons damage + 3d4 Piercing damage on a hit.
Affected creature must make a constitution saving
throw, being stunned until the end of their current turn
on a failure.
At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3 and
Damage by 2d4.

12
SOUL HUNT TOADS WHIPPING TONGUE
Classification: Bukijutsu Classification: Bukijutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 bonus action Casting Time: 1 bonus action
Range: Self Range: Self
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
Components: W (Any Bow), M Components: W (Whip), M
Cost: 5 Chakra Cost: 4 Chakra
Keywords: Bukijutsu Keywords: Bukijutsu
Description: This jutsu does not cost chakra to maintain Description: This jutsu does not cost chakra to maintain
concentration on it. You begin to lace your arrows or concentration on it. You enhance your whip with chakra
bolts with chakra before firing. The first ranged weapon to control its trajectory mid attack. For the duration,
attack made using a bow each turn, has a bonus to its weapon attacks you make with a whip have a +1 to attack
critical threat ranged equal to +1. and damage rolls, an additional application of reach, and
At Higher Ranks: For each rank you cast this jutsu has a +2 bonus on Trip attempts.
above D-Rank, increase the cost of this jutsu by 3. If this At Higher Ranks: For each rank you cast this jutsu
jutsu is cast at B-Rank or higher increase the critical above D-Rank, increase the cost of this jutsu by 3. If cast
threat range by +1. If this jutsu is cast at S-Rank, at C-Rank or higher, the whip instead has a +2 to attack
increase the critical threat range by +1. and damage rolls. If cast at B-rank or higher, the whip
gain an addition application of reach. If cast at A-Rank of
SOUL MARK higher, the whip has a +3 bonus to attack and damage
Classification: Bukijutsu rolls. If cast at S-Rank, the whip has a +10 bonus to trip
Rank: D-Rank attempts.
Casting Time: 1 Action
Range: 120 Feet
Duration: 1 minute
WEAPON BREAK
Classification: Bukijutsu
Components: W (Any Range), M Rank: D-Rank
Cost: 4 Chakra Casting Time: 1 reaction, which you take when you take
Keywords: Bukijutsu damage from a melee attack.
Description: You fire off every receptor in your mind and Range: Self
eyes locking onto one creature you can see within range. Duration: Instant
For the duration, select one creature to soul mark. The Components: W (Blocking), M
selected creature cannot benefit from three fourths, half Cost: 5 Chakra
or partial cover. When you would deal damage with a Keywords: Bukijutsu
ranged weapon attack, you deal an additional 1d10 Description: You quickly react to being hit by using your
damage of your weapons damage type. weapon to catch the attacking weapon at a vulnerable
A creature remains marked until it reaches 0 hit points angle. The creature who triggered this reaction must
or you can no longer see it. Once a creature is no longer succeed a Dexterity saving throw, having their weapon
marked, you must recast this jutsu to soul mark them break on a failed save.
again. If the triggering creatures weapon has a bonus to
While this jutsu has a target, any time you would make attack and/or damage rolls or a weapon enhancement
a ranged weapon attack targeting another creature not seal, it can only be broken by a weapon which has an
soul marked, you reduce damage dealt by 1d6. equal or greater bonus to attack and/or damage rolls or
At Higher Ranks: For each rank you cast this jutsu an equal or greater ranked weapon enhancement seal.
above D-Rank increase the cost of this jutsu by 3 and the (ex. A +2 Katana cannot be broken by +1 Tonfa’s.
number of creatures you can mark by +1. Alternatively, a B-Ranked Tetsubo, cannot be broken by
a D-Rank Jitte.)
SOUL STEAL
Classification: Bukijutsu WEAPON DEFLECT
Rank: D-Rank Classification: Bukijutsu
Casting Time: 1 Bonus action Rank: D-Rank
Range: Self Casting Time: 1 reaction, which you take when you are
Duration: Concentration, up to 1 minute targeted by a melee attack that you can see.
Components: W (Any Range), M Range: Self
Cost: 5 Chakra Duration: 1 round
Keywords: Bukijutsu Components: W (Any Weapon), M
Description: You learn to aim at a targets spirit, instead of Cost: 5 Chakra
their body, allowing your shots to strike true and deep. Keywords: Bukijutsu
The first time each turn a ranged weapon attack you Description: You enter a defensive stance with your
make scores a critical hit, doubles your ability modifier weapon parrying the incoming weapon attack. Make a
damage and also ignore temporary hit points. melee taijutsu attack vs your opponent’s attack roll. If
At Higher Ranks: For each rank you cast this jutsu your roll is higher than your opponent’s increase your
above D-Rank increase the cost of this jutsu by 3 and the AC by the difference and increase your next weapon
number of critical threat range of the first ranged attack damage by 2d6. If you fail the check, you instead
weapon attack you make each turn by +1. increase your AC by +1.
This bonus to AC lasts until the end of the current
turn.
At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3 and
the damage increase by 1d6.

13
WIRE TRAP C-RANK:
Classification: Bukijutsu
Rank: D-Rank AFTERGLOW [CHANGED]
Casting Time: 10 Minutes Classification: Bukijutsu
Range: 10ft Cube Rank: C-Rank
Duration: Instant Casting Time: 1 Bonus Action
Components: NT (Battle wire & Trappers Kit) Range: 30 Feet.
Cost: 3 Chakra Duration: Instant
Keywords: Bukijutsu Components: W (Melee Any), M
Description: You set a trap in a target Location. This Cost: 6 Chakra
Trap has a triggering area the size of a 15-foot cube Keywords: Bukijutsu, Combo
centering on the trap. Creatures who enter this area Description: You take a reverse grip with your weapon and
trigger the trap. Once triggered, the triggering creature prepare to cut down everyone in your way. Select a space
must succeed a Dexterity saving throw, being restrained within range. You dash through at blinding speeds to that
on a failed save. Restrained creatures make a Strength select location. This movement does not provoke attacks of
saving throw at the beginning of each of their turns. On a opportunity. All creatures whom you pass through while on
success, they break the wire, ending the restrained the way to the select location are the targets of your attacks.
condition on themselves. Make a melee taijutsu attack for each creature you pass
through while moving, dealing your weapons damage on a
YOSAKU CUT [CHANGED] hit. You end your movement in the selected space.
Classification: Bukijutsu Until the end of your turn, you can target one affected
Rank: D-Rank creature with a Bukijutsu Finisher regardless of range, once
Casting Time: 1 bonus action
per turn, using either an Action or Bonus action, ignoring its
Range: Self (15-foot cone)
Duration: Instant listed casting time.
Components: W (Hand Axe, Great Axe, Naginata), M
Cost: 5 Chakra AUGMENTED LETHALITY [CHANGED]
Classification: Bukijutsu
Keywords: Bukijutsu, Combo
Rank: C-Rank
Description: You swing your weapon with enough force to
Casting Time: 1 Bonus action
create a lateral wave of cutting force. Creatures in a 15-foot Range: Self
cone in front of you must succeed a Dexterity saving throw. Duration: Concentration, up to 1 minute.
On a failed save you deal your weapons damage + 3d4 on a Components: W (Any Deadly), M
failed save or half as much on a successful one. You do not Cost: 6 Chakra
add your ability modifier to the damage. Keywords: Bukijutsu
Creatures who are within 5 feet of you when you cast this Description: You focus on the lethality of your chosen
jutsu make their save at disadvantage. weapon and attempt to enhance how deadly it can truly be
Until the end of your turn, you can target one affected while in your hands.
creature with a Bukijutsu Finisher regardless of range, once For the duration, weapons you have with the Deadly
per turn, using either an Action or Bonus action, ignoring its trait, instead adds two additional damage die on a
listed casting time. critical hit. You cannot lose concentration on this jutsu
At Higher Ranks: For each rank you cast this jutsu above as a result of damage.
D-Rank, increase the cost of this jutsu by 3 and range of this
jutsu by 5 feet. BLUNT FORCE CONNECTION
Classification: Bukijutsu
Rank: C-Rank
Casting Time: 1 Action
Range: Weapon Range (10ft radius Sphere)
Duration: Instant
Components: W (Melee Bludgeoning), M
Cost: 8 Chakra
Keywords: Bukijutsu
Description: You take a stance that allows you to place all of
your weight behind your attack. Make a melee taijutsu
attack against a target creature. On a hit, you deal
your weapons damage + 3d8 and the target falls
prone. A 15-foot cube originating from you becomes
difficult terrain. All creatures in this cube must
succeed a constitution saving throw, falling
prone on a failed save.
At Higher Ranks: For each rank you cast this jutsu
above C-Rank, increase the cost of this jutsu by 3 and
Damage by 1d8.

14
BOLTING SAKURA BREATH OF BEASTS: DEVOUR [NEW]
Classification: Bukijutsu Classification: Bukijutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Self Range: Weapons Range
Duration: Concentration, up to 1 minute Duration: Instant
Components: W (Combat Bracers, Iron Claw) Components: CM, W (Any Melee), M
Cost: 9 Chakra Cost: 9 Chakra
Keywords: Bukijutsu Keywords: Bukijutsu
Description: You close your defenses as you guard your body Description: You begin to collect and manifest chakra until
with your weapons. You do not need to spend Chakra to it laces the striking portion of your weapon. The chakra
maintain concentration on this jutsu. For the duration as an begins to manifest in the form of any beast of your choice
Action on your turn, you can enter this guarded form, or in any color that can be seen plainly by others.
until the beginning of your next turn. While in this guarded You begin to swing wildly and unpredictably, fueled by
form, increase your AC by half of your Taijutsu attack bonus instinct and primal urges. Make two melee taijutsu
(Rounded down). attack. On a hit, you your weapons damage + 2d6. When
you deal damage with this jutsu, you impost an effect
BREATH OF ASH: CHIMNEY CLEARING [NEW] based on the damage type of the weapon used.
Classification: Bukijutsu
• Bludgeoning: Target creature makes a Strength saving
Rank: C-Rank
throw, becoming bruised and gaining 1 rank of the
Casting Time: 1 Action.
weakened condition until the end of their next turn on
Range: Self (30-foot cylinder)
a failed save.
Duration: Instant
• Piercing: The creature must make a Constitution
Components: CM, W (Any Ranged), M
saving throw, becoming dazed and having their
Cost: 8 Chakra
movement speed reduced by -15, until the end of their
Keywords: Bukijutsu, Fire Release
next turn on a failed save.
Description: You begin to collect and manifest fire release
• Slashing: The creature must make a Dexterity saving
chakra until it laces the striking portion of your weapon.
throw, gaining 2 ranks of bleeding on a failed save.
The fire release chakra begins to transform into gouts of
ash that emanates from your weapon. You then choose to At Higher Ranks: For each rank you cast this jutsu
fire directly into the sky. above C-Rank increase the cost of this jutsu by 3 and the
When you do, your weapon releases a funnel of flame damage by 1d6.
that erupts from you as you manifest a 30-foot high, 10-
foot-wide funnel of flame. All creatures excluding you BREATH OF DUST: INSTABILITY [NEW]
must succeed a Dexterity saving throw. Depending on the Classification: Bukijutsu
severity of their failure they suffer additional effects. On a Rank: C-Rank
successful save, they take half of the following damage; Casting Time: 1 Action
Range: Weapon Range
Weapons damage + 5d6 fire damage.
Duration: Instant
● Failed by 1~4: Weapon Damage + 5d6 fire damage. Components: CM, W (Any Ranged), M
● Failed by 5~9: Weapon Damage + 6d6 fire damage and Cost: 7 Chakra
1 rank of burned. Keywords: Bukijutsu, Earth Release
● Failed by 10~14: Weapon Damage + 7d6 fire damage Description: (You cannot score a critical hit with this jutsu)
and 2 ranks of burned. You begin to collect and manifest earth release chakra until
● Failed by 15+: Weapon Damage + 8d6 fire damage and it laces the striking portion of your weapon. The earth
3 ranks of burned. release chakra begins to magnify the weight and striking
power of your attacks allowing you blow through anything
At Higher Ranks: For each rank you cast this jutsu above
in your path with little difficulty. You fire multiple shots in
C-Rank increase the cost of this jutsu by 3 and the damage
an attempt to strike multiple angles at once.
by 1d6. If this jutsu is cast at B-Rank, increase the radius of
Make a single ranged taijutsu attack against one creature
this jutsu by 5 feet. If this jutsu is cast at S-Rank, increase
you can see within range. On a hit, you deal your weapons
the radius of this jutsu by 10 feet.
damage die + 2d4 earth damage, you do not add your
ability modifier to damage.
If your first is 5 or higher than the AC of your target,
make a second melee taijutsu attack against the same
creature, dealing 3d6 earth damage and inflicting the
bruised condition.
If the second attack is 5 or higher than the AC of your
target, make a third attack against the same creature,
dealing 3d6 earth damage and inflicting the bruised
condition.
At Higher Ranks: For each rank you cast this jutsu above
C-Rank increase the cost of this jutsu by 3 and the damage
by 1d6. If this jutsu is cast at S-Rank, the earth damage
increases by 1 step, to a d8.

15
BREATH OF EARTH: BIPOLAR [CHANGED] BREATH OF ENOKI: INVASIVE [NEW]
Classification: Bukijutsu Classification: Bukijutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: 1 Action.
Range: Weapon Range Range: Weapon Range
Duration: Instant Duration: Instant
Components: CM, W (Any Melee), M Components: CM, W (Any Ranged), NT (Poison Kit), M
Cost: 9 Chakra Cost: 8 Chakra
Keywords: Bukijutsu, Earth Release Keywords: Bukijutsu, Medical
Description: (You cannot score a critical hit with this jutsu) Description: You begin to collect and manifest medical
You begin to collect and manifest earth release chakra until chakra until it laces the striking portion of your weapon.
it laces the striking portion of your weapon. The earth The medical chakra begins to cause your weapon to glow
release chakra begins to magnify the weight and striking with a soft pink hue.
power of your attacks allowing you crush anything in your You fire a single attack into the ground or space your
path is little difficulty. You spin with such power that target is in, releasing a powerful burst of poisonous
basically anyone standing in your way becomes a memory. fumes to weaken them further.
Make a single melee taijutsu attack against one creature Select a space you can see within range. All creatures
you can see within range. On a hit, you deal your weapons within 10 feet of the chosen space must make a
damage die + 2d6 earth damage, you do not add your constitution saving throw. Depending on the severity of
ability modifier to damage. their failure, the poison does increasingly more things.
If your first is 5 or higher than the AC of your target, ● Failed by 1~4: 5d6 poison damage and 1 ranks of
make a second melee taijutsu attack against the same
corroded.
creature, dealing 3d6 earth damage and inflicting the
● Failed by 5~9: 5d6 poison damage and 2 rank of
bruised condition. corroded.
If the second attack is 5 or higher than the AC of your ● Failed by 10~14: 5d6 poison damage, 2 ranks of
target, make a third attack against the same creature,
corroded, and 1 rank of envenomed.
dealing 3d6 earth damage and inflicting the bruised ● Failed by 15+: 5d6 poison damage, 2 ranks of
condition.
corroded, and 2 rank of envenomed.
At Higher Ranks: For each rank you cast this jutsu above
C-Rank increase the cost of this jutsu by 3 and the damage BREATH OF FLAME: UNDULATION [CHANGED]
by 1d6. If this jutsu is cast at S-Rank, the earth damage Classification: Bukijutsu
increases by 1 step, to a d8. Rank: C-Rank
Casting Time: 1 Action or 1 Reaction, which you take
BREATH OF ECHO: ROAR [NEW] when you would take damage from a melee attack or
Classification: Bukijutsu would take damage as a result of a Strength, Dexterity
Rank: C-Rank
or Constitution saving throw.
Casting Time: 1 Action
Range: Self (10 feet)
Range: Weapons Range
Duration: Instant Duration: Instant
Components: CM, W (Any Range), NT (Any explosive tool), Components: CM, W (Any Melee), M
M Cost: 8 Chakra
Cost: 7 Chakra Keywords: Bukijutsu, Fire Release
Keywords: Bukijutsu Description: You begin to collect and manifest fire release
Description: You begin to collect and manifest chakra until chakra until it laces the striking portion of your weapon.
it manifest into the shape of a sound note of your choice, The fire release chakra begins to transform into gouts of
hovering over the striking portion of your weapon. This flame that erupt off of your weapon with a glorious
note can be seen plainly by any other creature who can flickering. You then choose to either spin your weapon in a
manipulate chakra. circular fashion, either striking multiple enemies at once
You throw two explosive tools towards your enemy, then or blocking and deflecting incoming hostile and harmful
release one powerful shot, cutting through them to strike attacks and effects depending on the action used to cast
your enemy, causing a slight delay before they explode this jutsu.
with a thunderous sound. Make one ranged taijutsu Action: You spin striking all creatures within range
attacks, dealing your weapons damage. Regardless of a hit attempting to decapitate them. All creatures of your
or not, the target and all creatures within 10 feet of them choice must succeed a dexterity saving throw.
must make a Dexterity saving throw. If the target was Depending on the severity of their failure they suffer
successfully hit, they make their save with a 1d4 penalty. additional effects. On a successful save, they take half
On a failed save, creatures take 8d6 force damage and of the following damage; Weapons damage + 4d6 fire
are knocked prone and deafened until the end of your next damage.
turn or half as much damage and no additional effects on a
success. ● Failed by 1~4: Weapon Damage + 4d6 fire damage.
At Higher Ranks: For each rank you cast this jutsu above ● Failed by 5~9: Weapon Damage + 6d6 fire damage
D-Rank increase the cost of this jutsu by 3 and the damage and 1 rank of burned.
by 1d6 and the size of the area by 5 feet. ● Failed by 10~14: Weapon Damage + 8d6 fire damage
and 2 ranks of burned.
● Failed by 15+: Weapon Damage + 8d6 fire damage
and 3 ranks of burned.

16
Reaction: You and all creatures of your choice within At Higher Ranks: For each rank you cast this jutsu
range reduce incoming damage by your weapon above C-Rank increase the cost of this jutsu by 3 and the
damage + 4d6. This damage reduction is doubled number of creatures you can target with this jutsu by +1.
against fire or wind damage.

