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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)
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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 100
Naruto fans who are taking the time to help make this game
infinitely better
ON THE COVER

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the lovely typewriter photo was taken by Wild0ne.
To replace the picture inside the above frame (while keeping
the frame), click on the picture, then select the Picture Format
tab. Click Change Picture, and you can select a new picture to
put in its place.

1
TABLE OF CONTENTS Kleptomaniac ....................................................................38
Martial student .................................................................38
Ninja Info Card Addict .....................................................38
Credits ................................................................................ 1 Overprepared.....................................................................38
Paranoid Mutterings........................................................38
Table of Contents............................................................... 2
Practiced Combatant .......................................................38
Genjutsu Specialist .................................................................. 5
Pre-Planned route .......................................................... 39
Character Inspirations ...................................................... 5
Reviewing Tactics............................................................ 39
Creating a genjutsu specialist ......................................... 5
Smoker .............................................................................. 39
Class Features ..................................................................... 6
Stalker................................................................................ 39
Jutsu Casting ....................................................................... 6
Intelligence Operative .......................................................... 40
Chakra Disruption.............................................................. 6
Character Inspirations ................................................... 40
Actualization [Changed]................................................... 6
Creating an Intelligence Operative .............................. 40
Genjutsu Pledge.................................................................. 6
Class Features ................................................................... 41
Malleable Mirages.............................................................. 6
Jutsu Casting ..................................................................... 41
Genjutsu Inception ............................................................ 6
Strategic Timing ............................................................... 41
Ability Score Improvement/Feat .................................... 7
Exploit Weakness ............................................................. 41
As Real As it Gets ................................................................ 7
Master Planner ................................................................. 41
Keen Awareness ................................................................. 8
Jack of All Trades .............................................................. 41
The Turn .............................................................................. 8
Master Strategist .............................................................. 41
Master of Illusion ............................................................... 8
Ability Score Improvement/Feat ................................... 41
The Prestige ........................................................................ 8
Tactical Focus .................................................................. 42
Genjutsu Pledges ..................................................................... 8
Helpful Operative ............................................................ 42
Beguiler ................................................................................ 8
Declaration of War .......................................................... 42
Corrupt Thoughts .............................................................. 9
Checkmate ........................................................................ 42
Illusionist ............................................................................ 9
Master Strategies ................................................................... 43
Layered Reality ................................................................. 10
Azure Analyst ....................................................................43
Misty Distortionist .......................................................... 10
Calculated Strategist ....................................................... 44
Time Slipper ....................................................................... 11
Grave Controller .............................................................. 45
Siren .................................................................................... 12
Interrogationist ............................................................... 47
Malleable Mirages............................................................. 13
Mastermind Strategist ................................................... 48
Hunter-Nin.............................................................................. 17
Precognitive ..................................................................... 49
Character Inspirations ..................................................... 17
Sensory .............................................................................. 50
Creating A Hunter-Nin .................................................... 17
Shadowhand ...................................................................... 51
Class Features ................................................................... 18
Tactical Strategist ............................................................ 53
Jutsu Casting ..................................................................... 18
Tactical Traps .................................................................... 53
Swift Response ................................................................. 18
Plans .................................................................................. 54
Lethal Precision ............................................................... 18
Medical-Nin ............................................................................ 57
Lethal Attack ..................................................................... 18
Character Inspirations .................................................... 57
Cunning Action ................................................................. 18
Creating A Medical-Nin .................................................. 57
Hunters Patterns .............................................................. 18
Class Features .................................................................. 58
Primary Target ................................................................. 18
Jutsu Casting .................................................................... 58
Hunter Creed ..................................................................... 18
Medical Ninjutsu [Changed V2] .................................... 58
Hunters Exploits .............................................................. 19
Rejuvenating Rest ........................................................... 58
Ability Score Improvement/Feat .................................. 19
Channeled Healing [Changed] ...................................... 58
Uncanny Dodge ................................................................ 19
Tenets of Medicine [Changed] ...................................... 58
Expertise ............................................................................ 19
Chakra Scalpel [Changed V2] ........................................ 58
Hunted Target .................................................................. 19
Medical Doctrine [New] ................................................. 59
Defensive Tactics ............................................................. 19
Ability Score Improvement/Feat .................................. 59
Elusive ................................................................................ 19
Preserve/Take Life [Changed] ...................................... 59
Assassinate ........................................................................ 19
Advanced Medical Research [New] .............................. 59
Hunters Creeds ...................................................................... 20
Gifted Healer [Changed] ................................................ 59
Blade Warden .................................................................... 20
Supreme Healer [Changed] ........................................... 59
Necrotic Hand .................................................................... 21
Tenets of Medicine ............................................................... 60
Grave stalker ..................................................................... 23
Adept Medic [Changed] .................................................. 60
Arsenalist........................................................................... 25
Black Medicine [Changed] .............................................. 61
Undertaker ........................................................................ 27
Combat Medic [Changed] .............................................. 62
Vice Agent .......................................................................... 29
Natural Medicine ............................................................. 63
Void Walker ........................................................................ 31
Shaman [Changed].......................................................... 64
Wolves Legacy .................................................................. 33
Transmuter [Changed]................................................... 65
Hunters Exploits .................................................................... 35
Ninjutsu Specialist ................................................................ 66
Hunters Patterns ................................................................... 38
Character Inspirations ................................................... 66
Back-Up Plans, Back-up ................................................ 38
Creating A Ninjutsu Specialist ...................................... 66
Botany ................................................................................ 38
Class Features .................................................................. 67
Drinker ............................................................................... 38
Jutsu Casting .................................................................... 67
Habitual Researcher ........................................................ 38
Chakra Recovery .............................................................. 67
Horror Films ..................................................................... 38
Refined Ninjutsu .............................................................. 67
Hyper Critical Eye ............................................................ 38
Ninjutsu Tradition .......................................................... 67
Illicit Literature ................................................................ 38
Efficient Molding............................................................. 67

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Ability Score Improvement/Feat .................................. 67 Nin-Tai .............................................................................109
Jutsu Breaker .................................................................... 67 Passionate Youth ............................................................. 111
Ninjutsu Master ............................................................... 67 Righteous Fury .................................................................112
Ninjutsu Focus ....................................................................... 68 Ruin .................................................................................... 113
Blaze Walker ..................................................................... 68 Stancer .............................................................................. 114
Hijutsu Elitist ....................................................................69 Talent & Focus .................................................................115
Lightning Breaker ............................................................ 70 Weapon Specialist ................................................................ 116
Sanguine Master ............................................................... 71 Character Inspirations .................................................. 116
Scribe Master .................................................................... 72 Creating A Weapon Specialist ...................................... 116
Stone Crusher ................................................................... 74 Class Features ..................................................................117
Storm Terror ..................................................................... 75 Jutsu Casting ....................................................................117
Summoner ......................................................................... 76 Weapon Focus ..................................................................117
The Professor .................................................................... 77 Weapon Flurry .................................................................117
Trace Talent ...................................................................... 78 Weapon Stance ................................................................ 118
Tsunami ............................................................................. 79 Weapon Form .................................................................. 118
Efficient Molding ............................................................. 80 Ability Score Improvement/Feat ................................. 118
Scout-Nin ................................................................................ 81 Extra Attack ..................................................................... 118
Character Inspirations .................................................... 81 Critical Focus ................................................................... 118
Creating A Scout-Nin ...................................................... 81 Battle Readiness ............................................................. 118
Class Features ................................................................... 82 Superior Attack ............................................................... 118
Jutsu Casting ..................................................................... 82 Weapon Forms...................................................................... 119
Fighting Stance ................................................................ 82 Battle Dancer Form ........................................................ 119
Shinobi Adept ................................................................... 82 Gungnir Piercer Form .................................................... 120
Scouting Technique ......................................................... 83 Obsidian Hammer Form ................................................121
Ability Score Improvement/Feat .................................. 83 Phantom Blade Form ..................................................... 122
Extra Attack....................................................................... 83 Primal Weapon Form ..................................................... 123
Jack of all, Master of None ............................................. 83 Ranger Form .................................................................... 125
Signature Jutsu ................................................................. 83 Samurai Form ................................................................. 126
Signature Technique ....................................................... 84 Slayer Form ..................................................................... 127
Scouting Technique .............................................................. 85 Puppet Master ...................................................................... 129
Arbiter Scout ..................................................................... 85 Character Inspirations .................................................. 129
Arbiter Maneuvers ........................................................... 86 Creating a Puppet Master ............................................. 129
Assault Scout..................................................................... 87 Class Features ................................................................. 130
Assault Maneuvers .......................................................... 88 Jutsu Casting ................................................................... 130
Cloning Scout [Expect Changes] ................................... 89 Puppet Specialization .................................................... 130
Cloning Maneuvers .......................................................... 90 Specialization upgrade .................................................. 130
Defensive Scout ................................................................ 91 Chakra Enhanced Retrofit ............................................ 130
Defensive Maneuvers ...................................................... 92 Ability Score Improvement/Feat ................................. 130
Elemental Scout ............................................................... 93 Broad Knowledge ........................................................... 130
Elemental Maneuvers ..................................................... 94 Chakra Reconstruction ................................................... 131
Pathfinder Scout .............................................................. 95 Tool Expertise .................................................................. 131
Pathfinder Maneuvers ....................................................96 Improved Chakra Crafting ............................................. 131
Phantom Scout ................................................................. 97 Puppetry Savant .............................................................. 131
Phantom Maneuvers ....................................................... 98 Right Tool for the Job ..................................................... 131
Tactical Scout ...................................................................99 Peerless ............................................................................. 131
Tactical Maneuvers ....................................................... 100 Puppet Specializations......................................................... 131
Trickster Scout ................................................................ 101 Puppeteer .......................................................................... 131
Trickster Maneuvers ..................................................... 103 Juggernaut ....................................................................... 133
Taijutsu Specialist ............................................................... 104 Soul Crafter ...................................................................... 134
Character Inspirations .................................................. 104 Puppeteer Augments ..................................................... 135
Creating A Taijutsu Specialist ..................................... 104 Juggernaut Augments.................................................... 137
Class Features ................................................................. 105 Soul Crafter Augments .................................................. 140
Jutsu Casting ................................................................... 105 Cooking-Nin ......................................................................... 143
Unarmored Defense....................................................... 105 Character Inspirations .................................................. 143
Unarmed Combat ........................................................... 105 Creating a Cooking-Nin ................................................ 143
Taijutsu Stance ............................................................... 105 Class Features .................................................................144
Combo String .................................................................. 105 Jutsu Casting ...................................................................144
Enhanced Movement .................................................... 106 Cooking Tool Infusion ...................................................144
Taijutsu Style .................................................................. 106 Shinobi Snacks ................................................................144
Ability Score Improvement/Feat ................................ 106 Cooking Focus ................................................................. 145
Extra Attack..................................................................... 106 Food for the Soul ............................................................ 145
Unshakable Will ............................................................. 106 Tool Expertise ................................................................. 145
Supreme Extra Attack ................................................... 106 Ability Score Improvement/Feat ................................. 145
Master of Evasion .......................................................... 106 War and Food .................................................................. 145
Perfect Body, Perfect Mind .......................................... 106 Iron Stomach ................................................................... 145
Perfect Self ...................................................................... 106 Peerless Taste ................................................................. 145
Taijutsu Style........................................................................ 107 Cooking Focus ...................................................................... 146
Disturbance ..................................................................... 107 Battle Cook .......................................................................146
Ironclad ............................................................................ 108 Entremetier Chef ............................................................ 147

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Herbalist .......................................................................... 148
Pâtissier Chef .................................................................. 149
Science-Nin .......................................................................... 150
Character Inspirations .................................................. 150
Creating a Science-Nin ................................................. 150
Class Features .................................................................. 151
Jutsu Casting .................................................................... 151
Shinobi of Science [Changed] ....................................... 151
Shinobi Army Device [Changed] .................................. 151
Chakra Containment Device ......................................... 151
Scientific Ninja Tools ..................................................... 151
Scientific Inquiry ............................................................ 151
Extra Attack..................................................................... 152
Kit Expertise [Changed] ............................................... 152
Calculated Response [Changed] .................................. 152
Leftover Genius [Removed] ......................................... 152
Pre-Mission Advice [Changed] ................................... 152
Scientific Inquiry .................................................................. 153
Chemist .............................................................................153
Chemist Elixirs ............................................................... 154
Scientific Jutsu................................................................ 155
Shinobi-Ware ................................................................. 156
Shinobi-Ware Upgrades ............................................... 157
Technobi ........................................................................... 161
Techsmith ....................................................................... 163
Arsenal Modifications ................................................... 164
Scientific Ninja Tools.......................................................... 167
Class Feats ...................................................................... 170
Archetype Class Feats ................................................... 170
Caster Class Feats ........................................................... 171
Martial Class Feats..........................................................173
Subclass, Class Feats ..................................................... 175

4
GENJUTSU SPECIALIST CREATING A GENJUTSU SPECIALIST
A stalwart Yamanaka stands facing an enemy who is When creating a Genjutsu Specialist think about the
seemingly swinging at air, and screaming about their lack of characters ideals, and how they approach situations. Do
oxygen as they begin to seemingly suffocate. The Yamanaka they ever put themselves into direct conflict? Do they
makes a single hand seal which causes the person to stop as always trick enemies and lead them into false senses of
they realize they were never drowning to begin with. security or are your illusions a last resort? Do you use
your Genjutsu to end fights peacefully or do you use
An Uchiha valiantly fights well against the odds, holding off
them to break the minds of your foes?
4 different opponents is a daunting task in itself. They all
realize his moment of hesitation as they all leap to attack What set you down this path? Did you always have a
him at once, striking him with such force that blood oozes very vivid imagination and Genjutsu was a perfect
from his head. They all chant in glee, as the Uchiha’s body medium for you to express that? Do you use Genjutsu so
slowly wavers and turns into one of them. The group then that others can forcefully understand
realizes that they were actually attacking their ally and the how you feel or how others feel?
person who they thought was their ally was just an illusion
all along. QUICK BUILD
You can make a Genjutsu
These shinobi, different as they might be, are connected by
Specialist quickly by
one common factor, they control their enemies' perceptions
and the way they think of and see the world. This power is following these
the power of Genjutsu. The ability to dominate one's suggestions. First, put
realities. No matter how small, the slightest change can alter your highest ability score
the entire flow of battle. in Wisdom or Charisma
(your choice), followed
CHARACTER INSPIRATIONS by Dexterity or
Constitution. Second,
When designing this class, it was built with the intent to
choose the Yamanaka,
allow the player to use their chosen Genjutsu to the best
Uchiha or Non-Clan, Clans.
of their abilities and excel with that as your only tool and
Third Focus on Genjutsu
weapon. This class was designed following the concepts
Techniques exclusively.
that were shown by characters such as: Itachi Uchiha,
Sasuke Uchiha (Shippuden), Orochimaru, Kurenai Yuhi,
Tayuya (Sound 5), and Jiraiya.

5
CLASS FEATURES ACTUALIZATION [CHANGED]
As a Genjutsu Specialist, you gain the following class Also, at 1st level, your talent and skill in the art of Genjutsu
features. has granted you the ability to tap into a deep reserve of
creativity called Actualization Die that is represented as a D4.
HIT POINTS You begin with 3 Actualization die. You gain an additional die
Hit Dice: 1d6 per Genjutsu Specialist level at 4th, 7th, 10th, 13th, 16th, and 19th levels in this class.
Hit Points at 1st Level: 6 + your constitution modifier When you cast a Genjutsu that affects hostile creature, you
Hit Points at Higher Levels: 1d6 (or 4) + your may spend your Actualization die to deal psychic damage to
Constitution modifier per Genjutsu Specialist level the target creature equal to twice the result or increase the
after 1st. Save DC of your casted genjutsu by half of the result (Min 1).
This die becomes at D6 at 7th level, and a d8 at 15th level. You
CHAKRA POINTS regain spent Actualization die when you complete a long rest.
You also have advantage on checks to recall knowledge on
Chakra Dice: 1d12 per Genjutsu Specialist level
Genjutsu using the Illusion skill. You can make an Illusion
Chakra Points at 1st Level: 12 + your constitution
check with either Wisdom or Charisma.
modifier
Additionally, the downtime you spend in order to create or
Chakra Points at Higher Levels: 1d12 (or 7) + your learn genjutsu is halved (rounded down)
Constitution modifier per Genjutsu Specialist level Finally, Genjutsu you cast may use Charisma instead of
after 1st. Wisdom for Attack and Damage rolls, as well as Save DC

PROFICIENCIES
calculation

Armor: Light armor GENJUTSU PLEDGE


Weapons: Simple Weapons
Starting at 2nd level, the Genjutsu Specialist makes a pledge
Ninja Tools: Trappers Kit
towards the illusions & Genjutsu they intend to craft. The
Saving Throws: Constitution, Charisma
pledge that you choose grants you features at 2nd, 6th, 10th
Skills: Illusions, Choose three from Chakra Control,
& 14th Levels.
Deception, History, Insight, Intimidation,
Investigation, Perception, Persuasion, Stealth
MALLEABLE MIRAGES
EQUIPMENT Starting at 2nd level, you have learned how to manipulate
You start with the following equipment, in addition to fragments of reality itself imbuing you with unique
the equipment granted by your background: capabilities that some might even consider unnatural. At 2nd
• 1 Simple weapon level you learn three Mirages of your choice, found at the end
• (a) One Kunai stack or (b) One Shuriken stack of this Class. You learn one additional Mirage at 4th, 6th, 8th,
• Padded Armor, trappers kit, and 1 smoke bombs 10th, 12th, 15th, and 18th levels. Additionally, when you gain
a level in this class, you can choose one of the Mirages you

JUTSU CASTING know and replace it with another Mirage that you could learn
at that level.

NINJUTSU A level prerequisite in a Malleable Mirage refers to


Genjutsu Specialist Level, not character level.
Ninjutsu save DC = 8 + your proficiency bonus + your
Intelligence modifier
Ninjutsu attack modifier = your proficiency bonus +
GENJUTSU INCEPTION
your Intelligence modifier Starting at 3rd level, you have learned to create a conceptual
basis for how to manipulate the perception of reality for
GENJUTSU anyone who stands in your way. You follow one of the
following concepts of your choice.
Genjutsu save DC = 8 + your proficiency bonus + your
At 5th level, you gain a Malleable Mirage related to the
Wisdom modifier
Genjutsu Inception you selected.
Genjutsu attack modifier = your proficiency bonus +
your Wisdom modifier
ELEMENTAL MANIFESTATION
You learn to intertwine the force of Nature Releases into
TAIJUTSU your Genjutsu. Select a nature release from the following:
Taijutsu save DC = 8 + your proficiency bonus + your Earth, Wind, Fire, Water or Lightning. You gain resistance
Strength modifier to damage from Jutsu with the chosen nature release
Taijutsu attack modifier = your proficiency bonus + your keyword. You can select a single ninjutsu of a rank you can
Strength modifier cast with this nature release keyword and add it to your
known jutsu list. Jutsu added this way does not count
CHAKRA DISRUPTION against your jutsu’s known total.
When you cast a ninjutsu gained this way, the ninjutsu
Starting at 1st level, you have learned to restrain some of
loses the Ninjutsu keyword, and it is replaced with the
your enemies Chakra when they are affected by your
Genjutsu, Tactile, and Visual keywords. The damage you
Genjutsu. When you affect a creature with a Genjutsu
deal with this jutsu can be either its original damage type
that you cast, until the end of their next turn, they are
or psychic damage.
unable to cast Jutsu equal to or lower than the cost of the
You learn one additional Ninjutsu with the chosen
Genjutsu you used. Once you’ve used this feature, you
Nature Release Keyword at 7th, 11th, 15th and 18th levels.
must complete a short rest before you can use it again.
You gain an additional use of this feature at 7th level.

6
You can change the selected Nature Release of your REALITY MARBLE
Elemental Manifestation by spending a week to perform a The chakra cost of concentrating on genjutsu is reduced by
ritual of meditation. When you change your Elemental an amount equal to half of your proficiency bonus
Manifestation in this way, you lose the previously selected (rounded up).
jutsu and must select a new jutsu’s to your corresponding When you are concentrating on a genjutsu, as an action
element. you can select a new target for that genjutsu. New targets
At 5th level you gain the Illusionary Chronicle Malleable selected by this feature must make the original saving
Mirage throw as if they were the original target of the genjutsu
when it was originally cast. This feature does not extend
HALLUCINATORY INSTRUMENT [CHANGED] the duration of the genjutsu you are concentrating on.
Your Illusions are the result of an instrument you have At 5th level, you gain the Persistent Genjutsu Malleable
an affinity for. Select an Instrument you like of your Mirage
description and design. You can, as a bonus action, when
casting a Genjutsu with the Auditory keyword, that deals TEMPORAL STOPWATCH
damage or inflicts a penalty on a hostile creature, use Your Illusions are the result of a stopwatch you have
your instrument to change it range from whatever is made a distinct bond with. This stopwatch is mundane
listed, to Self (15- Foot Cone). All creatures, excluding and can be in any form you choose, be it a wrist watch, a
you, in the radius, are affected so long as they are not circular pocket watch a necklace etc. While you are
deafened. At 5th level, you can change the radius to Self gaining the benefits of a Genjutsu that would increase
(10-Foot Radius Sphere). This radius increases to Self your AC, reduce incoming damage, or provide you
(20-Foot Radius Sphere) or Self (30-foot cone) at 11th temporary HP by any means, the next time you would be
level. the target of or make a saving throw against an attack or
Beginning at 5 th level, you gain the Song of the End Jutsu, from a hostile creature you can both see and hear,
Malleable Mirage. you may, as a reaction, spend 2 Actualization die, when
you do, the triggering creature must succeed an
ILLUSIONARY WEAPON Intelligence saving throw vs your Genjutsu Save DC. On a
You begin to shape your illusions into a weapon of pure failed save, they are teleported back to the space they
psychosis. You can, as a Bonus action create an Illusionary were in at the beginning of their turn as they realize,
Weapon in your empty hand. You can choose the form that they never actually moved. If the attack or Jutsu cast is
this weapon takes each time you create it. You are proficient no longer within range to target you or affect you, it is
with it while you wield it and attacks made with the weapon still cast or the attack is still made affecting the closest
use your Genjutsu attack bonus. If you create a ranged space to you as if there was a creature there to target.
weapon, the maximum range for your weapon is 30 feet. This Beginning at 5 th level, you gain the Pause Malleable
weapon deals Psychic damage and counts as a Genjutsu Mirage.
attack for purpose of triggering other Malleable Mirage
effects. Your Illusionary weapon disappears if it is more than ABILITY SCORE IMPROVEMENT/FEAT
5 feet away from you for one minute or more. It also
When you reach 4th and again at 8th, 12th, 16th, and 19th,
disappears if you use this feature again, if you dismiss the
level, you can increase one ability score by +1 & a Feat of
weapon (no action required), your chakra point reach 0, you
your choice that they qualify for. As normal you can’t
fall unconscious, or if you die.
increase an ability score above 20 using this feature.
At 5th level, you gain the Vicious Illusion Malleable Mirage.

PHANTASMAL FORCE AS REAL AS IT GETS


You learn to solidify your illusions into gouts, beams, Starting at 5th level, you have learned to infuse your
daggers or any type of ranged attack you can envision of creativity with enough chakra to make things beyond the
your choice. In the process of doing this you learn the bounds happen. By tapping into your reserves of
Unique Genjutsu Phantasmal Force. Additionally, you gain Actualization die you are able to create a multitude of
a Malleable Mirage with the Phantasmal Force Keyword. different effects based on the needs of the moment.
At 5th level, you gain the Agonizing Thoughts Malleable
Mirage ACTUALIZED ALTERATION
When you would cast a Genjutsu that requires an
PHANTASMAL FORCE Intelligence, Wisdom or Charisma saving throw, you
Classification: Genjutsu may spend 2 Actualization dice. When you do, you may
Rank: Special change the saving throw to another of the three listed.
Casting Time: 1 Action You can do this once per jutsu, per rest.
Range: 120 Feet
Duration: Instant ACTUALIZED DUPLICITY
Components: CM You can spend 2 Actualization dice as an action to create an
Cost: 1 Chakra (per beam) illusory duplicate of yourself. This illusion is a perfect
Keywords: Genjutsu, Tactile clone of yourself that lasts for 1 minute or until you lose
Description: A beam of shifting Psychic energy of your your concentration (as if you were concentrating on a
design or description streaks towards a creature within jutsu). The illusion appears in an unoccupied space that
range. Make a ranged genjutsu attack against the target. On you can see within 30 feet of you. As a bonus action on your
hit, the target takes 1d10 Psychic damage. turn, you can move the illusion up to 30 feet to a space you
At Higher Levels: This genjutsu can create more than one can see, but it must remain within 120 feet of you.
beam when you reach higher levels. Up to two beams at 5th For the duration, you can cast genjutsu as through you
level, three beams at 11th level, four beams at 17th level. were in the illusions space, but you must use your own
You can direct the beams at the same target or different senses to fulfil any casting requirements. Additionally,
ones. Make a separate attack roll for each beam. when both you and your illusion are within 5 feet of a

7
creature that can see the illusion, you have advantage on
attack rolls against the creature, given how distracting the
GENJUTSU PLEDGES
Starting at 2nd level, the Genjutsu Specialist makes a
illusion is to the target.
pledge towards the illusions & Genjutsu they intend to

ACTUALIZED PERCEPTION craft. The pledge that you choose grants you features at
2nd, 6th, 10th & 14th Levels.
When a creature that would fail a saving throw as a

BEGUILER
result of a genjutsu you cast, you may spend 2
Actualization die as a bonus action. When you do, roll the
die and record the result. The triggering creature The Genjutsu Specialist who chooses to become a Beguiler
becomes Slowed for a number of rounds equal to half the becomes a confusing adversary, misdirecting their foes
result. and changing their perceptions seemingly at a whim.