At Higher Ranks: For each rank you cast this jutsu


BREATH OF RAIN: DRIZZLE [CHANGED]
Classification: Bukijutsu
above C-Rank increase the cost of this jutsu by 3 and the Rank: C-Rank
damage reduced by 1d6. If this jutsu is cast at B-Rank, Casting Time: 1 Action
increase the radius of this jutsu to 15 feet. If this jutsu is Range: Special
cast at S-Rank, increase the radius of this jutsu to 20 Duration: Instant
feet. Components: CM, W (Any Ranged), M

BREATH OF FOG: SMOG [CHANGED]


Cost: 8 Chakra
Keywords: Bukijutsu, Water Release
Classification: Bukijutsu
Description: You begin to collect and manifest water
Rank: C-Rank
release chakra until it laces the striking portion of your
Casting Time: 1 Action
weapon. The water release chakra begins to transform into
Range: Self (15 feet)
streams of water, capable of being seen and felt as you
Duration: Concentration, up to 1 minute.
perform a zigzag or curved attack, attacking in an irregular
Components: CM, W (Any Ranged), M
motion. When casting this jutsu, you can choose to make a
Cost: 8 Chakra
Zigzag or Curved attack.
Keywords: Bukijutsu, Genjutsu
Description: You begin to collect and manifest Illusionary • Zigzag: Make one ranged taijutsu attack against a
chakra until it radiate off of your weapon similar to that of creature in your weapons range. Each creature within
a thick smog, of a color of your choosing. The chakra of your choice, between you and your target must
begins to take the same consistency as a thick gas that make a Dexterity saving throw. On a hit or failed save,
makes it difficult to see through. you deal your weapons damage + 4d6 cold damage and
You generate this smog centered on you that expands affected creatures gain 1 rank of chilled or half as
outward up to 10 feet and goes around corners. This much damage on a successful save. A creature whom
smog follows you and cannot be blown away by strong you target that is either Dazed or chilled grants you a
winds. Creatures other than you, cannot see through this 1d4 bonus to hit. A creature whom you force to make a
smog and you are treated as being fully obscured visually saving throw that is either Dazed or chilled suffers a
against them. When a creature enters the smog the 1d4 penalty to their saving throw.
effects of this jutsu no longer affect them, allowing them • Curved: You fire off a curved shot, capable of
to see you clearly as if the smog was no longer there. bypassing defenses. Make one ranged taijutsu attack.
Creatures, creatures attacks and jutsu can still pass This attack ignores boosts to AC as a result of features,
through this haze, entering and/or exiting it. traits or jutsu. On a hit, you deal twice your weapons
The first time each turn you would make an attack or damage die + 3d8 cold damage, and being dazed on a
cast a jutsu while maintaining this jutsu, your Weapons failed save or half as much on a successful one.
or Taijutsu’s critical threat range is increased by +1. At Higher Ranks: For each rank you cast this jutsu
At Higher Ranks: For each rank you cast this jutsu above C-Rank increase the cost of this jutsu by 3 and the
above C-Rank increase the cost of this jutsu by 3 and the damage by 1d6 or 1d8.
number of creatures you can target with this jutsu by +1.

BREATH OF MIST: HAZE [CHANGED]


Classification: Bukijutsu
Rank: C-Rank
Casting Time: 1 Action
Range: Self (15 feet)
Duration: Concentration, up to 1 minute.
Components: CM, W (Any Melee), M
Cost: 8 Chakra
Keywords: Bukijutsu, Genjutsu
Description: You begin to collect and manifest Illusionary
chakra until it radiate off of your weapon similar to that of
a mist. The chakra begins to take the same consistency as a
thick haze that makes it difficult to see through.
You generate this haze centered on you that expands
outward up to 15 feet and goes around corners. This haze
follows you and cannot be blown away by strong winds.
Select one hostile creature you can see when you cast
this jutsu. This creature cannot see through this haze
and you are treated as being fully obscured visually
against them. Creatures, creatures attacks and jutsu can
still pass through this haze, entering and/or exiting it.
The first time each turn you would make an attack or
cast a jutsu while maintaining this jutsu, your Weapons
or Taijutsu’s critical threat range is increased by +1.

17
BREATH OF ROSES: HANAGOROMO [NEW] BREATH OF SOUND: SCORE [NEW]
Classification: Bukijutsu Classification: Bukijutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Action. Casting Time: 1 Action
Range: Weapons Range Range: Self
Duration: Instant Duration: Concentration, up to 1 minute
Components: CM, W (Any Melee), M Components: CM, W (Any Melee), M
Cost: 8 Chakra Cost: 6 Chakra
Keywords: Bukijutsu, Medical, Combo Keywords: Bukijutsu, Sensory
Description: You begin to collect and manifest medical Description: You begin to collect and manifest chakra until
chakra until it laces the striking portion of your weapon. it manifest into the shape of a sound note of your choice,
The medical chakra begins to cause your weapon to glow hovering over your eyes as you begin to listen to all of the
with a soft pink hue. sounds created as a result of battle.
You unleash a single strike that bends, curves and twists For the duration you do not spend chakra to maintain
around you as if you made multiple strikes at once. this jutsu, instead you must spend a bonus action to
Make one melee taijutsu attack targeting a creature, maintain it. Choose one of the following tempos when
depending on the severity of your success, your attack is you cast this jutsu. You can the benefit of this tempo
increasingly more effective. until the beginning of your next turn. At the beginning of
each of your turns thereafter, you can select a different
● Beat AC by 0~4: Weapon Damage + 2d6 poison
tempo if you would like.
damage.
● Beat AC by 5~9: Weapon Damage + 4d6 poison • Moderato: You strike with great force to the strum of
damage and 1 rank of envenomed. the battle. The first time each turn you would deal
● Beat AC by 10~14: Weapon Damage + 6d6 poison damage with a melee weapon or taijutsu attack you
damage and 2 ranks of envenomed. make with a bukijutsu with the Breath of Sound prefix,
● Beat AC by 15+: Weapon Damage + 8d6 poison you add your level to the damage dealt.
damage and 3 ranks of envenomed. • Allegretto: Breath of Sound bukijutsu you cast has their
save DC increased by +1d4.
Until the end of your turn, you can target one affected
• Vivacissimo: You speed yourself up to strike at the
creature with a Bukijutsu Finisher regardless of range,
right time, when they are at the most vulnerable. You
once per turn, using either an Action or Bonus action,
have advantage on the first melee weapon or taijutsu
ignoring its listed casting time.
attack you make with a bukijutsu with the Breath of
BREATH OF SKIES: STORM [CHANGED] Sound prefix, each turn.
• Andante: You match your pace to your opponents to
Classification: Bukijutsu
Rank: C-Rank defend and parry perfectly against their every move.
Casting Time: 1 Action You gain a special reaction which can only be used
Range: Weapons Range when you would take damage from an attack, or make
Duration: Instant a Strength or Dexterity saving throw. If used against
Components: CM, W (Any Ranged), M an attack, make a contested melee taijutsu attack. If
Cost: 9 Chakra your attack is higher than theirs, their attack misses. If
Keywords: Bukijutsu, Wind Release used against a saving throw, you add your weapons
Description: You begin to collect and manifest wind release damage to the first saving throw made, each turn.
chakra until it laces the striking portion of your weapon.
The wind release chakra begins to spiral around the user’s BREATH OF SPARKS: SURGE [ NEW]
Classification: Bukijutsu
weapon creating whipping torrents of wind. When you fire
Rank: C-Rank
your weapon, it creates a torrenting spiral of wind, enough
Casting Time: 1 Action
to imitate a storming tornado.
Range: Weapon Range
Make three ranged taijutsu attacks against a creature
Duration: Instant
or spread across multiple creatures you can reach within
Components: CM, W (Any Ranged), M
range. On a hit you deal twice your weapons damage die,
Cost: 8 Chakra
in wind damage, these attacks cannot score a critical hit.
Keywords: Bukijutsu, Lightning Release
If a creature is hit by all three attacks you manifest a
Description: You begin to collect and manifest lightning
shockwave of wind that tear through the ground
release chakra until it laces the striking portion of your
knocking the target prone and inflicting 1 rank of
weapon. The lightning release chakra begins to collect and
lacerated.
spark off of your weapon with violent jolts. You prepare for
At Higher Ranks: For each rank you cast this jutsu
a volley of attacks as you fire multiple times, enhanced by
above C-Rank increase the cost of this jutsu by 3. If this
lightning.
jutsu is cast at A-Rank or higher, increase the damage of
Make two ranged taijutsu attacks using your weapon,
this jutsu to instead deal three times your weapons
dealing your weapons damage + 2d8 lightning damage,
damage die. If this jutsu is cast at S-Rank or higher,
you do not add your ability modifier to the damage dealt.
increase the damage of this jutsu to instead deal four
If the target any ranks of the Shocked condition, you
times your weapons damage die.
make your attacks at advantage.
At Higher Ranks: For each rank you cast this jutsu
above C-Rank increase the cost of this jutsu by 3 and the
damage dealt by 1d8.

18
BREATH OF THUNDER: SWARM [CHANGED] BREATH OF WIND: CLAWS [CHANGED]
Classification: Bukijutsu Classification: Bukijutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Weapon Range Range: Weapons Range
Duration: Instant Duration: Instant
Components: CM, W (Any Melee), M Components: CM, W (Any Melee), M
Cost: 8 Chakra Cost: 9 Chakra
Keywords: Bukijutsu, Lightning Release Keywords: Bukijutsu, Wind Release
Description: You begin to collect and manifest lightning Description: You begin to collect and manifest wind release
release chakra until it laces the striking portion of your chakra until it laces the striking portion of your weapon.
weapon. The lightning release chakra begins to collect and The wind release chakra begins to spiral around the user’s
spark off of your weapon with violent jolts. You prepare for weapon creating whipping torrents of wind. You lift your
a volley of attacks as you strike multiple times, enhanced weapon upwards towards the right, above your head and
by lightning. unleashes four vertical strikes at once down on the enemy
Make two melee taijutsu attacks using your weapon, resembling claws.
dealing your weapons damage + 3d6 lightning damage, Make four melee taijutsu attacks against a creature or
you do not add your ability modifier to the damage dealt. spread across multiple creatures you can reach within
If the target any ranks of the Shocked condition, you range. On a hit you deal your weapons damage + 1d6
make your attacks at advantage. wind damage but you do not add your ability modifier to
At Higher Ranks: For each rank you cast this jutsu your weapons damage, these attacks cannot score a
above C-Rank increase the cost of this jutsu by 3 and the critical hit.
damage dealt by 1d6. If a creature is hit by at least 3 attacks you manifest a
shockwave of wind that tear through the ground
BREATH OF WATER: WHEEL [CHANGED] knocking the target prone and inflicting 1 rank of
Classification: Bukijutsu lacerated.
Rank: C-Rank At Higher Ranks: For each rank you cast this jutsu
Casting Time: 1 Action above C-Rank increase the cost of this jutsu by 3. If this
Range: Special jutsu is cast at A-Rank or higher, increase the wind
Duration: Instant damage of this jutsu by an additional 1d6 and the
Components: CM, W (Any Melee), M number of attacks by +1.
Cost: 8 Chakra
Keywords: Bukijutsu, Water Release BRUTAL BLOCK
Description: You begin to collect and manifest water Classification: Bukijutsu
release chakra until it laces the striking portion of your Rank: C-Rank
weapon. The water release chakra begins to transform into Casting Time: 1 Reaction, which you take when you
streams of water, capable of being seen and felt as you would take damage from a melee or ranged attack.
perform a vertical or lateral spin forward, attacking in a Range: Self
circular motion. When casting this jutsu, you can choose to Duration: 1 Round
make a lateral or vertical spin. Components: W (Any Block), M
• Lateral Spin: Make one melee taijutsu attack against a Cost: 8 Chakra
Keywords: Bukijutsu
creature in your weapons range. Each creature within
Description: You raise your weapon to block incoming
5 feet of you, of your choice, must make a Dexterity
damage at its source.
saving throw. On a hit or failed save, you deal your
When you would take damage you raise your Tonfa’s
weapons damage + 5d6 cold damage and affected
in a cross-guard fashion. You reduce the first instance of
creatures gain 1 rank of chilled or half as much
incoming damage each turn by your weapons damage +
damage on a successful save. A creature whom you
3d6. When you do, you reinforce your next attack with
target that is either Dazed or chilled grants you a 1d4
the force sent towards you. Until the end of your next
bonus to hit. A creature whom you force to make a
turn, each time you reduce an incoming attacks damage
saving throw that is either Dazed or chilled suffers a
by any amount, you increase your next attacks critical
1d4 penalty to their saving throw.
• Vertical Spin: Move to a space within 20 feet of you in threat range by +1.
At Higher Ranks: For each rank you cast this jutsu
a straight line. Each creature you pass through must
above C-Rank increase the cost of this jutsu by 3 and the
make a Dexterity saving throw, taking your weapons
damage reduced by 1d6.
damage + 7d4 cold damage, and being dazed on a
failed save or half as much on a successful one. If a
creature is within 5 feet of where you end your
movement, and did not make a saving throw as a
result of this jutsu, you can make a single melee
taijutsu attack targeting them. On a hit, you deal your
weapons damage + 7d4 cold damage, knocking them
prone.

At Higher Ranks: For each rank you cast this jutsu


above C-Rank increase the cost of this jutsu by 3 and the
damage by 1d6 or 1d4.

19
CENTIPEDE DANCE [CHANGED] At Higher Ranks: For each rank you cast this jutsu
Classification: Bukijutsu above C-Rank, increase the cost of this jutsu by 3 and
Rank: C-Rank Damage by 1d10.
Casting Time: 1 Action.
Range: Weapon Range CRESCENT MOON CRIPPLING
Duration: Instant Classification: Bukijutsu
Components: W (Tonfa), M Rank: C-Rank
Casting Time: 1 Action
Cost: 8 Chakra
Range: Weapon Range
Keywords: Bukijutsu
Duration: Instant
Description: You perform a series of brutal and efficient Components: W (Melee Bludgeoning), M
strikes with your Tonfa in an attempt to cripple and Cost: 9 Chakra
debilitate the target. Keywords: Bukijutsu, Finisher
Make two melee taijutsu attacks against a creature you Description: You switch your weapon into a two-handed
can see within range, with your weapon. On a hit you deal grip to the best of your abilities. You spin with enough
your weapons damage + 2d6, you do not add your ability force to pick up dust and slightly heat the attacking end of
modifier to the damage dealt. your weapon. Make a single melee taijutsu attack dealing
If you hit with at least one of your attacks the affected your weapons damage + 3d8.
target must success a Strength Saving throw. If you If this jutsu is used as a Finisher, you instead make a
successfully hit a creature more than once with this jutsu, melee taijutsu attack against the target, dealing your
they suffer a -1 penalty to their save for each additional hit weapons damage + 6d8.
after the first. If you roll 5 or more 8’s on a d8, with this Jutsu's
On a failed save, the target is Weakened for the next damage die, the target creature is permanently crippled
minute as you dislocate multiple bones in the targets body. becoming Dazed and Weakened until targeted by a Jutsu
A weakened creature can spend an action to relocate their
with the Medical Keyword of B-Rank or Higher, that
bones pushing them back into place. removed conditions.
At Higher Ranks: For each rank you cast this jutsu above At Higher Ranks: For each rank you cast this jutsu
C-Rank increase the cost of this jutsu by 3 and the number above C-Rank, increase the cost of this jutsu by 3 and
of attacks by +1. Damage by 1d8.

CHAKRA SABRE [CHANGED] CRESCENT MOON IMPACT [CHANGED]


Classification: Bukijutsu
Classification: Bukijutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Self Range: Weapon Range
Duration: Concentration, up to 1 Minute Duration: Instant
Components: W (Melee Weapon), CM Components: W (Any Ranged or Thrown), M
Cost: 8 Chakra Cost: 9 Chakra
Keywords: Bukijutsu Keywords: Bukijutsu, Finisher
Description: You lace your weapon in your chakra Description: You take your bow as you rapidly fire a
manifesting a sheath of chakra around it. This sheath swarm of shots into directly into your target with enough
reinforces the weapon enhancing it beyond its normal force to tear holes in steel and concrete. Make a single
limitations. ranged taijutsu attack, dealing your weapons damage
For the duration, you cannot lose concentration of this +5d4.
jutsu as a result of damage and the first time each turn If this jutsu is used as a Finisher, you instead make a
you would deal damage with a weapon or taijutsu attack, ranged taijutsu attack against the target, dealing your
you increase your weapons damage die by +1. weapons damage + 10d4.
At Higher Ranks: For each rank you cast this jutsu above If you roll 6 or more 4’s on a d4, with this Jutsu's
C-Rank increase the cost of this jutsu by 3. If this jutsu is damage die, you tear through the targets body, leaving
cast at A-Rank, you instead increase your weapons damage
them with a gaping wound. Affected creature gains 5
die by +2.
ranks of lacerated. The medicine check DC to remove

CRESCENT MOON BEHEADING


lacerated is increased to 30.
At Higher Ranks: For each rank you cast this jutsu above
Classification: Bukijutsu
C-Rank, increase the cost of this jutsu by 3 and Damage by
Rank: C-Rank
1d4.
Casting Time: 1 Action
Range: Weapons Range
Duration: Instant
Components: W (Melee Slashing), M
Cost: 9 Chakra
Keywords: Bukijutsu, Finisher
Description: You switch your weapon into a two-handed
grip to the best of your abilities. You attack with your
weapon with the ferocity to behead your enemy. Make a
single melee taijutsu attack dealing your weapons damage
+ 2d10.
If this jutsu is used as a Finisher, you instead make a
melee taijutsu attack against the target, dealing your
weapons damage + 5d10.
If you roll 4 or more 10’s on a d10, with this jutsu’s
damage die, the creature is immediately beheaded.

20
CRESCENT MOON PENETRATION DANCE PERFORMANCE: FLAMENCO
Classification: Bukijutsu Classification: Bukijutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Weapon Range Range: Weapon Range
Duration: Instant Duration: Instant
Components: W (Melee Piercing), M
Components: W (Melee, Any), M
Cost: 9 Chakra
Cost: 7 Chakra
Keywords: Bukijutsu, Finisher
Keywords: Bukijutsu, Fire Release
Description: You grip your weapon with two-hands to the
Description: Your fiery moves bring down even the toughest
best of your abilities. You attack with your weapon with the
of foes. Make three melee taijutsu attacks against a creature
ferocity to pierce straight through their heart. Make a single
you can see within range, dealing your weapon damage +
melee taijutsu attack dealing your weapons damage + 4d6.
2d4 fire damage for each attack. You do not add your ability
If this jutsu is used as a Finisher, you instead make a
score to damage.
melee taijutsu attack against the target, dealing your
At Higher Ranks: For each rank you cast this jutsu
weapons damage + 8d6.
above C-Rank increase the cost of this jutsu by 3 and the
If you roll 7 or more 6’s with the this jutsu’s damage die,
fire damage by 1d4.
the target creature is immediately killed as you pierce
straight through their heart.
At Higher Ranks: For each rank you cast this jutsu
DANCE PERFORMANCE: PREPARATION
Classification: Bukijutsu
above C-Rank, increase the cost of this jutsu by 3 and Rank: C-Rank
Damage by 1d6
Casting Time: 1 Action

CRUSHING THOUGHTS [CHANGED]


Range: Self
Duration: Concentration, up to 1 minute.
Classification: Bukijutsu
Components: W (Melee, Any), M
Rank: C-Rank
Cost: 8 Chakra
Casting Time: 1 Action
Keywords: Bukijutsu
Range: Weapon Range
Description: You change your breathing, preparing for
Duration: 1 Minute
an extreme dance. For the duration of this jutsu, jutsu
Components: W (Melee, Bludgeoning), M
with Dance Performance in the name that deal damage
Cost: 8 Chakra
also gain the Combo keyword, and until the end of your
Keywords: Bukijutsu
turn when you cast one of the aforementioned jutsu, you
Description: As a requirement to activate this jutsu, you
can target one affected creature with bukijutsu with the
must currently be in the Crushing Stance.
Finisher keyword, regardless of range, once per turn,
You begin to focus on ways to crush your opponent using
using either an action or bonus action, ignoring listed
the power of blunt strikes.
casting time.
For the duration of this jutsu, the first time you would
deal damage to a creature you add +1 weapon damage die to
DANCE PERFORMANCE: SECOND STEP
the damage dealt. Classification: Bukijutsu
At Higher Ranks: For each rank you cast this jutsu above Rank: C-Rank
C-Rank increase the cost of this jutsu by 3. If this jutsu is Casting Time: 1 Action
cast at A-Rank, increase the number of weapon damage die Range: Weapon Range
by +2. If this jutsu is cast at S-Rank, increase the number of Duration: Instant
weapon damage die by +3 and the critical threat range of Components: W (Any Melee Weapon)
attacks made with a bludgeoning weapon by +1. Cost: 8 Chakra
Keywords: Bukijutsu
CYPRESS IMPACT Description: You swing your weapon in a violent circle
Classification: Bukijutsu around you hitting all creatures around you. All Creatures
Rank: C-Rank within your weapons range of attack of your choice must
Casting Time: 1 Action make a Dexterity Saving throw. On a Failed save, they take
Range: Weapon Range (20-foot radius sphere) your weapons damage + 5d4 and become Dazed until the
Duration: Instant end of their next turn or half as much on a successful save.
Components: W (Any Bow), M
At Higher Ranks: For each rank you cast this jutsu above
Cost: 7 Chakra
C-Rank, increase the cost of this jutsu by 3 and Damage by
Keywords: Bukijutsu
2d4.
Description: You take your bow as you rapidly first a
swarm of shots into the sky before they begin to rain down
up to your weapons range away, in a 15-foot radius sphere
centered on a point of your choice. Each bolt or arrow is
tethered to you as your chakra is used as a binding chain.
Creatures in the radius of this jutsu must succeed a
Dexterity saving throw taking your weapons damage +
3d8, being restrained by the bolts or arrows pinning
them to the ground on a failed save until the beginning
of their next turn or only half as much damage on a
successful save.
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 spaces you can select by +1.

21
DANCING BLADE RISK FLYING SWALLOW: PENETRATE [CHANGED]
Classification: Bukijutsu Classification: Bukijutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Bonus Action Casting Time: 1 Action
Range: Self Range: Touch
Duration: Concentration, up to 1 minute Duration: Instant
Components: W (Melee) Components: W (Melee Piercing, Light), M
Cost: 9 Chakra Cost: 9 Chakra
Keywords: Bukijutsu Keywords: Bukijutsu
Description: You enter a focused but extremely passive Description: As a part of the activation of this jutsu, you
stance with only your hand on the grip of your weapon. You must have a weapon in both hands that meet this
do not spend chakra to maintain concentration on this jutsu. bukijutsu component requirements. You take your
You can only drop concentration of this jutsu as a bonus weapon and infuse chakra into the heels of your feet and
action on your turn. For the duration, if you move more than use the increased power to penetrate whatever is in your
20 feet before making an attack with your weapon, you way. Make two melee taijutsu attacks against up to two
increase your critical threat range by +1. Your weapons enemies within 5 feet of you dealing your weapons
damage die is also increased by +1. damage + 3d6, you do not add your ability modifier to
For the duration of this jutsu, melee attacks against damage.
you have a +1 critical threat range. Affected creatures must make a constitution saving
At Higher Ranks: For each rank you cast this jutsu above throw having their AC is reduced by 1d4 for each
C-Rank, increase the cost of this jutsu by 3. If this jutsu is successful hit, until the end of your next turn.
cast at B-Rank or higher increase the weapons damage die At Higher Ranks: For each rank you cast this jutsu
by +1. If this jutsu is cast at S-Rank, increase the weapons above C-Rank, increase the cost of this jutsu by 3 and the
critical threat range by +1 number of attacks by +1.

EARTH BREAKER FRONT BEHEADING [CHANGED]


Classification: Bukijutsu Classification: Bukijutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: Bonus Action
Range: Weapon Range (20-foot cube) Range: Touch
Duration: Instant Duration: Instant
Components: W (Melee Bludgeoning), M Components: W (Any), M
Cost: 8 Chakra Cost: Special
Keywords: Bukijutsu Keywords: Bukijutsu
Description: You slam your weapon into the ground with Description: You Flip the grip of your weapon to perform
enough force to upheave the earth. Creatures in a 20- another attack but in the opposite fashion. You
foot cube originating from you must succeed a Dexterity immediately cast the Bukijutsu you previously cast as an
saving throw taking 3d8 bludgeoning damage and is Action this turn, as a bonus action at its base rank. When
knocked prone on a failed save. you do cast a bukijutsu in this way, increase the cost by
If a creature falls prone within your weapons attack +3
range when you cast this bukijutsu, you may, as a part of
casting this jutsu, make a melee taijutsu attack against FUMA KOTARO’S SKILL [NEW]
the prone target dealing your weapons damage + 2d12 Classification: Bukijutsu
Bludgeoning on a hit. Rank: C-Rank
At Higher Ranks: For each rank you cast this jutsu Casting Time: 1 Action
above C-Rank, increase the cost of this jutsu by 3 and the Range: Weapon Range
damage by 1d8 and 1d12 respectively. Duration: Instant
Components: W (Any Ranged), M
FALLING BLADE [CHANGED] Cost: 8 Chakra
Classification: Bukijutsu Keywords: Bukijutsu
Rank: C-Rank Description: As a requirement to activate this jutsu, you
Casting Time: 1 Action must currently be in the Throwing Stance.
Range: 5 Feet You begin to embody the legendary shinobi and
Duration: Instant
tactician Fuma Kotaro. His technique begin to radiate
Components: W (Melee Slashing), M
from you. Select a number of creatures you can see
Cost: 8 Chakra
within range, equal to your proficiency bonus. Make one
Keywords: Bukijutsu, Finisher
ranged taijutsu attack against each creature, dealing
Description: You perform a single Powerful downward
your weapons damage + 2d12. Additionally, for each
slash that slices through just about everything in your
successful hit, you gain special resource called Hojo dice
path. Make a melee taijutsu attack with a 1d4 penalty to
which are D4’s. These dice last until the end of your next
the attack, because of how obvious your attack angle is.
turn and you can give them to allied creatures which
On a hit, you deal your weapons damage + 3d10 and
they can choose to use as bonuses to their next attack,
inflicting two ranks of the Bleeding Condition.
damage or ability check roll. A creature can only ever
If this jutsu is used as a Finisher, you instead make a
have two dice at a time.
melee taijutsu attack against the target at advantage,
dealing your weapons damage + 4d10 and inflicting 2 ranks
of the Lacerated Condition.
At Higher Ranks: For each rank you cast this jutsu above
C-Rank, increase the cost of this jutsu by 3 and Damage by
1d10.

22
GUAN YU’S LOYALTY [CHANGED] Until the end of your turn, you can target one affected
Classification: Bukijutsu creature with a Bukijutsu Finisher regardless of range, once
Rank: C-Rank per turn, using either an Action or Bonus action, ignoring its
Casting Time: 1 Action listed casting time.
Range: Weapon Range
Duration: Instant HEAVENLY PUNISHMENT [CHANGED]
Components: W (Melee, Two-Handed or Versatile), M Classification: Bukijutsu
Cost: 8 Chakra Rank: C-Rank
Casting Time: 1 Action
Keywords: Bukijutsu
Range: Weapon Range
Description: As a requirement to activate this jutsu, you
Duration: Instant
must currently be in the Polearm Stance. Components: W (Any Weapon)
You begin to embody the legendary general and Cost: 9 Chakra
warrior Guan Yu. His essence begins to seep into your Keywords: Bukijutsu
pores and his ferocity and strength becomes yours as Description: You strike with your weapon from as many
you perform a wide and powerful sweep in a circle angles as you can see an opening for. Roll 1d4 + 1. Make a
around yourself. number melee or ranged taijutsu attacks equal to the
All creatures in your weapons range originating from result dealing your weapons damage on a hit. These
you, of your choice, must succeed a Dexterity saving attacks cannot score a critical hit.
throw taking your weapons damage + 4d12 on a failed At Higher Ranks: For each rank you cast this jutsu
save or half as much on a success, you do not add your above C-Rank increase the cost of this jutsu by 3 and the
ability modifier to damage. size of the die by 1 step. (D4>D6>D8>D10)
Additionally, until the beginning of your next turn,
creatures who would enter a space that your weapon can HEAVY METAL
could reach they suffer a penalty to their attack roll Classification: Bukijutsu
against you equal to your weapons damage die. Rank: C-Rank
At Higher Ranks: For each rank you cast this jutsu Casting Time: 1 Reaction, which you take when you
above C-Rank increase the cost of this jutsu by 3 and the would take damage.
damage by 1d12. Range: Self
Duration: 1 Round.
GUARDIAN KNIGHT Components: W (Heavy Armor), M
Classification: Bukijutsu
Cost: 9 Chakra
Rank: C-Rank
Keywords: Bukijutsu
Casting Time: 1 Bonus Action Description: You ensure the armor your wearing is the
Range: Self most potent thing on the battle field by using its
Duration: Concentration, up to 1 minute. coverage to intercept all incoming damage.
Components: W (Medium or Heavy Armor), M Until the start of your next turn, you have a +5 bonus
Cost: 8 Chakra to AC against the triggering creature, and a +3 bonus to
Keywords: Bukijutsu your AC against all other attacks targeting you.
Description: As a requirement to activate this jutsu, you Additionally, when you would take damage you reduce
must currently be in the Defensive Stance. You cannot the damage by 5.
lose concentration of this jutsu as a result of damage. At Higher Ranks: For each rank you cast this jutsu
You solidify your defenses and reinforce your position.
above C-Rank increase the cost of this jutsu by 3 and the
For the duration, you gain a +1 bonus to AC if wearing damage you reduce by 3.
Medium Armor and +3 if wearing Heavy Armor.
Additionally, when you would take damage, you LETHAL AMMO TECHNIQUE
reduce damage by 1d4. Classification: Bukijutsu
At Higher Ranks: For each rank you cast this jutsu Rank: C-Rank
above C-Rank increase the cost of this jutsu by 3 and the Casting Time: 1 Bonus Action.
damage you reduce by 1d4. Range: Self
Duration: 1 Round.
HEAVEN CUTTER [CHANGED] Components: W (Any, Ammunition), M
Classification: Bukijutsu Cost: 6 Chakra
Rank: C-Rank
Keywords: Bukijutsu
Casting Time: 1 Action
Description: You sharpen and increase the weight of
Range: 30 feet
Duration: Instant your ammunition by using your chakra.
Components: W (Melee Slashing), M Until the start of your next turn, ranged weapon
Cost: 8 Chakra attacks you make add 1d4 to both attack and damage
Keywords: Bukijutsu, Combo rolls.
Description: You swipe your weapon upwards with Additionally, if the result of the d20 and d4 is equal to
enough force to create an updraft. This updraft or greater than 20, the attack is treated as a natural 20.
manifests a cylinder of force. You create a 30-foot-high, At Higher Ranks: For each rank you cast this jutsu
and 15-foot-wide cylinder originating from you. above C-Rank increase the cost of this jutsu by 3 and the
Creatures in this cylinder must make a Strength size of the bonus die by 1 step.
saving throw or be thrown upwards, towards the top of
the cylinder. At the end of your turn, creatures and
objects thrown upwards fall to the ground, landing
prone, taking fall damage, and gaining 1 rank of
weakened until the end of their next turn.

23
LIGHT WEIGHT [CHANGED] MONKEY KINGS ARROGANCE
Classification: Bukijutsu Classification: Bukijutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Bonus Action. Casting Time: 1 Action
Range: Self Range: Weapons Range
Duration: 1 minute. Duration: Instant
Components: W (Light Armor), M Components: W (Melee Bludgeoning), M
Cost: 9 Chakra Cost: 9 Chakra
Keywords: Bukijutsu Keywords: Bukijutsu
Description: You begin to make full use of all of the Description: You spin your weapon around yourself with
mobility and freedom your armor provides. enough force to create updrafts and powerful winds. But all
For the duration, you gain a +10 bonus to your of the weapon spinning is mostly for show as you then use
movement speed, and a 1d6 bonus to all Dexterity ability your weapon to launch your allies like missiles towards a
checks. creature of your choice helping them crash into them.
Additionally, you add half of your Armor bonus to your Select up to two allied and willing creatures within your
Dexterity saving throws, rounded down. weapons range. They are thrown a number of feet up to 10 x
If you are ever knocked prone, restrained or grappled, your Taijutsu ability modifier. If they would end this
this jutsu immediately ends. movement within 5 feet of a hostile creature, they can spend
At Higher Ranks: For each rank you cast this jutsu their reaction to cast a Jutsu that requires a melee attack,
above C-Rank increase the cost of this jutsu by 3 and the that has a casting time of 1 Action, targeting the hostile
movement speed bonus by +10. creature.
Additionally, the creatures you throw gain a bonus to
MIKIRI COUNTER their melee attack roll, equal to your weapons damage die.
Classification: Bukijutsu
Rank: C-Rank MONKEY KINGS CUNNING
Casting Time: 1 Reaction, being hit with an attack. Classification: Bukijutsu
Range: Self Rank: C-Rank
Duration: Instant Casting Time: 1 Action
Components: W (Any Melee Weapon), M
Range: Weapons Range
Cost: 9 Chakra
Duration: Instant
Keywords: Bukijutsu
Components: W (Melee Bludgeoning), M
Description: You see a melee attack coming at you and
Cost: 7 Chakra
your body doesn’t allow it to proceed any further. You
Keywords: Bukijutsu
instinctively use your hand or feet to not only attempt to
Description: You spin your weapon around in a series of
parry the attack, but to also drive the attack into the
distracting twirls before you strike as your targets arm and
ground, getting it stuck and opening the triggering
leg joints disabling their mobility and striking power.
creature up to a counter attack.
Make two melee taijutsu attacks using your weapon,
When you are hit with a melee attack, make a melee
dealing your weapons damage + 2d10.
taijutsu attack, if your attack result is higher than the
If at least two attacks using this jutsu are successful, you
triggering creatures, their attack misses and you make a
reduce the targets speed by -10 and they have a -1 penalty to
single melee attack against them dealing your weapons
Strength and Dexterity based Saving throws, ability checks
damage and reducing the creature’s AC by 1d4 until the
and attack rolls until the end of their next turn.
start of their turn.
At Higher Ranks: For each rank you cast this jutsu
If they attacked with a weapon, their weapon falls
above C-Rank increase the cost of this jutsu by 3, the
from their hands on the ground within their space.
movement speed penalty by -5 and the saving throw,

MODERATE REFLEXES ability check and attack roll penalty by -1.

Classification: Bukijutsu
Rank: C-Rank
MURDEROUS STABBING LINK [CHANGED]
Classification: Bukijutsu
Casting Time: 1 Bonus Action.
Rank: C-Rank
Range: Self Casting Time: 1 Action
Duration: 1 minute. Range: 15 feet.
Components: W (Medium Armor), M Duration: Instant
Cost: 9 Chakra Components: W (Melee Piercing)
Keywords: Bukijutsu Cost: 8 Chakra
Description: You begin to make full use of the balance in Keywords: Bukijutsu, Finisher, Clash
mobility and protection your armor provides. Description: You perform a series of thrusts with your
For the duration, you gain a +10 bonus to your movement weapon with enough force to penetrate steel, sending
speed, and reduce incoming damage by 1d6. powerful piercing shockwaves up to 15 ft in a straight
Additionally, you add half of your Armor bonus to your line stopping at the first creature hit. Make a melee
Strength saving throws, rounded down. taijutsu attack against a target within range, dealing
If you are ever knocked prone, restrained or grappled, this your weapons damage + 2d10 and gains the bleeding
jutsu immediately ends. condition.
At Higher Ranks: For each rank you cast this jutsu above If this jutsu is used as a Finisher, you instead make a
C-Rank increase the cost of this jutsu by 3 and the melee taijutsu attack against the target, dealing your
movement speed bonus by +5. If this jutsu is cast at A-Rank weapons damage + 4d10 and all creatures in a 15-foot line
or higher, increase the damage reduction by 1d6. If this behind the target takes damage equal to half of the result.
jutsu is cast at S-Rank, the damage reduction die increases
by 1 step.