ACTUALIZED PERFECTION INSPIRED APPEARANCE


You can spend 1 Actualization die as a bonus action when When you choose this path at 2nd level, you gain the E-
you would cast a Genjutsu of at least C-Rank or lower. Rank Genjutsu Transform. If you already know this
When you do, if the Genjutsu requires you to roll dice in Genjutsu, you gain another E-Rank Genjutsu you qualify
any way, such as dealing damage, healing, damage for. When you are under the effects of transform, you
reduction, providing temporary hit points etc. You add the can make Charisma (Stealth) checks when you attempt
actualization die to the roll, interpreting the results as to hide from creatures if they did not see you cast the
normal. jutsu. Additionally, transform costs no chakra to cast.
Genjutsu you cast with the Visual keyword, has its DC
ACTUALIZED POWER increased by 1/3 of your Proficiency bonus rounded down
When you could cast a Genjutsu targeting a single (Min 1.)
creature that would inflict a condition of any type, and
the target creature has immunity to the condition, you BEGUILING PRESENCE
may spend 2 Actualization die to ignore that immunity Also, at 2nd level when you affect a creature with a
for that jutsu’s casting. genjutsu with the Visual keyword, you vanish from their
sight. Until the end of your next turn, you become
KEEN AWARENESS invisible to any creature of your choice affected by your
genjutsu, as long as you aren't within 10 feet of it.
For a Genjutsu Specialist, details are the foundations of
If you affect multiple creatures with the triggering
constructing proper Genjutsu. At 5th level when you gain
genjutsu, you can become invisible to a number of
this feature, you gain the ability to accurately recall
creatures equal to your Genjutsu ability modifier.
anything you’ve seen or heard within the last month.
Once you use this feature, you can’t do so again until you

THE TURN finish a short or long rest. You gain an additional use of
this feature at 10th level.
Beginning at 13th level Once per long rest, when a creature
passes their saving throw for a Genjutsu you cast, you can BEYOND SIGHT
force them to reroll their saving throw. Beginning at 18th Starting at 6th level, your visual genjutsu is more potent
level you may use this ability once per short rest. than most, even penetrating through some defenses
against it. When you cast a genjutsu with the Visual
MASTER OF ILLUSION keyword, you can ignore any effect or ability that would
You have mastered most forms of Genjutsu. At 17th level, allow a creature to automatically succeed against the
you immediately gain one of the following features. You genjutsu, like true sight or tremor sense.
gain a second one at 20th level. Once you use this feature, you can't do so again until you
finish a short or long rest, or until you spend 5 chakra to
• Greater Mastery: The Genjutsu Specialist increases the
use it again.
saving throw DC of his Genjutsu by 2.
• Subdued Illusion: The Genjutsu Specialists is able to
TWISTED CASTING
increase the Genjutsu check DC made to identify his Beginning at 10th level, select one genjutsu that you
Genjutsu by 5. know. You may, as a reaction to using the selected
• Genjutsu Flow: The Genjutsu Specialist increases the genjutsu, spend an additional 8 chakra to make the
range of his Genjutsu by double. Genjutsu with genjutsu appear to originate from the location of
“Touch” range now have a range of 30 feet. another creature you can see within the jutsu's range.
You can change the selected genjutsu for this feature
THE PRESTIGE whenever you finish a long rest.

ILLUSORY SPACE
Starting at 20th level, you have achieved the pinnacle of
illusionary skill and potential. Once per long rest, when you
Starting at 14th level when a creature you can see within
cast a genjutsu on a creature that would force them to
30 feet of you makes an attack roll against you, as a
make a saving throw of any type, they automatically fail
reaction, you can create a genjutsu to change their
the save.
perspective of space. The attack must make a Charisma
saving throw against your Genjutsu save DC. On a failed
save, the attacker is teleported to a different space they
could have reasonably reached during their turn,
wasting their attack. On a successful save, you cannot
use this feature on the attacker again until you finish a
long rest.

8
CORRUPT THOUGHTS ILLUSIONIST
The Genjutsu Specialist who chooses to become a master of The Genjutsu Specialist who chooses to become an
Corrupt Thoughts, becomes a user capable of downing Illusionist, becomes a force able to bend reality and others
powerful enemies without even moving, breaking their perception of it to their whims.
enemies before they even realize what's going on.
Selecting this pledge grants you a Unique Genjutsu, SHAPING YOUR WORLD
Vicious Mockery. When you choose this path at 2nd Level, you gain the E-
Rank Genjutsu, Minor Illusion. If you already know this
VICIOUS MOCKERY genjutsu, you learn a different E-Rank genjutsu of your
Classification: Genjutsu choice. The genjutsu you learn this way does not count
Rank: Special against your number of jutsu known. When you would cast
Casting Time: 1 Action Minor Illusion, you can create both sound and an image
Range: 60 Feet with a single casting of the jutsu. Additionally, Minor
Duration: Instant Illusion costs no chakra to cast.
Components: CM Genjutsu you cast that do not deal damage increase their
Cost: 1 Chakra Genjutsu save DC’s by 1/3 of your Proficiency bonus (Round
Keywords: Genjutsu, Auditory down)
Description: You unleash a string of insults laced with
subtle genjutsu warping the mind of a creature. If the ILLUSIONARY ADEPT
target can hear you (Though it need not understand you), it Also, at 2nd Level you gain the ability to passively detect
must succeed on Wisdom saving throw or take 2d4 psychic genjutsu. Your passive Genjutsu detection is equal to 10 +
damage and have disadvantage on the next attack roll it your illusions skill.
makes before the end of its next turn. When you have noticed a genjutsu with your passive
At Higher Ranks: This Genjutsu increases in its potency. genjutsu detection, you can make a saving throw to resist
At 5th level, this jutsu does 4d4 psychic damage. At 11 th level the effect of the genjutsu at advantage. Once you use this
6d4. At 17th level 8d4. feature you cannot use it again until you complete a short
rest. You again an additional use of this feature at 10th
COLLAPSING YOUR WORLD level.
When you choose this path at 2nd Level, Genjutsu you cast,
that deal damage increases the damage dealt by your ILLUSIONARY FURY
Genjutsu Modifier. Starting at 6th Level, when you cast a Genjutsu that has a
duration of 1 minute or longer, you can spend an
MIND SHATTER actualization die to change the keywords of that genjutsu
Also, at 2nd Level twice per long rest, when a creature (If the genjutsu has Auditory, Inhale, Tactile or visual, you
under the effects of a Genjutsu that you cast attempts to can switch one of them with any of the other listed
make a save to resist that Genjutsu effect, you may add 1d6 keywords).
to their roll, reducing their total by the amount rolled. Additionally, while using this feature when you cast a
Beginning at 10th level, you regain all expended uses of Genjutsu you can double its duration. Once you use
this feature when you finish a short rest. Illusionary Fury in this way you cannot do so again until
you finish a long rest.
NIGHTMARE INCARNATES
Starting at 6th Level, once per short rest, you can perform ILLUSIONARY RAGE
a Genjutsu as a bonus action. The Genjutsu cannot have a Starting at 10th Level, select one Genjutsu that you know.
casting time greater than 1 action or be greater than D- You may, as a reaction to using the selected Genjutsu,
rank. Genjutsu cast with this feature have their cost spend an additional 8 Chakra to either have the damage
reduced to 0. Once you use this feature you cannot do so you deal with your selected Genjutsu ignore Resistance, or
again until you finish a short rest. the saving throws of your selected Jutsu increases by Half
You gain an additional use of this feature at 10th level your Genjutsu Specialist Level rounded Down. You can
and beginning at 13th level you can cast a C-rank genjutsu change the genjutsu you select with this feature when you
using this feature. finish a long rest.
Once you use this feature a number of times equal to
PSYCHE BREAKER your genjutsu ability modifier, you cannot do so again until
Starting at 10th Level, select one Genjutsu that you know. you complete a long rest.
You may, as a reaction to using the selected Genjutsu,
spend an additional 8 Chakra to activate this Feature: INSTINCTIVE GENJUTSU
Damage you deal with your selected Genjutsu also makes Starting at 14th Level, when a creature you can see within
them vulnerable to one damage type of your choice until 30 feet of you makes an attack roll against you. As a
the end of your next turn. Reaction you can create a Genjutsu aura to divert the attack
to another creature within the attacks range. The attacker
VINDICTIVE THOUGHTS must make a Wisdom save against your Genjutsu Save DC.
Starting at 14th Level, when a creature you can see On a Failed Save, the attacker must target a creature of
within 30 feet of you makes an attack roll against you. As your choice within range. On a successful save you cannot
a Reaction you can create a Genjutsu aura to cause use this feature on the attacker again until you finish a
intense pain to the activating creature. The attacker long rest.
must make a Charisma save against your Genjutsu Save
DC. On a Failed Save, the attacker's attack is stopped and
they also take 8d6 Psychic damage. On a successful save
you cannot use this feature on the attacker again until
you finish a long rest.

9
LAYERED REALITY casting time of 1 Action. An additional Genjutsu can only
be cast this way twice per long rest.
Genjutsu Specialist who pledge themselves to the art of
Additionally, when a creature takes an action of any
Layered Reality, weave many Genjutsu and place them
kind while under the effects of at least 2 Genjutsu that
upon a single person, as that person’s reality is what you
you cast, while within 30 feet of you, you may, as a
make of it. When they think they have escaped the
reaction, change the creatures perception of reality
illusion, that in of itself, was just another illusion.
vastly. The creature must succeed an Intelligence Saving

SYNCHRONOUS TECHNIQUE
throw vs your Genjutsu Save DC. On a failed save, they
take 5d8 psychic damage and cannot take an Action until
When you choose this path at 2nd level, you gain the E-
the end of this turn. A creature can only be affected by
Rank Genjutsu Doubt, if you already know this Genjutsu,
this feature once per long rest.
you gain another E-Rank Genjutsu you qualify for.
The Genjutsu you learn this way does not count against
your Jutsu known. When you would cast Doubt, a
MISTY DISTORTIONIST
creature becomes incapable of realizing you cast it upon Genjutsu Specialist who choose to become Misty
them if neither of you are hostile towards one another at Distortionists specialize in inhaled toxins, confusing the
the time of casting. mind and weakening the body through the use of
Also, if Doubt is cast on a creature currently under the poisonous inhalants. Their potent poisons even
effects of a Genjutsu you cast, its range increases to 60 penetrate barriers and can force even the strongest of
feet, and gains a special duration, which lasts as long as minds waver.
you are currently concentrating on a Genjutsu affecting
the same creature. While a creature is under the effect of ENHANCED INHALANT
the Doubt Genjutsu, they have disadvantage on Insight When you choose this path at 2nd level, you gain the E-
Checks made against you, and once per turn, when they Rank Genjutsu Release, if you already know this
would make an Intelligence saving throw against a Genjutsu, you gain another E-Rank Genjutsu you qualify
Genjutsu you cast, they reduce their result by 1d4. for. The Genjutsu you learn this way does not count
against your Jutsu known.
FALSE SECURITY When you would cast Release, it gains the NT (Poison
Also, at 2nd level, when a creature escapes a Genjutsu Kit) Component, the Inhaled Keyword, and its range
you had cast upon them, they are lulled into a false sense becomes Self (5-foot radius). This radius increases in
of safety. size as your levels in this class grows., becoming a 10-
Once per turn, when a creature would succeed on a foot radius at 5th level, 15-foot radius at 11th level, and
saving throw against a Genjutsu that you cast, until the 20-foot radius at 17th level.
beginning of your next turn, other Genjutsu effects the Also, Genjutsu you cast that have the Inhaled Keyword
select creature is currently under cannot be ended by increase their Genjutsu Save DC by +1. This increases to
them, as a result of a jutsu or succeeded saving throw. +2 at 10th, and +3 at 19th.

SPLIT FOCUS PHYSICAL IMITATIONS


Beginning, at 6th level, you have learned to better Also, at 2nd level, you gain proficiency with the Poison
maintain and split your attention between your jutsu. Kit. If you already have this proficiency, instead gain
When you cast a Genjutsu with a Concentration duration, proficiency in another Kit of your choice. Once per turn,
you may choose to not have it count against your you can spend one use/charge of your Poison kit, giving
Concentration limit. You can only have one jutsu under the next Genjutsu you cast the Inhaled Keyword for its
this effect at a time. You may do this twice per short rest. duration.
Additionally, you may reduce the concentration cost to Also, you learn to infuse a poison kit with your chakra,
maintain a Genjutsu by 1. (Min 1.) If you are spending at least 1 hour pouring your chakra into one,
concentrating on 3 Genjutsu, the cost to maintain which can be done during a short or long rest. After
Genjutsu is instead reduced by 2. (Min 1.) completing this process, your poison kit use/charge
limit is replaced with a d10. Each time you would use this
CONCEALED UNEASE poison kit, you instead roll this die. On a result of a 1 or 2,
Beginning, at 10th level, you have become the ruler of the die size is reduced by 1 step. When you use all
any Genjutsu you cast, and escape has become a fleeting use/charges of your Poison kit in this way, it is rendered
dream. A creature cannot have advantage on any saving empty and unusable, until you replace or refill its
throw or ability check made against a Genjutsu you cast. contents. Regardless, when you would purchase, find or
Additionally, when you cast a genjutsu that requires refill a poison kit, you must repeat the 1-hour chakra
concentration, while the target is already under the infusion process to gain this features benefits with the
effects of another Genjutsu you previously cast, you may new Poison Kit. (D10> D8>D6>D4> 1 > 0)
as a reaction, spend 8 chakra to cause the target of the Only 1 Poison Kit can benefit from this feature at a time.
Genjutsu to take psychic damage equal to your Genjutsu If you infuse another Poison Kit with this feature, the
Ability modifier at the start of each of its turns. previous one’s contents loses its potency, becoming
completely unusable by any means.
MASTER OF REALITY
Starting, at 14th level, when you use your action to cast a PERMEATING INTOXICANT
Genjutsu that requires concentration, that affects Beginning, at 6th level, your inhalants can affects even
creatures other than yourself, you may immediately cast affect those who believe themselves to be immune,
another Genjutsu that requires concentration, that soaking through the skin and permeating through their
affects creatures other than yourself, as a part of the defenses. Once per turn, when you cast a genjutsu with
same action. The Genjutsu cast this way must have a the Inhaled Keyword on a creature who has resistance or

10
immunity to Poison due to a feature, ability, or jutsu, TIME SLIPPER
you can ignore that resistance or immunity.
Genjutsu Specialist who choose to become a Time
POISONED MISTS Slipper, dedicate themselves to manipulating other
Beginning, at 10th level, your genjutsu initiated from creatures perception of time and space. Manipulating
substances are even more dangerous than before. When how they perceive a multitude of events and in which
you cast a Genjutsu with the Inhaled Keyword, you can order their mind processes them.
force any affected creature to make a Constitution saving
throw vs your Genjutsu save DC. On a failed save, a TEMPORAL SHIFT
When you choose this path at 2nd level, you gain the E-
creature is poisoned for the duration of the Jutsu cast. A
Rank Genjutsu Feather Burst, if you already know this
creature poisoned this way cannot instead be
Genjutsu, you gain another E-Rank Genjutsu you qualify
envenomed. A creature poisoned this way also gains the
for. The Genjutsu you learn this way does not count
Weakened Condition.
against your Jutsu known.
You can use this feature a number of times equal to your
When you would cast Feather Burst, increase the die
Genjutsu ability modifier, per long rest.
used to reduce damage to a d10, and after calculating
BLINDED BY VIOLENCE damage, you move 15 feet in any direction without
Starting, at 14th level, you can use your poisons more provoking attacks of opportunity. This movement
reactively, protecting yourself by creating a violent distances increases as you gain levels in this class,
monster on the battlefield. When you are targeted by an becoming 20ft at 5th level, 25ft at 11th level and 30ft at
attack you can see, you can expend a use of your poison 17th level.
kit to force the triggering creature to make a Wisdom
Saving throw vs your Genjutsu save DC. On a failed save, TEMPORAL TECHNIQUE
Also, at 2nd level, you learn how to further manipulate
the creature is blinded until the start of their next turn.
other creatures perception of momentum and velocity
At the start of their next turn, they gain the berserk
condition. This condition lasts for 1 minute. On a without even weaving handseals. You gain an additional
Malleable Mirage with the Temporal Stopwatch
successful save you cannot use this feature on the same
Prerequisite, even if you do not have that Genjutsu
creature until you finish a long rest.
Inception.

A MOMENT IN TIME
Beginning, at 6th level, you learn to augment your own
movement, mobility, and speed by altering the
movement speeds of those around you. As a bonus action
you spend 1 Actualization Die. When you do you gain one
of the following benefits;
• You can take the Dash, Disengage or Hide Action as a
bonus action.
• Roll your spent Actualization Die. Your Armor Class
increases by an amount equal to half of the result.
(Concentration)
• You gain advantage on Saving throws made using an
Ability score you are not proficient in. (Concentration)
• You can immediately cast 1 Genjutsu that has a casting
time of 1 Action, but does not require Concentration.

If a benefit has (Concentration), you must concentrate


on it as if you were concentrating on a Jutsu, but it does
not cost chakra to maintain.

MISREAD CLOCKS
Beginning, at 10th level, your understanding of how the
mind perceives time has grown to extreme levels. When
you cast a Genjutsu that requires a Saving throw against
a single creature, you may, as a reaction, spend 8 chakra.
When you do affected creatures cannot gain take a
Reaction, in response to the Genjutsu’s castings or
effects. Additionally, they cannot make reactions for the
Genjutsu’s duration.

TEMPORAL MASTERY
Beginning, at 14th level, you have learned how to further
manipulate the flow of a creatures perception of time
using Actualization Die.
When you would gain the benefit of the A Moment in
Time feature, you can instead spend 2 Actualization die
to gain any of the listed benefits without spending a
bonus action

11
SIREN WORDS OF REPENTANCE
Starting at 14th level, when a creature whom you can see,
Genjutsu Specialist who choose to become a Siren
and whom can hear you makes an attack roll against you.
dedicate themselves to changing the hearts and minds of
As a Reaction, you create an auditory Genjutsu causing
their friends and adversaries alike. They specialize in
the triggering creature to have thoughts of extreme self-
talking their way out of situations, even ones that have
harm. The attacker must succeed a Wisdom saving throw
turned hostile with chakra infused words.
vs your Genjutsu Save DC. On a failed save, the attacker

ALLURING WORDS attacks themselves as if they were the target of their own
attack, regardless of the attack used. On a successful save
When you choose this path at 2nd level, you gain the E-
you cannot use this feature on the attacker again until
Rank Genjutsu Affection, if you already know this
you finish a long rest.
Genjutsu, you gain another E-Rank Genjutsu you qualify
for.
The Genjutsu you learn this way does not count
against your Jutsu known. When you would cast
Affection, it loses the Hand Seal (HS) component
requirements. Also, the target creature does not notice
you used a Jutsu to influence their mood.
Genjutsu, you cast with the Auditory Keyword, has its DC
increased by 1/3 of your Proficiency bonus rounded down
(Min 1.)

VISCERAL LANGUAGE
Also, at 2nd level, you can speak a words of harm or
hostility to creatures you are influencing. As a Bonus
action, select one creature under the effects of a
Genjutsu you cast, with the Auditory Keyword. For the
duration of the Genjutsu you cast, the target takes 1d4
psychic damage at the start of each of their turns. This
psychic damage increases to a d6 at 6th level, d8 at 10th,
and d10 at 14th levels.
Additionally, you can speak words of mending to
assist creature you are influencing. As a bonus action,
select a one allied creature under the effects of a
Genjutsu you cast with the Auditory Keyword. They gain
1d4 temporary Hit Points at the beginning of your turn
for the duration of the Genjutsu cast on them. The die
increases to d6 at 6th, d8 at 10th, and d10 at 14th.
You can use this feature a number of times equal to
your Genjutsu Ability Modifier per long rest.

WORDS OF AFFIRMATION
Beginning at 6th level, you can spend 10 minutes
extending your chakra to all creatures within 10 feet of
you, who can hear you. Affected creatures gain
Temporary Hit Points equal to your level + your Genjutsu
ability Modifier, and gain advantage on the next Saving
throw made to resist a Genjutsu. Creatures cannot
benefit from this feature more than once every short
rest. You can use this feature twice per long rest.

WORDS OF DETRIMENT
Beginning at 10th level, a number of times equal to your
Genjutsu Modifier per long rest, when you would cast a
Genjutsu with any Sensory Keywords, it loses all sensory
keywords and gains the Auditory Keyword in their place.
A Genjutsu casted this way creates a distortion in the
minds of its targets. Affected creatures must succeed a
Wisdom Saving throw vs your Genjutsu save DC being
Weakened or Slowed on a failed save for the next Minute.
A Slowed or Weakened creature repeats their Wisdom
Saving throw at the beginning of each of their turns to
end this effect.

12
MALLEABLE MIRAGES BOOK OF STOLEN SECRETS
Whenever you are in conversation, you can take a scroll,
ACCELERATE book or anything similar in hand and ask a creature one
Prerequisite: Temporal Stopwatch question. The creature must make a Wisdom saving throw
As an action, you can choose up to 3 willing creatures vs your genjutsu save DC if it is unwilling to answer. If it
within 15 feet. For the next minute, each of the select fails or it decides to respond truthfully, the most accurate
creatures can use a bonus action to take the Dash Action. answer the creature could possibly give is immediately
Additionally, they gain advantage on the next Dexterity written in the book or scroll. Once you do this you can’t do
saving throw they make, immediately ending this so again until you finish a short or long rest.
features effect.
You can use this Malleable Mirage once per short rest.
CHAINED MIND
Prerequisite: 9th Level

AGNOSTIC MIND You can cast Mind Spike as an action at half the cost as if
you know the jutsu, once per short rest.
You can understand and communicate in any language, so
long as the creature you are communicating with speaks CHAINS OF MADNESS
the language you are trying to understand. Prerequisite: 9th Level
You can cast Tree Binding Death as an Action at half the
AGONIZING THOUGHTS cost as if you know the jutsu, once per long rest.
When you cast a Genjutsu that requires an attack roll, add
half your Proficiency bonus (Round down) to the damage CLASH OF WILLS
it deals on a hit. Prerequisite: Illusionary Weapon
Whenever you would deal damage to an enemy creature
ARMOR OF PSYCHOSIS with a genjutsu or weapon attack, you can use your bonus
Add your Genjutsu Ability Modifier instead of your action to disrupt their chakra. The target must make a
Dexterity when calculating your Armor Class. Wisdom saving throw against your genjutsu save DC. If
they fail, their concentration saving throws are made at
ASCENDANT IMAGE disadvantage until the end of your next turn and if the
You can, as an action, cast the Haze Clone Genjutsu at half
target is not maintaining concentration on a jutsu, it takes
the cost as if you know the jutsu once per short rest.
1d4 psychic damage.
BATTLE READY MINDS
You can, as an action, cast Bless twice per short rest at no CLOAK OF CHAINS
cost. Prerequisite: Reality Marble Genjutsu pledge
As a bonus action, by spending 5 chakra you surround
BEAST SPEECH yourself with a Genjutsu aura that looks like a suit of
You can cast Animal Companion as a Bonus Action once chains. The aura extends 5 feet from you in every direction,
per short rest at no cost. but not through cover. It lasts until you’re incapacitated,
you dismiss it as a bonus action or your chakra points
BEGUILING INFLUENCE reach 0.
You gain proficiency in the Deception and Persuasion The aura grants you advantage on Charisma
Skills. If you have proficiency in both of the (Intimidation) checks but disadvantage on all other
aforementioned skills already, you instead gain expertise Charisma checks. Any other creature that starts its turn
in one of the Skills. in the aura takes Psychic damage equal to your Genjutsu
ability modifier (Minimum of 0 damage).
BERSERK THOUGHTS Once you use this, you can’t use it again until you
Prerequisite: 9th level finish a short or long rest.
You can cast Shadow Monsters as an action at half cost as if
you know the jutsu, once per rest. When you do a creature DECEITFUL DUPLICATE
who would make their saving throw as a result of injuring When you would cast a genjutsu, you can use your bonus
one of their allies, suffers a 1d4 penalty to their check. action to become invisible until the start of your next turn,
leaving an illusion of yourself standing in your place. You
BEWITCHING WHISPERS can do this a number of times equal to your Genjutsu
You can cast Charming Dissonance as an Action once per ability modifier, and these uses recover when you finish a
long rest at no cost. long rest.