24
MUSASHI’S WILL REAPERS SWING
Classification: Bukijutsu Classification: Bukijutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Self Range: Weapons Range
Duration: Concentration, up to 1 minute Duration: Instant
Components: W (Any), M Components: W (Chained Hand Scythe, Scythe or
Cost: 9 Chakra Naginata), M
Keywords: Bukijutsu Cost: 9 Chakra
Description: As a requirement to activate this jutsu, you Keywords: Bukijutsu, Finisher, Clash
must currently be in the Two-Weapon Stance. You cannot Description: As a requirement to activate this jutsu, you
lose concentration on this jutsu as a result of damage. must be targeting a creature who is either; Grappled,
You roar, releasing a rush of adrenalin throughout Paralyzed, Prone, Restrained, shocked, slowed, Stunned, or
your body. For the duration, when you take the attack Unconscious.
action you gain an additional weapon attack. You swing your blade with such ferocity that the air
Additionally, if you cast a Bukijutsu that requires you and other materials or objects in its path doesn’t
to make two or more attacks, you make 1 additional recognize that it’s been slashed.
attack. Make a melee taijutsu attack, dealing your weapons
damage + 8d4.
NOBUNAGA’S FURY If this jutsu is used as a Finisher, this jutsu gain a +1
Classification: Bukijutsu bonus to its critical threat range and you instead deal
Rank: C-Rank your weapons damage + 8d6.
Casting Time: 1 Action At Higher Ranks: For each rank you cast this jutsu
Range: Weapons Range above C-Rank increase the cost of this jutsu by 3 and the
Duration: Instant damage by 1d4 or 1d6 respectively. If this jutsu is cast at
Components: W (Any Two-Handed), M S-Rank, increase the bonus damage die by 1 step.
Cost: 8 Chakra
Keywords: Bukijutsu SHOCKWAVE SLASH
Description: As a requirement to activate this jutsu, you Classification: Bukijutsu
must currently be in the Great Weapon Stance. Rank: C-Rank
Your eyes glaze over with a blood fueled fury, for but a Casting Time: 1 Action
moment. Range: 30ft
Duration: Instant
Make one melee taijutsu attack using your weapon,
Components: W (Melee Slashing), CM
dealing your weapons damage + 4d8, rerolling all 1’s and
Cost: 7 Chakra
2’s, taking the second result even if it is a 1 or 2.
Keywords: Bukijutsu, Finisher, Clash
Additionally, if you score a critical hit with this attack
Description: You coat the ends of your weapon in chakra
you add your level to the damage dealt.
before swinging and creating a crescent shaped wave of

NOBUNAGA’S RAGE super sharp chakra that cuts through all enemies in its
path. Targets in a 30-foot line that’s 5-feet wide must
Classification: Bukijutsu
succeed a Dexterity saving throw, taking 6d4 slashing
Rank: C-Rank
Casting Time: 1 Action damage on a failed save, or half as much on a successful
Range: Weapons Range one.
If this jutsu is used as a Finisher, targets in a 30 foot long,
Duration: Instant
Components: W (Any Heavy), M 5-foot-wide line must succeed a Dexterity saving throw,
Cost: 8 Chakra taking your weapons damage + 6d6. Additionally, the
Keywords: Bukijutsu creature whom can be targeted with a finisher, makes this
save at disadvantage.
Description: As a requirement to activate this jutsu, you
must currently be in the Heavy Weapon Stance. At Higher Ranks: For each rank you cast this jutsu
above C-Rank, increase the cost of this jutsu by 3 and
Your eyes glaze over with a blood fueled rage, for but a
Damage by 2d4 or 2d6 respectively.
moment.
Select one creature you can see within your weapons
range, as you swipe it towards them with such speed and
ferocity that the ground, air, and even water crackles and
ignites from the force of your attack alone.
You can choose to either make a melee taijutsu attack
using the weapon or force the creature to make a
Strength saving throw.
If you make a melee taijutsu attack, on a hit, you deal
your weapons damage + 8d6
The select creature must succeed a Strength saving
throw taking your weapons damage +6d6 on a failed
save or half as much on a successful save.
At Higher Ranks: For each rank you cast this jutsu
above C-Rank increase the cost of this jutsu by 3 and the
damage by 1d6.

25
TAMETOMO’S ACCURACY TORIYAMA’S GENIUS
Classification: Bukijutsu Classification: Bukijutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: 1 Bonus action.
Range: Weapons Range Range: Self
Duration: 1 Round Duration: Concentration, up to 1 minute
Components: W (Any Ranged), M Components: W (Any), M
Cost: 9 Chakra Cost: 6 Chakra
Keywords: Bukijutsu Keywords: Bukijutsu
Description: As a requirement to activate this jutsu, you Description: Your mind begins to wander as you begin to
must be in the Sharpshooter Stance. fight with pre-choreographed maneuvers you thought of on
You make attacks at such odd angles that it becomes the fly.
basically impossible to avoid you and you use this For the duration, you can gain the benefit of two Weapon
accuracy to support your allies. Stances. You can switch the weapon stances at will as a bonus
When you would see your ally make a ranged attack, action. You do not need to know the stances in order to gain
you can, as a part of their attack make a ranged taijutsu their benefits, instead, if you do not know a weapon stance,
attack using your weapon. On a hit, you deal your you can gain its benefits until the end of your next turn, after
weapons damage and the target must succeed a which you must switch to another stance immediately.
Constitution saving throw to resist gaining 3 ranks of When you end this jutsu, you cannot recast it until at least 1
bleeding on a failed save as your shot punctured a vein or minute has passed in which you stress your mind thinking of
artery. different things.
You can only make an attack this way once per turn,
until the beginning of your next turn. TRIPLE WINDMILL BLADES
At Higher Ranks: For each rank you cast this jutsu Classification: Bukijutsu
above C-Rank increase the cost of this jutsu by 3 and the Rank: C-Rank
damage by 1d6. If this jutsu is cast at S-Rank, it scores a Casting Time: 1 Action
Range: 60ft
critical hit on a d20 roll of 16-20.
Duration: Instant
TANUKI’S TRICKERY Components: W (Thrown property and Battle Wire)
Cost: 7 Chakra
Classification: Bukijutsu
Keywords: Bukijutsu
Rank: C-Rank
Description: You launch your prepared weapons into two
Casting Time: 1 Reaction, which you take when a
different directions intentionally avoiding hitting your target
creature you can see would make a ranged attack.
then pulling on the battle wire to cause them to avert their
Range: 90 Feet
direction and change trajectory. Target Creature has the
Duration: Instant
wires circle them until the weapons land in the ground
Components: W (Any Thrown), M
locking them into place. Target creature must succeed a
Cost: 6 Chakra
Dexterity Saving throw or become Restrained. A creature
Keywords: Bukijutsu
restrained by this jutsu can, as an action make a Strength
Description: You throw your weapons with such
check vs your Taijutsu save DC to escape, ending the
efficiency and knowledge for how they will hinder your
restrained condition. Additionally, restrained creatures
targets, that you become a major headache on the
cannot make hand seals.
battlefield.
When you would see a hostile creature making a range
attack, you throw your weapon, making a ranged taijutsu
VERSATILE THOUGHTS
Classification: Bukijutsu
attack. On a hit, you select a new valid target for the attack
Rank: C-Rank
other that the caster themselves. If a jutsu makes a
Casting Time: 1 Bonus action.
specification in regards to the casters allies or hostile
Range: Self
creatures, you ignore that distinction as a part of this jutsu’ s
Duration: Concentration, up to 1 minute
effect.
Components: W (Melee Versatile), M

TOKUGAWA’S PRIDE Cost: 7 Chakra


Keywords: Bukijutsu
Classification: Bukijutsu
Description: As a requirement to activate this jutsu, you
Rank: C-Rank
must be in the Versatile Stance. You cannot lose
Casting Time: 1 Action.
concentration on this jutsu as a result of damage.
Range: Self
Your weapons versatility becomes the focal point of your
Duration: Concentration, up to 1 Minute
fighting style. While you are gaining the benefits of a
Components: W (Any Slashing), M
weapon with the Versatile trait, you increase the weapons
Cost: 9 Chakra
damage die 2 steps. If increasing the weapons damage die 2
Keywords: Bukijutsu
steps would make a weapons damage die go beyond a d12, it
Description: As a requirement to activate this jutsu, you must
instead becomes 2d6. (D4>D6>D8>D10>D12>2D6)
be in the Blade Stance.
Additionally, if you would clash with another creature
While holding your weapon you begin to acknowledge its
while using a Bukijutsu while gaining the benefits of this
beauty and perfection. This fills you with the Pride of
jutsu, add your weapons damage die to your clash check
Tokugawa.
result.
When you cast this jutsu, your amazement with your
blades sharpness doesn’t end there. Every two successful
taijutsu attacks made with your weapon increases its critical
threat range by +1 until the end of each of your turns.

26
YASUKE’S LEGACY [NEW] AMPUTATION PUNISHMENT
Classification: Bukijutsu Classification: Bukijutsu
Rank: C-Rank Rank: B-Rank
Casting Time: 1 Action. Casting Time: 1 Action
Range: Self Range: Weapons Range
Duration: Instant
Duration: Concentration, up to 1 minute
Components: W (Chained Hand Scythe, Hand Scythe,
Components: W (Any), M
Scythe), M
Cost: 7 Chakra
Cost: 12 Chakra
Keywords: Bukijutsu
Keywords: Bukijutsu
Description: As a requirement to activate this jutsu, you
Description: You leap over your opponent while hooking
must be in the Equilibrium Stance. You cannot lose
your blade being an enemy’s limbs and pulling violently
concentration on this jutsu as a result of damage.
to sever them. Make a melee taijutsu attack, dealing your
Your weapon is equal parts a tool, an extension of your
weapons damage + 4d8 and the target must succeed a
body and your true self. You take a stance reminiscent of the
Dexterity saving throw. On a failed save the target loses
legendary Samurai Yasuke, in which you gain a +1 bonus to
mobility and function in one of their arms being unable
all of your saving throws, +1 bonus to your Bukijutsu’s
to hold things, form handseals or manipulate objects
critical threat range and your weapons gain the reach
with it until they complete a rest.
property, if they did not already.
A jutsu that removes conditions, cast at C-Rank or
Additionally, if you would clash with another creature
Higher can heal the targets arm(s), granting it mobility
while using a Bukijutsu while gaining the benefits of this
and function.
jutsu, add your weapons damage die to your clash check
If a creature has both arms disabled by this jutsu, and
result.
would have an arm disabled for the second time, they
YOICHI’S FOCUS make a constitution saving throw. On a failed save, one
Classification: Bukijutsu of their arms is amputated.

ARROW RAIN
Rank: C-Rank
Casting Time: 1 Action.
Classification: Bukijutsu
Range: Weapon Range
Rank: B-Rank
Duration: Instant Casting Time: 1 Action
Components: W (Any Ranged), M Range: Weapon Range
Cost: 7 Chakra Duration: Instant
Keywords: Bukijutsu Components: W (Any Bow), M
Description: You focus your mind and eyes on a target of Cost: 11 Chakra
your choice. Keywords: Bukijutsu
Make a ranged weapon attack, targeting one creature you Description: When you cast this jutsu you must spend one
can see dealing your weapons damage. This attack has a +1 ammunition stack.
bonus to critical threat range. If you score a critical hit with You knock as many arrow or bolts into your bow and
this attack, you multiply your weapons damage die by 3. fire them in an arc that then begin to raid down
At Higher Ranks: For each rank you cast this jutsu above completely overwhelming all within range.
C-Rank increase the cost of this jutsu by 3. If you cast this Select a space you can see within range. All creatures
jutsu at A-Rank and score a critical hit, you multiply your within 30 feet of the select space, who are not under total
weapons damage die by 4. cover from a structure must make a Dexterity saving
throw, taking your weapons damage + 6d8.
B-RANK: Creatures who fail their saving throw by 5 or more are
pinned to the ground, being knocked prone and
1-STRIKE PIERCING BLOW restrained. A creature restrained in this way can spend
Classification: Bukijutsu their action to make a Strength (Athletic) check vs your
Rank: B-Rank Taijutsu save DC to escape, ending the restrained
Casting Time: 1 Action condition.
Range: Weapons Range At Higher Ranks: For each rank you cast this jutsu
Duration: Instant
above B-Rank increase the cost of this jutsu by 3 and the
Components: W (Melee Piercing), M
damage by 1d8.
Cost: 14 Chakra
Keywords: Bukijutsu, Clash
Description: You put your utmost focus behind a single
strike with your piercing weapon, meant to end the fight
in that very instant. Make a melee taijutsu Attack,
dealing 5d8 Piercing Damage and forcing the target
creature to make a constitution saving throw, being
Paralyzed on a failed save until the end of the next turn.
At Higher Ranks: For each rank you cast this jutsu
above B-Rank, increase the cost of this jutsu by 3 and
Damage by 1d8.

27
BLADE HEART [CHANGED] BREATH OF DUST: PEACEKEEPER [NEW]
Classification: Bukijutsu Classification: Bukijutsu
Rank: B-Rank Rank: B-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Self Range: Weapons Range
Duration: 1 Minute Duration: Instant
Components: W (Any Slashing), M Components: CM, W (Any Ranged), M
Cost: 11 Chakra Cost: 12 Chakra
Keywords: Bukijutsu Keywords: Bukijutsu, Finisher, Clash, Earth Release
Description: As a requirement to activate this jutsu, you Description: You begin to collect and manifest earth
must be in the Blade Stance. release chakra until it laces the striking portion of your
Your heart and your blade become one. While you are weapon. The earth release chakra begins to magnify the
benefiting from your blade stance, you can assume your weight and striking power of your attacks allowing you
parrying stance, as a reaction to taking damage, in crush anything in your path is little difficulty.
addition to a bonus action and when you assume a Select one creature you can see within range as you
parrying stance, you gain a +3 bonus to your AC unless fire multiple attacks into the air and quickly quadruple
you are disarmed, instead of a +2 the weight of your attacks causing them to fall back to
Additionally, when you score a critical hit using your the earth while homing in on them. Make 2 ranged
weapon with a weapon or taijutsu attack, the target taijutsu attacks, dealing four times your weapons
gains 1 rank of lacerated. damage die in earth damage.
A creature you hit with 2 or more attacks using this
BREATH OF ASH: DUST [NEW] jutsu must succeed a Constitution saving throw as you
Classification: Bukijutsu disable one of their legs (your choice) on a failed save. A
Rank: B-Rank creature with a disabled leg in this way cannot move
Casting Time: 1 Action. effectively, causing them to be unable to cast jutsu with a
Range: Self (60-foot line) Mobility (M) component, Dash, dodge, disengage or
Duration: Instant move while prone. A jutsu which removes conditions
Components: CM, W (Any Ranged), M cast at B-Rank or higher can restore the disabled leg.
Cost: 13 Chakra If this jutsu is used as a Finisher, you instead deal five
Keywords: Bukijutsu, Finisher, Clash, Fire Release times your weapons damage die in earth damage.
Description: You begin to collect and manifest fire If this jutsu is used as a Finisher after you previously
release chakra until it laces the striking portion of your cast a Bukijutsu with the Earth Release keyword during
weapon. The fire release chakra begins to transform into the same turn, you instead deal six times your weapons
gouts of ash and smoke that erupt off of you, and your damage die in earth damage.
weapon with a glorious and wrathful flickering. At Higher Ranks: For each rank you cast this jutsu
Select a creature you can see within range. You fire in a above B-Rank increase the cost of this jutsu by 3 and the
straight line towards them. All creatures in a straight damage by 1 damage die.
line, 10 feet wide, between you and the target becomes
the target of this attack.
Make one ranged taijutsu attack. All creatures whose
space your line passes through become the target of this
attack comparing their AC vs your attack result. On a
successful attack you deal your weapons damage+8d4+8
Fire Damage. If you score a critical hit with this attack,
only one creature of your choice suffers the effects of a
critical hit.
If this jutsu is used as a Finisher, you instead deal your
weapons damage + 10d4+10 fire damage.
If this jutsu is used as a Finisher after you previously
cast a Bukijutsu with the Fire Release keyword during
the same turn, you instead deal your weapons damage +
12d4+12 fire damage, and your attack has a +1 bonus to
its critical threat range.
At Higher Ranks: For each rank you cast this jutsu
above B-Rank increase the cost of this jutsu by 3 and the
damage by 1d4+1. If this jutsu is cast at S-Rank, if you
score a critical hit with this attack, all creatures suffer
the effects of the critical hit.