BLACK FANGS DECELERATE


You can cast Shadow Bite as an action at no cost as if you Prerequisite: Temporal Stopwatch
know the jutsu, at the highest rank you can cast, twice per As an action, you can choose 1 creature within 60 feet of
rest. you, forcing them to make a Wisdom saving throw vs your
Genjutsu save DC. On a failed save, for the next minute,
BLADE SONG they reduce their movement speed by half, cannot gain the
Prerequisite: 9th level benefits of any bonuses to speed, and makes Dexterity
You can cast Dancing Blades as an action at half cost as if saving throws at disadvantage. The creature can remake
you know the jutsu, once per rest. When you do, you the Wisdom saving throw as an action on their turn to end
instead create 1d8 illusionary copies of a weapon you are this effect.
currently holding. You can use this Malleable Mirage once per short rest.

BLINDING LIGHTS DEMON SIGHT


You can cast Color Spray as an action at no cost as if you You can see normally in darkness and chakra-based
know the jutsu, once per rest. darkness, up to a distance of 120 feet.

13
DEVILISH VIGOR FAST FORWARD FATE
You can, as an action grant yourself 1d4+Genjutsu Ability Prerequisite: Temporal Stopwatch, 10th level
Modifier temporary hit points without expending any As an action, you can see a vision of a possible future as you
chakra. Your vigor increases at higher levels. The amount read the minds of an enemy. Select one creature you can see
of temporary hit points you gain increases by another d4 at within 60 feet of you, that creature must succeed a Wisdom
5th level (2d4), at 9th level (3d4), at 13th level (4d4), and at saving throw vs your Genjutsu save DC. On a failed save, the
17th level (5d4). This can only be done once every 10 DM must inform you what that creature will spend its next
minutes. Action doing based on what it plans to do in the moment
this malleable mirage is used.
DOUBLED WEAPON You can use this Malleable Mirage twice per long rest.
Prerequisite: Illusionary Weapon
You can create a second illusionary weapon. Neither weapon FIGHTING MIRAGE
can have the two-handed property. You can create and Prerequisite: Illusionary Weapon
summon both illusionary weapons to your hands at the Choose one of the Fighting Styles located in Chapter 13:
same time. Customization Options; You Can’t take a fighting style more
than once, even if you get to choose again later.
DREADFUL WORD
Prerequisite: 9th Level GAZE OF TWO MINDS
You can cast Effortless Paralysis as an Action at half the cost You can use your action to touch a willing humanoid and
as if you know the jutsu, once per short rest. perceive through its senses until the end of your next turn.
As long as the creature is within one mile of you, you can use
DREAMSCAPE your action on subsequent turns to maintain this
This ability shapes a creature’s dreams, as an Action choose connection, extending the duration until the end of your
a creature known to you as the target of this Mirage as if next turn. While perceiving through the other creature's
casting a Genjutsu. The target must be on the same plane of senses, you benefit from any special senses possessed by
existence as you. When you cast Dreamscape, you enter a that creature, and you are blinded and deafened to your own
trance state acting as a messenger. While in the trance, the surroundings.
messenger is aware of his or her surroundings, but can’t
take actions or move. GHASTLY MIST
If the target is asleep, the messenger appears in the Prerequisite: 9th level
target’s dreams and can converse with the target as long as You can cast Fog of War as an action at half cost as if you
it remains asleep. The messenger assumes control over the know the jutsu, once per rest. When you do, the cube is
dream and can shape the environment of the dream, instead increased to 45-feet in size.
creating landscapes, objects, and other images. The
messenger can emerge from the trance at any time, ending GRASP OF COURAGE
the effect of Dreamscape early. The target recalls the dream Once on each of your turns when you hit a creature with a
perfectly upon waking. Genjutsu that requires an attack roll, you force the target
Alternatively, as an action you can choose to send a creature to move up to 10 feet in a straight line closer to
recording of up a 10-minute message to someone playing it yourself.
in their dreams.
If the creature is awake when you target them with ILLUSIONARY BUKIJUTSU
Dreamscape, you know they are awake when you cast this Prerequisite: Supreme Illusionary Weapon
Mirage. The target creature must not view you as a hostile Bukijutsu you cast with your illusionary weapon use your
creature otherwise it makes a Wisdom saving throw vs your Genjutsu ability modifier. Bukijutsu cast this way cannot be
Genjutsu save DC to resist the dream. above C-Rank.

DULLED MIND ILLUSIONARY CHRONICLE


Prerequisite: 9th Level Prerequisite: Elemental Manifestation
You can cast Slow as an Action at half the cost as if you know You perform a meditative ritual during a short or long rest.
the jutsu, once per short rest. When you do so, choose either Dexterity or Strength saving
throws. When you make a saving throw of this type, you can
ELEMENTAL TENACITY use your reaction to gain advantage on that saving throw
Prerequisite: Elemental Manifestation and cast a D-rank Genjutsu, with a casting time of one
Whenever you would take damage from a jutsu with your action. Once you use this mirage, you cannot do so again
nature release keyword, you can use your reaction to absorb until you finish a short or long rest.
the jutsu. The damage is negated, and instead you gain
temporary hit points equal to half of the damage you would ILLUSIONARY SMITE
have taken before resistances & immunities. Prerequisite: Illusionary Weapon
The amount of temporary hit points received at one time Once per turn when you hit a creature with your Illusionary
cannot exceed three times your genjutsu ability modifier. Weapon you can spend 5 Chakra to deal an extra 2d8
You can use this mirage twice per long rest. Psychic damage. You can spend an additional 3 chakra to
deal an additional 1d8. You can spend an additional 3
FADE INTO DARKNESS chakra to deal an additional 1d8 at 5th, 9th, 13th, and 17th
You can take the disengage or hide actions as a bonus action. levels.

ILLUSIONARY VIGOR
You gain proficiency in the Athletics and Acrobatics Skills.
If you have proficiency in both of the aforementioned skills
already, you instead gain expertise in one of the Skills.

14
IMPROVED ILLUSIONARY WEAPON ONE WITH SHADOWS
Prerequisite: Illusionary Weapon Prerequisite: Reality Marble Genjutsu pledge
Your Illusionary Weapon gains a +1 bonus to its attack and When you are in an area with Dim light or Darkness, you can
damage rolls. If you create a ranged weapon, the maximum use your action to become invisible. While Invisible in this
range of the weapon is now 60 feet and illusionary way you do not make sounds when you move. You lose the
weapons you create lose the Heavy weapon quality. benefit of this mirage when you move more than half your
movement speed in a single round, attack, or cast a jutsu.
MADDENING PAIN
Prerequisite: Pain, Doubled Pain or Unlimited Pain PAUSE
Genjutsu, Phantasmal Force Prerequisite: Temporal Stopwatch
As a bonus action, you can spend 5 Chakra, doing so can You can cast False Pain as an action at half the cost twice
cause a crippling amount of mental pain to a creature per short rest. Additionally, creatures who would take
affected with the Pain, Doubled Pain or Unlimited Pain Psychic damage as a result of this jutsu ending, instead
Genjutsu. takes half of the recorded damage.
When you do, you deal the maximum damage with the Additionally, this jutsu’s range is increased to 60 feet
aforementioned Genjutsu affecting them. Additionally, when cast using this malleable Mirage.
their effects can trigger from any attack, not just yours
until the end of your turn. PERSISTENT GENJUTSU
Prerequisite: Reality Marble
MAGNUM OPUS When an enemy under the effects of a genjutsu you casts,
Prerequisite: 13th level, Reality marble attempts to cast a jutsu of D-rank or higher, the cost of that
As an action, you can cast Bringer of Darkness and Geas at jutsu is increased by 3. This cost increases by 2 for each rank
no cost. You can cast one of these genjutsu once. After you of the jutsu cast, above D-rank.
do so you can’t do so again until you finish the long rest.
PSYCHE DRINKER
MENTAL PLACEBO Prerequisite: Phantasmal Force Genjutsu pledge
Prerequisite: Reality Marble Once on each of your turns, when you deal damage with a
Whenever you regain hit points, you gain temporary hit Genjutsu, as a Bonus action, you can gain the damage dealt
points equal to half of the hit points you regained. As as Temporary Hit points until the end of your next turn.
normal this does not stack with itself. Temporary hit
points gained this way last for 1 minute. RELENTLESS PAIN
Prerequisite: Pain, Doubled Pain or Unlimited Pain
MISTY THOUGHTS Genjutsu, Phantasmal Force
As an action, you can cast the Cajolery of Glamour Genjutsu You create a link of agonizing pain between you and the
at no cost as if you know the jutsu, once per long rest. target creature affected with the Pain, Doubled Pain or
Unlimited Pain Genjutsu. Whenever you take damage and are
MISTY VISIONS within 60 feet of the target and they can see you, as a
Prerequisite: 9th level Reaction, you can spend 5 Chakra to deal Psychic damage
You can cast Innocuous Aspect as an action at half cost as if equal to the Damage you just took.
you know the jutsu, once per rest. When you do, this jutsu
cannot be broken as a result of Movement or Sound, and REPELLING ILLUSIONS
instead only physical inspection. When you hit a creature with a Genjutsu that requires an
attack roll, you can push the target creature up to 10 feet
MUDDLED MOVEMENTS away from you in a straight line.
When you hit a creature with a Genjutsu that requires an
attack roll, you reduce the target creatures speed by 10 feet RESILIENT GENJUTSU
until the end of your next turn. This effect stacks up to Prerequisite: 9th Level
twice. When a creature attempts to use Chakra Shatter or Genjutsu
break on a Genjutsu you cast, or are maintaining
MYRIAD FORMS concentration on, as a reaction you can spend 5 Chakra, if
You can cast the Transform Genjutsu at no cost. When using you do, they must roll regardless of the rank they upcast
the Transform Genjutsu you can now transform into small, their jutsu to, and they gain disadvantage on this roll.
medium or large objects. When you transform into a large
object your weight does not change and you still only SHAKEN UP
occupy your normal Space and you only look like you You can cast Startle as an action at no cost as if you know
occupy a larger space, an Intelligence (Investigation) or the jutsu, once per rest.
Wisdom (Illusion) Ability check will reveal it’s a disguise.
When you transform into a smaller object you can occupy SHROUD OF SHADOWS
smaller spaces while transformed but you cannot move Prerequisite: 13th Level
from the place you transformed from, instead another You can as an action, cast the Darkness ninjutsu. A jutsu cast
creature who can lift your normal weight can move you if in this way loses its Ninjutsu keyword, instead being
you are willing. replaced with the Genjutsu & Visual keywords. You can use
this Mirage up to twice as if you know the Jutsu, before you
NO LIGHT AT THE END need a long rest.
Prerequisite: 13th level
You can cast Word of The Lost as an action at half cost as if
you know the jutsu, once per rest. When you do, reduce the
number of fractures a creature requires to suffer any effect
this jutsu imposes, by 1.

15
SIGNATURE WORK TIME JAUNT
Prerequisite: 9th Level Prerequisite: Temporal Stopwatch, 14th level
You can, as an action, cast Programmed Illusions, at half cost. As an action, you can select up to 2 willing creatures
When you cast this genjutsu, you can choose a D-Rank or within 30 feet of you. Select creatures gain one of the
lower genjutsu that you know, the illusion can cast the following benefits of your choice;
genjutsu once per minute as a part of its programming. It • Adjusted Fate (Combat): The next attack the creature
uses your Genjutsu ability for attack rolls and saving throw makes, it scores a critical hit on a D20 roll of 1~5, in
DC’s and treats your character level as your own.
addition to whatever their normal Critical threat range
If you grant a genjutsu to the illusion and the illusion would
is.
suffer damage as if it were real, it is immediately dispelled. • Adjusted Fate (Protection): The next instance of
Once you cast this genjutsu using this mirage, you can’t do
damage the creature takes is the minimal or lowest
so again until you finish a long rest.
possible damage possible.

SONG OF THE END


• Adjusted Fate (Mobility): The next time the willing
creature moves, they instead appear to teleport to
Prerequisite: Hallucinatory Instrument
their chosen location, not triggering attacks of
You can cast Ringing Bell distortion as an action at half
opportunities or reactions.
the cost twice per short rest, with only the Ninja Tool
(NT) and Weapon (W) components. If you cast this jutsu You can use this Malleable Mirage once per long rest.
while maintaining one instance of the Ringing Bell
distortion genjutsu already, the previous casting does not ULTIMATE ILLUSIONARY WEAPON
end. You maintain both jutsu as if maintaining only one Prerequisite: Supreme Illusionary Weapon, 13th level
Jutsu. You do not spend chakra to maintain this jutsu Your Illusionary Weapon gains a +3 bonus to its attack and
cast in this way. damage rolls. You can cast Genjutsu from your Illusionary
weapon as if it is casting the Genjutsu.
SUPREME ILLUSIONARY WEAPON As a reaction to an opponent missing, you with a melee
Prerequisite: Improved Illusionary Weapon, 9th level attack, you may quickly make an attack with your
Your Illusionary Weapon gains a +2 bonus to its attack and Illusionary Weapon.
damage rolls. Your Illusionary Weapon can now be up to 30
Feet from you without dispersing. If you create a ranged VAMPIRIC PAIN
Weapon, the Maximum range of the weapon is its normal Prerequisite: Pain, Doubled Pain or Unlimited Pain Genjutsu
weapon range. When a creature under the effects of any of the prerequisite
When you cast a Genjutsu you can infuse it into your genjutsu takes damage, they lose chakra equal to the result
Illusionary weapon, and instead make a Melee Genjutsu of the roll of the aforementioned jutsu.
attack with it. On a hit, target creature suffers the effects of
the Illusionary weapon as normal, while also being affected VICIOUS ILLUSION
by the Genjutsu you previously infused into it. If they have Prerequisite: Illusionary Weapon
to make a Saving throw from the effects of the infused You can attack with your Illusionary Weapon twice, instead
Genjutsu, they roll an additional 1d4 subtracting it from the of once, whenever you take the attack action on your turn.
result of their save.
VOICE OF AN OLD FRIEND
TENTATIVE ESCAPE You can communicate telepathically with a willing creature
As a Reaction to failing a saving throw, you can cast Release up to 1 Mile away from you. You must know the creature’s
using your Illusion Skill instead of Chakra control. general location, and the target creature can resist this
effect if they choose.
THIEVING CONFIDENCE
As an action, you can cast Ineptitude at no cost as if you
know the jutsu, twice per short rest.

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

You can use this Malleable Mirage once per long rest.

16
Hatake, Zabuza Momochi, Haku, Sai, Shisui Uchiha and
HUNTER-NIN Minato Namikaze

CREATING A HUNTER-NIN
A Uzumaki crawls beneath the floorboards of a despot’s
fortress making his way into the despot’s private chambers.
Slyly and gracefully entering unseen and she raises from When creating a Hunter-Nin consider a
the floor counting the seconds in her head as she few things about the characters ideals,
approaches the warlord and places a kunai to the man's and how they approach their
neck and slides it from side to side. A Few moments later targets and allies respectively.
his concubines enter shocked and stunned as the man Do they have a rougher past than
they came to see is now dead and they have been set free others? How are their
and the rebellion has ended. relationships with their allies? Do
With a focused eye on the wanted criminal who fled the you use your jutsu to end fights
village. A Masked Hyūga activates his Byakugan and immediately or do you wait and
stalks his prey from over a mile away. As the sun sets and see what exactly your target can
the wanted man turns into camp for the night, The do before you approach? What set you
Hyūga silently enters his tent and presses a hand to the down this path? Did you train under
man's chest stopping his heart in his sleep and the another very skilled hunter and you
masked Hyūga is gone again before the camp fire even picked up this path from them? Do you
goes out. take pity on your enemies or do you
engage in conflicts with no emotion?
These shinobi, different as they might be are connected
by one common factor, they are masters of infiltrations,
QUICK BUILD
stalking and assassination. Once they have their target, You can make a Hunter-Nin quickly by
they never let them escape without first finishing the following these suggestions. First, put
job. your highest ability score in Dexterity,

CHARACTER INSPIRATIONS
followed by Intelligence or Wisdom.
Second, choose the Uchiha, Hyūga or
When designing this class, it was built with the intent to Non-Clan, Clans.
allow the player to follow the examples set by characters
who do their best in regards to identifying a threat,
analyzing it and executing them in as few attacks as
possible. This also allows players to take the same
characteristics of a Rogue or other stealthy class and
garner some of their mechanics. Characters whom I
based the core concept of this class off of are: Kakashi

17
CLASS FEATURES LETHAL ATTACK
As a Hunter-Nin, you gain the following class features. Finally, at 1st level, you know how to exploit a foes
distraction, drop in guard, and moment of hesitation.
HIT POINTS Once per turn, you can deal an extra 1d8 damage to one
Hit Dice: 1d10 per Hunter-Nin level creature you hit with an attack if you have advantage on
Hit Points at 1st Level: 10 + your constitution modifier the attack roll or if another enemy of the target is within
Hit Points at Higher Levels: 1d10 (or 6) + your 5 feet of it, that enemy isn’t incapacitated, and you don’t
Constitution modifier per Hunter-Nin level after 1st. have disadvantage on the attack roll.
The amount of extra damage increases as you gain
CHAKRA POINTS levels in this class, as shown in the lethal attack column
of the Hunter-Nin Table.
Chakra Dice: 1d8 per Hunter-Nin level
Chakra Points at 1st Level: 8 + your constitution
modifier
CUNNING ACTION
Chakra Points at Higher Levels: 1d8 (or 5) + your Beginning, at 2nd level, your quick thinking and agility allow
Constitution modifier per Hunter-Nin level after 1st. you to move and act quickly. When you would attempt to
Conceal an object, Hide or Sneak you gain a +1d4 bonus to your
PROFICIENCIES Dexterity (Stealth) check made to accomplish those tasks.
Armor: Light armor Also, while sneaking you can move your full movement
Weapons: All Simple Weapons, Broadsword, Iron Claw, speed and you can choose to use your Dexterity (Stealth) check
Jitte, Katana, Odachi, Scythe, Battle Wire, Knuckle result from your Hide attempt instead of making another
Blades, Chakram, Longbow, Fuma-Shuriken check each time you would sneak.
Ninja Tools: Disguise Kit, Forensics Kit, Forgery Kit Additionally, as a bonus action, you can take the Dash,
Saving Throws: Dexterity, Intelligence Disengage, or Hide action.

HUNTERS PATTERNS
Skills: Stealth, Choose four other skills of your choice.

EQUIPMENT Also, at 2nd level you have begun to develop patterns from
You start with the following equipment, in addition to your mentors, heroes, enemies or even allies. These patterns
the equipment granted by your background: manifest themselves in a multitude of ways. You begin with a
• Padded Armor single learned pattern. You develop an additional Pattern at
• (a) 2 Simple Weapons or (b) 1 Martial Weapon 9th and 15th levels.
• (a) One Kunai stack or (b) One Shuriken stack
• (a) 1 Flash tags or (b) 1 Paper Bomb PRIMARY TARGET
• 2 Kits of your Choice
Finally, at 2nd level, you have experience researching,

JUTSU CASTING
tracking, and hunting. You can effectively read and track
any creature you come across. Once when rolling
initiative, you can select any creature you can see within
NINJUTSU 120 feet and mark it as your Primary Target at no action
Ninjutsu save DC = 8 + your proficiency bonus + your cost. You can then spend a bonus action to mark another
Intelligence modifier creature you can see within range.
Ninjutsu attack modifier = your proficiency bonus + You can only have one creature marked as your
your Intelligence modifier Primary Target at a time. Creatures remain marked until
they reach 0 Hp, or you mark another creature. While
GENJUTSU marked, you gain the following benefits;
Genjutsu save DC = 8 + your proficiency bonus + your • You become aware of one of the following in regards to
Wisdom modifier a marked creatures;
Genjutsu attack modifier = your proficiency bonus + o Damage immunities they have and if it is the
your Wisdom modifier result of a feature, jutsu or trait.
o Damage resistances they have and if it is the
TAIJUTSU result of a feature, jutsu or trait.
• For every condition of a different name a creature has
Taijutsu save DC = 8 + your proficiency bonus + your
Strength modifier as a result of a Jutsu or Feature you or a creature allied
Taijutsu attack modifier = your proficiency bonus + your to you has inflicted, the target suffers a -1 penalty to
Strength modifier its AC against attacks you make against it. This penalty
can be no larger than -5.
SWIFT RESPONSE • You have Advantage on Wisdom checks made to track
or search for your Primary Target so long as they are
Beginning at 1st level, you learn to react with swift and within the same countries borders as you.
decisive action in combat. You ignore difficult terrain
and you add your full proficiency bonus to initiative rolls
instead of half.
HUNTER CREED
Beginning at 3rd level you begin to follow a Creed of the
LETHAL PRECISION Hunt, enabling you to shape your skillset further. Your Creed
grants you features at 3rd, 7th, 10th, 14th and 17th levels.
Also, at 1st level, Select one between Taijutsu &
Bukijutsu. You can cast the chosen Jutsu type using
Dexterity in place of Strength for all calculations. You
cannot switch this choice later.

18
HUNTERS EXPLOITS DEFENSIVE TACTICS
rd
Also, at 3 level you learn to exploit your skills to the Also beginning at 6th Level, you learn how to fight
betterment of your hunt. You learn two exploits, as detailed defensively against your targets, leading them into a false
at the end of this class description. You learn an additional sense of security in confrontations against you. You gain
exploit at 10th and 17th level in this class. You can switch a one of the following features of your choice You gain a
learned exploit when you would complete a long rest. second choice at 11th level and a third choice at 17 th level.

ABILITY SCORE IMPROVEMENT/FEAT


• Escaping Danger: Attacks of opportunity and attacks
made as a result of a creatures reaction, against you are
When you reach 4th and again at 8th, 12th, 16th, and 19th, made at disadvantage.
level, you can increase one ability score by +1 & a Feat of your • Unbroken will: You have advantage on saving throws to
choice that they qualify for. As normal you can’t increase an resist any Mental or Sensory Condition.
ability score above 20 using this feature. • Hunter's Revenge: When you are hit by a creature's
attack. The next time you deal damage to that creature
UNCANNY DODGE you can Lethal Attack regardless of circumstance.
• Evasion: When you are subjected to an effect, that allows
Starting at 5th level, when a creature that you can see
you to make a Dexterity saving throw to take only half
would deal damage to you, you can use your reaction to
damage, you instead take no damage if you succeed on a
halve the triggering attack, jutsu or effect, damage
saving throw, and only half damage if you fail.
against you.

EXPERTISE ELUSIVE
Beginning at 13th Level, you are so evasive that attackers
Also at 5th level, choose any one skill or tool kit that you
rarely gain the upper hand against you. No Attack roll has
have proficiency in. You gain expertise in the chosen
advantage against you while you aren’t incapacitated
skill or tool kit.
When you would reach 15th level, you can select two
more proficiencies (in skills or tools) to gain this benefit. ASSASSINATE
At 20th level, you have mastered the art of Hunting,
HUNTED TARGET tracking, and assassinating targets. When you hit a
creature marked as a Primary Target and would trigger your
Beginning at 6th level, a creature marked as your
Lethal Attack, they take triple damage.
Primary Target, who has 50% or less Hit points, is
counted as Hunted against you. A creature counted as
Hunted in this way counts as having at least one
condition for the purposes of interacting with Primary
Target. While a creature is counted as Hunted, when they
would regain hit points by any means, even from
another creature targeting them was a jutsu that
recovers their hit points, the hunted creature triggers an
Attack of opportunity.
Beginning at 11th level, a hunted creature who would
attempt to disengage, cast a jutsu or dodge also triggers
an Attack of opportunity from you. Additionally, you
gain one additional reaction per turn, which can only
be used to make an attack of opportunity against a
hunted creature.