28
BREATH OF EARTH: JUSTICE [CHANGED] failed save, or half as much damage and no further
Classification: Bukijutsu effects on a success.
Rank: B-Rank If this jutsu is used as a Finisher after you previously
Casting Time: 1 Action cast a Bukijutsu with the Sensory keyword, you instead
Range: Weapons Range deal your weapons damage + 7d8 force damage, being
Duration: Instant knocked prone, blinded and deafened for 1 minute, and
Components: CM, W (Any Melee), M
dazed on a failed save, or half as much damage and no
Cost: 13 Chakra further effects on a success.
Keywords: Bukijutsu, Finisher, Clash, Earth Release At Higher Ranks: For each rank you cast this jutsu
Description: You begin to collect and manifest earth
above B-Rank increase the cost of this jutsu by 3 and the
release chakra until it laces the striking portion of your damage by 1d8.
weapon. The earth release chakra begins to magnify the
weight and striking power of your attacks allowing you BREATH OF ENOKI: ERADICATE [NEW]
crush anything in your path is little difficulty. You utilize a Classification: Bukijutsu
powerful barrage of strikes from a series of differing angles Rank: B-Rank
doing great damage. Casting Time: 1 Action.
Select one creature you can see within range as you Range: Weapon Range
strike with a flurry of weapon attacks followed by Duration: Instant
manifestations of earth release chakra of your design. Components: CM, W (Any Ranged), M
Make 2 melee taijutsu attacks using your weapon, Cost: 14 Chakra
dealing your weapons damage + 2d8 earth damage. Keywords: Bukijutsu, Medical, Clash, Finisher
A creature you hit with 2 or more attacks using this Description: You begin to collect and manifest medical
jutsu must succeed a Constitution saving throw as you chakra until it laces the striking portion of your weapon.
disable one of their arms (your choice) on a failed save. A The medical chakra begins to cause your weapon to glow
creature with a disabled arm in this way cannot use that with a soft pink hue.
arm to wield weapons, fulfill jutsu hand seals (HS) Select a creature you can see within range as you
requirements or grapple for the next minute. A jutsu release waves of medical chakra following the same
which removes conditions cast at B-Rank or higher can concepts of chakra scalpels into each of your attacks.
restore the disabled arm. Make 3 ranged taijutsu attack with your weapon,
If this jutsu is used as a Finisher, you instead deal your dealing your weapons damage + 3d4 poison damage, you
weapons damage + 3d8 earth damage. do not add your ability modifier to the damage dealt. You
If this jutsu is used as a Finisher after you previously can make these attacks at different creatures or all at the
cast a Bukijutsu with the Earth Release keyword during same one.
the same turn, you instead deal your weapons damage + When a creature takes poison damage from this jutsu,
4d8 earth damage. they must make a Constitution saving throw, gaining 1
At Higher Ranks: For each rank you cast this jutsu rank of Envenomed, Corroded and Weakened. A creature
above B-Rank increase the cost of this jutsu by 3 and the who takes poison damage from this jutsu more than
damage by 1d8. once, repeats the saving throw at a stacking -1 penalty to
their Constitution saving throw for each subsequent
BREATH OF ECHO: CRESCENDO [NEW] successful attack.
Classification: Bukijutsu
If this jutsu is used as a Finisher, you instead deal your
Rank: B-Rank weapons damage + 4d4 poison damage and creatures
Casting Time: 1 Action suffer a stacking -2 penalty to their saves.
Range: Special
If this jutsu is used as a Finisher after you previously
Duration: Instant
cast a Bukijutsu with the Medical keyword during the
Components: CM, W (Any Ranged), NT (Any explosive same turn, you instead deal your weapons damage + 5d4
tool), M
poison damage and creatures suffer a stacking -1d4
Cost: 13 Chakra
penalty to their saves.
Keywords: Bukijutsu, Clash, Finisher, Sensory
At Higher Ranks: For each rank you cast this jutsu
Description: You begin to collect and manifest chakra until
above B-Rank increase the cost of this jutsu by 3 and the
it manifest into the shape of a sound note of your choice,
damage by 1d4.
hovering over your eyes as you begin to listen to all of the
sounds created as a result of battle. You then throw a large
number of explosive tools into the air at different,
intentional points. You then fire dozens of shots through
them by creating an unstopping wave of explosions that
follow your attack.
All creatures of your choice in a 5-foot wide, 30-foot
line originating from you must succeed a Dexterity
saving throw, taking your weapons damage + 3d8 force
damage, being knocked prone, blinded and deafened for
1 minute, and dazed on a failed save, or half as much
damage and no further effects on a success. A blinded
and deafened creature can make a constitution saving
throw at the end of each of their turns to end these
effects on them on a success.
If this jutsu is used as a Finisher, you instead deal your
weapons damage + 5d8 force damage, being knocked
prone, blinded and deafened for 1 minute, and dazed on a

29
BREATH OF FLAME: RENGOKU [CHANGED] the same turn, you instead deal your weapons damage +
Classification: Bukijutsu 9d6 cold damage.
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 and the
Range: Self (60-foot line) damage by 1d6, and the number of creatures you can
Duration: Instant target by +1.
Components: CM, W (Any Melee), M
Cost: 13 Chakra BREATH OF ROSE: FUTILITY [CHANGED]
Keywords: Bukijutsu, Finisher, Clash, Fire Release Classification: Bukijutsu
Description: You begin to collect and manifest fire Rank: B-Rank
release chakra until it laces the striking portion of your Casting Time: 1 Action.
weapon. The fire release chakra begins to transform into Range: Weapons Range
gouts of flame that erupt off of you, and your weapon Duration: Instant
with a glorious and wrathful flickering. Components: CM, W (Any Melee), M
Select a space you can see within range that passes Cost: 13 Chakra
through one or more creatures in a 10-foot wide, 60- Keywords: Bukijutsu, Finisher, Clash, Medical
foot-long line, originating from you. Description: You begin to collect and manifest medical
You move to a space at the end of this line that can chakra until it laces the striking portion of your weapon.
hold you leaving behind a bright, powerful and burning The medical chakra begins to create a visage of a poisonous
gout of flame in your wake. Make one melee taijutsu flowers as your move your weapon.
attack. All creatures whose space your line passes Select one create you can see within range you begin to
through become the target of this attack comparing their move around them, imitating the movements of a
AC vs your attack result. On a successful attack you deal throned stem striking them with each passing gesture.
your weapons damage + 7d6 Fire Damage. If you score a Make three melee taijutsu attack with your weapon,
critical hit with this attack, only one creature, of your dealing your weapons damage + 1d6 poison damage, you
choice suffers the effects of a critical hit. do not add your ability modifier to the damage dealt.
If this jutsu is used as a Finisher, you instead deal your A creature who you successfully hit with at least one
weapons damage + 9d6 fire damage. attack granted by this jutsu, must succeed a Constitution
If this jutsu is used as a Finisher after you previously saving throw gaining 1 rank of lacerated and envenomed
cast a Bukijutsu with the Fire Release keyword during on a failed save.
the same turn, you instead deal your weapons damage + If this jutsu is used as a Finisher, you instead deal your
11d6 fire damage, and your attack has a +1 bonus to its weapons damage + 2d6 poison damage and creatures
critical threat range. who fail their save gain 2 ranks of lacerated, envenomed
At Higher Ranks: For each rank you cast this jutsu and corroded.
above B-Rank increase the cost of this jutsu by 3 and the If this jutsu is used as a Finisher after you previously
damage by 1d6. If this jutsu is cast at S-Rank, if you cast a Bukijutsu with the Medical keyword during the
score a critical hit with this attack, all creatures suffer same turn, you instead deal your weapons damage + 3d6
the effects of the critical hit. poison damage and creatures who fail their save gain 3
rank of lacerated, envenomed, corroded and weakened.
BREATH OF RAIN: DOWNPOUR [NEW] At Higher Ranks: For each rank you cast this jutsu
Classification: Bukijutsu above B-Rank increase the cost of this jutsu by 3 and the
Rank: B-Rank damage by 1d6.
Casting Time: 1 Action
Range: Weapon Range
Duration: Instant
Components: CM, W (Any Range), M
Cost: 13 Chakra
Keywords: Bukijutsu, Finisher, Clash, Water Release
Description: You begin to collect and manifest water
release chakra until it laces the striking portion of your
weapon. The water release chakra begins to transform into
streams of water, capable of being seen and felt as you fire
a single shot into the sky, which then scatters and rains
downs an innumerable number of beasts made of water
onto creatures of your choice.
Select a number of creatures you can see within range
equal to your proficiency bonus, as you fire your attack
into the air. Make one ranged taijutsu attacks using your
weapon comparing the result to each targets AC. On a
successful hit, you deal your weapons damage + 5d6 cold
damage. If any target has any ranks of the chilled, or are
Dazed, you make your attacks at advantage. If you score
a critical hit with this attack, only one creature, of your
choice suffers the effects of a critical hit.
If this jutsu is used as a Finisher, you instead deal your
weapons damage + 7d6 cold damage.
If this jutsu is used as a Finisher after you previously
cast a Bukijutsu with the Water Release keyword during

30
BREATH OF SKIES: TWISTER [NEW] saving throw at the end of each of their turns to end
Classification: Bukijutsu these effects on them on a success.
Rank: B-Rank If this jutsu is used as a Finisher, you instead deal your
Casting Time: 1 Action weapons damage + 4d10 force damage, being knocked
Range: Self (30-foot line) prone, blinded and deafened for 1 minute, and dazed on a
Duration: Instant failed save, or half as much damage and no further
Components: CM, W (Any), M effects on a success.
Cost: 13 Chakra If this jutsu is used as a Finisher after you previously
Keywords: Bukijutsu, Wind Release, Clash, Finisher cast a Bukijutsu with the Sensory keyword, you instead
Description: You begin to collect and manifest wind release deal your weapons damage + 5d10 force damage, being
chakra until it laces the striking portion of your weapon. knocked prone, blinded and deafened for 1 minute, and
The wind release chakra begins to spiral around the user’s dazed on a failed save, or half as much damage and no
weapon creating whipping torrents of wind. You you’re further effects on a success.
your attack, like a corkscrew, rotating it in drill like At Higher Ranks: For each rank you cast this jutsu
motion, allowing the wind Release to create a massive and above B-Rank increase the cost of this jutsu by 3 and the
powerful spiraling funnel. damage by 1d10.
All creatures of your choice in a 5-foot wide, 30-foot
line originating from you must succeed a Dexterity BREATH OF SPARKS: OVERLOAD [NEW]
saving throw, taking your weapons damage + 8d4 wind Classification: Bukijutsu
damage and 1 ranks of lacerated on a failed save or half Rank: B-Rank
as much and no ranks of lacerated on a success. Casting Time: 1 Action
If this jutsu is used as a Finisher, all creatures of your Range: Double Weapon Range
choice in a 10-foot wide, 30-foot line originating from Duration: Instant
you must succeed a Dexterity saving throw, instead Components: CM, W (Any Ranged), M
dealing your weapons damage + 10d4 wind damage and Cost: 13 Chakra
2 ranks of lacerated on a failed save and half as much and Keywords: Bukijutsu, Finisher, Clash, Lightning Release
no ranks of lacerated on a success. Description: You begin to collect and manifest lightning
If this jutsu is used as a Finisher after you previously release chakra until it laces the striking portion of your
cast a Bukijutsu with the Wind Release keyword during weapon. The lightning release chakra begins to collect and
the same turn, all creatures of your choice in a 15-foot spark off of your weapon and body with violent jolts. You
wide, 30-foot line originating from you must succeed a prepare for a powerful singular shot as your lightning
Dexterity saving throw, instead dealing your weapons follows behind your attack in the image of a beast of your
damage + 12d4 wind damage and 3 ranks of lacerated on description.
a failed save and half as much damage and ranks of Select one creature you can see within range. Make
bleeding on a success. one ranged taijutsu attacks, dealing your weapons
At Higher Ranks: For each rank you cast this jutsu damage + 3d10 lightning damage. If the target has any
above B-Rank increase the cost of this jutsu by 3 and the ranks of the Shocked condition, you make your attacks at
damage by 1d4. advantage. If your beats the creatures AC by 10 or more,
the creature cannot take a reaction until the end of the
BREATH OF SOUND: PERFORMANCE [NEW] current turn, and you ignore any damage reduction they
Classification: Bukijutsu are benefiting from.
Rank: B-Rank If this jutsu is used as a Finisher, you instead deal your
Casting Time: 1 Action weapons damage + 5d10 lightning.
Range: Special If this jutsu is used as a Finisher after you previously
Duration: Instant cast a Bukijutsu with the Lightning Release keyword
Components: CM, W (Any Melee), NT (Any explosive tool), during the same turn, you instead deal your weapons
M damage + 7d10 lighting damage.
Cost: 13 Chakra At Higher Ranks: For each rank you cast this jutsu
Keywords: Bukijutsu, Clash, Finisher, Sensory above B-Rank increase the cost of this jutsu by 3 and the
Description: You begin to collect and manifest chakra until damage by 1d10.
it manifest into the shape of a sound note of your choice,
hovering over your eyes as you begin to listen to all of the
sounds created as a result of battle. You then throw a large
number of explosive tools into the air at different,
intentional points. You then sprint through them attack
each one as you pass by creating an unstopping wave of
explosions that follow you as you attack anyone in your
way.
Select a space you can see within range, that passes
through one or more creatures in a 5-foot wide, 60-
foot-long line, originating from you. You move into a
space adjacent to the end of that line, that can hold you,
leaving behind a festival of explosions and light. All
creatures who your line would pass through must make a
Dexterity saving throw, taking your weapons damage +
3d10 force damage, being knocked prone, blinded and
deafened for 1 minute, and dazed on a failed save, or half
as much damage and no further effects on a success. A
blinded and deafened creature can make a constitution

31
BREATH OF THUNDER: KAMI [CHANGED] damage by 1d8, and the number of creatures you can
Classification: Bukijutsu target by +1.
Rank: B-Rank
Casting Time: 1 Action BREATH OF WIND: GUSTS [CHANGED]
Range: Double Movement Speed Classification: Bukijutsu
Duration: Instant Rank: B-Rank
Components: CM, W (Any Melee), M Casting Time: 1 Action
Cost: 13 Chakra Range: Self (30-foot line)
Keywords: Bukijutsu, Finisher, Clash, Lightning Release Duration: Instant
Description: You begin to collect and manifest lightning Components: CM, W (Any Melee), M
release chakra until it laces the striking portion of your Cost: 13 Chakra
weapon. The lightning release chakra begins to collect and Keywords: Bukijutsu, Wind Release, Clash, Finisher
spark off of your weapon and body with violent jolts. You Description: You begin to collect and manifest wind release
prepare for a powerful singular forward slash as your chakra until it laces the striking portion of your weapon.
lightning follows behind you in the image of a beast of your The wind release chakra begins to spiral around the user’s
description. weapon creating whipping torrents of wind. You spin
Select one creature you can see within range. Move sideways, rotating your body in an uppercut motion,
yourself into a space adjacent to the chosen creature that allowing the wind Release to create a massive and powerful
can hold you. Make one melee taijutsu attacks using your arcing slash.
weapon, dealing your weapons damage + 3d12 lightning All creatures of your choice in a 5-foot wide, 30-foot
damage. If the target has any ranks of the Shocked line originating from you must succeed a Dexterity
condition, you make your attacks at advantage. If your saving throw, taking your weapons damage + 4d6 wind
beats the creatures AC by 10 or more, the creature cannot damage and 1 ranks of bleeding on a failed save or half as
take a reaction until the end of the current turn, and you much and no ranks of lacerated on a success.
ignore any damage reduction they are benefiting from. If this jutsu is used as a Finisher, all creatures of your
If this jutsu is used as a Finisher, you instead deal your choice in a 10-foot wide, 30-foot line originating from
weapons damage + 5d12 lightning. you must succeed a Dexterity saving throw, instead
If this jutsu is used as a Finisher after you previously dealing your weapons damage + 6d6 wind damage and 2
cast a Bukijutsu with the Lightning Release keyword ranks of lacerated on a failed save and half as much and
during the same turn, you instead deal your weapons no additional effects on a success.
damage + 7d12 lighting damage. If this jutsu is used as a Finisher after you previously
At Higher Ranks: For each rank you cast this jutsu cast a Bukijutsu with the Wind Release keyword during
above B-Rank increase the cost of this jutsu by 3 and the the same turn, all creatures of your choice in a 15-foot
damage by 1d12. wide, 30-foot line originating from you must succeed a
Dexterity saving throw, instead dealing your weapons
BREATH OF WATER: FLUX damage + 8d6 wind damage and 3 ranks of lacerated on a
Classification: Bukijutsu failed save and half as much damage and no lacerated on
Rank: B-Rank a success.
Casting Time: 1 Action At Higher Ranks: For each rank you cast this jutsu
Range: Movement Speed above B-Rank increase the cost of this jutsu by 3 and the
Duration: Instant damage by 1d6.
Components: CM, W (Any Melee), M
Cost: 13 Chakra COMBO VAULT [CHANGED]
Keywords: Bukijutsu, Finisher, Clash, Water Release Classification: Bukijutsu
Description: You begin to collect and manifest water Rank: B-Rank
release chakra until it laces the striking portion of your Casting Time: 1 Bonus Action
Range: Weapons Range
weapon. The water release chakra begins to transform into
Duration: Instant
streams of water, capable of being seen and felt as you Components: W (Any Weapon), M
perform a series of continuous flowing attacks that begin Cost: 12 Chakra
to manifest a powerful dragon made of water that collapses Keywords: Bukijutsu, Combo
on top your target. Description: You leap over your opponent landing behind
Select a number of creatures you can see within range them then quickly dash back to your previous position.
equal to your proficiency bonus. Move yourself into a Striking the enemy as you pass by. Make two taijutsu
space adjacent to the last creature chosen that can hold attacks with your weapon dealing your weapons damage
you. Make one melee taijutsu attacks using your weapon on each hit.
comparing the result to each targets AC. On a successful For each successful hit you make using this jutsu, you
hit, you deal your weapons damage + 5d8 cold damage. If gain a +1d4 to hit on your next bukijutsu cast this turn.
any target has any ranks of the chilled, or are Dazed, you Until the end of your turn, you can target one affected
make your attacks at advantage. If you score a critical hit creature with a Bukijutsu Finisher regardless of range,
with this attack, only one creature, of your choice suffers once per turn, using either an Action or Bonus action,
the effects of a critical hit. ignoring its listed casting time.
If this jutsu is used as a Finisher, you instead deal your
weapons damage + 7d8 cold damage.
If this jutsu is used as a Finisher after you previously
cast a Bukijutsu with the Water Release keyword during
the same turn, you instead deal your weapons damage +
9d8 cold damage.
At Higher Ranks: For each rank you cast this jutsu
above B-Rank increase the cost of this jutsu by 3 and the

32
COUNTER-STRIKE DANCE PERFORMANCE: THIRD STEP
Classification: Bukijutsu [CHANGED]
Rank: B-Rank Classification: Bukijutsu
Casting Time: Reaction, to being targeted for an attack. Rank: B-Rank
Range: 5 Feet Casting Time: 1 Action
Duration: Instant Range: Self (15-foot Cube)
Components: W (Any Melee Weapon), M Duration: Instant
Cost: 11 Chakra Components: W (Any Melee), M
Keywords: Bukijutsu, Combo Cost: 14 Chakra
Description: As a Reaction to being attacked, you take it Keywords: Bukijutsu, Finisher
head on in an attempt to lock the opponent in front of Description: You spin, stopping in a wide slash. Each
you, preventing them from dodging. You take the creature in a 15-foot cube originating from you must
maximum possible damage from the attack that you were make a Dexterity saving throw. On a failed save, a
targeted with. creature takes your weapon’s damage + 4d10 and is
Immediately after you take the damage, you are able to stunned until the end of your next turn. On a successful
cast 1 bukijutsu with the Casting time of 1 Action or Bonus save, a creature takes half as much damage and is not
Action at no additional chakra cost of B-Rank or lower. stunned.
Until the end of your turn, you can target one affected If this jutsu is used as a Finisher, a creature instead
creature with a Bukijutsu Finisher regardless of range, takes your weapon’s damage + 6d10 and is paralyzed
once per turn, using either an Action or Bonus action, until the beginning of their next turn on a failed save,
ignoring its listed casting time. and only takes half as much damage and is not paralyzed
on a successful one.
CRUSHING HEART At Higher Ranks: For each rank you cast this jutsu
Classification: Bukijutsu above B-Rank increase the cost of this jutsu by 3 and the
Rank: B-Rank damage by 1d10.
Casting Time: 1 Action
Range: Self
Duration: 1 Minute
DEFENSIVE HEART
Classification: Bukijutsu
Components: W (Any Bludgeoning), M
Rank: B-Rank
Cost: 10 Chakra Casting Time: 1 Action
Keywords: Bukijutsu Range: Self
Description: As a requirement to activate this jutsu, you Duration: Concentration, up to 1 Minute
must be in the Crushing Stance. Components: W (Medium or Heavy Armor), M
Your heart and your bludgeon become one. While you Cost: 10 Chakra
are benefiting from your crushing stance, when you Keywords: Bukijutsu
would force a hostile creature to make a Strength saving Description: As a requirement to activate this jutsu, you
throw or ability check to resist a feature, effect or jutsu must be in the Defensive weapon stance and you cannot
you cast, you may roll your weapons damage die, reducing lose concentration on this jutsu as a result of damage.
half the result from their save (Min 1.). Your heart and armor become one. While you are
You can spend a bonus action on each of your turns to benefiting from your defensive weapon stance, when
Ready an Action, which can only be used to make a melee you would be forces to make a Strength, Dexterity or
weapon attack or cast a Bukijutsu that your weapon can Constitution saving throw against an effect that deals
act as a component for of D-Rank. This Readied action is damage, you may 1/3rd of your armors original bulk to
triggered when a hostile creature would trigger an attack your saving throw.
of opportunity. You have advantage on this jutsu’s or
weapon attacks, attack roll. DUELING HEART
Classification: Bukijutsu
Rank: B-Rank
Casting Time: 1 Action
Range: Self
Duration: Concentration, up to 1 Minute
Components: W (Any melee), M
Cost: 10 Chakra
Keywords: Bukijutsu
Description: As a requirement to activate this jutsu, you
must be in the Dueling Mastery weapon stance and you
cannot lose concentration on this jutsu as a result of
damage.
Your attacks made with haste, using effects from the
Dueling Mastery weapon stance, you no longer need to
make your attacks without the aid of proficiency, instead
making your attacks normally, but still dealing
additional damage equal to your proficiency bonus on a
hit.
Additionally, when a creature hits you with a melee
attack, if you spend your reaction to add your proficiency
bonus to your AC, you also can immediately make a
weapon attack as a part of the same reaction adding your
proficiency to the damage dealt.

33
EARTH SPIDER SEWING FLYING SWALLOW: FLURRY GUARD
Classification: Bukijutsu Classification: Bukijutsu
Rank: B-Rank Rank: B-Rank
Casting Time: 10 Minutes Casting Time: 1 Reaction, which you take when you
Range: 60-foot cube would take damage.
Duration: 1 Hour Range: Weapon Range
Components: W (Battle Wire), M
Duration: Instant
Cost: 13 Chakra
Components: W (Any Melee), M
Keywords: Bukijutsu
Cost: 11 Chakra
Description: You lace an area with razor sharp wires less
Keywords: Bukijutsu
than a foot above ground level. Trapping, damaging, and
Description: As a part of the activation of this jutsu, you
hindering all creatures who aren’t aware of them or their
must have a weapon in both hands that meet this
locations exactly. For the duration, select a space the size
Bukijutsu’ s component requirements.
of a 60-foot cube to fill with razor sharp wires. Select
You raise both of your weapons blocking an incoming
creatures that you can see to be unaffected by this jutsu.
flurry of attacks with a powerful guarded stance.
For the duration, creatures who enter the radius of
You gain a +3 bonus to your AC against the triggering
this jutsu move as if the area this jutsu inhabits is
attacking creature. Thereafter, until the end of the
difficult terrain.
current turn, you gain a +1 bonus to AC each time you are
Creatures who cast Jutsu with a Mobility (M)
targeted by the same creature with an attack.
component, must succeed a Dexterity saving throw
At the conclusion of the triggering creatures attack
being restrained by the wires as they get wrapped up
action, jutsu casting or feature/trait effect, you
inside of them on a failed save.
immediately send all of that built up defense back at
Creatures who make weapon attacks must succeed a
them. Make two melee taijutsu attacks, attacking once
Strength saving throw, having their weapon caught on a
with each weapon, dealing your weapons damage + 4d6
wire and being unable to complete the attack on a failed
+ the Total AC bonus gained as a result of this jutsu.
save.
At Higher Ranks: For each rank you cast this jutsu

ECLIPSE above B-Rank increase the cost of this jutsu by 3 and the
damage by 2d6.
Classification: Bukijutsu

FLYING SWALLOW: PENULTIMATE [CHANGED]


Rank: B-Rank
Casting Time: 1 Action
Range: Self Classification: Bukijutsu
Duration: Concentration, up to 1 minute. Rank: B-Rank
Components: W (Bludgeoning), M Casting Time: 1 Action
Cost: 14 Chakra Range: Weapon Range
Keywords: Bukijutsu Duration: Instant
Description: You enter a stance that prevents others Components: W (Any Melee), M
from capitalizing on any openings as your weapon sits Cost: 14 Chakra
firmly grasped in both hands. For the duration, bukijutsu Keywords: Bukijutsu, Clash, Finisher
and weapon attacks made with a weapon that deals Description: As a part of the activation of this jutsu, you
bludgeoning damage also forces the target to make a must have a weapon in both hands that meet this
constitution saving throw. On a failed save the target(s) Bukijutsu’ s component requirements.
gain 1 rank of Weakened and becomes dazed until the You perform a swift series of powerful and accurate
end of your next turn. If a creature gains a rank of strikes with both weapons. Before finishing with a
weakened this way, the duration of any previous ranks of powerful strike with both weapons simultaneously.
weakened is increased to the end of your next turn. You Make two melee taijutsu attacks, one with each
can only force a creature to make a constitution save this weapon, dealing your weapons damage + 1d10. If you
way once per turn. scored at least one hit with each weapon, you attack one
final time dealing both weapons damage die + your
EQUALIZED HEART taijutsu ability modifier + 2d10.
Classification: Bukijutsu If this jutsu is used as a Finisher, you instead deal each
Rank: B-Rank weapon’s damage + 2d10 and if you scored at least one
Casting Time: 1 Action hit with each weapon, you attack one final time dealing
Range: Self both weapons damage dies + 4d10.
Duration: Concentration, up to 1 Minute At Higher Ranks: For each rank you cast this jutsu
Components: W (Unarmored or Light Armor), M
above B-Rank increase the cost of this jutsu by 3 and the
Cost: 10 Chakra
damage by 1d10.
Keywords: Bukijutsu
Description: As a requirement to activate this jutsu, you
must be in the Equilibrium weapon stance and you
cannot lose concentration on this jutsu as a result of
damage.
You gain a +1 bonus to AC. Weapon attacks made with
the finesse quality now have the deadly, critical and
multiattack qualities, if they didn’t before.

34
GREAT HEART If you successfully hit a creature with both attacks,
Classification: Bukijutsu you tear open their guard removing any chance they
Rank: B-Rank could defend themselves from you. A creature who is hit
Casting Time: 1 Action by both attacks, cannot gain the benefit of bonuses to AC
Range: Self or Temporary hit points as a result of Armor, Jutsu,
Duration: Concentration, up to 1 minute. features or traits against you until the end of your next
Components: W (Any Melee Two-Handed), M turn.
Cost: 10 Chakra
Keywords: Bukijutsu JUDGEMENT CUT
Description: As a requirement to activate this jutsu, you Classification: Bukijutsu
must be in the Great Weapon Stance and you cannot lose Rank: B-Rank
concentration on this jutsu as a result of damage. Casting Time: 1 Action
When you roll a 1~4 on a damage die, for a weapon Range: 30 feet
attack, you can reroll the die and must use whichever Duration: Instant
result is higher. If your Taijutsu ability score is 20 or Components: W (Any Melee Slashing), M
greater, the first time you would deal weapon damage Cost: 12 Chakra
using your weapon, you increase the damage die by +1. Keywords: Bukijutsu, Clash
Description: You take your weapon and coat it in your
HAZY NIGHT chakra, and use your raw skill to gauge the distance
Classification: Bukijutsu between yourself and your target.
Rank: B-Rank Select a space you can see within range. All creatures
Casting Time: 1 Action within 5 feet of this space must succeed a Dexterity
Range: Self saving throw. On a failed save, a target takes 5d8
Duration: Concentration, up to 1 minute. Slashing damage on a failed save, or half as much on a
Components: W (Melee Slashing), M
success.
Cost: 14 Chakra Additionally, you can choose to spend an additional 6
Keywords: Bukijutsu
Chakra to use this jutsu again targeting the same space,
Description: You move with such fine control that
forcing all creatures to repeat the saving throw. You can
nothing is wasted. Each movement leaves behind
do this twice per casting.
afterimages of your last movement. For the duration, At Higher Ranks: For each rank you cast this jutsu
bukijutsu made with a weapon that deals slashing
above B-Rank increase the cost of this jutsu by 3 and the
damage that forces a target to make a saving throw, are number of spaces you can select by +1. A creature can
always made with a -2 penalty. only be affected by one instance this jutsu at a time.\

HEAVY HEART LONG KISS


Classification: Bukijutsu
Classification: Bukijutsu
Rank: B-Rank
Rank: B-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Self
Range: Weapon Range
Duration: Concentration, up to 1 minute.
Duration: Instant
Components: W (Any Melee Heavy), M Components: W (Any Bow), M
Cost: 14 Chakra Cost: 12 Chakra
Keywords: Bukijutsu
Keywords: Bukijutsu
Description: As a requirement to activate this jutsu, you Description: You knock your bow or bolt and point it into
must be in the Heavy Weapon Stance and you cannot lose the sky directly above you firing it into the sky and using
concentration on this jutsu as a result of damage.
your chakra to guide it like a falling missile.
You add twice your Strength modifier to damage rolls. Select a space you can see within range that a creature is
Also, you count this weapon as if it’s chakra enhanced occupying. Make a ranged taijutsu attack, dealing your
bonus is +1 greater than whatever it is currently, for the
weapons damage + 6d8.
purpose of attempting to break a creature’s weapon with
Additionally, all other creatures within 10 feet of the
the Heavy Weapons Stance effects. target space must succeed a Dexterity saving throw, because

ICHIMONJI
if your original attack scores a hit, it splinters, and explodes
as your chakra compresses the splinters or metal fragments
Classification: Bukijutsu
into more bolts or arrows and scatters them. On a failed save
Rank: B-Rank
creatures take 6d8 piercing damage and are dazed until the
Casting Time: 1 Action
Range: 5 Feet end of their next turns or half as much damage on a success
Duration: Instant and not additional effects.
Components: W (Melee Slashing), M At Higher Ranks: For each rank you cast this jutsu above
Cost: 14 Chakra B-Rank increase the cost of this jutsu by 3 and the number
Keywords: Bukijutsu, Clash of spaces you can select by +1 Creatures can only be affected
Description: You take a solid striking form and perform by one Area of effect per turn as a result of this jutsu.
2 powerful slashes with enough force to leave a gash in
the ground below the blade. The first slash is downward
creating the gash in the ground, the second slash is
upward creating a high-pitched singing sensation from
the edge of the blade. Make two melee taijutsu attacks
against a single creature dealing your weapons damage +
4d6 with each hit.

35
MONKEY KINGS CROWN POLEARM HEART
Classification: Bukijutsu Classification: Bukijutsu
Rank: B-Rank Rank: B-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Weapons Range Range: Self
Duration: Instant Duration: Concentration, up to 1 minute.
Components: W (Melee Bludgeoning), M Components: W (Quarterstaff, Hooked Lance, Naginata,
Cost: 11 Chakra Scythe, War Club or Sasumata), M
Keywords: Bukijutsu Cost: 10 Chakra
Description: You twirl your weapon around yourself, Keywords: Bukijutsu
building up momentum and kinetic energy in an attempt to Description: As a requirement to activate this jutsu, you
strike an opponent’s head with enough force to crush steel must be in the Polearm Stance and you cannot lose
and shatter stone.. concentration on this jutsu as a result of damage.
Make one melee taijutsu attacks using your weapon, All Bukijutsu you cast, that requires an attack roll or
dealing your weapons damage + 5d10. forces another creature to make a saving throw, while
If you deal at least 30 damage with this jutsu, the target gaining the benefits of jutsu, have their range increased
must succeed a Constitution saving throw being Dazed for by 10 feet.
the next 24 hours on a failed save. Additionally, creatures provoke attacks of opportunity
At Higher Ranks: For each rank you cast this jutsu above regardless of an effect they are under or action they take.
B-Rank increase the cost of this jutsu by 3 and the damage
by 1d10. QUICK DRAW
Classification: Bukijutsu
MOONLIGHT Rank: B-Rank
Classification: Bukijutsu Casting Time: 1 Action
Rank: B-Rank Range: Weapons Range
Casting Time: 1 Action Duration: Instant
Range: Self Components: W (Melee Slashing), W
Duration: Concentration, up to 1 minute. Cost: 14 Chakra
Components: W (Melee Piercing), W Keywords: Bukijutsu, Finisher
Cost: 14 Chakra Description: You take a withdrawn stance gripping your
Keywords: Bukijutsu weapon and prepare for a powerful sweeping strike. You
Description: You raise your weapon and hold it back with spend your turn preparing this attack until the
your elbow bent ready to pierce through anything in beginning of your next turn. You cannot take a Bonus
your path. For the duration bukijutsu and weapon action the turn you use this jutsu or a reaction after
attacks made with a weapon that deals piercing damage using this jutsu. At the start of your next turn, you swing
cannot have their damage reduced by any means, with all of your force, all creatures in front of you within
ignoring resistance and Immunity. 5 feet, must succeed a Dexterity saving throw at
disadvantage, taking 6d12 damage.
PIERCING HEART If this jutsu is used as a Finisher, you instead Swing with
Classification: Bukijutsu all of your force, the turn you cast this jutsu. All creatures
Rank: B-Rank within a 15-foot cone originating from you must succeed a
Casting Time: 1 Action constitution saving throw at disadvantage. On a failed save
Range: Self creatures take your weapons damage + 10d12 and become
Duration: Concentration, up to 1 minute. dazed or no damage or effect on a success.
Components: W (Any Piercing), M
Cost: 10 Chakra SHARPSHOOTER HEART
Keywords: Bukijutsu Classification: Bukijutsu
Description: As a requirement to activate this jutsu, you Rank: B-Rank
must be in the Piercing Stance and you cannot lose Casting Time: 1 Action
concentration on this jutsu as a result of damage. Range: Self
You lunge forward with ruthless force and power Duration: Concentration, up to 1 minute.
attempting to rip and tear through any and everything in Components: W (Any Ranged), M
your way. For the duration, when you enter your penetrative Cost: 10 Chakra
stance, you remain in such a stance for the duration of this Keywords: Bukijutsu
jutsu. Additionally, you no longer suffer a penalty to your AC Description: As a requirement to activate this jutsu, you
if you miss and also instead deal additional damage equal to must be in the Sharpshooter Stance and you cannot lose
three times your ability modifier. concentration on this jutsu as a result of damage.
All Bukijutsu you cast, that requires you to roll an
ammunition die, instead, doesn’t require you to roll or
spend any ammunition die while you are gaining the
benefits of this jutsu
Additionally, when a creature would make a melee
attack against you at the conclusion of the attack, you
can move 5 feet in any direction as you move to create
distance.

36
SILENT KILLING TWIN RISING DRAGONS
Classification: Bukijutsu Classification: Bukijutsu
Rank: B-Rank Rank: B-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Touch Range: 60 feet radius Sphere
Duration: Instant Duration: Concentration, up to 1 Minute,
Components: W (Melee Slashing or Piercing), M Components: NT (Weapon Scrolls), M
Cost: 12 Chakra Cost: 12 Chakra
Keywords: Bukijutsu Keywords: Bukijutsu
Description: As a part of the requirement for activating Description: You grasp two of the scrolls with throwing
this jutsu, you must be hidden from that target creature weapons sealed into them and unleash them in a double
you are targeting. You sneak towards your target and helix formation. As you leap, the scrolls create a field of
strike at their most vital points. Make a Taijutsu Attack thin but strong wires, allowing for you to remain 30 feet
vs target creatures Passive Perception. On a Success you off the ground, standing airborne between them. For the
treat this attack as a hit dealing 15d4 Damage of your duration of this jutsu, as an action, you can make up to 3
chosen weapon type. If you reduce the target creature's ranged taijutsu attacks each round, targeting 1 creature
Hit Points to 0, they immediately are killed. each attack, dealing 4d6 piercing damage.
At Higher Ranks: For each rank you cast this jutsu
above B-Rank, increase the cost of this jutsu by 3 and WHIRLWIND STRIKE
Damage by 2d4 Classification: Bukijutsu
Rank: B-Rank
SOUL SCATTER Casting Time: 1 Action
Classification: Bukijutsu Range: Weapons Range
Duration: Instant
Rank: B-Rank
Components: W (Any Melee Weapon), M
Casting Time: 1 Action
Cost: 12 Chakra
Range: Weapons Range
Keywords: Bukijutsu
Duration: Instant
Description: You spin in a violent fashion striking all
Components: W (Any Ranged), M
creatures surrounding you. All creatures of your choice
Cost: 14 Chakra
within your weapons range must succeed a Dexterity
Keywords: Bukijutsu
saving throw, taking your weapons damage + 5d10.
Description: You manifest multiple shots of ammunition
At Higher Ranks: For each rank you cast this jutsu
with your chakra, before loading them into your weapon
above B-Rank, increase the cost of this jutsu by 3 and
and firing them. Select a number of creatures equal to
Damage by 1d10.
your Taijutsu ability modifier. Make a single ranged
taijutsu attack, using the result vs each of their Armor
Class values. You do not roll ammunition die when
WIRE CRUCIFIXION
Classification: Bukijutsu
casting this jutsu. Rank: B-Rank
On a hit, you deal your weapons damage + 4d8, each Casting Time: 1 Action
target must succeed a constitution saving throw or be Range: 90 Feet
knocked prone and restrained by your shot. Duration: Instant
A restrained creature can, as an action, attempt to Components: W (Battle Wire), M
remove the construct shot from themselves by making a Cost: 11 Chakra
Strength saving throw. Keywords: Bukijutsu
Description: As a part of casting this jutsu, you must be
SUICIDE BOMBING in a forest, urban environment, or cavernous terrain.
Classification: Bukijutsu You pull your wires, revealing threads already
Rank: B-Rank surrounding a target you can see within range.
Casting Time: 1 Reaction, which you take when someone Select two creatures within range. Both must succeed
else takes any action. a Strength saving throw, being grappled, restrained,
Range: 30 feet radius sphere
being unable to make handseals and gaining 2 ranks of
Duration: Instant
bleeding on a failed save. On the targets turn, they spend
Components: NT (Paper bombs), M
Cost: 11 Chakra an action to make a Strength saving throw to break the
wires, ending the grappled and restrained condition on
Keywords: Bukijutsu
themselves and also being able to make handseals again.
Description: You open your clothing revealing a series of
A creature that ends its turn grappled and restrained
paper bombs all rigged to explode. You have enough time
by this jutsu gains an additional 2 ranks of bleed.
to speak a few more words before they all ignite and
At Higher Ranks: For each rank you cast this jutsu
explode. All creatures within 30 feet of you must succeed
above B-Rank, increase the cost of this jutsu by 3 and the
a Dexterity saving throw at disadvantage. You take
number of creatures affected by this jutsu by +1.
maximum damage. On a failed save the targets takes
15d6 fire damage, or half as much on a failure.