19
HUNTERS CREEDS place. Additionally, a creature who’s charisma modifier is
equal to or lower than yours suffers a 1d6 penalty to all

BLADE WARDEN Wisdom and Charisma based ability checks interacting with
you or any creature allied with you.
Some Hunter-Nin seek to master weapons to better remove When you would roll initiative at the beginning of combat,
their foe from the equation. Followers of this Creed learn you can choose to use your Intimidation Bonus as your
specialized fighting techniques for use against the direst Initiative bonus. (You cannot gain the benefit of expertise with
threats, from an onslaught of enemies to towering Brutes this check.)
If you do have expertise in Intimidation you roll your
WARDEN’S PROFICIENCY initiative at advantage and can make Intimidation ability
Beginning at 3rd Level, you gain proficiency in the Athletics checks as a Bonus action if you would spend your action to
and Intimidation Skills. You can make any checks with the make an attack. On a successful Intimidation check a
aforementioned skill using Strength or Dexterity. creature gains 1 rank of Fear against you for the next
Also, you have learned to fully invest into a singular minute.
weapon designed to best capitalize on your free-flowing
form of combat. Select one simple weapon type that you BLADE’S AGGRESSION
have proficiency in, that does not have the Two-Handed or Beginning at 1oth level, your Wardens Weapon’s damage die
Heavy properties. This weapon is hereby treated as your is increased by 1 step.
Warden Weapon. A Warden Weapon gains a new weapon Also, if you have advantage on an attack against a target
property unique to it, that other shinobi wish they knew on your turn, that was not made as a part of a bonus action,
how to utilize. Select one Warden Weapon Property from the you can immediately make an additional weapon attack
following granting the weapon the listed property effects. using your Warden Weapon after the attack at advantage is
You can switch your Warden Weapon Technique when you made.
complete a rest of any type. You can select a second
property when you reach 10 th level.; I WOULDN’T DO THAT
Also, starting at 10th level, when engaging a creature who
WARDEN WEAPON PROPERTY TABLE would become hostile as a result of a failed Charisma based
Weapon interaction. You being present make them rethink their life
Property Effect choices in the moment.
When you or an allied creature would fail a Charisma
Flurry A weapon with the Flurry Attack property can be used to
based ability check against a creature, if they would become
Attack make two weapon attacks as a bonus action, if your hostile, you give a look of your description meant to cause
action was used to make a Single Attack of any type, once them hesitation. The affected creature must
per turn. Bonus action attacks made in this way do not make a Wisdom ability Check vs your
add your ability modifier to damage, but does add bonus passive Intimidation [Intimidation Bonus
damage from other Hunter-Nin Class features. + 10], you do not calculate expertise into
Lethal A Weapon with the Lethal property ignores Temporary hit your passive intimidation for this check.
points and damage reduction-based effects, instead On a failed check, they choose to not
dealing damage directly to a creatures hit points once per engage in combat instead finding
another way to resolve the
turn.
situation. If another creature
Fatal A Weapon with the Fatal property cannot have its damage would become hostile or initiate
reacted to when used as a part of your first weapon attack combat, a creature who hesitated as
or Bukijutsu attack, per turn. a result of this feature does not roll
initiative, instead acting last in the
BLADE’S PREY initiative.
Also at 3rd Level, your tenacity can wear down the most A creature who is immune to the Fear
fortuitous foes. When you hit a creature with a weapon condition is immune to this feature.
attack using your Warden Weapon, the creature takes an
extra 1d6 damage if it’s below its hit point maximum. WARDENS RETALIATION
Additionally, you gain exclusive access to the Wardens Beginning at 14th level, you gain the ability to
Assault, Hunter Exploit. This does not count against your counterattack when your target tries to sabotage you. If your
Exploit Limit. Primary Target forces you to make a saving throw, you can
use your reaction to make one weapon attack against them.
AGGRESSIVE ATTACK You make this attack immediately before making the saving
Starting at 7th level, when you make a weapon attack, with a throw. If the attack hits, you gain advantage on the saving
Warden Weapon you can add your Strength and Dexterity throw.
Modifier to your Damage rolls instead of one or the other. If
you do attack aggressively in this way, you forgo any SUPERIOR OFFENSE
additional attacks granted by the Attack action if any, unless At 17th level, you are so accurate that attacks rarely rely
granted by a Hunter-Nin Class feature. on sight, if at all and cannot be diverted. You gain 30 feet
of blindsight and attacks you make cannot be made at
WARDEN’S PRESENCE disadvantage nor have their damage reduced in any way.
Starting at 7th level, your presence has become passively
intimidating to all creatures who you are not allied with, and
even your allies respect your intimidating aura.
While you are not in combat, whenever you would interact
with a creature and make a Deception or Persuasion check,
you can choose to instead make an Intimidation check in its

20
NECROTIC HAND MEDICINAL BLADE
Also, at 3rd level, you learn to putrefy a weapon your
Some Hunters follow an offensive Medical teaching,
using making it sickening to the touch for a creature you
using the art of necrosis to fight off enemies. These
harm with it. Select one weapon you are proficient in,
Hunters are trained in taking their twisted Medical arts
coating it in a venomous and horrific black mist
and putting powerful enemies down with unmoving and
designed to harm a creatures cellular structure on
cold eyes, fit for a surgeon. These Hunters are known as
contact. Your weapon now deals necrotic damage and
the Necrotic Hand.
when you would deal at least 10 damage with a single

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

21
SWIFT RESUSCITATION MORTAL WOUND
Beginning at 10th level, you learn to make use of the Also, at 14th level, A creature who has 25% or less hit
Medical tools you have access to, in order to better points becomes exceedingly obvious to you. They begin
utilize them to help an injured ally. Your skill with the to glow a soft red color that only you can see, making it
Medicine Kit has accelerated to compensate for your lack difficult for them to hide or maintain invisibility.
of Medical Ninjutsu. Your new found skills are expressed You can see a creature with 25% or lower hit points
in the following ways; through Darkness, cover and up to 5 feet of material. You
• Medical Check Up: You reduce the time spent down to are treated as having True sight against this creature for
the purposes of always being able to see them at all
1 minute.
• Light Patch up: You increase the die size to a d6. times, in an attempt to finish them off.

DR. DEATH
• Condition Treatment: The die used is changed from a
d6 into 2d4.
Beginning at 17th level, your talents at life taking
• Blood Pill Creation: You can create two pills per kit
medical assassination have become effortless and
before spending any charges.
legendary. Casting Necrosis at C-Rank or less costs 0

FATAL SURGEON Chakra. You also increase the upcasting damage bonus
from 1d12, to 2d12 at each rank.
Also, at 10th level, you learn to make use of your
signature Jutsu Necrosis beyond your base Assassination
Techniques. When you would trigger your Lethal Attack
class feature while casting Necrosis you can choose to
activate any one of the following effects;
• The target makes any saving throw against Necrosis,
at disadvantage.
• The target loses concentration on one jutsu it is
concentrating on at random.
• The target has its movement speed reduced to 0 until
the beginning of its next turn.

22
GRAVE STALKER SHADOW STALKER
Also at 3rd level, you gain Blindsight out to 20 feet. When you
Some Hunter-Nin become consumed by the thrill of the
would make an attack while in an area counted as total
hunt. Only heard and never seen, they revel in the violence
darkness until the end of that same turn, you produce no
of a silent battle. Followers of this Creed hone their abilities
sound or vibrations rendering you unable to be seen, noticed
to track others utilizing a variety of techniques: camouflage,
or tracked by creatures with Tremor sense or blind sight.
infiltration, surveillance, and target acquisition. Once done,
Additionally, while you are out of combat and
they work to ensure that they are always striking from the
following a creature marked as your Primary target
shadows and always have the upper hand in combat.
while you are Sneaking in Dim light or Darkness, you can

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

23
ONE WITH THE DARKNESS
Beginning at 10th level, you’ve become adept at evading
creatures that rely on their senses, regardless of what they
are. Your blindsight increases to 40 feet. While you are
lightly or heavily obscured, creatures that rely on any form
of vision or special senses such as; Chakra sight, Dark
vision, blind sight, true sight, tremor sense or jutsu with the
Sensory keyword cannot see or sense you by any means so
long as you don’t spend more than half of your base
movement on each of your turns. If you would move more
than half of your base movement or take damage while
gaining the benefit of this feature you lose this features
benefit until the end of your next turn.

FANG OF THE NIGHT


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

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

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

24
ARSENALIST Arsenal Weapons: Increase the weapons damage die by
1 Step and they gain the Hidden Weapon property. The
Some Hunters treat their hunt like a game, one which
Weapon also gains a +2 bonus to damage from weapon
they come more than prepared to. They set traps,
attacks. This bonus increase to +4 at 10 th and +6 at 17th
waiting for their prey to fall victim to them, capturing
level.
them and going in for the kill. They use Explosives, with
the intent to take out as many enemies as possible with a TOOLS OF THE TRADE
single explosion. These Hunters are Known as Also, at 3rd level, you become able to make use of a
Arsenalist’s series of items and Ninja tools that go rarely used,
catching enemies off guard or using tools much faster
ARSENAL’S PROFICIENCY than what they would expect. Select one of the following
At 3rd level, you gain proficiency in Crafting and one of
when you complete a rest of any type. You can use any of
the following; Alchemists, Demolitions or Trappers kits.
the below a number of times equal to your Proficiency
Additionally, you can make checks using the bonus per rest.
aforementioned kits with Dexterity or Wisdom.
Finally, you gain exclusive access to the Sharp Rain
Also, you have learned to take the teachings of your
Hunter Exploit. This does not count against your Exploit
villages quartermaster or weapon master. You become Limit.
very in tuned with a series of different weapons and
• Caltrops. As a bonus action, you can select a space you
tools. Select four of the following. You can select two
more at 10 th level; can see within 30 feet of you. You throw caltrops
covering the ground equal to a 10 -foot cube. Any
• Manipulated Tools: Blade Kick
creature that enters the area of your caltrops while
• Manipulated Tools: Blade Rain
they remain, are treated as if you have marked them
• Manipulated Tools: Blade Wall
with your Primary Target feature while they remain
• Paper Bombs
within your target space. Also, the creature who enters
• Explosive Tag Ball’s
the space takes piercing damage equal to 1d6 + your
• Fire Bomb’s
Dexterity Modifier, and gain 1 rank of bleeding. Once a
• Flash Tag’s
creature exits your caltrops space, after being affected
• Ice Bomb’s
by them the caltrops remain, unless a creature spends
• Poison Tag’s
an action scattering them. Beginning at 10 th level the
• Shock Bomb’s
space you can fill, becomes a 20-foot cube.
• Weapons with the Thrown Keyword • Ball Bearings. As a bonus action, you can select a space
• Weapons with the Multiattack Keyword.
you can see within 30 feet of you. You throw ball
• Weapons with the Light Keyword. bearings covering the ground equal to a 10 -foot cube.
• Weapons with the Finesse Keyword That space is treated as difficult terrain for anyone
If you select a jutsu, you learn it. Regardless of what other than yourself. A creature who is currently
you select, the chosen jutsu, items or weapons become a gaining the benefit of any bonus to speed such as from
part of your Arsenal. Weapons, items or jutsu that are a a jutsu or the Dash action, they immediately slip,
part of your Arsenal can be used in far superior ways falling prone. Beginning at 10 th level the space you can
compared to other creatures. A Jutsu learned this way fill, becomes a 20-foot cube.
• Johyo: As a bonus action, you can swing this whip dart
cannot be taught to another creature and cannot be
customized, modified or augmented using the Jutsu targeting a creature up to 60 feet away. Make a ranged
customization options or any Non-Hunter-Nin class weapon attack as if you were proficient in this weapon.
features. On a hit, they are snared and can be pulled up to 20
Arsenal Jutsu: Reduce their cost to cast by -1. This cost feet in a straight line closer to you. This forced
reduction increases to -2 at 10 th, and -3 at 17th. movement can trigger attacks of opportunities.
Additionally, if the jutsu would deal damage, it can Beginning at 10 th level the distance you can pull a
trigger Lethal Attack even if it doesn’t require an attack creature increases to 40 feet.
• Hidden Weapon Launcher. Select one weapon you
roll. The trigger for Lethal Attack instead becomes failing
the saving throw. have that has the Hidden property. As a bonus action
Arsenal Tools: At the end of a rest of any type, roll 1d4 + you can call upon this weapon instantly. As a part of
1. You gain a number of your Arsenal Tools equal to the this bonus action, you can make one weapon attack at
result. The items can only be used by you, they are of advantage. You must reset the launcher with a bonus
base quality and last until your next rest. Increase the action before you can use it again. Beginning at 10 th
dice size by 1 step at 10th and 17th levels. Additionally, if level it no longer requires a bonus action to reset the
the item would deal damage, it can trigger Lethal Attack Launcher, instead costing your object interact action
even if it doesn’t require an attack roll. The Lethal attack and you can make two weapon attacks instead of one.
triggering in this way, only affects one creature of your
choice. LETHAL WEAPONS
Beginning at 7th level, a creature who would take
o Paper Bombs/ Explosive Tag Balls: Increase damage from a trap you set, can trigger your Lethal
damage die by 1 Step. (This affects tools not Attack Class Feature. Lethal attack can only be triggered
created by this feature as well.) once using this feature. This does not spend your normal
o Fire/Ice/Shock Bomb’s: Increase the base once per turn limitation of Lethal attack.
range to 60 feet, instead of 30. (This affects Additionally, you can use any Arsenal Tool as an Action
tools not created by this feature as well.) or bonus action.
o Flash/Poison Tag’s: Increase the DC +2. (This
affects tools not created by this feature as well.)

25
HIDDEN TRAPS
Also at 7th level, you learn the secrets of hiding and
detecting traps of all kinds, even social ones. You have
advantage on Wisdom or Intelligence based ability
checks to detect hidden doors, mechanisms, and traps.
Also, a creature attempting to make an ability check to
find Traps you set makes their checks at disadvantage to
detect them.

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

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

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

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

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

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

UNLIMITED BLADE WORKS


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

26
UNDERTAKER TOXIC ASSASSINATION TECHNIQUE TABLE
Some Hunter-Nin focus on making those who stand in
their way suffer a long, slow and painful demise. Those Assassination
who adhere to this creed are born killers, poison experts Technique Effect
and above all, Shinobi. Poison, Disguises and subterfuge Aconite On a hit or failed saving throw, once per turn, the target
help you eliminate your foes with deadly efficiency. loses the ability to speak or communicate effectively.
They also find it difficult to breathe suffering a -2 to
TOXIC PROFICIENCY Constitution ability checks and saving throws until the
At 3rd level, you gain proficiency in Deception and
end of its next turn.
Disguise & Poison Kits. Additionally, you can make
checks using the aforementioned kits with Dexterity or Akee On a hit or failed saving throw, once per turn, the target
Intelligence. gains the weakened condition until the end of its next
Also, you have learned to take the teachings of the turn. If the target takes a reaction before the end of its
Black Medics, the Bloody Devils and the Hebi Clan and next turn, the weakened condition does not end, instead
apply them to your unique form of Combat. You learn to lasting for 1 minute.
apply a unique poisonous chakra of your creation to both Belladonna On a hit or failed saving throw, once per turn, the target
your weapons and ninjutsu. This poison comes from loses the ability to discern allies from hostiles. If a jutsu or
combining a series of different poisonous substances
Area of effect would allow them to choose targets, they
within yourself and then exhaling it or infusing it into
cannot exclude their allies at will until the end of their
the attacking weapon or ninjutsu of your choice. Select
next turn.
one of the following Toxic Assassination techniques
augmenting your attacks with a vicious combination of Daphne On a hit or failed saving throw, the target gains the
toxins. As a bonus action on your turn, you can choose to bruised condition.
activate this toxic chakra. When you do, select one Fire On a hit or failed saving throw, once per turn, the target
ninjutsu you know or one weapon you are holding. For Salamander gains one rank of the corroded condition.
the next minute that jutsu or weapon is infused with
your Toxic chakra, changing its damage type to Poison Foxglove On a hit or failed saving throw, once per turn, the target
and gaining additional effects based on the Toxic gains two ranks of the bleeding condition.
Assassination technique(s) chosen. Frost Frog On a hit or failed saving throw, once per turn, the target
If a ninjutsu chosen would only trigger its effects with gains the chilled condition until the end of its next turn. If
a damage type other than Poison, it instead triggers said the target takes a bonus action on its turn, the chilled
effects with poison damage. Once you infused a weapon condition does not end, instead lasting for its listed
or ninjutsu with your Toxic chakra, you cannot infuse duration.
another weapon or jutsu until 1 minute has passed.
Hemlock On a hit or failed saving throw, once per turn, the target
Bukijutsu cast using your infused weapon do not gain
your Toxic Assassination techniques effects, as these gains the envenomed condition.
effects can only trigger with weapon attacks. You can Seizing Viper On a hit or failed saving throw, once per turn, the target
switch your Toxic Assassination Technique when you gains the shocked condition until the end of its next turn.
complete a rest of any type. If the target moves more than half its movement before
You can select a second technique when you reach 10th the end of its next turn, the shocked condition does not
level; end, instead lasting for its listed duration.

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

27
VENOMOUS ASSAULT THE PERFECT POISON
Also at 7th level, you have learned how to extend your Toxic Also at 14th level, when you would create vials of assassins
Assassination technique to your Bukijutsu. Select one blood, you can choose to instead half the amount of vials
Bukijutsu you know. This Bukijutsu can now be infused with you create. If you do, you instead create Kamizuru Venom.
your toxic chakra, and gain the benefits of your Toxic This venom’s DC becomes equal to your Ninjutsu save DC.
Proficiency class feature when you would activate it.
KISS OF DEATH
LICK OF VENOM Beginning at 17th level, when you would trigger the Lethal
Beginning at 10th level, you have closely adapted to the art of Attack class feature against a creature marked as your primary
poisonous combat. When a creature is poisoned by you, you target who has two or more conditions inflicted by you, treat
may choose to apply one of the additional effects: all damage die rolled a part of your Lethal Attack that are 4 or
• The creature cannot regain hit points until the end of their lower, as 5.
Additionally, a creature who fails a saving throw
next turn.
• The creatures speed is reduced by half, for the duration of against a Poison of your creation, they take double the
Poisons damage.
their poisoned condition.
• If the creature is reduced to 0 hit points, it becomes stable.
• The creature gains a rank of weakened for the duration of
their poisoned condition.
• The creature is deafened for the duration of their poisoned
condition.

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

28
VICE AGENT VICE ASSASSINATION TECHNIQUE TABLE
Some Hunters fall under a grey area in their dealings and
Assassination
morals than most shinobi, but some choose to go even
Technique Effect
further than that, learning to use some of man’s cardinal
Sin’s and Vices as a weapon against them. These Hunters Anger This jutsu injects a feeling of malice and aggression
are known as Agents of Vice, or Vice Agents for short. into the target. Until the end of the targets next turn,
if they would make an attack or cast a jutsu that
SIN’S PROFICIENCY targets a creature, they must target the creature
When you choose this Creed at 3rd level, you gain closest to them. If two or more creatures are an
proficiency in Persuasion and Insight. Additionally, you equal distance, their target is chosen at random.
can make an ability check using either of the skills using
Wisdom or Charisma. Arrogance This jutsu injects feelings of pride into the target.
Also, you have learned to take the teachings of the Until the end of the targets next turn, they cannot
greatest interrogators, silver tongues and Beguilers, take a reaction that would reduce damage or grant
blending them into your vile and sinful form of combat themselves temporary hit points.
allowing you to learn to pray on your enemies vices and Envy This jutsu injects feelings of jealously into its target.
take advantage of them. You learn the Shadow Bite Until the end of the targets next turn, when they
Genjutsu. When you do, it gains the Ninjutsu Keyword, would see an allied creature attempt to aid a
loses the Visual Keyword. If this jutsu would be cast creature other than themselves, then they must
using your Ninjutsu attack bonus, when you would deal
attempt to counter, negate or dispel the aiding
damage, you instead add your Ninjutsu ability modifier,
effect.
in place of your Genjutsu ability modifier for damage. If
this jutsu would be cast using your Genjutsu attack Gluttony This jutsu injects feelings of excess into its target.
bonus, you can choose to instead use your Charisma Until the end of the targets next turn, when they
instead of wisdom to calculate this. Finally, your would cast a jutsu that would aid themselves, they
teachings have also taught you how to blend in the sins must recast the same jutsu targeting themselves if
of man into this jutsu, making it far more deadly to be able, losing their ability to attack or cast a jutsu that
struck by it. Select one of the following Vice Assassination would target or affect another creature.
techniques augmenting the Shadow Bite jutsu when cast.
Greed This jutsu injects feelings of greed into its target.
A Jutsu with any of the following techniques cannot be
Until the end of the targets turn, when they would
taught to another creature and cannot be customized,
cast a jutsu that would allow them to aid their allies,
modified or augmented using the Jutsu customization
they instead can only aid themselves.
options or any Non-Hunter-Nin class features. You can
switch your Vice Assassination Technique when you Lust This jutsu injects feelings of desire into its target.
complete a rest of any type. You can select a second Until the end of the targets next turn, they gain 2
technique when you reach 10th level; ranks of Charmed.

GREED’S SHELL
Sloth This jutsu injects feelings of inactivity into its target.
Until the end of the targets next turn, they gain 1
Also, at 3rd level, you can surround your skin in a sleek
rank of Slow.
metallic looking coat of chakra, that is a color and design

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

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

29
ENVIOUS THEFT EPITOME OF SIN
Beginning at 10th level, when a creature within 60 feet of At 17th level, you have begun to embody the very essence
your casts a jutsu you are eligible to learn or cast, you of man’s sin. You find it hard to be bested or challenged.
may use your reaction to try and steal it, for immediate You want more than you need. Your anger is unmatched
use soon after. Make an ability check using the relevant and you have tones of jealousy that has no rival and all
ability modifier for the jutsu type. The DC is: other hostile combatants deserve to be looked at with
12 + the rank of the jutsu (D-Rank: 1, C-Rank: 2, B-Rank: pity and not respect.
3, A-Rank: 4, S-Rank: 5). Select a one effect from the Vice Assassination table.
On a success, you steal the jutsu right before it is cast, You gain that effects when casting any Genjutsu.
storing it inside yourself. A jutsu stolen in this way is not
cast but the target spends its chakra as if it was. This
counts as jutsu negation or countering for the purposes
of interacting with features, jutsu or traits.
A jutsu stored within you in this way can be cast as if
you know it, ignoring all keyword limitations. A jutsu
cast this way uses your ability scores to calculate attack,
damage, save DC and any other effects dictated by the
casters statistics. You can store a number of jutsu this
way equal to your Charisma modifier. A jutsu stored
inside of you remains until your next rest, before
harmlessly dissipating.

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

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

30
VOID WALKER BLINK
Also, at 3rd level, you learn to use your chakra to slip
Some Hunters utilize Time & Space Ninjutsu, to get in
between points in space, teleporting short distances in
and out of combat as easily as blinking. These Shinobi
the blink of an eye. As a part of your movement, you can
specialize in hit and run tactics.
spend half of your movement to teleport a distance equal

STALKER PROFICIENCY to half of your movement to an unoccupied space you


can see.
At 3rd level, you gain proficiency in the Ninshou and
If you teleport within 5 feet of a creature marked by
Survival skills. Additionally, you can make an ability
the Chakra Mark ninjutsu or Primary Target class feature,
check using either of the skills using Intelligence or
using this feature or a Void Assassination technique, you
Wisdom.
gain one of the following of your choice. You can only
Also, you have learned to take the teachings of the
choose one;
greatest strikers, Fuin-crafters, and Ninjutsu specialist,
blending them into your high speed and fast paced form • +1 bonus to critical threat range on your next attack
of combat allowing you to outwit, out speed and out play against them until the end of the current turn.
your targets. You learn the Chakra Mark Ninjutsu. This • +1d4 to your AC until the beginning of your next turn.
jutsu can be cast as a part of activating the Primary • +1d6 to your next saving throw until the beginning of
Target class feature. If cast in this way, Chakra Mark’s your next turn.
cost is reduced by 1, it’s range instead becomes 120 feet, • +1d10 bonus to damage on your next attacks, damage
and requires no attack roll to mark a creature. A creature roll made against them until the end of the current
marked by your Chakra Mark in this way, is instead turn. This increases to 2d10 at 10 th level, and 3d10 at
marked until you score an attack that activates your 17th level.
Lethal Attack class feature, or mark another creature with
Also, you gain exclusive access to the Void Assault,
Chakra Mark in this way after which the jutsu ends.
Hunter Exploit. This does not count against your Exploit
Finally, your teachings have also taught you how to
Limit.
blend in different Fuinjutsu seals into your Chakra Mark
making it significantly more potent for your assaults.
VORPAL STRIKE
Select one of the following Void Assassination techniques Beginning at 7th level, you manifest a limited pool of vorpal
augmenting the Chakra Mark jutsu when cast. A Jutsu seals that you can use to infuse your next attack with a
with any of the following techniques cannot be taught to Fuinjutsu meant to divide space. You manifest a number of
another creature and cannot be customized, modified or these vorpal seals equal to your Ninjutsu ability modifier.
augmented using the Jutsu customization options or any When you would make an attack you can spend a use of your
Non-Hunter-Nin class features. You can switch your Vorpal seals. When you do, the attack penetrates through all
Void Assassination Technique when you complete a rest forms of defense, ignoring temporary hit points, damage
of any type. You can select a second technique when you reduction and passing through structures or constructs that
reach 10th level; would normally intercept your attack.
Alternatively, you can spend a use of this feature infuse a
vorpal seal into a weapon for a more potent striking
potential for the next minute. When you do the weapon
infused gains a +1 bonus to its critical threat range and
increases its damage by 1 die.
You regain all charges of your Vorpal seals when you
would complete a rest of any type.