37
VERSATILE HEART [NEW] On a miss, this jutsu fails and you lose concentration
Classification: Bukijutsu immediately.
Rank: B-Rank If you would cast a Jutsu that would allow you to deal
Casting Time: 1 Action your weapon damage, you only deal this jutsu’s weapon
Range: Self damage once, after which you default to your original
Duration: Concentration, up to 1 minute. weapon damage.
Components: W (Any Versatile), M
Cost: 13 Chakra BLOOD SHOT
Keywords: Bukijutsu Classification: Bukijutsu
Description: As a requirement to activate this jutsu, you Rank: A-Rank
Casting Time: 1 Bonus Action
must be in the Versatile Stance and you cannot lose
Range: Self
concentration on this jutsu as a result of damage.
Duration: 1 Round
You fight with a level of versatility, maneuvering each Components: W (Ranged Piercing), M
strike with grace and fluidity. Bukijutsu you cast using a Cost: 19 Chakra
weapon with the Versatile property cannot have their Keywords: Bukijutsu
attacks made at disadvantage or with any penalties inflicted Description: Your blood begins to rush as you prepare a
by a hostile creatures jutsu, features or traits. shot using ammunition with this rush. Until the start of

A-RANK:
your next turn, any time you would deal damage to a
creature with a ranged weapon, which deals piercing
damage, the creature gains 1 rank of bleeding.
1-SHOT PIERCE A creature cannot gain more than 5 ranks of bleeding in
Classification: Bukijutsu this way, as a result of this jutsu.
Rank: A-Rank
At Higher Ranks: For each rank you cast this jutsu
Casting Time: 1 Action
above A-Rank increase the cost of this jutsu by 3 and the
Range: Weapon Range
Duration: Instant duration to concentration, up to 1 minute, and a creature
Components: W (Ranged Piercing), M cannot gain more than 5 ranks of bleeding from this jutsu
Cost: 15 Chakra per turn.
Keywords: Bukijutsu, Finisher, Clash
Description: You put your all into a single shot with your BREATH OF MOON: CATASTROPHE
Classification: Bukijutsu
ranged weapon, intended to end the fight with prejudice
intent. Rank: A-Rank
Make a ranged taijutsu attack, dealing your weapons Casting Time: 1 Action
Range: Self (60-foot line)
damage + 10d8 and forcing the target creature to make a
Duration: Instant
Constitution saving throw, being dazed on a failed save.
Components: W (Any Melee), M
If this jutsu is used as a Finisher, a creature instead takes
your weapon’s damage + 14d8 and is paralyzed until the Cost: 19 Chakra
Keywords: Bukijutsu, Finisher
end of your next turn on a failed save, and only takes half
Description: You begin to collect and manifest a dark
as much damage and is not paralyzed on a successful one.
At Higher Ranks: For each rank you cast this jutsu above chakra until it laces the striking portion of your weapon,
curving it like a crescent moon. This chakra begins to
A-Rank increase the cost of this jutsu by 3 and the damage
darken the immediate area around your weapon,
by 1d8.
distorting its shape when you strike with it. Each swing
BESTOWAL creates distortions in the area, devastating the terrain and
Classification: Bukijutsu manifesting waves of force capable of completely
Rank: A-Rank obliterating everything in its path. You can only cast this
Casting Time: 1 Action jutsu as a Finisher, which only affects creatures
Range: Weapons range previously affected by a jutsu with the Combo
Duration: Concentration, up to 1 Minute keyword
Components: W (Melee Slashing or Piercing), M, CM All creatures in a 15-foot-wide, 60-foot-long
Cost: 19 Chakra line, originating from you, must succeed a
Keywords: Bukijutsu Dexterity saving throw, taking 11d10 slashing
Description: You focus your chakra and inject it damage on a failed save, or half as much on a
into your weapon. As a part of the activation of success.
this jutsu make a melee taijutsu attack.
targeting a creature within range. On a
Hit, you deal your weapon’s
damage and draw blood from
your target, coating your weapon in
it. For the duration, you weapon gain a +2
bonus to attack and damage rolls and deals
an additional 4d6 necrotic damage on a hit.
The Jutsu’s bonus to attack and damage
rolls does not take effect if your weapon has a
bonus to attack and/or damage rolls equal to
or greater than the bonus this jutsu provides. If
your weapon has a +1 bonus to attack and/or
damage rolls, it is replaced with this Jutsu's
for the duration.

38
BREATH OF MOON: EVENING PALACE BREATH OF MOON: LOATHSOME [CHANGED]
Classification: Bukijutsu Classification: Bukijutsu
Rank: A-Rank Rank: A-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Weapons Range Range: Weapons Range
Duration: Instant Duration: Instant
Components: W (Any Melee), M Components: W (Any Melee), M
Cost: 15 Chakra Cost: 15 Chakra
Keywords: Bukijutsu, Combo Keywords: Bukijutsu, Combo
Description: You begin to collect and manifest a dark Description: You begin to collect and manifest a dark chakra
chakra until it laces the striking portion of your weapon, until it laces the striking portion of your weapon, curving it
curving it like a crescent moon. This chakra begins to like a crescent moon. This chakra begins to darken the
darken the immediate area around your weapon, immediate area around your weapon, distorting its shape
distorting its shape when you strike with it. Each swing when you strike with it. Each swing creates distortions in the
creates distortions in the area, devastating the terrain and area, devastating the terrain and manifesting waves of force
manifesting waves of force capable of completely capable of completely obliterating everything in its path.
obliterating everything in its path. You swing your weapon twice with such ferocity, that the
You swing your weapon with such grace, that the space space around you distorts, removing all resistance in its way.
your weapon passes through distorts, removing all Make two melee taijutsu attacks, dealing your weapons
resistance in its way, ignoring resistances and treating damage + 5d8.
immunities as resistance. Additionally, you can choose to spend 10 chakra to trigger a
Make a melee taijutsu attack, dealing your weapons shockwave of destruction. If you do, all creatures of your
damage + 3d10. If a creature has temporary hit points or a choice within 15 feet of you must succeed a Dexterity saving
bonus to AC, you instead deal your weapons damage + 5d10. throw, taking 7d8 slashing damage on a failed save and half
If a creature has both temporary hit points and a bonus to AC, as much on a success.
you instead deal your weapons damage + 7d10. Also, by spending 10 chakras, you gain an additional
Also, by spending 10 chakra, you gain an additional Action, Action, which you can use to Cast another Bukijutsu, with the
which you can use to Cast another Bukijutsu, with the “Breath of Moon:”, prefix, at no additional cost. You may not
“Breath of Moon:”, prefix, at no additional cost. You may not cast the same Bukijutsu twice in a single turn in this manner.
cast the same Bukijutsu twice in a single turn in this manner. Until the end of your turn, you can target one affected
Until the end of your turn, you can target one affected creature with a Bukijutsu Finisher regardless of range, once
creature with a Bukijutsu Finisher regardless of range, once per turn, using either an Action or Bonus action, ignoring its
per turn, using either an Action or Bonus action, ignoring its listed casting time.
listed casting time.

39
BREATH OF MOON: MOONGAZING slashing damage on a failed save or half as much on a
Classification: Bukijutsu success. A creature can make a saving throw as a result
Rank: A-Rank of this jutsu, twice per casting
Casting Time: 1 Reaction, which you take when you would Additionally, you can choose to spend 10 chakra to
take damage. trigger a shockwave of destruction. If you do, all
Range: Weapons Range creatures of your choice within 15 feet of you must
Duration: Instant succeed a Dexterity saving throw, taking 6d8 slashing
Components: W (Any Melee), M damage on a failed save and half as much on a success.
Cost: 15 Chakra Also, by spending 10 chakra, you gain an additional Action,
Keywords: Bukijutsu which you can use to Cast another Bukijutsu, with the
Description: You begin to collect and manifest a dark “Breath of Moon:”, prefix, at no additional cost. You may not
chakra until it laces the striking portion of your weapon, cast the same Bukijutsu twice in a single turn in this manner.
curving it like a crescent moon. This chakra begins to Until the end of your turn, you can target one affected
darken the immediate area around your weapon, distorting creature with a Bukijutsu Finisher regardless of range,
its shape when you strike with it. Each swing creates once per turn, using either an Action or Bonus action,
distortions in the area, devastating the terrain and ignoring its listed casting time.
manifesting waves of force capable of completely
obliterating everything in its path. CHASING FANG
You swing your weapon in a flurry with the intention Classification: Bukijutsu
of parrying incoming attack. with such finesse, that the Rank: A-Rank
Casting Time: 1 Action
space around you distorts, making it difficult for attacks
Range: Up to your Full Movement.
to enter your space. Roll your Weapons damage die +
Duration: Instant
8d12, recording the result. Until the end of the current Components: W (Throwing and Any Melee Weapon), M
turn, you manifest a wall of force generated purely by
Cost: 17 Chakra
the distortions your swings make. This wall of force has Keywords: Bukijutsu, Finisher
a number of hit points equal to the result, and intercepts Description: You first launch a fist full of throwing
all attacks and damage, excluding from sources that deal weapons towards a target to break their focus. Make a
Psychic damage. ranged taijutsu attack. On a hit, you deal your thrown
Additionally, you can choose to spend 10 chakra to weapons damage + 2d8, which is then follow up with a
trigger a backlash of destruction. If you do, all creatures Powerful Swing.
of your choice within 15 feet of you must succeed a Make a melee taijutsu attack, dealing your weapons
Dexterity saving throw, taking 8d12 slashing damage on damage + 5d10.
a failed save and half as much on a success. If this jutsu is used as a Finisher, you instead launch a fist
Also, by spending 10 chakra, you gain an additional full of throwing weapons towards a target making a ranged
Reaction, which you can use to Cast a Bukijutsu, with the taijutsu attack, dealing your thrown weapons damage + 4d8,
“Breath of Moon:”, prefix, at no additional cost. You may which is then followed by a melee taijutsu attack dealing
not cast the same Bukijutsu twice in a single turn in this your weapons damage + 7d10.
manner. If this jutsu would score a critical hit, you can choose to

BREATH OF MOON: MOONSWATHS


either maximize damage or double your damage die as
normal.
[CHANGED] At Higher Ranks: For each rank you cast this jutsu
Classification: Bukijutsu
above A-Rank, increase the cost of this jutsu by 3
Rank: A-Rank
and Damage by 1d8 & 1d10, respectively.
Casting Time: 1 Action
Range: 60 feet COUNTER SHOT
Duration: Instant Classification: Bukijutsu
Components: W (Any Melee), M Rank: A-Rank
Cost: 15 Chakra Casting Time: 1 Reaction, which you take
Keywords: Bukijutsu, Combo when targeted by an attack
Description: You begin to collect and Range: Weapons Range
manifest a dark chakra until it Duration: Instant
laces the striking portion of your Components: W (Any Ranged), M
weapon, curving it like a crescent Cost: 15 Chakra
moon. This chakra begins to Keywords: Bukijutsu
darken the immediate area around Description: As a reaction to being
your weapon, distorting its shape attacked, you take the attack head on
when you strike with it. Each swing in an attempt to lock the opponent in
creates distortions in the area, perfect targeting range, preventing them
manifesting into crescent moon from dodging. You take the maximum
like blades that bombard an area possible damage from the attack you were
with reckless abandon. targeted with.
You swing your weapon multiple Immediately after you take the damage,
times manifesting a crescent moon you are able to cast 1 Bukijutsu with a
blade. Select a number of spaces you casting time of 1 action or 1 bonus action at
can see within range, equal to your no additional chakra cost of B-Rank or
Taijutsu ability modifier. All creatures lower.
within 5 feet of each space, must succeed a
Dexterity saving throw, taking 4d12

40
CRESCENT MOON DANCE DARK NIGHT
Classification: Bukijutsu Classification: Bukijutsu
Rank: A-Rank Rank: A-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Up to your Full Movement. Range: Self
Duration: Instant Duration: Concentration, up to 1 minute.
Components: W (Any Melee Weapon), M Components: W (Any Ranged), M
Cost: 19 Chakra Cost: 16 Chakra
Keywords: Bukijutsu Keywords: Bukijutsu
Description: You move with such speed you create 2 Description You take a relaxed yet focused stance, ready to
additional afterimages that move separately from you. pierce through anything in your path. For the duration, the
Make 3 melee taijutsu attacks against a single target first Bukijutsu or weapon attack made on your turn with a
dealing your weapons damage. These attacks do not add ranged weapon that deals piercing damage always deals
your ability modifier. maximum damage.
If three attacks score a hit, you deal an additional 8d10
of whatever damage your weapon deals and the target DEADLY RANGED CONNECTION
cannot take reactions until the end of your next turn. Classification: Bukijutsu
At Higher Ranks: For each rank you cast this jutsu Rank: A-Rank
above A-Rank, increase the cost of this jutsu by 3 and the Casting Time: 1 Action
Range: Weapon Range
number of attacks by +1.
Duration: Instant

CRESCENT MOON SHOT Components: W (Any Ranged), M


Cost: 16 Chakra
Classification: Bukijutsu
Rank: A-Rank Keywords: Bukijutsu, Finisher
Casting Time: 1 Action Description: You perform a series of quick attacks with
Range: Weapons Range enough force to penetrate steel, blasting through your
Duration: Instant enemy. Make a ranged taijutsu attack against a target
Components: W (Any Ranged), M within range, your weapon’s damage + 6d10 and gains the
Cost: 16 Chakra bleeding condition.
Keywords: Bukijutsu, Clash If this jutsu is used as a Finisher, you instead make a
Description: You fire three arrows rapidly, with all three ranged taijutsu attack against the target, dealing your
seemingly landing at the same time. Make 3 ranged taijutsu weapon’s damage + 9d10 and all creatures in a 15-foot
attacks against a single target, dealing your weapon's line behind the target takes damage equal to half of the
damage. You do not add your ability modifier to the result.
damage. At Higher Ranks: For each rank you cast this jutsu above
If three attacks hit, you deal an additional 8d10 A-Rank increase the cost of this jutsu by 3 and the number
damage of whatever your weapon deals, and the target of attacks by +1, these other attacks must target other
can't take reactions until the end of your next turn. creatures.
At Higher Ranks: For each rank you cast this jutsu above
A-Rank increase the cost of this jutsu by 3 and the number ECLIPSED SUN IMPACTS [CHANGED]
of attacks by +1. Classification: Bukijutsu
Rank: A-Rank
DANCE PERFORMANCE: GROOVE Casting Time: 1 Action
Classification: Bukijutsu Range: Up to your Full Movement.
Rank: A-Rank Duration: Instant
Casting Time: 1 Full-Turn Action Components: W (Melee Bludgeoning), M
Range: 60 Feet Cost: 19 Chakra
Duration: Concentration, up to 1 minute. Keywords: Bukijutsu, Finisher
Components: W (Any), M Description: You move with purpose and your weapon
Cost: 20 Chakra follows a predestined path. You strike fast enough to
Keywords: Bukijutsu, Genjutsu leave ripples in the air and surrounding gasses as your
Description: You move so fast you create multiple weapon ignites upon impact. Make a melee taijutsu
afterimages, one in front of each creature of your choice attack, dealing your weapons damage + 6d8. The target
within range. Each creature your afterimages are in front also gains 1 rank of burned.
of must make a Charisma saving throw, being charmed by If this jutsu is used as a Finisher, you instead strike fast
you for the duration, as you begin dancing to a rhythm enough to create a localized explosion of heat. Make a
sounded out on your weapon. While charmed by you in this melee taijutsu attack, dealing your weapons damage +
way, the affected creature must use all of its actions 10d8. The target also gains 3 ranks of the burned
dancing, and its movement speed is reduced to 5 feet. condition.
An affected creature cannot break free of this dance on At Higher Ranks: For each rank you cast this jutsu
its own. Instead, another creature must use its action to above A-Rank, increase the cost of this jutsu by 3 and
make a Charisma (Performance) check against your Damage by 1d8
Genjutsu save DC, breaking them out of your dance on a
success. A creature broken out of your dance is immune
to this jutsu when cast by you for the next 24 hours.

41
ELEMENTAL BACKLASH FATAL INSTINCTS
Classification: Bukijutsu Classification: Bukijutsu
Rank: A-Rank Rank: A-Rank
Casting Time: 1 Reaction, which you take when you would Casting Time: 1 Action
take Earth, Wind, Fire, Cold, or Lightning Damage. Range: Self
Range: Self Duration: Concentration, up to 1 Minute
Duration: Instant Components: M, CM
Components: W (Any Melee), M Cost: 19 Chakra
Cost: 20 Chakra Keywords: Bukijutsu
Keywords: Bukijutsu, Any Nature Release Description: You inject chakra into every muscle you
Description: As a part of casting this jutsu, you must have a have and begin to exercise mental control over your body
nature release or be able to cast a jutsu with a nature moving at the speed of thought. For the duration,
release keyword. increase your initiative by +10, moving yourself up in the
When you would suffer the effects of any elemental initiative count based on this new bonus.
damage, you can call upon your own nature release to When you make Dexterity saving throws roll an
attempt a violent counter strike. additional 2d20 and take the highest roll. You cannot
Roll your weapons damage die + Xd12, where x is your gain advantage on Dexterity saving throws.
proficiency bonus, and record the result. You also gain one additional Reaction and Bonus
If your result is higher than the damage you would action.
take, you immediately counter the triggering damage When this jutsu ends, you are moved down 3 spaces in
effect as if you had won a clash, dealing the result to all the initiative count and become stunned until the end of
creatures of your choice within 10 feet of you. your next turn.

FATAL BLOW FINAL SHOT


Classification: Bukijutsu Classification: Bukijutsu
Rank: A-Rank Rank: A-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 15 Feet Range: 1-Mile
Duration: Instant Duration: Instant
Components: W (Any Melee), M Components: W (Any Bow), M
Cost: 20 Chakra Cost: 20 Chakra
Keywords: Bukijutsu, Finisher Keywords: Bukijutsu, Finisher
Description: As a part of casting this jutsu, your target Description: You concentrate a great amount of chakra into
must be prone, restrained or incapacitated. a single shot and release it with enough force to destroy a
You take a great leap bringing your weapon into a mountain. You must spend a d8 stack of ammunition as a
spiraling ascent towards a target. The target creature part of this jutsu’s cost. Make a ranged taijutsu attack,
must make a dexterity saving throw. On failure you dealing your weapon's damage + 13d8 force damage.
strike your weapon into your target, dealing your If this jutsu is used as a Finisher, you instead make a
weapon’s damage + 6d10 and half as much as chakra ranged taijutsu attack, dealing your weapon’s damage +
damage. On failed save roll a d20, on a roll of 18-20, 15d8 force damage, and creatures within 30-feet of the
double the damage dice rolled. target must make a Dexterity saving throw, or take half
On a successful save, the target completely avoids as much damage as the initial target on a failed save.
your weapon as they roll out of the way.
If this jutsu is used as a finisher, the target makes their
Dexterity saving throw at disadvantage and on a failed
save, they take your weapons damage + 9d10 and half as
much as chakra damage. Also on a failed save, you roll a
d20, on a roll of 17~20, double the damage dice rolled.
If this jutsu is used as a Finisher while under a
lightning storm, as you ascend into the air, your weapon
is struck magnificently by a bolt of lightning and imbued
with the wrath of the sky. This special variation of this
jutsu’s finish can also be triggered if your weapon is
under the effect of any Jutsu or effect with the Lightning
release keyword. On a failed save, the target instead
takes your weapons damage + 9d12 lightning damage
and half as much as chakra damage. Also on a failed
save, you roll a d20, on a roll of 16~20, double the
damage dice rolled.

42
KILLER BEE POINT BLANK BURST
Classification: Bukijutsu Classification: Bukijutsu
Rank: A-Rank Rank: A-Rank
Casting Time: 1 Full Turn Action Casting Time: 1 Full Turn Action
Range: Self Range: Self (15-foot cone)
Duration: Concentration, up to 1 minute. Duration: Instant
Components: W (x5 Tanto), M Components: CM, W (Any ranged), M
Cost: 20 Chakra Cost: 20 Chakra
Keywords: Bukijutsu Keywords: Bukijutsu
Description: You hold 5 of your weapons in the gaps Description: You supercharge your weapon with enough
between your armpits, the hinge joints of your arms and chakra to cause your ammunition to explode in front of you.
legs, and various other places; before placing a final Tanto All targets within range must succeed on a Dexterity saving
in your mouth, leaving your hands completely free. This throw, taking 10d6 bludgeoning damage and becoming
jutsu allows for quick and unpredictable attacks, that catch dazed for 1 minute on a failed save, and only half damage
your enemies off-guard. While under the effects of this and no further effects on a successful one. A creature dazed
jutsu, you cannot concentrate on any other jutsu. by this jutsu can make a constitution save at the end of each
This jutsu provides you the following benefits; of their turns, ending the condition on a success.

PROJECTED FORCE
• Melee weapon attacks you make cannot be reacted to.
• As a reaction you can deflect an attack against you,
Classification: Bukijutsu
adding 1d6 to your AC against the triggering attack. If
Rank: A-Rank
this would cause the attack to miss, you can make a Casting Time: 1 Action
melee weapon attack as a part of the same reaction, as Range: 30ft
long as the target is within range. Duration: Instant
• As a bonus action, you can make 2 melee weapon Components: W (Any Melee Weapon), M, CM
attacks. Cost: 20 Chakra
• As an action you can take the dash action and make 3 Keywords: Bukijutsu
melee weapon attacks. Description: By placing a large amount of chakra onto
• As a full turn action, you make use of all of your your weapon, you unleash it as a shockwave of force in a
weapons and strike with them. Make five melee straight line stopping at the first enemy hit. Make a
weapon attacks, once with each weapon. If they all hit, ranged taijutsu attack, dealing your weapons damage +
the creature is stunned until the end of their next turn. 8d12 force damage.
• All of these benefits are only applicable while using At Higher Ranks: For each rank you cast this jutsu
Tanto. Switching to a different weapon or even above A-Rank, increase the cost of this jutsu by 3 and
holding a weapon that is not a Tanto will Damage by 2d12.
automatically end this jutsu.
REVERSAL
PIERCING MOON SHOT Classification: Bukijutsu
Classification: Bukijutsu Rank: A-Rank
Rank: A-Rank Casting Time: Reaction, Target creature moving within 5
Casting Time: 1 Action feet of you.
Range: 300 Feet Range: Self
Duration: Instant Duration: Instant
Components: W (Any Bow), M, CM Components: W (Any Melee Weapon), M
Cost: 19 Chakra Cost: 17 Chakra
Keywords: Bukijutsu Keywords: Bukijutsu
Description: You knock your bow and engulf your arrow Description: As a reaction to a creature moving within 5
or bolt in so much chakra that it becomes visible. The feet of you, you perform a reactionary backflip with your
arrow or bolt takes a shape of your choice and weapon swinging defensively as you do. Move up to your
description before you fire it. Make a ranged taijutsu movement away in any direction. This movement does
attack dealing your weapons damage + 10d6. not provoke an attack of opportunity. Also, make a melee
Additionally, the must succeed a Strength saving throw, weapon attack against the triggering creature, dealing
becoming dazed for 1 minute, and are knocked prone. three times your weapons damage die on a successful hit
A dazed creature makes a constitution saving throw at At Higher Ranks: For each rank you cast this jutsu
the end of each of its turns to end this condition. above A-Rank, increase the cost of this jutsu by 3 and
At Higher Ranks: For each rank you cast this jutsu increase the Damage to four times your weapons
above A-Rank, increase the cost of this jutsu by 3 and the damage.
number of creatures you can target by +1.

43
SAKURA TWISTER SNIPER’S FOCUS
Classification: Bukijutsu Classification: Bukijutsu
Rank: A-Rank Rank: A-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Weapon Range Range: Self
Duration: Instant Duration: Instant
Components: CM, W (Any Melee), M Components: CM, W (Any Range), M
Cost: 20 Chakra Cost: 20 Chakra
Keywords: Bukijutsu Keywords: Bukijutsu, Finisher
Description: You grip your weapon, crouch down and do a Description: You take a relaxed stance drawing your weapon
slight dash forward, twisting your entire body to execute a back and preparing for a full force attack. You spend your
devastating slash. Make a melee taijutsu attack, dealing turn preparing this attack until the beginning of your next
your weapons damage + 5d8, you do not add your ability turn. You cannot take a bonus action or reaction after using
modifier to the damage. this jutsu.
If this attack hits you can make a second melee taijutsu At the start of your next turn, you fire with full force. All
attack against the same creature as a bonus action, dealing creatures in a line 5 feet wide and 100 feet long originating
your weapons damage + 4d8, you do not add your ability from you must make a Dexterity saving throw at
modifier to the damage. disadvantage, taking 6d12 damage of your weapon’s type.
If this attack hits you can make a third melee taijutsu If this jutsu is used as a Finisher, you instead fire with all
attack against the same creature as a reaction, dealing your of your force, the turn you cast this jutsu. All creatures in a
weapons damage + 3d8, you do not add your ability modifier line 15 feet wide and 300 feet long originating from you
to the damage, and the target is knocked prone and Dazed must succeed a Constitution saving throw at disadvantage.
for the next minute. On a failed save, creatures take your weapon’s damage +
10d12 and become dazed or have no effect on a success.
SHADOW RUSH At Higher Ranks: For each rank you cast this jutsu above
Classification: Bukijutsu A-Rank increase the cost of this jutsu by 3 and the Save DC
Rank: A-Rank of this jutsu by +1.
Casting Time: 1 Bonus Action
Range: 90 Feet
Duration: Instant
S-RANK:
Components: W (Melee Piercing or Slashing), M, CM
Cost: 18 Chakra BREATH OF SUN: FAKE RAINBOW
Classification: Bukijutsu
Keywords: Bukijutsu, Combo
Rank: S-Rank
Description: You cloak yourself in an inky dark aura
Casting Time: 1 Reaction, which you take when targeted by
meant to accelerate your movement. You make a Dash an attack.
towards your target creature in range, attempting to stab Range: Self
them first as you impact them then using their body as a Duration: 1 Round
Launch pad, jumping into the air directly after. Components: W (Any), M
First, move up to 90 feet in any direction towards a Cost: Special (25 Chakra)
creature you can see within range, ending your Keywords: Bukijutsu, Combo
movement within 5 feet of them. Second, make a melee Description: You begin to collect and manifest a bright
taijutsu attack against the target creature, on a hit the chakra until it laces the striking portion of your weapon,
target takes your weapons damage + 4d4. Target causing it to shine, like the rising sun. This chakra then
creature must make a constitution save to resist begins to glow brightly with enough intensity to nullify any
allowing you to leap off of their body. On a failed save, chakra based or natural darkness until the end of your
you leap half your movement speed into the air. You are current turn. This shine creates a hazy illusion of all
able to as a part of this action, cast a bukijutsu with the movement you make.
Finisher keyword. Until the beginning of your next turn, creatures
Until the end of your turn, you can target one affected cannot add their proficiency bonus to attacks made
creature with a Bukijutsu Finisher regardless of range, once against you as they lose the motivation to follow through
per turn, using either an Action or Bonus action, ignoring its with the attack instinctually.
listed casting time. Additionally, until the end of your next turn, you can
target one affected creature with a Bukijutsu Finisher
SHINOBI CROSS regardless of range, once per turn, using either an Action
Classification: Bukijutsu or Bonus action, ignoring its listed casting time.
Rank: A-Rank
Casting Time: 1 Action
Range: Self
Duration: Concentration, up to 1 Minute
Components: W (Any Melee Weapon), M
Cost: 20 Chakra
Keywords: Bukijutsu
Description: You take a Powerful stance with no
openings for attack. After activating this jutsu, attacks
against you allows you to use a bukijutsu with the
casting time of 1 action, as a reaction.

44
BREATH OF SUN: HEAT HAZE DANCE PERFORMANCE: FINAL STEP
Classification: Bukijutsu [CHANGED]
Rank: S-Rank Classification: Bukijutsu
Casting Time: 1 Action Rank: S-Rank
Range: Weapons Range Casting Time: 1 Action
Duration: Instant Range: 300 Feet
Components: W (Any), M Duration: Instant
Cost: Special (40 Chakra) Components: W (Any), M
Keywords: Bukijutsu, Finisher Cost: Special (35 Chakra)
Description: You begin to collect and manifest a bright Keywords: Bukijutsu
chakra until it laces the striking portion of your weapon, Description: You finish your battle dance by moving faster
causing it to shine, like the rising sun. This chakra then than the eye can see, affecting anything in your sight. Make
begins to glow brightly with enough intensity to nullify any two melee or ranged taijutsu attacks against each creature
chakra based or natural darkness until the end of your of your choice that you can see within range, seemingly
current turn. This shine creates a hazy illusion of all teleporting between each space, ending in an unoccupied
movement you make. space you can see.
This jutsu can only be cast as a Finisher, and must be This movement does not provoke opportunity attacks.
cast targeting a creature whom you affected with a Each hit deals your weapon’s damage + 5d6, and each
Bukijutsu with the Combo Keyword. creature you hit must make a Constitution saving throw,
Make a melee weapon attack as quickly or slowly as gaining 3 stacks of bleed on a failed save. Each creature
you like. Regardless of the result of the attack, you only makes this saving throw once.
automatically hit. You can roll to hit and declare the If this jutsu is used as a Finisher, you only target a
attack a hit or a miss, and the target can choose to react single creature and the number of attacks you make is
accordingly as they normally would, but regardless of equal to the number of Jutsu with Dance Performance in
the result or any penalties they impose or bonuses they the name that you have cast within the last minute.
gain, you automatically hit, dealing your weapons dealing your weapon’s damage + 4d6 on each hit, and if
damage + 15d12. This jutsu cannot gain the benefits of a the creature fails the Constitution saving throw, they
critical hit, damage dice multiplication or alteration gain 5 ranks of lacerated.
effects. This jutsu cannot benefit from bonuses to Additionally, if you cast this jutsu after casting a jutsu
damage as a result of other jutsu, class or clan features. with Dance Performance in the name that has the Combo
keyword, you can cast this jutsu as a reaction, treating it
BREATH OF SUN: RAGING SUN [CHANGED] as a Finisher.
Classification: Bukijutsu
Rank: S-Rank LIVING FORCE
Casting Time: 1 Action Classification: Bukijutsu
Range: Weapons Range Rank: S-Rank
Duration: Instant
Casting Time: 1 Action
Components: W (Any), M
Range: 5 Feet
Cost: Special (30 Chakra)
Duration: Instant
Keywords: Bukijutsu, Finisher
Components: W (Any Melee Weapon), M, CM,
Description: You begin to collect and manifest a bright
Cost: 25 Chakra
chakra until it laces the striking portion of your weapon,
Keywords: Bukijutsu, Finisher
causing it to shine, like the rising sun. This chakra then
Description: You draw upon negative emotions allowing
begins to glow brightly with enough intensity to nullify any
it to leak out and coalesce with your chakra turning it
chakra based or natural darkness until the end of your
into strength. You make a single devastating swing with
current turn. This shine creates a hazy illusion of all
your weapon, with enough force to collapse the ground,
movement you make.
and ignite the air ablaze around you.
Make two melee taijutsu attacks with reverence
Make a melee taijutsu attack, dealing your weapons
behind each swing. On a successful hit, you deal your
damage + 25d6 fire damage. Creatures within 15 feet of
weapons damage + 10d8.
you must succeed a dexterity saving throw, taking the
On a miss, you instead gain a +5 bonus to your AC until
damage dealt on a failed save or half as much on a
the beginning of your next turn. This bonus does not
success.
stack with itself.
If this jutsu is used as a Finisher, increase the fire
If this jutsu is used as a Finisher, you instead make three
damage dealt using this bukijutsu, by 1 step, to a d8.
melee taijutsu attacks. On a miss, you instead gain a +8
bonus to your AC, instead of +5.

45
MORTAL DRAW SPIRAL CLOUD PASSAGE
Classification: Bukijutsu Classification: Bukijutsu
Rank: S-Rank Rank: S-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Self Range: Self (25 feet)
Duration: Concentration, up to 1 Minute Duration: Instant
Components: W (Melee Slashing or Piercing), M, CM Components: W (Melee Slashing), M
Cost: 25 Chakra Cost: 25 Chakra
Keywords: Bukijutsu Keywords: Bukijutsu
Description: As a part of this jutsu, you impale yourself Description: You leap into the air while slashing
with your weapon, coating it in your blood, reduce your relentlessly, Striking everyone and everything around your
current hit die to 0, and you take 4d12 necrotic damage multiple times. Make 3 melee taijutsu attacks. All creatures
to yourself that cannot be reduced in any way. within 25-feet of you of your choice are targets. The result
You cannot lose concentration on this jutsu as a result of the 3 attacks represent the rolls made in attempts to get
of damage. over each creature's AC. On each successful hit, target
As a result, your weapon becomes a living creature(s) takes your weapons damage + 5d10 Slashing
embodiment of your lifeforce extending in range and Damage. If you roll a critical hit all creatures suffer the
enhancing its lethality. For the duration your weapon’s effects of the critical hit. You do not add your ability
range is doubled, deals additional necrotic damage equal modifier to the damage.
to 4d12. Your weapon also ignores resistances and
Immunity, and deals double damage to structures and THE ZONE
constructs. Classification: Bukijutsu
If you would cast a Jutsu that would allow you to deal Rank: S-Rank
your weapon or unarmed damage, you only deal this Casting Time: 1 Full turn action
Range: Self
jutsu’s damage once, after which you default to your
Duration: Concentration, up to 1 minute
original weapons damage.
Components: CM, W (Any), M

SHADOWFALL [CHANGED] Cost: 30 Chakra


Keywords: Bukijutsu
Classification: Bukijutsu
Description: Your mind and body enter a state of clarity
Rank: S-Rank
that can only be achieved through dedicated training and
Casting Time: 1 Bonus Action
skill. As a part of the activation of this jutsu you cannot
Range: Self
maintain concentration on any other jutsu for the duration.
Duration: 1 Round
You gain the following benefits;
Components: CM
Cost: Special (25 Chakra) • Your Weapon and Taijutsu attack can't be reacted to, and
Keywords: Bukijutsu treat damage immunity as resistance and ignore
Description: You generate a surge of chakra throughout resistance.
your body preparing for a powerful burst of speed and • Your movement speed is doubled and your AC is
power. You gain 3 additional actions as a part of the increased by 2.
activation of this jutsu until the end of your turn, which • You have advantage on Weapon and Taijutsu attack rolls
you then gain 3 exhaustion. These actions must be used and increase your Bukijutsu save DC by +1
to perform multiple bukijutsu in a row. • You cannot lose concentration on this jutsu as a result of
failing a concentration check.
SKY SPLITTER You can end this jutsu early as a bonus action, and you
Classification: Bukijutsu
may reactivate it as a bonus action, spending half of the
Rank: S-Rank
initial cost. Once this jutsu ends you cannot use this jutsu
Casting Time: 1 Action
again until you finish a full rest.
Range: 100 Feet
Duration: Instant
Components: W (Any Melee Weapon), M, CM
Cost: 30 Chakra
Keywords: Bukijutsu
Description: You make a single swing with enough force to
split to sky and the earth from the weight of your attack
alone. All creatures in a 100-foot long, 15 feet wide line,
originating from you, must succeed a dexterity saving
throw taking 25d10 of your weapons damage on a failed
save or half as much on a successful save. The ground tears
open and leaves a 50-foot-deep crevasse from this
bukijutsu. Creatures who are more than 5 feet from the
edge of either crevasse must succeed a Dexterity saving
throw or fall the full distance to the bottom.

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