VOID ASSASSINATION TECHNIQUE TABLE


Assassination
Technique Effect
Aether A creature marked with this jutsu who would make a saving throw against a jutsu with the Fuinjutsu keyword suffers a 1d4 penalty, once
per turn. This penalty increases to 1d6 at 10th and 1d8 at 17th.
Arcane You can mark a construct, structure or surface of your choice (at no action cost). When you do, you can you teleport to a spa ce within 5
feet of the marked construct, structure or surface as a reaction to taking damage. When you do, the seal breaks, needing to be reapplied.
You can only have 1 seal active in this way at a time.
Enigma A creature marked with this jutsu who would take damage from a Genjutsu, suffers a -1 Penalty to all of their attack rolls until the end of
their next turn. This penalty increases to -3 at 10th and -5 at 17th levels.
Mystic A creature marked with this jutsu who would take damage from a Ninjutsu without a Nature Release Keyword that takes additional
damage equal to two damage die, once per turn. This damage increases by an additional die at 10 th and 17th levels.
Natural A creature marked with this jutsu who would take damage from a Taijutsu, suffers a -1 penalty to all of their Saving throws until the end of
their next turn. This penalty increases to -3 at 10th and -5 at 17th levels.
Rune You can mark a weapon or weapon stack with the thrown property (at no action cost). When you deal weapon damage with a ranged
weapon attack using the marked weapon, you can spend 10 feet of movement to teleport to a space within 5 feet of the damaged
creature.
31
VOID STEP SPATIAL DISPLACEMENT
Also at 7th level, when you take the Dash action, you can At 17th level, you are able to effortlessly move between
teleport whenever you move until the end of your turn. You space, even using this offensively or defensively.
can split up this teleportation just like you can with regular As an action, you can target one creature you can see
movement. If you end your movement within 5 feet of a marked as your Primary Target class feature or by your
hostile creature, you gain the benefits of the dodge action Chakra Mark ninjutsu. When you do, you teleport to
against that hostile creature. them, ignoring distance, cover or no space that can hold
you as if a space is occupied by another creature that you
SEALING ARTS would end your teleportation in they are forcibly
Beginning at 10th level, you learn of a variety of techniques teleported into your previous space. When your
that people use to seal, conceal or even hide the residual teleportation’s movement ends, you can make a weapon
effects of a chakra-based effect. attack as a part of this teleportation targeting the select
When you are within 60 feet of a chakra-based effect creature. On a hit you automatically score a critical hit.
created by a Ninjutsu you become aware of its existence. By You can perform this action twice per rest.
spending an action to make a Ninshou check vs the Ninjutsu Additionally, whenever you would be targeted by an
save DC of the caster. If there is no caster and this instead is attack, you may as a reaction, spend two vorpal seals to
a natural phenomenon then the DC is calculated as; 10 + The do one of the following;
Rank of the Mission this effect is taking place in or an
• Melee Attack: Teleport up to your Movement speed
equivalent jutsu rank effect; (D-Rank: 5, C-Rank: 9, B-Rank:
away to an unoccupied space dodging the attack.
13, A-Rank: 17, S-Rank: 21)
• Ranged Attack: Teleport the attack away, redirecting it
On a successful check, you are able to seal away this
to target another creature of your choice, making a
effect, effectively ending it temporarily for a duration of
Ninjutsu attack against the selected creature, on a
your choice for no longer than 10 minutes. You can only
success, the target takes the attack as if they were the
target a creature gaining the benefit of a chakra-based
original target.
effect twice per rest in this way.

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

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

32
WOLVES LEGACY disadvantage and on a failed attempt, the triggering
creature triggers an attack of opportunity from you that
Some Hunters find that hesitation is defeat. So, they forget
does not spend your reaction.
what hesitation means. They train their body to a point
Also, you gain exclusive access to the Deflection,
where it breaks down, so they can build it back better and
Hunter Exploit. This does not count against your Exploit
stronger. These Hunters are known as Wolves.
Limit.
Violently efficient, Aggressively driven, and unhindered by
Fear. POSTURE BREAK
Beginning at 7th level, a creature marked as your
WOLF’S PROFICIENCY Primary Target, who has 3 or more total ranks of any
At 3rd level, you have learned to patiently wait for an condition(s), cannot take reactions in response to an
opponent to slip up and capitalize on it with unforgiving
attack you make or damage you deal. Additionally, if the
accuracy. You gain proficiency in the Martial Arts and
marked creature has 5 or more total ranks of any
Insight skill. Additionally, you can make an ability check condition(s) your Lethal Attack damage die increases to a
using either of the skills using Dexterity or Wisdom.
d10.
Also, you have willingly chosen to replace your
organic arm with that of a shinobi prosthetic. An arm EYES OF A SHINOBI
made of wood, metal and other synthetic martials that Also at 7th level, you have tapped into a latent skill that
you control using your chakra, that sits in place of your has been lost to most shinobi. The ability to sense a
original arm. This prosthetic is able to be fitted with a creatures presence, strengths and weaknesses. As a
tool that can aid you in combat. Select two of the bonus action you can activate your shinobi sense,
following Prosthetic Attachments. You can select two allowing you to sense the presence of all living creatures
more at 10 th level. If a tool would require a creature to within 30 feet of you, with or without chakra until the
make a Saving throw, you would use your Taijutsu Save end of your next turn. All living creatures glow a soft
DC. You can use any of your Prosthetic Attachments a blue hue allowing you to even sense a creature through
number of times equal to your proficiency bonus per walls no more than 5 feet thick. While sensing a creature
rest. in this way, you also become aware of the gaps in their
You can switch your chosen Prosthetic Attachments defenses if any, allowing you to become aware of the AC
when you complete a rest of any type. of all creatures of your level or lower.
You can tap into this well of preternatural sensory
SHINOBI’S KARMA: BODY ability a number of times equal to your Wisdom ability
Also, at 3rd level, your strength of body has reached new modifier per rest.
levels compared to other Hunters of your caliber. You
gain proficiency in Strength saving throws.
Additionally, Ability checks or jutsu cast against you in
an attempt to grapple, trip or push you are made at

PROSTHETIC ATTACHMENTS TABLE


Assassination
Technique Effect
Divine Your arm is outfitted with a fan you can quickly pull out to gain a boost to stealth. As an action you cloak yourself in divine winds,
Abduction giving yourself advantage on your next stealth check.
Elemental Vent In your arm you have equipped a small cannon that unleashes a blast of fire on your foes. As an action you can force every creature
15-foot cone make a dexterity saving throw, taking 4d6 fire damage on a failed save and half as much on a success. If you have a ccess
to another nature release, you can instead use that elements corresponding damage type (Water = Cold). This damage increase by
2d6 at 10th and 17th levels.
Loaded Your arm is fitted with exceedingly sharp shuriken, launched from a wheel bound with extreme tension. As a bonus action you m ay
Shuriken select a creature you can see and make a ranged weapon attack as if using shuriken, with double its normal range. On a hit, you deal
4d4 slashing damage and inflict 1 ranks of bleed. The damage die and ranks of bleed increase by 2 at 10 th and 17th levels.
Loaded Your arm is outfitted with an indestructible, iron ribbed umbrella made to absorb damage and disperse it harmlessly around you. As
Umbrella a reaction when you would take damage, you open this umbrella intercepting it and all other damage until the end of the current
turn and reducing each instance of damage you take by 4d8. The damage you reduce is increased by 3d8 at 10 th and 17th levels.
Mist Raven Your arm is fitted with a special feather that gives you the ability to teleport in a cloud of mist to avoid damage. As a reaction when
you would take damage, you teleport up to 30 feet away, while reducing the triggering damage you would take by 3d6. The damage
you reduce is increased by 3d6 at 10 th and 17th levels.
Sabimaru Your arm is equipped with a secret poison, with which you can coat your weapon to quickly poison your foes when you make a melee
attack with a weapon or make a melee Taijutsu attack as part of casting a Bukijutsu. As a part of the same action used to att ack, you
can spend a use of your Prosthetic attachments. On a hit you deal an additional 3d6 poison damage. The target must make a
constitution saving throw. On a failed save, they gain the envenomed condition for 1 minute. If you score a critical hit with this attack,
the target instead gains 3 ranks of the Envenomed condition.
Shinobi Your arm is equipped with a firecracker that is made for disorienting your foes. As a bonus action you can force every creature in a 10-
Firecracker foot cube originating from you to make a Wisdom saving throw. On a failed save, they become dazed and blinded until the beginning
of their next turn.
Shinobi Rope Your arm is equipped with a 60-foot rope with a kunai and weight on one end, that is launched from a spring engine. As a bonus
action you can fire this rope towards a creature you can see within 60 feet of you. The target must make a Dexterity saving throw,
being restrained by you on a failed save. A Restrained creature makes a Strength save to escape at the end of each of their t urns.
33
WOLF TECHNIQUES DEVOTION TO THE CREED
Beginning at 10th level, you have learned both to value Also at 14th level, your devotion to your creed has
patience, but at the same time that hesitation leads to exceeded all others. When you would complete a rest,
defeat. You have become privy to a series of elite select one Adversary Class (Caster, Controller, Defender,
techniques taught only to members of your creed who Lurker, Generalist, Striker or Supporter). You become
have survived as long as you have. Select 1 of the aware whenever an adversary with that class is within
following jutsu. The selected jutsu are now counted as 120 feet of you and where they are.
your Wolf Techniques. The jutsu selected are added to If you would engage them socially, your training has
your Jutsu known and also gain their listed effects. You led to you researching as much as possible in regards to
can cast a jutsu counted as your Wolf Technique, by interacting with them. You can choose to use your
spending two uses of your Prosthetic Attachment instead Wisdom in place of Charisma when making a Charisma
of spending chakra. A jutsu cast in this way ignores its based ability check. Additionally, you gain a 1d6 bonus to
Component requirement, instead being able to be cast all such checks made to interact with them.
using any weapon and is always cast as if it were B-Rank.
• Kunai Assault: X always equals 8. KAGES DIE TWICE
At 17th level, your sheer spirit and resolve to keep
• Weapon Deflect: Bonus damage increases to a d10.
fighting allows you to defy even death itself. Once per
• Weapon Break: Your weapon is treated as a B-Rank or a
long rest, when your hit points are reduced to 0, you can
+2, whichever is higher in the given scenario.
choose to slowly stand back up, regaining hit points
• Earth Breaker: Increase the saving throw damage die to
equal to twice your hunter-nin level, and gaining
a d10, and instead make two melee taijutsu attacks
resistance to all damage until the end of your next turn.
against a prone target.
Additionally, when you are revived this way, you
• Reapers Swing: The Jutsu’s casting cannot be reacted
immediately gain 2 failed death saving throws, which
to.
cannot be removed by any means until you complete a
• Triple Windmill Blades: The jutsu’s range is increased
long rest.
to 90 feet.
Alternatively, if you would die, prior to using this
• Ichimonji: Make one additional attack.
ability, once per full rest, you can choose to rise from the
• Judgement Cut: Reduce the additional cost to target the
ether, ignoring effects that would prevent you from
same space to 4 chakra.
being revived rising with half of your maximum hit

OWLS TEACHINGS points. If you do, you gain 5 failed death saves, which
cannot be removed by any means until you complete a
Also at 10th level, you have begun to also learn from
full rest.
another creed of Hunters, known as the Owls. Their
teachings guide you down the road of a shinobi, deeper
than most others would dare travel.
While observing a creature, you can as an action, make
an Insight check vs the targets Passive Deception (10 +
Charisma (Deception) Bonus). On a success, you can see
through them, almost as if looking into their spirits
directly. You can select one of the following, granting
you this boon for the next minute. You cannot use this
feature on the same creature no more than once, every
hour.
• A creature who would even attempt to lie, makes you
instantly aware of their trickery.
• A creature who would have hostile intentions towards
you or anyone near them, makes you instantly aware
of their malice.
• A creature who would have romantic or admiration-
based feelings towards you or anyone near them,
makes you instantly aware of their feelings.

SHINOBI’S KARMA: WILL


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

34
HUNTERS EXPLOITS CHAKRA RECOIL
Skill: Chakra Control
Choose from the following exploits. In order to choose
You attempt to recover chakra for yourself after
an exploit, you must be proficient in the associated
casting a jutsu. When you would cast a jutsu, Make a
skill. You can use these features 3 times per short rest.
Chakra Control check vs a DC 8 + Rank of jutsu cast
You gain an additional use at 6 th , 9th, 12 th, 15 th and 18th
(D-Rank: 5, C-Rank: 9, B-Rank: 13, A-Rank: 17, S-Rank:
levels.
21). If you have expertise in chakra control, you
AIM instead add a +1d4 bonus in place of expertise. On a
success, you reduce the cost of the jutsu by 1d6, down
Skill: Perception
to a minimum of 0. If you beat the DC by 5 or more,
When you make an attack, you attempt to line it up
against a creature you can see. Make a Perception you instead reduce the cost by 2d6.

CHARMIN
check vs the targets AC. If you have expertise in
perception, you instead add a +1d4 bonus in place of
Skill: Persuasion
expertise. On a success, attacks attack made against
As an action, you attempt to influence one creature you
the target creature is made at advantage. If multiple
can see within 30 feet that can hear and understand you.
attacks are made as a part of the same action or as the
Make a Persuasion check contested by the target’s
result of a jutsu cast, the first attack made is at
Wisdom saving throw. If you have expertise in
advantage. Additionally, if your check beats the
persuasion, you instead add a +1d4 bonus in place of
opposing creatures by 10 or more, you also increase
expertise. If you have dealt damage to the creature in the
your first attack made after using this exploits, critical
last hour, it has advantage on its save. On a success, the
threat range by +2.
target gains 1 rank of the charmed condition in regards
ANALYZE to you, until combat would begin.

CONFUSE BEAS
Skill: Investigation
As a bonus action, you attempt to figure out who your
Skill: Animal Handling
enemy is and what they are about. Make an Investigation
You attempt to confuse one beast on the battlefield.
check contested by the target’s Charisma Saving throw If
Make an Animal Handling check contested by the
you have expertise in investigation, you instead add a
target’s Wisdom saving throw. If you have expertise in
+1d4 bonus in place of expertise. On a success, you
animal handling, you instead add a +1d4 bonus in place
become aware of the targets Adversary role or Clan (your
of expertise. If your check succeeds, the beast cannot
choice).
take actions or reactions until the end of your next turn.
ANGLE DEFLECTION
Skill: Perception
Skill: Martial Arts
You attempt to predict the behavior of a creature you
Requirements: Wolves Legacy
can see within 30 feet of you. Make a Perception check
When you would take damage from a melee attack you
contested by the target’s Dexterity saving throw. If
can deflect the attack weakening the posture of your
you have expertise in perception, you instead add a
assailant, weakening their stance to allow you to strike
+1d4 bonus in place of expertise. If your check
them in response. Until the end of the current turn
succeeds, the first attack roll the target makes before
each time a creature would target you with an attack or
the start of your next turn has disadvantage, and the
deal damage to you as a result of an attack, you make a
first saving throw the creature makes before the start
Martial arts check contested by the targets attacking
of your next turn has disadvantage.
ability scores, saving throw. If you have expertise in
BATTLE CRY Martial Arts, you instead add a +1d4 bonus in place of
Skill: Intimidation expertise. On a success, roll your Lethal Attack dice,
You attempt to demoralize one creature you can see reducing damage by the result. If the deflected attack
within 30 feet of you that can see and hear you. Make was a melee one, reduce the triggering creatures AC by
an Intimidation check contested by the target’s 1d4, until the end of your next turn. If a creatures AC
Charisma saving throw. If you have expertise in would be reduced by 10 or more as a result of this
exploit, the next attack targeting them automatically
intimidation, you instead add a +1d4 bonus in place of
expertise. On a success, the target becomes scores a critical hit.

DIPLOMACY
demoralized, suffering a -2 penalty to all attack rolls,
ability checks, saving throws and even their AC. A
Skill: Persuasion
creature immune to fear cannot be affected by this
As an action, you attempt to convince one creature you
exploit. A demoralized creature can attempt to repeat
can see within 30 feet that can hear and understand you.
their saving throw vs your Highest save DC at the end
Make a Persuasion check contested by the target’s
of each of their turns, ending the demoralized effect
Charisma saving throw. If you have expertise in
on a success. A creature who is demoralized, can be
persuasion, you instead add a +1d4 bonus in place of
demoralized no more than twice at any single time.
expertise. If you have dealt damage to the creature in the
BRUTE last hour, it has advantage on its save. On a success, you
are able to convince them to increase their disposition
Skill: Athletics
When you would score a hit with a melee attack, you towards you. They may feel more willing to assist you
attempt to overwhelm them. Make an Athletics check and your allies towards accomplishing a goal against
their better judgement.
contested by the target’s Strength saving throw. If you
have expertise in athletics, you instead add a +1d4
bonus in place of expertise. On a success, the target
gains 1 rank of weakened.

35
DISTRACTION FOX’S SIN [CHANGED]
Skill: Deception Skill: Persuasion
As a Bonus action or a Reaction when an allied creature Requirements: Vice Agent Subclass
would make an attack targeting a creature range, you When you would deal damage with your Shadow Bite
attempt to distract one creature you can see within 30 jutsu, you can entice the target to give you any
feet of you that can see and hear you. Make a Deception bonuses, boosts, or boons they are benefiting from.
check contested by the target’s Wisdom saving throw. If Make a Persuasion check contested by the targets
you have expertise in deception, you instead add a +1d4 Wisdom saving throw. If you have expertise in
bonus in place of expertise. On a success, the target Persuasion, you instead add a +1d4 bonus in place of
becomes surprised until the end of the current turn expertise. On a success, any one jutsu, feature or trait
against the chosen allied creature. (excluding Class mod or Clan Traits) that are granting
the target a bonus, boost or boon, you steal it, gaining
EMULATE PREDATOR its benefit for the remaining duration. If the jutsu
Skill: Nature stolen required concentration, you begin to maintain
You attempt to emulate the sounds of a natural predator concentration in place of the original target spending
of a creature you can see within 30 feet, that cannot see 0 chakra at the beginning of each of your turns. The
you. Make a nature check contested by the target’s target loses the jutsu as if it were dispelled. If the
Wisdom saving throw. If you have expertise in benefit stolen was from an Adversary trait, they lose
persuasion, you instead add a +1d4 bonus in place of the traits benefit until the end of your next turn as you
expertise. On a success, the target is spooked and must gain its benefit for the same duration. If you are not
take the Dash action and move away from you, using the aware of all of the jutsu, features or traits currents
safest available route on its turn, unless there is nowhere affecting a creature you randomly steal one, becoming
to move. aware of its effects. (Ex. Bless, Wind Release: Wind
Friction Shatter, or even Crushing thoughts)
FEINT
Skill: Deception HINDER
As a bonus action, you attempt to divert the attention of Skill: Sleight of Hand
a target you can see within 30 feet. Make a Deception As a reaction to a creature attempting to make an attack
check contested by the target’s Wisdom saving throw. If or cast a jutsu, you attempt to blind it, if it is within 30
you have expertise in deception, you instead add a +1d4 feet of you. Make a Sleight of Hand check contested by
bonus in place of expertise. On a success, the target is the target’s Constitution saving throw. If you have
incapacitated until the end of your current turn. expertise in Sleight of Hand, you instead add a +1d4
bonus in place of expertise. On a success, the target is
FESTERING SIPHONAGE blinded until the start of its next turn.
Skill: Medicine
Requirements: Necrotic Hand Subclass INCURABLE AFFLICTION
When you would deal damage with the Necrosis Skill: Deception
ninjutsu, you are able to siphon off a portion of your Requirements: Undertaker Subclass
targets strength. Select one ability score between; When a creature would take poison damage as a result
Strength, Dexterity, Intelligence or Wisdom. of an attack you make, jutsu you cast, or envenomed
Make a Medicine check contested by the targets condition you inflicted, you are able to reveal that the
Constitution saving throw. If you have poison isn’t any normal poison. It is virtually
expertise in medicine, you instead add a incurable. Make a Deception check contested by the
+1d4 bonus in place of expertise. On a targets Constitution saving throw. If you have
success, you reduce the targets chosen expertise in Deception, you instead add a +1d4 bonus
ability score by 1d6+1. You gain a bonus to in place of expertise. On a success, the target gains 1
the same ability score equal to rank of envenomed for the next minute and cannot
the value they lost. This have any ranks of the envenomed condition removed
drain lasts until the end of by any means until the end of your next turn.
your next turn or until they die,
whichever comes first. INSTRUCT
Skill: Investigation
As an action, you attempt to find a weakness in your
target. Make an Investigation check contested by the
target’s Wisdom saving throw. If you have expertise in
investigation, you instead add a +1d4 bonus in place of
expertise. If your check succeeds, all friendly creatures
next attack roll against the target is made at advantage.

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

36
SHADOW STEP VANISH
Skill: Stealth Skill: Stealth
Requirements: Grave Stalker Subclass You attempt to make your presence disappear. While
When you are in a space counted as Dim, Light, you are being observed by creatures. You can as an
Darkness or gaining the benefit of being Lightly or action, make a Stealth check contested by the creature
Heavily obscured, you can use this exploit. Select with the highest wisdom ability score, Wisdom saving
another space that would grant you any of the throw. If you have expertise, you instead add a +1d4
aforementioned environmental circumstances. You bonus in place of expertise. On a success, you are able
teleport to that space. to move up to your movement speed into a space that
When you do teleport, make a Stealth check contested would grant you partial or total concealment. When
by all hostile creatures passive perception. If you have you do, you treat your stealth check as if you
expertise in stealth, you instead add a +1d4 bonus in attempted to Hide. The image the observing
place of expertise. On a success, you becomes creature(s) were seeing begins to vanish into thin air
undetectable by jutsu with the sensory keyword until the revealing that you were never there in the first place.
end of your next turn, and your first attack with Weapons
of Darkness from stealth, automatically hits a creature. VOID ASSAULT
Skill: Ninshou
SHARP RAIN Requirements: Void Hunter
Skill: Crafting When you would trigger Lethal Attack on a creature
Requirements: Arsenalist Subclass marked as your Primary Target or marked by your
When you would deal damage using a weapon, jutsu or Chakra Mark ninjutsu you begin to blink around
tool that is a part of your Arsenal, you are able to targeting all other creatures marked by your Chakra
manifest a storm of needle like chakra in an attempt to Mark dealing significant damage to everyone. Make a
hinder the target. Make a Crafting check contested by Ninshou check and record the result. If you have
the targets Strength Saving throw. If you have expertise in Ninshou, you instead add a +1d4 bonus in
expertise in crafting, you instead add a +1d4 bonus in place of expertise. Compare the result of your check to
place of expertise. On a success, you aggressively the AC of all other creatures marked by your Chakra
restrict the mobility of the target creature, reducing Mark. You quickly teleport and strike each of them in
their movement speed to 10 feet, preventing them the blink of an eye dealing half of the triggering
from forming handseals or taking the Dash, Disengage attacks damage to all marked creatures. This does end
or Dodge actions until the end of your next turn. the Chakra Mark jutsu on all affected creatures.
Regardless, choose a space within 5 feet of a marked
STUDY creature that can hold you, as you teleport to that
Skill: History space after this exploits use.
You attempt to anticipate your target’s action. As a
reaction to a creature attempting to cast a jutsu or make WARDENS ASSAULT
an attack against you, make an History check contested Skill: Athletics
by the target’s Charisma saving throw. If you have Requirements: Blade Warden Subclass
expertise in history, you instead add a +1d4 bonus in As a part of the same action used to make a weapon
place of expertise. On a success, you have advantage on attack or taijutsu attack, You attempt a flurry of
the first or each, your ability check, attack roll and strikes that are impossible to track with your Warden
saving throw you make against that creature before the Weapon. Make an Athletics check vs the targets AC. If
end of your next turn. you have expertise in Athletics, you instead add a
+1d4, in place of the expertise bonus. On a success, you
SUNDER strike fast enough and with enough force to manifest
Skill: Craft multiple afterimages of the same attack. You can
You attempt to make a creatures armor virtually trigger Lethal Attack twice on the target creature the
pointless. As a bonus action, make a Craft check turn you use this Exploit.
contested by Strength saving throw. If you have
expertise in the craft skill, you instead add a +1d4 bonus TERRIFYING
in place of expertise. On a success, you ignore the bonus Skill: Intimidation
its armor grants to its AC until the end of the current You attempt to demoralize a creature, so as to give you
turn. a feeling of superiority over them. The reaction is
instant, and the effects positive. Make an Intimidation
TUMBLE check contested by the target’s Charisma saving
Skill: Acrobatics throw. If you have expertise in intimidation, you
As a part of your movement, you attempt to make a quick instead add a +1d4 bonus in place of expertise. On a
tumble. Make an Acrobatics check and record the result. success, the target gain 1 rank of fear against you for
If you have expertise in the acrobatics skill, you instead the next minute. Additionally, until the end of your
add a +1d4 bonus in place of expertise. Your AC becomes next turn, you gain a +1 bonus to all saving throws for
the result of your check. This only lasts against the first each rank of fear the target has against you.
attack made against you before the beginning of your
next turn, after which your AC goes back to normal.

37
HUNTERS PATTERNS ILLICIT LITERATURE
Patterns are the fully realized manifestations of the You have become an avid reader of illicit and inappropriate
multitude of trainers, teachers, peers and even rivals. texts meant for only the most refined of tastes. While reading
These manifestations take shape in the form of you learn to deal with your desires unlike most of the
patterns you have picked up. These patterns are things uncultured swine who are ignorant to your holy texts. You
you do throughout your day, when you are resting or gain Immunity to the Charmed condition and charm-based
even when fighting. effects.

BACK-UP PLANS, BACK-UP KLEPTOMANIAC


Your teacher, master or rival seems to always have a plan A, The shiny things in life were always too much to just
B, C, D and E. You will never be caught without an answer ignore. Plus, they’d shine better with you. Years of petty
again. Once per rest, you can select one tool, kit, or weapon of theft has taught you how to do it correctly. You gain
greater quality, that you are able to pull from a Back-up proficiency in Sleight of Hand or Security Kits. When you
scroll that you always had this entire time. would make a check to pickpocket or pick a lock, You can
The tool, Kit or weapon can only be used once, mark the lock as your Primary Target, reducing the DC 2.
regardless of the circumstance. Once used the Tool, kit Doing this keeps the lock as your Target until you open it
or weapon breaks or becomes inert. or an hour has passed.

BOTANY MARTIAL STUDENT


You have taken to caring for plants of any or all types. It Ninjutsu or Genjutsu could fail you, but your own limbs
calms you and grants you a deeper understanding of the or weapons could not. You can use Dexterity as the
biomes the plants come from. Select two of the following casting modifier the jutsu type you did not pick with the
locations; Land of Fire, Land of Earth, Land of Lightning, Land Lethal Precision class feature.
of Water, Land of Wind, Land of Snow, Minor Lands (any 3). You
gain a +1d6 bonus to all Nature and Survival checks made NINJA INFO CARD ADDICT
within the chosen lands.
You read Ninja info cards to bed every night and while
You can select this Pattern multiple times, selecting
bathing. You have an unhealthy obsession with memorizing
different locations.
what an enemy might be able to do. Select one of the

DRINKER following Adversary types; Caster, Controller, Defender, Lurker,


Generalist, Striker or Supporter. When you would become
You have taken up the unhealthy pastime of drinking alcohol. aware of an adversaries type, you become aware of all Role
The drink burns your throat and has a bitter aftertaste, but traits they have.
you find it oddly liberating. This drinking habit has granted You can select this Pattern multiple times, selecting a
you the ability to convert your Hit die into additional uses of different adversary type.
any Hunter-Nin class feature that has a use limit.
For every 2 Hit dice spent, you gain 1 additional use of OVERPREPARED
any one Hunter-Nin class feature.
You always over prepare. So much so that you over pack,

HABITUAL RESEARCHER bring too much of the same thing, or are always more
prepared than the next person. When you would
You research the most remedial things. The number of complete a rest of any type. Roll one d20. Record the
useless facts and tidbits of knowledge has become results. Whenever you or another creature would make
unbearable. But you never stop learning, no matter how an Ability check using Dexterity, Wisdom or Charisma
much time it takes out of your personal life. Select two skills. you can replace their original d20 result with the d20 you
You gain proficiency in the given skills. previously rolled, spending that roll.
You can select this Pattern multiple times, selecting
different skills. PARANOID MUTTERINGS
HORROR FILMS You have seen the benefits of discussing every possible
scenario with yourself. Who else knows your skillset as well
After your first fright film, you have become absurdly as you? Select one Saving throw you do not have proficiency
addicted to them, finding ways to watch or read horror in. You add half of your proficiency bonus to this saving
related content. This gives you a multitude of ways to deal throw.
with the fear of being afraid. You gain immunity to the Fear You can select this Pattern multiple times, selecting a
condition and Fear based effects. different ability score.

HYPER CRITICAL EYE PRACTICED COMBATANT


You have always been super critical of the quality of the You have practiced the martial arts all of your life,
tools you are working with. Whenever you see weapons, studying new forms, techniques and skills. Even when
armors or tools within 60 feet of you, you can, as an others would ask you to be a bit more social, you focused
object interact action, inspect them more closely when on the practical applications of your martial prowess.
you do, you become aware of the quality, special effects, You gain one Taijutsu or Weapon stance from Chapter 13.
features, or even seals placed upon them and what they
can do.

38
PRE-PLANNED ROUTE
You have learned the value of always knowing how to, and
when to escape or run. You practice your escape routes the
night before and in your dreams in order to avoid wasting
time. When you would take the dash action, you instead are
able to increase your movement speed by twice your base
speed. Once you do this, you cannot gain the benefit of this
pattern again until you choose to reduce your speed to 0 at
the beginning of your turn or finish a rest.

REVIEWING TACTICS
You have taken up the teachings of the Samurai in how they
surround their enemies in combat. When you and an allied
creature are on opposite sides of a hostile creature, the
hostile creature suffers a -2 penalty to their AC against your
attack.

SMOKER
You have taken up the unhealthy pastime of smoking Tabaco
sticks. The taste is horrible and the smoke chokes your lungs,
but you find it oddly calming. This smoking habit has granted
you the ability to convert your chakra die into bonuses to
ability checks once per turn. You can spend 1 chakra die in
this way adding the result to a given check.

STALKER
Your experience hunting things from the shadows has
gone and become a valuable asset in your combat
toolbelt. You when you would attack a creature who is
marked as your Primary Target, you gain a +1 bonus to
your critical threat range.

39
INTELLIGENCE OPERATIVE CREATING AN INTELLIGENCE
An Aburame directs his allies to take very specific positions OPERATIVE
and tells them how to win this upcoming battle. After they When creating an Intelligence
take a position, they act according to his plans, each Operative consider a few things about
event happening in sequence like he planned, all how the character thinks and acts. Do
culminating into the confrontation with the Warlord. they plan ahead or do they plan in the
With a trained eye for detail, Sarutobi looks over the moment? How are their relationships
room he and his allies are trapped in. After a few seconds with their allies and how do they
he figures it out. He walks directly through the wall after interact with them both on and off of
figuring out that they were trapped within a Genjutsu missions? Do they actively take charge or do they only
and noticing the smallest off-center details. These act when it's a last resort? What made the character so
shinobi, different as they might be, are connected by one bound to strategy? Did they train under another very
common factor, they are geniuses in their own right, skilled tactician and never beat them in a game of chess
able to read the room, see the way it's built and figure (Shogi)? Or did you never lose a game and followed this
out that the room isn’t a room, but a cage or trap. The path in order to get a real challenge?
Intelligence operatives are the team leaders, planners,
and the brains behind the greatest teams in the shinobi
world.
QUICK BUILD
You can make an Intelligence Operative quickly by

CHARACTER INSPIRATIONS
following these suggestions. First, put your highest
ability score in Intelligence, followed by Dexterity or
When designing this class, it was built with the intent to Charisma. Second, choose the Nara, Yamanaka or Non-
allow players to harness and feel like masters of strategy Clan, Clans.
through the use of the mechanics presented in this class.
The Mechanics presented in this class were made to
imitate the tactical plans of characters such as:
Shimamura Nara, Kakashi Hatake, Tobirama Senju,
Itachi Uchiha, Kabuto Yakushi & Orochimaru.

40
CLASS FEATURES EXPLOIT WEAKNESS
As an Intelligence Operative, you gain the following class Also 1st level, you are able to analyze a target, develop a
features. plan on how to best overcome any potential obstacles
and execute that plan with ruthless efficiency. As a
HIT POINTS bonus action on your turn, you can analyze a target you
Hit Dice: 1d8 per Intelligence Operative level can see within 60 feet of you. For the next minute, or
Hit Points at 1st Level: 8 + your constitution modifier until you analyze another target, when you analyze a
Hit Points at Higher Levels: 1d8 (or 5) + your hostile creature, your attack and damage rolls made with
Constitution modifier per Intelligence Operative level weapons with the finesse property against that target
after 1st. may use your Intelligence modifier instead of Strength
or Dexterity.
CHAKRA POINTS Also, when you analyze a friendly creature, the target
can end your Exploit Weakness on them (no action
Chakra Dice: 1d10 per Intelligence Operative level required) to add your Intelligence modifier to one attack
Chakra Points at 1st Level: 10 + your constitution roll, ability check, or saving throw they make. Once a
modifier friendly creature has benefited from this ability, they
Chakra Points at Higher Levels: 1d10 (or 6) + your cannot do so again until they complete a short or long
Constitution modifier per Intelligence Operative level rest. You can use this feature a number of times equal to
after 1st. your Intelligence Modifier before you need a long rest.

PROFICIENCIES MASTER PLANNER


Armor: Light armor, medium armor
Starting at 2nd Level, you have become adept at
Weapons: Simple Weapons, Fuma Shuriken, Knuckle
planning and learn Plans that can be used freely but are
Blades
also enhanced by a special resource called Brave Orders.
Ninja Tools: Trappers Kit, Poison Kit, Disguise Kit,
Plans: You learn two plans of your choice, which are
Forensics Kit, Alchemy Kit
detailed in the plans Section at the end of this class. You
Saving Throws: Dexterity, Intelligence
earn more at higher levels as shown in the “Plans
Skills: Investigation, Choose three from Chakra Control,
Known” Column of the Intelligence Operative Class
Crafting, Ninshou, Persuasion, Illusions, Insight,
table. Many Plans may enhance attacks in some way,
Intimidation, History, Perception, Martial Arts
provide you with a unique action or reaction and each

EQUIPMENT has a duration, listed in the Plans effect text. You may
activate a plan by spending one Brave Order as an action,
You start with the following equipment, in addition to
bonus action or reaction. If you would activate a plan
the equipment granted by your background:
while another plan is currently active, the previously
• (a) Padded Armor or (b) Combat Jacket
active plan immediately ends. You may enhance an
• (a) 1 Simple weapon or (b) 2 Knuckle Blades
active plan by spending a Brave order (no additional
• (a) One Kunai Stack or (b) 1 Fuma Shuriken action needed). You can end an active plan at any time in
• One Tool Kit of your choice. the same manner you could end concentration on a
• 1 Paper Bomb Jutsu. When you would gain the benefits of a long rest
you may switch the plans you know with another plan.
JUTSU CASTING You can only have one plan active at a time, unless
otherwise stated.
NINJUTSU Brave Orders: You can spend up to two brave orders per
Ninjutsu save DC = 8 + your proficiency bonus + your turn. You gain more brave orders at later levels, as
Intelligence modifier shown in the Brave Order column of the Intelligence
Ninjutsu attack modifier = your proficiency bonus + Operative class table. A Brave Order is expended when
your Intelligence modifier you use it. You regain all of your Brave Orders when you
finish a short or long rest.
GENJUTSU
Genjutsu save DC = 8 + your proficiency bonus + your JACK OF ALL TRADES
Wisdom modifier Starting at 2nd level, you can add half your proficiency
Genjutsu attack modifier = your proficiency bonus + bonus, rounded down, to any ability check you make that
your Wisdom modifier doesn’t already include your proficiency bonus.

TAIJUTSU MASTER STRATEGIST


Taijutsu save DC = 8 + your proficiency bonus + your Also, at 3rd Level you dedicate your tactics towards a
Strength modifier Type of Strategy which is detailed in the following
Taijutsu attack modifier = your proficiency bonus + your section. The Strategy you choose grants you features at
Strength modifier 3rd, 6th, 9th, 13th and 17th levels.

STRATEGIC TIMING ABILITY SCORE IMPROVEMENT/FEAT


Starting at 1st Level, the Intelligence operative may use When you reach 4th and again at 8th, 12th, 16th, and
his Intelligence modifier in place of his Dexterity 19th, level, you can increase one ability score by +1 & a
modifier to roll Initiative. Feat of your choice that they qualify for. As normal you
can’t increase an ability score above 20 using this
feature.

41
TACTICAL FOCUS
Starting at 5th Level, the Intelligence Operative selects 1
Skill. When using the selected skill, you treat any d20 roll
of a 9 or lower as a 10. At 10th and 15th levels you may
select one additional skill for this feature to benefit
from.
Also, beginning at 10th level, if you would perform
the help action with an ally, you may do so even if you
are not proficient in the skill.

HELPFUL OPERATIVE
Also, at 5th Level, the Intelligence Operative can use the
help action as a bonus action. Additionally, when you use
the Help action to aid an ally in attacking a creature, the
target of that attack can be within 30 feet of you, rather
than 5 feet of you, if the target can see or hear you.
Additionally, when you would roll initiative, you can
choose to activate a Plan by spending a brave order, as a
part of the initiative roll.

DECLARATION OF WAR
Starting at 11th Level you may select 1 hostile creature you
can see or hear. While you are within 60 feet of the
target, you may, spend one Brave Order to give that
creature disadvantage on any single Ability Check,
Attack Roll or Saving throw. At 18 th Level you may select
a number of creatures equal to your Intelligence
Modifier.

CHECKMATE
Starting at 20th level, after many battles and conflicts,
you have mastered when to, and when not to reveal your
hand. As a bonus action once per round, you may add
your proficiency bonus to the damage roll of all attacks
or jutsu you and allies makes against the target of your
Exploit Weakness until the start of your next turn. You
may use this feature twice before needing a long rest.

42
MASTER STRATEGIES SAPPHIRE INSIGHTS
Starting at 9th level, you learn how to see through the

AZURE ANALYST tactics an enemy has prepared or acted on.


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

43
CALCULATED STRATEGIST ACCORDING TO PLAN
Also, at 9th Level, you are able to enable an ally to push
Some Intelligence Operatives are much more calculated
the plan you’ve put together to success. As a bonus
than others. Their Plans are made both before and
action, you are able to spend one Brave Order to give one
during combat. But requires much more information
ally, who can see & hear you, within 60 feet an additional
than others to make much more fool proof plans making
action on their turn, which they can use to take the
use of Ninja Info cards to figure out the full capabilities
Attack, cast a Jutsu, Dodge, Dash, Disengage, Help or
of an enemy before they take direct action.
Hide Actions.

CONFLICT BOOK NOTHING IS A SURPRISE


Starting at 3rd Level, you have created your own version
Beginning at 13th Level, you have truly planned for just
of the Bingo Book. Within the pages of this book, you
about every eventual outcome. While you are conscious,
have created specialized Ninja info cards, etching details
you cannot be surprised, creatures cannot gain
you surmise from those you analyze. As an action Select 1
advantage against you as a result of being hidden and
creature you can see within 60 feet and make a Wisdom
creatures that would gain a bonus to hit or damage
(Insight) or Intelligence (Investigation) ability check
against you as a result of being adjacent to their allies or
against that creature's Passive Deception (10 + Charisma
having advantage against you do not gain such bonuses.
(Deception) skill bonus). On a success you learn one of
the following stats as it is etched on a new page on a new
4-D CHESS
Ninja info card. Starting at 9th Level, you may learn up Also, at 17th Level, you are already looking 20 moves
to two stats and three stats at 17th. ahead while planning for the next battle two weeks from
• AC now. As an Action, by expending one Brave Order you
• Hit Points gain, one of the following effects:
• Chakra Nature
• Shift the Field: Up to 5 allied creatures that can see or
• Attack Bonus
hear you can move up to half their movement speed
• Strength
without provoking attacks of opportunities.
• Dexterity • Bloody Victory: When you or an ally would reduce a
• Constitution
hostile creature to 0 hit points before the end of your
• Intelligence
next turn, you and the allied creature gains Temporary
• Wisdom
Hit Points equal to the dead creatures Level.
• Initiative • No One Left Behind: Allies within 90 feet of you, who
would make a Death saving throw on their turn, or who
CALCULATED INSIGHT have already died within the last minute, are instead
Also, at 3rd level, your calculated assessments allow you immediately stabilized at 1 Hit Point. Creatures who
to see through a creature’s option’s. As a bonus action, gain this features benefits cannot benefit from it again
Make an Intelligence (Investigation) check contested by for 24 Hours.
a creatures Charisma (Deception) check, that you can see • Absolution: All allied creatures within 60 feet of you
within 60 feet. On a Success, you can see through their gain the benefits of the Bless genjutsu as if you had cast
Tactics, granting you one of the following effects:
it at A-Rank. Creatures who benefit from this feature
• Determine Attack: You can cause them to have retain the effects until the end of your next turn.
disadvantage on their next attack against a creature
that can see or hear you.
• Predict Movement: You deduce where they are
planning to move on their next turn. In response they
chose to change their plans, reducing their Movement
speed by half as they scrambled to adapt.
• Outwit Response: You find an opening in their
defenses negating their ability to use reactions until
the end of their next turn.
• Expose Weakness (Melee): The target does not add
Dexterity to the AC Calculation against Melee Attacks,
until the start of their next turn.
• Expose Weakness (Ranged): The target does not add
Dexterity to the AC Calculation against Ranged
Attacks, until the start of their next turn

CALCULATED FEINT
Starting at 6th Level, you are able to issue commands to
your allies that they understand without clear verbal
communication, only needing either a grunt or yell. As
an action, you give your allies a command they can
choose to follow or not. Those that do spend their
reaction to move up to half their movement and make
one, Non Jutsu, melee attack on a creature of your
choice. At 13th Level, they are able to move their full
movement and use a single Jutsu of C-Rank or Lower.
You are able to use this feature a number of times equal
to your intelligence modifier (Min 1) per long rest.

44
GRAVE CONTROLLER CORPSE COLLECTOR
Starting at 6th level, you learn how to store artificial
Some Intelligence Operatives seek mastery over each
corpses with you at all times. You a have a number of
creature on the battlefield. Their plans seek to
artificial corpses sealed into your Dead Soul Scroll equal
manipulate the bodies of their foes using Forbidden
to 1/3 of your Intelligence Operative Level (Rounded
Techniques, while also demoralizing and breaking the
Down). When an Artificial Corpse is killed, you recreate it
morale of their opponents.
when you gain the benefits of a long rest. You command

TWISTED ANATOMY an Artificial Corpse as a bonus action, it can perform a


movement and 1 Action
When you choose this Strategy at 3rdd level, you gain
Additionally, you gain the ability to learn Jutsu with
proficiency in both Medicine and Intimidation. If you
the Medical Keyword, that does not restore Hit points.
have proficiency in both of the aforementioned skills,
Artificial Corpses have the following Statistics;
you instead gain proficiency in one Wisdom or Charisma
based skill.
Additionally, you leverage your knowledge of the body to
your advantage, allowing you to use your Intelligence
Medium Undead
Modifier for Medicine or Intimidation Checks.

DEAD SOUL TECHNIQUE


Also, at 3rd level, you begin to walk down a dark path,
paved in failure and regret. When a creature you are Speed 30 ft.
currently analyzing with your Exploit Weakness class
feature, dies within 60 feet of you, and are of a level
equal to or less than your Intelligence Operative Class 14 (+2) 14 (+2) 14 (+2) 1 (-5) 1 (-5) 1 (-5)
levels, you can use your reaction to bind their essence to
yourself in the form of a blackened scroll named the Damage Immunity Psychic
Dead Soul Scroll. Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
While you have at least one creatures essence bound to Senses passive Perception 5
you in this way, as an Action you can spend 10 Chakra to
summon that creatures corpse within 60 feet of you for
the next minute called a Bound Corpse. While you
control a Bound Corpse as a result of this feature you can
only concentrate on one jutsu at a time. You can only
have one creatures essence bound to you in this way. You
gain additional slots for creatures essences to be bound
at 9th and 17th levels.
The corpse has the following statistics;
• 5 Temporary Hit Points
• 10 Temporary Chakra Points
• Its original Physical Ability Scores (Strength, UNDEAD FORTITUDE
Dexterity, Constitution). Starting at 9th level, when you summon a Bound Corpse
• Its Mental Ability Scores (Intelligence, Wisdom, using the Dead Soul Technique class feature, you can
Charisma) All becomes 1 (-5). spend 1 Brave Order to manipulate the bodies of foes
• Immunity to Genjutsu, Psychic Damage, Fear and near your Bound Corpse. All creatures of your choice
Charmed conditions. within 30 feet of your Bound Corpse must make a
Wisdom Saving throw vs your Ninjutsu save DC. On a
Corpses summoned this way, gain one of the following failure, each creature gains 2 Ranks of Fear against the
Undead Clan Ability features; Ghoul, Grim, Husk, Zombie, Bound Corpse.
and Blight. Additionally, when the Bound corpse reaches 0
Corpses summoned this way can be commanded as a temporary hit points, you can spend 1 Brave order. When
bonus action, with them having a 1 Movement and 1 you do it instead falls to 1 Hit Point, and regains
Action. Corpses do not have their original Clan or Class Temporary HP equal to your Intelligence Operative Level
features (if any) and can only use jutsu you are aware at the start of your next turn. You can use this feature
that they know. All corpses currently summoned this once per long rest.
way follow the same command and turn to dust when;
The cannot mold chakra, run out of hit points or chakra
points. Corpses cannot be healed or regain chakra in any
way unless its temporary. Corpses turned to dust are
immediately unbound from you. Jutsu your corpse casts
uses your Ninjutsu attack bonus or Save DC for their rolls
and Save DC calculation.
Finally, for every additional 10 Chakra you spend when
summoning a corpse, increase its statistics by the
following;
• +10 Temporary Hit Points
• +10 Temporary Chakra Points

45
DARK MODIFICATION
Beginning at 13th level, you learn to enhance your
Artificial and Bound corpses to better interact with your
Plans. When you would complete a long rest, you can
begin modifying a Bound corpse in your possession.
Make an Intelligence (Medicine) check vs a DC 20. On a
success, you find out what proficiencies the corpse had,
up to 3 jutsu it knew in life, and it gains two of the
following effects the next time it is summoned;
• Increased Temporary Hit Points Equal to your
Intelligence Operative Level.
• Increased Temporary Chakra Points Equal to your
Intelligence Operative Level.
• It can cast one C-Rank or lower jutsu that you know.
• The corpse gains an additional attack when it makes a
melee weapon attack.
• The corpse gains a bonus action, and can benefit from
your Exploit Weakness class feature.
• Select one ability score the Corpse has. The Corpse
becomes proficient in that saving throw using your
proficiency, and that ability score is increased to 20.

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

46
INTERROGATIONIST UNERRING EYE
Beginning at 13th level, your sense are impossible to foil.
Some Intelligence Operatives seek to gain all knowledge
You gain advantage on any ability check or saving throw
available to them by any means. Their plans seek to
made against Genjutsu with the Visual and/or Auditory
capture and extract information from their targets,
Keyword(s).
while also demoralizing and breaking the morale of their
Additionally, as an action, you can sense the presence
opponents.
of Genjutsu within 60 feet of you, if you are not blinded

INFO WARS or deafened. If the Genjutsu is of a Rank you can cost or


lower, you learn what it is and where the caster is, if they
When you choose this Strategy at 3rd level, your words
are within range. If you have the Genjutsu sensed this
become a viable weapon in the heat of battle. You gain
way on your Known jutsu list, you can as a reaction,
two of the following proficiencies; Deception, Insight,
spend one Brave Order to Cast Genjutsu Break without
Intimidation, Persuasion. If you have proficiency in all of
expending Chakra, as if you know it.
the aforementioned skills, you instead gain expertise in
intimidation or Persuasion.
Additionally, you leverage your words to hold higher
PERFECT MIND
Beginning at 17th level, your mind becomes an
influence over those in distress. You gain advantage on
impregnable fortress. You gain proficiency in Wisdom or
Charisma or Wisdom ability checks against a creature
Charisma Saving throws (Pick one). If you already have
with any condition.
proficiency in both, choose one. You gain expertise in the

CAPTURE TARGET chosen Saving throw.


Additionally, when a creature you can see within 60
Also, at 3rd level, Genjutsu you cast targeting a creature
feet of you would be targeted by a Genjutsu, you can, as a
marked by your Exploit Weakness, can use your
reaction, spend one Brave Order to cast Chakra Shatter
Charisma Modifier instead of Wisdom.
and automatically mark the triggering creature with
Additionally, you gain proficiency with Chained Spears,
your Exploit Weakness class feature.
Sasumata, Battle Wire and Nets. When you would
attempt to grapple a creature analyzed by your Exploit
Weakness class feature, you can use Intelligence
(Investigation) or Charisma (Intimidation) in place of
Strength (Athletics) or any grapple checks. A creature
grappled this way is also restrained.

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

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

47
MASTERMIND STRATEGIST attempt to cast a Jutsu to heal or aid themselves or their
allies they must roll a d10. On a result of 1-7, they are
Some Intelligence Operatives are masterminds in their own
afraid of the source of their fear retaliating against
right focusing on themselves as the key parts of their
them, causing them to fail to cast the jutsu or use the
strategies. When they are prepared, they focus on singling
effect. On a result of 8-10, they cast the jutsu or use the
out a single target and controlling all aspects of the
effect as normal.
conflict. • Shocked: The target takes twice the lightning damage

CORE STRATEGY
they would normally take and suffer a penalty to their
Dexterity saving throws for each rank of this condition.
When you choose this Strategy at 3rd level, you decide that
• Weakened: The target suffers an additional 1d4 penalty
you, yourself are the most important part of all of your
to attack and damage rolls that use their Strength or
plans, and you focus on one target at a time to whittle
Dexterity ability scores..
down the opposition. All Attacks you make or Jutsu you
cast that would deal damage to a creature marked by your
exploit weakness, deals additional damage equal to your
CENTER OF ATTENTION
Starting at 6th Level, you learn how to master the art of
Intelligence Modifier.
misdirection. As a reaction to an ally being targeted by an
Additionally, by Spending 1 Brave Order the next Jutsu
attack, you may spend a Brave Order to make all hostile
you cast that has a range of self, that only affects you
creatures attacks targeting creatures other than you, be
and grants you any bonuses or boosts to your ability
made at disadvantage until the start of your next turn.
scores, attack bonus or damage rolls, is automatically
upcast to the next appropriate rank where there would
CONTROL THE FLOW
be a change to the jutsu’s effect, damage, range or Starting at 9th level, you learn how to manipulate an
otherwise (Advantage counts as such a bonus). enemy’s reactions preventing them from interrupting
your master plan. Whenever you hit a creature with a
WEAKNESS ABUSE Jutsu. You can spend a Brave Order to force the creature to
Also, at 3rd level, you are able to further capitalize on the
make a Wisdom save vs the attacks Save DC (Taijutsu,
weakness an enemy shows. By spending 1 Brave order
Ninjutsu, Genjutsu) On a failure, they cannot make any
when you would force a creature to make a saving throw, to
reactions until the end of their next turn.
resist a jutsu you cast that inflicts a condition, you force
one affected creature to make their saving throw at
WAR CRY
disadvantage. Starting at 13th Level, you become far more embroiled
At 9th level your fixation on abusing one’s weakness into the conflicts you are a part of. When you would spend
grows. When you would cast a Jutsu that causes one of the a Brave order to activate or enhance a plan you can choose
following conditions, the condition gains additional to do one of the following;
effects.
• You gain a number of Temporary hit points equal to
• Bleeding: The target takes twice the necrotic damage
the Highest Ranked hostile creature within 60 feet of
they would take and The DC to end the bleeding is you using the following; (E-Rank: 10, D-Rank: 20, C-
increase to 20. Rank: 30, B-Rank: 40, A-Rank: 50, S-Rank: 75).
• Blinded: The targets blindness leads to them panicking Temporary hit points gained this way last for 1 minute.
and being unsure of the handseals they are making due • You gain the benefits of the Weakness Abuse 3 rd level
to their inability to see. They lose the ability to form Class feature, but instead you force all hostile
handseals (HS) for the duration of their blindness. creatures affected by your jutsu to make their saving
• Burned: The target takes twice the fire damage they throw against it at disadvantage.
would take and this fire cannot be extinguished by
anything less than being fully submerged in water. Regardless of the choice, you can only use this feature
• Charmed: The targets infatuations begin to force them twice per long rest.
to make irrational decisions. When the affected creature
would attempt to cast a jutsu or use an effect to heal, aid SELF-DECLARATION
Starting at 17th Level you have arisen to become
or support themselves or allies, they must roll a d10. On a
legendary in planning for the defeat of your enemies. So
result of 1-7, they choose to heal or aid the source of
much so that when you declare a victory others rarely see
their infatuations. On a result of 8-10, they cast the jutsu
you suffer any wounds. When you activate a plan by
or use the effect as normal.
• spending a Brave Order, you may spend an additional
Chilled: The target takes twice the cold damage they
Brave Order. When you do, the first time you would take
would take and the cold that lines their body cannot be
damage you instead gain Immunity to the triggering
thawed by anything less than taking 10 Fire damage.
• Damage type for a number of
Corroded: The target suffers a -1 Penalty to AC for each
rounds equal to your Intelligence
rank of corroded they have.

Modifier.
Dazed: The targets Daze now lasts for 1d4 turns, or until
removed with an appropriate jutsu or effect.
• Deafened: The targets deafness leads to a constant
ringing in their ears, making it difficult to focus. The
target can only concentrate on one jutsu for the duration
of this condition.
• Envenomed: The target takes twice the poison damage
they would take; the envenomed condition lasts until
they can remove the poisoned condition and there isn’t a
maximum rank of Envenomed any longer.
• Fear: The targets fear begins to force them to make
irrational decisions. When the affected creature would

48
PRECOGNITIVE EXPECTED ASSAULT
Starting at 9th level, you have become an expert at
Some Intelligence Operatives are of keener mind than
reading a creature's next movement. You and allied
most, able to plan and strategize in the heat of battle.
creatures within 20 feet of you that can hear you cannot
Able to predict the movement of both friend and foe
lose their reaction due to a jutsu or feature and when a
without much difficulty, some might even say they can
creature within 20 feet of you makes an attack, you may
see glimpses into the future.
use your reaction and spend 1 Brave Order to give them

PRECOGNITION advantage or disadvantage on all attacks for this turn.

When you choose this Strategy at 3rd level, you have


learned to use your chakra to see brief glimpses into the
DAY AHEAD
Beginning at 13th level, when you finish a long rest, roll
future. You and allied creatures within 30 feet of you are
two d20s and record the numbers rolled. You can replace
immune to being Surprised.
any attack roll, saving throw, or ability check made by
Additionally, as an action you may spend 1 Brave Order
you or a creature that you can see with one of these
while looking at a creature within 60 feet of you. You
precognitive rolls. You must choose to do so before the
gain far more detailed glimpse into their own future. For
roll, and you can replace a roll in this way only once per
the next hour, you have advantage on Investigation,
turn.
Insight, and History checks made to track them or learn
Each precognitive roll can be used only once. When
about them. You may use your Intelligence modifier for
you finish a long rest, you lose any unused precognitive
Insight checks made against them.
rolls.
You also ignore bonuses to AC from jutsu or features,
but not a change in calculation such as from Unarmored
OMNISCIENT CLAIRVOYANCE
Defense. Beginning at 17th level, you may expend 1 Brave Order

MOMENTARY PAUSE
and 10 chakra to enter into a trance of sorts, calling upon
all of your chakra to see into the future of the battle
Also, at 3rd level, as a Bonus Action, by spending 1 Brave
currently playing out.
Order, you may use your ability to perceive possible
All attacks, ability checks, and saving throws you
futures into a manifestation and manipulation of time.
make are at advantage. Attacks against you are made at
At the end of your turn, you may take another turn.
disadvantage. This lasts for 1 minute, but requires
Beginning at 9thh level, you may instead use this
concentration as if you were concentrating on a jutsu.
feature on an allied creature analyzed by your Exploit
You may only do this once per long rest.
Weakness class feature. This feature can be used once
per long rest.

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

C ONVERGING TIMELINES TABLE


Result Effects
1 You perceive the worst possible outcome, and unfortunately, it seems likely. However, you prepare for it. You gain 2 Ranks of
Fear and attacks against you have advantage.
2 You glimpse momentarily into the future, seeing an assault upcoming. Truthfully, if you looked but a moment farther, you'd
have seen jutsu tossed around the battlefield. You have disadvantage on saving throws, and when you fail a saving throw
against a jutsu, you take an additional die of damage
3 In the upcoming moments, you see a future where your opponent’s strike with renewed power and vigor, but are desperate to
strike. Attacks against you have disadvantage, but attacks deal an additional dice of damage

4 Your sight is full of a chakra filled future, and so you prepare to stop it. Once, if a creature within range is casting a jutsu, you
may cast Chakra Shatter at C-Rank using your Intelligence Modifier without spending a reaction.
5 The future you perceive is one of domination. Once per turn, you gain a bonus to the damage of attacks equal to your levels i n
this class.
6 You perceive a future of greatness, and you know just how to make it happen. You gain advantage on all attack rolls and ability
check
49
SENSORY Mental (Intelligence, Wisdom and Charisma) Ability
Checks. Select one set at activation.
Some Intelligence Operatives find that knowing your • Allied Offence: When you and an ally are adjacent to
enemies positions and locations relative to the party, will
the same creature you gain a +2 Bonus to attack &
make for a much more compelling combat strategy and help
damage rolls against that creature.
support their team in both combat and investigating • Allied Perceptions: Creatures cannot gain advantage
Situations.
against you as a result of being Grappled or

PRETERNATURAL AWARENESS
Restrained. Additionally, creatures features, jutsu or
traits grant them no benefits as a result of being
When you choose this Strategy at 3rd level, you realize the
adjacent to you or any of their allies while within 5 feet
innate ability to maintain awareness on things that would
of you.
normally be out of scope for your normal senses.
• Allied Shielding: You gain a +1 Bonus to AC.
You can spend 1 Brave order as a bonus action gaining the
following benefits for the next minute; You become more adept at utilizing these seals learning
• You become aware of all creatures, objects or
to use more effects simultaneously or to enhance a
singular effect further as you grow in experience.
structures within 30 feet of you that can use or has
Beginning at 9th level, when you would use this feature,
chakra.
• You know what nature releases a creature has, if any.
you can choose to spend an additional use of your
• You can tell when a creature is concentrating on, or is
Sensory seals to either target a second willing creature
within range, or to amplify a single creatures sensory
under the effects of a Jutsu they cast.
seal granting you both with enhanced effects.
• Creatures who you are aware of as a result of this
If you select another creature this features bonuses are
feature cannot gain the benefits of being hidden from
in effect when you and another creature with the mark
you.
are within 30 feet or when two creatures with the mark
This level of awareness grows as you grow. Beginning at are within 30 feet.
9th level, you may select one of the following preternatural The following are enhanced effects;
senses to supplement your already potent sensory
• Allied Casting: Bonus increased to +4.
capabilities. You may select another at 17th level.
• Allied Combination: Reduction increased to -10.
• Creatures currently marked by your Exploit Weakness • Allied Defense: Bonus increased to +4.
class feature cannot gain the benefits of bonuses to • Allied Harmony: Bonus increased to +5.
Ability Checks or Saving throws against you. • Allied Offence: Bonus increased to +4.
• Creatures currently marked by your Exploit Weakness • Allied Perceptions: Additionally, creatures cannot
class feature take a -5 Penalty to any Athletics, gain a bonus to hit you as a result of a jutsu.
Acrobatics, Chakra control, Investigation, Insight or • Allied Shielding: Bonus increases to +2.
Deception checks made against you.
• Creatures currently marked by your Exploit Weakness SQUAD AWARENESS
class feature cannot gain advantage on attacks against Starting at 6th level, you learn to enable your team to
you or creatures under the effects of your plans. become more aware of their surroundings and their
enemies while working together.
SENSORY SEALS While an ally is marked with your Exploit Weakness
Starting at 3rd level, you bind your extra sensory feature, they gain the benefits of your Preternatural
capabilities to a special sealing tag of your creation. You Awareness class feature for the same duration as you.
have a number of Sensory Tags equal to half the maximum Also, when you would activate a plan, you may treat your
number of Brave orders you have (Rounded up). You regain marked ally as if you were in their space when you
spent sensory seals at the end of a long rest. activated it.
At the conclusion of a short or long rest, or as a bonus
action, you can select a willing creature you can see within SITUATIONAL AWARENESS
60 feet of you and mark them with it. Beginning at 13th level, all allied creatures within 30 feet
When you and a creature marked with this seal would roll of you are treated as if they have proficiency to their
initiative or are within 30 feet of each other, you both gain Perception. If they already have proficiency, they instead
one of the following benefits. (You must choose which are treated as if they have proficiency to their insight. If
benefit when you activate this feature as this cannot change they already have proficiency in both Perception and
later.) Insight, then they instead gain a +5 bonus to both their
If you would attempt to use this feature on a second passive perception and Passive Insight.
creature while you currently have another creature marked,
the previous creature loses all benefits of this feature and NOTHING ESCAPES US
the newly marked creature gains them in its place. Beginning at 17th level, you have learned to augment
• Allied Casting: You gain a +2 bonus to Ninjutsu,
both your own and your allies senses to their zenith.
When you mark a creature with your exploit weakness,
Genjutsu and Taijutsu attack rolls.
you make a Perception or Insight check using
• Allied Combination: When you and an ally cast a Jutsu
Intelligence or Wisdom vs a DC 8 + The targets Level. On
with the Combination keyword, you reduce the cost of
a success, you become aware of all Jutsu of a single
the jutsu by -5 (Min 1.)
Nature Release the creature is capable of casting. You
• Allied Defense: When you and an ally are adjacent to
may use this feature twice per long rest.
the same creature, you gain a +2 Bonus to AC and
Saving throws against that creature.
• Allied Harmony: You gain a +3 Bonus to either all
Physical (Strength, Dexterity, Constitution) or all

50
SHADOWHAND
Some Intelligence Operatives find that their outward persona
doesn’t carry enough authority or weight to execute or take Medium Construct, unaligned
hold of the things they want. So, they craft a Chakra Based
Construct known as their Shadowhand, to act alongside them
giving credence and authority to their orders in battle.

SHADOWHAND MANIFESTATION Speed Equal to yours


When you choose this Strategy at 3rd level, you create a
Shadowhand, a chakra construct formed from complex
Fuinjutsu of your description, that you can call upon for 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)
support, in both battle and outside of it. You can name this
construct if you wish as it will always abide by your command
regardless of the title you give it. Senses Darkvision 30 ft., passive Perception 10
The Shadowhand can be summoned or called upon for aid
as a bonus action. When summoned it occupies your space
alongside you and becomes visible to everyone who can use
chakra. Also, while summoned you can calculate your own AC
Inexhaustible. The Shadowhand cannot cast jutsu or use effects that would
using your Charisma instead of your Dexterity for the
increase its own ranks of exhaustion.
duration. Once summoned, you can command it as a free
action. When you do, it uses your Actions, Bonus Actions and
Reactions as needed to accomplish the given task. Your From the Ashes. If the Shadowhands HP falls to 0, it is unsummoned. You can
Shadow hand uses the following Statistics and follows the spend 10 Chakra and a Brave Order to Resummon it with half of its
following rules; maximum HP. Half of its Hit points are otherwise restored when you
• Your Shadow hand can cast any jutsu you know using its complete a short rest and all of its Hit Points when you complete a long rest.
own statistics and can use any Intelligence Operative class
features you can as if you used them.
• Can exist no further than 120 feet away from you before it Unarmed Strike. Melee Weapon Attack: Str + Prof to hit, reach 5 ft., one
vanishes. creature. Hit: 1d8 + Str bludgeoning damage.
• Shares your Chakra Points.
• If you and your Shadow hand would make a saving throw
against the same effect, you only make one save, using the
REVEAL YOURSELF
higher bonus, instead of two saves and suffer the effects Starting at 6th Level, you learn to see through the deceptions of
only once, not twice. man. When you engage in conversation with a creature in or out
• When the Shadowhand would make a saving throw it of battle, you are able to quickly figure what it is they are
calculates its save bonus as follows; Half your Proficiency aiming to achieve. You can use Charisma in place of Wisdom for
bonus + Its own ability score. insight checks and when you would make a Charisma (Insight)
Finally, your Shadow Hands Ability Scores increase the check against a creature you are speaking to, you do so at
stronger your personality becomes. For every +1 bonus you advantage.
have to your Charisma Modifier, you can increase two of your Alternatively, when you are in combat with a hostile
shadow Hands Ability scores by +2, up to a maximum of 20. creature, you may as a bonus action, select one creature you can
Beginning at 6th level you select a Shadowhand Sigil see within 60 feet of you. When you do, you make a Charisma
located at the end of this class section for it to gain. It gains (Insight) check vs their Charisma (Deception). On a success,
another one at 9th, 13th, and 17th levels. you become aware of all active jutsu, features or effects the
creature is currently under, when you do, you can spend 1 Brave
COMMANDING PRESENCE Order to immediately end of these effects, regardless if the
Also, at 3rd Level, you have learned to exemplify your effect was the result of a jutsu or feature as if you had cast the
Shadowhands presence through yourself and vice versa. You Sealing Art: Chakra Dispel on it, using your Charisma modifier in
can spend a Brave order as a bonus action, when you do, you place of your Ninjutsu Ability Modifier.
and all creatures of your choice within 30 feet of you gains
one of the following until the beginning of your next turn; SHOWING GROWTH
Beginning at 9th Level, you have begun to adapt more of your
• +2 bonus to Attack Rolls
Shadowhands qualities, revealing more of your true self. You
• +2 bonus to Damage Rolls
gain one of your Shadowhands, Shadowhand Sigils. You can
• +2 bonus to Ability Checks
switch which sigil you have when you complete a short of long
• +2 bonus to Saving throws
rest.
The number of bonuses you can choose increases to two
beginning at 9th level. Creatures who have gained a bonus WILDCARD
this way who accomplishes one of the following, immediately Beginning at 13th Level, when your Shadowhand or an allied
refunds the Brave order spent on this feature. A creature can creature within 30 of your Shadowhand would cast a jutsu, you
only gain the benefits of this feature twice per long rest. may as a part of the same action it uses to cast that jutsu or
make an attack roll, spend a Brave Order. When you do, the
• Their attack roll is 5 or higher than the targets AC
jutsu cast rerolls all 1’s, 2’s and 3’s. Taking the second result
• Their ability check result is 5 or higher than the target
even if the new roll is a 1, 2 or 3.
DC.
• Their Saving throw result is 5 or greater that the Save
DC.

51
SHADOWHAND EVOLUTION SIGIL OF PSYCHOSIS
Starting at 17th Level, you have learned to conjure the best
• Your Shadowhand gains advantage on Intelligence or
version of your Shadow Hand which, by extension is the
Wisdom Saving throws as a result of Genjutsu. Pick one.
physical manifestation of your best self. When you would
• A creature under the effect of a Genjutsu your shadow hand
activate a Brave order while your Shadowhand is active, that
casts that doesn’t deal damage, must make a concentration
brave orders effects also originate from the Shadow hand as if it
check at the beginning of each of its turns to maintain
has activated the brave order as well. A creature can benefit
concentrating on any jutsu it is currently concentrating on.
from both Brave orders if the radius of both overlap over a
On a failed check, it loses concentration of all jutsu it is
single creature.
concentrating on. Additionally, that creature cannot cast
SHADOWHAND SIGILS jutsu that require concentration.

STRIKING SIGIL SIGIL OF FOCUS


• Your Shadowhand gains the Multiattack feature, allowing • Ninjutsu your Shadowhand casts have a -2 to its cost and
them to make two unarmed strikes. have a -1 cost to maintain concentration.
• Your Shadowhands Unarmed strikes can deal either • Ninjutsu your Shadowhand casts increases its range by 5
bludgeoning or slashing damage. (Pick one before feet x the rank of the jutsu cast (D-Rank: 1, C-Rank: 2, B-
declaring its attacks.). Rank: 3, A-Rank 4, S-Rank: 5).
• Your Shadowhands unarmed Strikes count as weapons for
the purpose of casting Bukijutsu.
SIGIL OF COMMAND
• Taijutsu your Shadowhand casts have a -2 to its cost and
PIERCING SIGIL have a +2 Bonus to hit and damage rolls.
• Your Shadowhands unarmed strikes use Dexterity instead • Taijutsu your Shadowhand casts increases its damage by 2
of Strength for attack and damage rolls. x the rank of the jutsu cast (D-Rank: 1, C-Rank: 2, B-Rank:
• Your Shadowhands Unarmed strikes can deal either 3, A-Rank 4, S-Rank: 5).
bludgeoning or piercing damage. (Pick one before
declaring its attacks.).
SIGIL OF BROKEN SEALS
• Your Shadowhands unarmed Strikes count as weapons for • Jutsu your Shadowhand casts that have the Fuinjutsu
the purpose of casting Bukijutsu. Keyword, that causes a condition, increases their save DC
• Your Shadowhands unarmed strikes ignore damage by 1.
reduction and temporary Hit points. • Jutsu your Shadowhand casts that have the Fuinjutsu
Keyword, that deals damage ignores resistance and
SIGIL OF ELEMENTS Damage reduction.
• Your Shadowhand Becomes Resistant to one of the
following damage types; Earth, Wind, Fire, Cold,
SIGIL OF SKILL
Lightning. • Your Shadowhand gains proficiency in all skills you are
• When it casts a jutsu that has a nature release keyword, it proficient in.
gains the nature release keyword matching its damage • You gain proficiency in one skill of your choice.
resistance granted by this sigil, replacing any nature • Ability Checks your Shadowhand makes, using a skill you
release keyword it previously had. are proficient in, cannot be made at disadvantage.
o Earth Resistance: Earth Release
o Wind Resistance: Wind Release SIGIL OF POWER
o Fire Resistance: Fire Release • Your Shadowhand adds its Charisma Modifier to all
o Cold Resistance: Water Release Damage rolls it makes using Ninjutsu and Genjutsu.
o Lightning Resistance: Lightning Release • Your Shadowhand gains a +2 to two saving throws. Select
• If a jutsu is cast that deals damage of any type other than which two, this cannot be changed later.
the damage type it is resistant to as a result of this feature, • Your Shadowhand deals double damage to Constructs,
it instead deals the damage type it is resistant to. Demons and Monstrosities.
• Its unarmed strikes deal an additional 1d4 of damage of the
same type it is resistant to as a result of this feature. SIGIL OF SPEED
• Your Shadowhand has a movement speed equal to your
SIGIL OF ILLUSIONS own speed +15.
• Your Shadowhand becomes resistant to psychic damage. • Your Shadowhand increases your Initiative by your
• When it casts a jutsu that does not have the Genjutsu Charisma Modifier when it’s summoned, moving you to
Keyword, it gains the Genjutsu, Tactile, Auditory and the appropriate initiative count when appropriate.
Visual Keywords and loses any other keywords it • Your Shadowhand can be summoned as a Reaction, when
previously had. any creature makes takes action.
• All damage that a jutsu cast by your Shadowhand deals, • Once per short rest, your Shadowhand can cast a jutsu with
becomes psychic damage. the casting time of 1 Action, as a Bonus Action.
• Its unarmed strikes deal an additional 1d4 psychic damage.
SIGIL OF EFFORT
• Your Shadowhand adds its Charisma modifier to all Clash
Checks.
• Select one ability score. Your Shadowhand adds its
Charisma modifier to all ability checks made using
that ability score.

52
TACTICAL STRATEGIST Brave Order, all allied creatures of your choice within 30
feet of you, for the next minute, gain an additional 1d10
Some Intelligence Operatives pride themselves on their
to one of the following; Attack Rolls, Ability Checks and
tactical approach to their Plans, focusing on playing the
Saving throws.
long game, setting both basic and advanced traps to aid
You can gain the benefit of this feature twice per long
their allies and destabilize their enemies.
rest.

FAVORED PLAN TACTICAL TRAPS


When you choose this Strategy at 3rd level, you become a

CHAKRA SEALING TRAP


master at a singular type of plan. Select 1 Plan at the end
of this class section. This Plan does not count against
After Laying this Trap it sits unmoving in a singular
your Plans known. By expending one Brave Order, you
spot. This Trap Triggers when a Small Medium or Large
can use this plan while another plan is active, granting
Creature moves onto the ground or the floor within 5
you both plans effects.
Feet. The creature must succeed a constitution saving
At 9th Level you may select another plan. When you
throw, having their chakra heavily restricted on a failed
would activate this plan while your Favored Plan is
save.
active, or vice versa, you do not spend a Brave Order to
A Chakra Sealed creature cannot use more than half of
swap them.
its total chakra point total until the seal is removed. As
TRAP SETTER an action on the affected creatures turn, they can make a
Also, at 3rd Level, you master the art of Setting traps Strength (Athletics) check against your save DC to
remove the chakra sealing trap from themselves, after
while on the battlefield. Select 2 Operative Traps that you
which the chakra sealing effect ends.
have mastered from the tactical trap section at the end of
this class section. You learn one more trap at 6th Level, If this Trap is Upgraded, The Chakra seal prevents all
chakra usage until removed.
and another at 9th Level.

EXPLOSIVE TRAP
You can set a number of Operative Traps up to your
Intelligence Modifier before you run out of resources and
After Laying this Trap it sits unmoving in a singular
need to take a short or long rest to prepare more. Traps
spot. This Trap Triggers when a Small Medium or Large
require a bonus action to set and you can designate who
Creature moves onto the ground or the floor within 5
can or can’t activate the trap, preventing your allies
Feet. When this trap is triggered, All Creatures in a 15
from activating the trap. Operative Traps use your
Foot Radius must succeed a Dexterity saving throw,
Ninjutsu Save DC for all saving throws. Traps are hidden
taking 6d6 fire damage on a failed save and half as much
from normal view requiring a Wisdom (Perception)
on a successful one.
check contested by your Ninjutsu Save DC to be seen.
Also, when setting traps using a Trappers Kit, reduce
the DC to set the Trap by -2 across all traps and ranks.
KUNAI TRAP
After Laying this Trap it sits unmoving in a singular

SQUAD TACTICS spot. This Trap Triggers when a Small Medium or Large
Creature moves onto the ground or the floor within 5
Starting at 6th Level, you learn to enable your team to
Feet. When this trap is triggered, All Creatures in a 10
act with more unity and combine their efforts together.
Foot Radius must succeed a Dexterity saving throw,
You may spend a Brave Order granting up to two allies
taking 7d4 Piercing damage on a failed save and half as
within 60 feet of you, 1d10 to add to their next Ability
much on a successful one.
Check, Attack Roll, or Saving throw so long as they can
If this Trap is upgraded, Double the damage dice.
both see and hear you.
Creatures you originally targeted with this feature, can
use the help action as a bonus action until the end of
NEUTRALIZING TRAP
After Laying this Trap it sits unmoving in a singular
their turns. If an affected creature uses the Help Action
spot. This Trap Triggers when a Small Medium or Large
on another creature, they gain the benefit of Squad
Creature moves onto the ground or the floor within 5
Tactics as if they had the feature, as well as pass the
Feet. When this trap is triggered, the triggering creature
bonus onto the creature they Helped. If a creature gains
must succeed a constitution saving throw, being
the benefits of this feature in this way, they instead gain
Stunned until the end of their next turn on a failed save
2d10.
and Dazed until the end of their next turn on a Successful

ADEPT TRAPS one.


If this Trap is upgraded, all creatures in a 15-foot cube
Beginning at 9th Level, traps you set as a result of a
must make the saving throw.
Trappers Kit are treated as B-Rank, gaining their B-
Rank effects. Additionally, Traps you set using a
Trappers Kit, can use your Ninjutsu Save DC in place of
POISONOUS TRAP
After Laying this Trap it sits unmoving in a singular
their listed Save DC, if you choose.
spot. This Trap Triggers when a Small Medium or Large

ADVANCED TRAPS Creature moves onto the ground or the floor within 5
Feet. The creature must succeed a dexterity saving throw
Beginning at 13th Level, you may select 2 Traps you
or be immediately poisoned by the poisonous Darts that
currently know and upgrade their efficiency. These
fire upward. A Poisoned creature remains poisoned for 1
Traps Gain their second effect as stated in the Tactical
minute after failing the Dexterity save. After which this
Trap Chart.
poison effect ends.
IN PERFECT SYNC If this Trap is Upgraded, a Poisoned creature also
Starting at 17th Level, you have learned to play off of any gains 3 applications of Envenomed. The envenomed
condition lasts for 1 minute.
other person’s strengths and weaknesses, covering for
one another forming the perfect team. By Spending a

53
SLEEPING GAS TRAP BISHOPS PLAN [CHANGED]
After Laying this Trap it sits unmoving in a singular Base Plan: All hostile creatures within 60 feet of you have
spot. This Trap Triggers when a Small Medium or Large a penalty when attacking a creature, you are allied
Creature moves onto the ground or the floor within 5 with equal to your Ninjutsu (or Genjutsu) ability
Feet. When this trap is triggered, the triggering creature modifier. This lasts for a number of rounds equal to
must succeed a constitution saving throw being knocked
your Proficiency Bonus.
unconscious on a failed save for 10 minutes. Enhanced Plan: By spending a Brave order to enhance
If this Trap is upgraded, all creatures within 5 feet this plan, they also gain disadvantage on all attacks
must make the saving throw. until the end of your next turn. When this plan is

SMOKE TRAP
enhanced, you retain the effects of the base plan.

After Laying this Trap it sits unmoving in a singular


spot. This Trap Triggers when a Small Medium or Large
BREAKING BAD [CHANGED]
Creature moves onto the ground or the floor within 5 Base Plan: Hostile creatures within 30 feet of you, cannot
Feet. When this trap is triggered, it releases a Thick make attacks at advantage. This lasts for a number of
cloud of Black soot. All Creatures in a 10 Foot Cube rounds equal to your proficiency bonus.
centering on the Trap are Blinded until they exit the Enhanced Plan: If a Brave order is used to enhance this
cube. plan, allies within 30 feet of you also, cannot gain
If this Trap is upgraded, The Smoke is mixed with disadvantage. This lasts for the remaining time this
Gunpowder, rendering it ignitable. All creatures in a 5- plan is active.
foot radius of the smoke when it is ignited must succeed
a Dexterity saving throw, taking 6d6 Fire damage on a CAUTION TO THE WIND [CHANGED]
failed save and half as much on a successful one. This Base Plan: Allies within 30 feet of you have their AC
smoke can be ignited by either Fire or Lightning damage. reduced by 1, but increase their first damage roll, each
turn by your proficiency bonus. This lasts for a
SNARING TRAP number of rounds equal to your Ninjutsu (or Genjutsu)
After setting this Trap it sits unmoving in a singular ability modifier.
spot. This trap triggers when a small, medium or large Enhanced Plan: If a Brave Order is used to enhance this
creature moves within 5 Feet of it. The creature must plan, allies instead have their AC reduced by 3, but
succeed a dexterity saving throw or be immediately their first damage roll each turn is increased by three
bound by metal wires. The creature is restrained for up times your proficiency bonus for the remaining time
to one minute. this plan is active.
A Restrained Creature can make Dexterity (Sleight of
Hand) or Strength (Athletics) checks as an action of each CONDITIONAL AWARENESS
of its turns to end the effect on itself. Another creature Base Plan: Hostile creatures within 60 feet of you cannot
who can touch the creature can make an Intelligence gain the benefits of being hidden. This lasts for a
Ability check against the Trap DC. On a Success the effect number of rounds equal to your proficiency bonus.
ends Enhanced Plan: If a Brave order is used to enhance this
If this Trap is Upgraded, all creatures in the radius of plan, they also do not gain the benefits of cover. This
the trap must succeed the Dexterity saving throw or be lasts for the remaining time this plan is active.
all restrained together, giving them disadvantage on
future Ability checks to escape. CONDITIONAL CONFLICTS [CHANGED]
PLANS Base Plan: All hostile creatures within 60 feet of you that
make an attack or cast a jutsu has their AC reduced by

BATTLE OF ATTRITION [CHANGED] 2, until the start of their next turn. This reduction
can stack, up to a maximum of -5. This lasts a
Base Plan: All allied creatures within 30 feet of you number of rounds equal to your proficiency
gain Temporary hit points equal to your Ninjutsu bonus.
(or Genjutsu) ability modifier at the end of each of Enhanced Plan: If a Brave order is used to
their turns (Your choice). This lasts for a enhance this plan the triggering creature
number of rounds equal to your proficiency instead reduces their AC by 5.
bonus. Temporary hit points gained by this
plan stacks with itself CONTROLLED AGGRESSION
Enhanced Plan: If a Brave order is used to [CHANGED]
enhance this plan allied creatures
Base Plan: Allied creatures within 60
instead gain Temporary Hit points
feet of you treats all critical hit they take
equal to Your Ninjutsu and Genjutsu
as a normal hits. This lasts a number of
ability scores combined. When this
rounds, equal to your proficiency bonus.
plan is enhanced, you retain the
Enhanced Plan: If a Brave order is used
effects of the base plan.
to enhance this plan you can make the
Temporary hit points gained by
next attack each allied creature
this plan stacks with itself. You do not
makes within 60 feet of you a critical
lose Temporary Hit points gained by
hit if they hit.
this Plan when ending its effects.
Temporary hit points are lost
after 1 minute.

54
CRIPPLING ENVIRONMENT [CHANGED] Enhanced Plan: If a Brave order is used to enhance this
plan, all allies instead adds your Ninjutsu (or
Base Plan: Hostile creatures within 60 feet of you who
Genjutsu) ability score to damage. This brave order
are suffering from any Physical or Sensory condition
enhancement lasts for the remaining time this plan is
has their movement speed reduced by 5 feet for the
active.
total number of ranks, of conditions they have. This
lasts for a number of rounds equal to your proficiency
bonus.
KNIGHTS PLAN [CHANGED]
Enhanced Plan: If a Brave order is used to enhance this Base Plan: All hostile creatures within 30 feet of you have
plan, they also gain one rank of Weakened for each a -2 penalty to saving throws saving throws. This lasts
Physical or Sensory condition with a different name for a number of rounds equal to your proficiency
they have. This lasts for the remaining time this plan bonus.
is active. Enhanced Plan: By spending a Brave Order to enhance
this plan, they also gain disadvantage. This brave
DETRIMENTAL RETREAT [CHANGED] order enhancement lasts until the end of your next
turn. When this plan is enhanced, you retain the
Base Plan: Hostile creatures within 90 feet of you cannot
effects of the base plan.
take or gain the benefit of the disengage or dodge
actions and cannot gain boosts to their speed in any
way, while they are within 5 feet of a creature you are
MOBILITY ADVANTAGE [CHANGED]
allied with. This lasts a number of rounds equal to Base Plan: All allied creatures within 60 feet of you
your Proficiency bonus. ignore difficult terrain, increase their movement
Enhanced Plan: If a Brave order is used to enhance this speed by 15 feet and can move across Water and walls
plan, if a hostile creature is hit by an attack of without a movement penalty. This lasts a number of
opportunity, their movement speed is reduced to 0 rounds equal to your proficiency bonus.
and they cannot take reactions until the beginning of Enhanced Plan: If a Brave order is used to enhance this
their next turn. This brave order enhancement lasts plan, allies also cannot have their speed reduced by
for the remaining time this plan is active. conditions or effects. This brave order enhancement
lasts for the remaining time this plan is active.
EASY ESCAPE [CHANGED]
Base Plan: Allied creatures within 90 feet of you, increase
PAWNS PLAN [CHANGED]
their movement speed by +20 feet when they are Base Plan: Hostile creatures within 90 feet of you have
moving away from hostile creatures. Hostile creatures their movement speed reduced by 15 feet, for a
within 90 feet of you have disadvantage on attacks of number of rounds equal to your proficiency bonus.
opportunities against you and allied creatures. This Enhanced Plan: By spending a Brave Order to enhance
lasts a number of rounds equal to your Proficiency this plan, they instead have their speed reduced by 30
bonus. feet. This brave order enhancement lasts for the
Enhanced Plan: If a Brave order is used to enhance this remaining time this plan is active.
plan, you and allied creatures can use the Dash action
as a bonus action and a reaction. This brave order QUEEN PLAN [CHANGED]
enhancement lasts for the remaining time this plan is Base Plan: Select one allied creature that can both see and
active. hear you within 60 feet. The selected creature adds
your proficiency bonus to their damage rolls, for a
FLOW OF BATTLE [CHANGED] number of rounds equal to your proficiency bonus.
Base Plan: You may select one allied creature, who can Enhanced Plan: By spending a Brave Order to enhance
both see and hear you. You may move them up or this plan, they also add this bonus to their ability
down in the initiative order, by one spot. This plan checks and saving throws. This brave order
immediately ends unless enhanced. Allied creatures enhancement ends at the end of your next turn, this
who have their place in the initiative order moved are does not end the base plans effect.
not moved back at the end of this plan’s duration. A
creature affected by this enhancement cannot be RANGED OPPRESSION [CHANGED]
affected again until the end of their next turn. Base Plan: Allied creatures within 90 feet of you, that are
Enhanced Plan: If a Brave order is used to enhance this targeted by Ranged attacks are treated as if they have
plan you instead select 1 hostile creature and move partial cover, while within 10 feet of each other. This
them up or down in the initiative order, by one spot. lasts for a number of rounds equal to your proficiency
This plan then immediately ends. A creature affected bonus.
by this enhancement cannot be affected again until Enhanced Plan: If a Brave order is used to enhance this
the end of their next turn. plan, ranged attack rolls gain disadvantage. This lasts
for the remaining time this plan is active.
KICK THEM WHILE THEY’RE DOWN
[CHANGED] ROOKS PLAN [CHANGED]
Base Plan: All hostile creatures within 90 feet of you Base Plan: All hostile creatures within 60 feet of you roll
must spend their full movement to stand up from their damage dice twice, taking the lower result
being prone. All allied creatures within 90 feet of you against creatures you are allied with. This lasts for a
that would deal damage to a prone creature deals number of rounds equal to your Proficiency bonus.
additional damage equal to your Ninjutsu (or Enhanced Plan: By spending a Brave Order to enhance
Genjutsu) ability modifier. This lasts for a number of this plan, they also suffer a penalty to damage rolls
rounds equal to your proficiency bonus. equal to your proficiency bonus. This lasts for the
remaining time this plan is active.

55
SUPPORTIVE CONFLICTS [CHANGED]
Base Plan: Hostile creatures within 60 feet of you, that
attack a creature you are allied with, provokes attacks
of opportunity from creatures you are allied with up to
30 feet away. This lasts for a number of rounds equal
to your proficiency bonus.
Enhanced Plan: If a Brave order is used to enhance this
plan, when an ally would make an attack of
opportunity, they make one additional attack. This
lasts for the remaining time this plan is active.

WAR OF INFORMATION [CHANGED]


Base Plan: Select one hostile creature within 60 feet of
you, all attacks against that creature made by your
allies are made with an additional two damage die
added to their damage rolls. This lasts for a number of
rounds equal to your proficiency bonus.
Enhanced Plan: If a Brave Order is used to enhance this
plan, your allies also add 1d6 to their attack roll. This
lasts for the remaining time this plan is active.

VICTORY THROUGH KNOWLEDGE [NEW]


Base Plan: Select one hostile creature within 60 feet of
you, you and all allied creatures become aware of their
highest ability score and are able to maintain
knowledge on the % value of their Hit points. If their
highest ability scores are shared between two abilities,
you becomes aware of both. This lasts for a number of
rounds equal to your proficiency bonus.
Enhanced Plan: If a Brave Order is used to enhance this
plan, you also become aware of their lowest ability
score and maintain knowledge on the % value of their
Chakra points. If their lowest ability scores are shared
between two abilities, you becomes aware of both.
This lasts for the remaining time this plan is active.

56
MEDICAL-NIN CREATING A MEDICAL-NIN
A clanless girl with pink hair grips the heart of one of her When creating a Medical-Nin consider a few things
allies while it’s still in his chest, and begins to massage it to about how the character approaches situations. Are they
keep the blood artificially flowing in his body. Keeping proactive or Reactive? How do they prioritize their allies
him alive long enough to remove him from the battle in dangerous situations? Do they actively take charge or
field. do they only take orders in high pressure situations?

A Sarutobi clashes blades with her longtime rival. The What made the character so bound to assisting their
battle intensifies as the rival is getting the upper hand, party vs taking a primarily combat role? Did they train
leaving Sarutobi more wounded than she thought under another very skilled Doctor and took in their drive
normal. As the rival proclaims his victory, the Sarutobi to save lives? Or did they lose someone right in front of
begins to giggle to herself as her wounds have closed, them unable to help & vowed to never let that happen
and her rival's skin has turned purple from the poison again?
she's infected him with.
These shinobi, different as they might be, are
QUICK BUILD
You can make a Medical-Nin quickly by following these
connected by one common factor, they are prodigies in
suggestions. First, put your highest ability score in
the field of Medical ninjutsu. While others are able to use
the techniques to some degree, they are the masters of Intelligence, followed by Constitution or Dexterity.
the art, able to take the teachings they have and Second, choose the Uzumaki, Nara or Non-Clan, Clans.
accelerate it to new heights and unmatched levels.

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

57
CLASS FEATURES REJUVENATING REST
As a Medical-Nin, you gain the following class features. Also, at Level 1 you use your medical skills to revitalize
wounded allies during a short rest. When you or any friendly
HIT POINTS creatures who you can touch regain Hit points at the end of a
Hit Dice: 1d8 per Medical-Nin level short or long rest, they regain an extra 1d6 Hit points. This
Hit Points at 1st Level: 8 + your constitution modifier amount of extra healing increases to 2d6 at 7th level, 3d6 at
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution 11th, and 4d6 at 17th Level.

CHANNELED HEALING [CHANGED]


modifier per Medical-Nin level after 1st.

CHAKRA POINTS Starting at 2nd Level you learn to passively enhance your
Chakra Dice: 1d10 per Medical-Nin level Medical Jutsu to greater Lengths. Whenever you use a
Chakra Points at 1st Level: 10 + your constitution modifier Jutsu with the Medical Keyword of D-Rank to restore hit
Chakra Points at Higher Levels: 1d10 (or 6) + your points, the affected creature regains additional hit
Constitution modifier per Medical-Nin level after 1st. points equal to +1 healing die. The rank of jutsu this
feature affects increases to C-Rank at 5th level, B-Rank
PROFICIENCIES at 9th level, A-Rank at 13th and S-Rank at 17th.
Armor: Light armor, medium armor The bonus healing die this feature provides increases
Weapons: All Simple Weapons as you gain levels as well, as seen in the Channeled
Ninja Tools: Medicine Kit, Poison Kit Healing column of the class table. This healing bonus can
Saving Throws: Wisdom, Charisma only be applied once per turn and a number of times
Skills: Medicine, Chakra Control, Choose two from equal to your proficiency bonus per long rest.
History, Insight, Perception, Illusions, Ninshou Additionally, jutsu with the Medical Keyword you cast that
restores hit points or ends conditions, remove one failed
EQUIPMENT death saving throw from an affected creature, if any.

TENETS OF MEDICINE [CHANGED]


You start with the following equipment, in addition to the
equipment granted by your background:
• (a) Padded Armor or (b) Combat Jacket Starting at 2nd Level, you begin to focus on a Specific Tenet
• One Simple Weapon of Medicine that will enhance your abilities to support your
• (a) One Kunai Stack or (b) One Senbon Stack allies. These Tenets will provide you additional features at
• 1 Flash tags, 1 Medicine Kit 2nd Level, and again at 5th, 9th, 13th and 17th Levels.

JUTSU CASTING CHAKRA SCALPEL [CHANGED V2]


Beginning at 3rd Level, you have learned to manifest a
NINJUTSU medical ninja’s signature technique, the Chakra Scalpel.
Ninjutsu save DC = 8 + your proficiency bonus + your As a bonus action you coat your hands in highly condensed
Intelligence modifier blades of Chakra, designed to slice muscle and flesh with
Ninjutsu attack modifier = your proficiency bonus + your surgical efficiency for one minute, while in combat or 1 hour
Intelligence modifier while not in combat. Regardless of which duration is applied,
while you have Chakra scalpel active, you can add your
GENJUTSU Wisdom modifier to all healing done as a result of a Jutsu
with the medical keyword. You can only activate this feature a
Genjutsu save DC = 8 + your proficiency bonus + your
3 times per long rest, you gain additional uses as you gain
Wisdom modifier
levels in this class as seen in the Chakra scalpel charges
Genjutsu attack modifier = your proficiency bonus + your
column of the Medical-Nin class table.
Wisdom modifier
While in Combat. For the duration, when you take the

TAIJUTSU attack action, you can replace attacks granted with said
action with a melee ninjutsu attack, as if casting a medical
Taijutsu save DC = 8 + your proficiency bonus + your ninjutsu. This attack deals 1d4 + your wisdom ability modifier
Strength modifier in slashing damage. This damage increases by an amount
Taijutsu attack modifier = your proficiency bonus + your listed in the Chakra scalpel column of the Medical-Nin class
Strength modifier table.

MEDICAL NINJUTSU [CHANGED V2] • Beginning at 7th level, when you deal damage with
Chakra scalpel, the target creature must succeed a
Beginning at 1st level, as a Medical Ninja you gain the constitution saving throw, as if casting a Ninjutsu
ability to learn any jutsu with the Medical Keyword of D- with the medical keyword. On a failed save, creatures
Rank or lower. This increases to C-Rank at 5th level, B- gain one rank of the weakened condition.
Rank at 9th level, A-Rank at 13th level, and S-Rank at 17th • Beginning at 11th level, when you would deal damage
level. When creating or learning jutsu with the Medical to a creature with temporary hit points with Chakra
keyword you can create or learn such jutsu up to 1 rank scalpel, you bypass the temporary hit points instead
higher than this feature grants you. directly reducing their hit points.
Jutsu you cast with the Medical Keyword may use • Finally, at 18th level, on a failed save the target also
Wisdom for their attack and damage rolls, as well as Save gains the Lacerated condition.
DC calculation. Additionally, Medicine checks you make
can use Intelligence or Wisdom.

58
While out of Combat. For the duration when you would ABILITY SCORE IMPROVEMENT/FEAT
make a Medicine check to stabilize a creature, you gain a +5
When you reach 4th and again at 8th, 12th, 16th, and 19th,
bonus to the result.
level, you can increase one ability score by +1 & a Feat of
• Beginning at 7th level you can spend one use of your
your choice that they qualify for. As normal you can’t
Chakra Scalpel to automatically end one Non-Jutsu increase an ability score above 20 using this feature.
based Condition.
• Beginning at 11th level, the +5 bonus is increased to a
+10-bonus made to stabilize a creature.
PRESERVE/TAKE LIFE [CHANGED]
• Finally, at 18th level, you can spend a use of your Starting at 5th Level you have gained the experience needed
Chakra Scalpel to end any condition a creature is to save lives, even those in mortal danger or take them, even
suffering from regardless of its origin. the ones who are furthest from death's door. You learn both
Preserve Life and Take Life. Some Tenets grant you

MEDICAL DOCTRINE [NEW] additional effect as you advance in this class. Regardless,
you can use Preserve Life or Take Life twice between rests.
Starting at 3rd Level your experience in medical based You gain an additional use at 9th, 13th and 17th levels.
jutsu has ascended to a point where your jutsu has begun
to slowly become infused with those beliefs, making PRESERVE LIFE
them stronger and vice versa. Select one of the following As an action you release a pulse of medical release Chakra,
doctrines in which you gain the doctrines effects or designed to safeguard creatures around you with healing
abilities listed. You can select a second Doctrine when energies. This energy can restore a total number of hit
you would reach 13th level. You cannot change this choice points equal to 5 times your Medical Nin Level and resets
one made. the count of all failed death saving throws. Choose any
number of creatures within 30 feet of you and divide those
LONG LIFE, SHORT DEATH [NEW] hit points amongst them. This feature can restore no more
You believe that your patients should benefit from a than half of its hit point maximum. You cannot use this
much longer life span, but when they are dying, they feature on an undead or construct.
should not delay the process longer than it needs to be.
You’ve seen what agony looks like and you want no parts TAKE LIFE
of it. When you would heal a creatures hit points, by any When you deal damage to a creature using a Jutsu with the
amount they gain temporary hit points by an amount medical keyword, you release corroding energies, meant to
equal to the rank of the jutsu cast. A creature can only inflict gruesome damage. Select one affected creature. That
gain temporary hit points in this way twice per rest. creature takes additional damage equal to 5 + twice your
(D-Rank: 5, C-Rank: 10, B-Rank: 15, A-Rank: 20, S- Medical-Nin level.
Rank: 25.)
ADVANCED MEDICAL RESEARCH [NEW]
NEVER ON THE FRONT LINES [NEW]
You believe deeply that medical ninja do not belong on Starting at 6th Level, your medical knowledge is one of a
the front lines and so did your master or mentor. You select few. You can learn and create jutsu with the
embody this philosophy and do everything in your power Medical keyword in half the time and without spending
to live this truth. Whenever you are within 10 feet of a Ryo to support your lifestyle.
hostile creature, you can take the dash or disengage Additionally, you can reduce the final Chakra cost of a
actions as a bonus action. newly created jutsu with the medical keyword by an
amount equal to its rank. (D-Rank: 1, C-Rank: 2, B-Rank:
NOT ALLOWED TO DIE [NEW] 3, A-Rank: 4, S-Rank: 5)
You believe that medical shinobi deaths should be the
absolute last thing to happen on the battlefield. Beyond GIFTED HEALER [CHANGED]
all other circumstances, you are not allowed to die before Starting at 10th Level, your Healing Jutsu are more effective.
your team does. So long as another allied creature is Whenever you use a jutsu of D-Rank or higher to restore hit
initiative and they have 1 or more hit points, once per points to a creature. You may add an additional die to the
rest, you ignore effects of jutsu, features or traits that roll to regain hit points. At 14th Level, you may reroll all 1’s
would automatically kill you or reduce you to 0 hit & 2’s, taking the second result.
points, instead being reduced to 1 hit point.

UNTIL THEIR HEART STOPS [NEW]


SUPREME HEALER [CHANGED]
You believe deeply that medical ninja should continue to At 20th Level you have reached perfection in the healing
administer healing to all members of their party, no arts. When you would restore hit points, by casting a jutsu
matter how dire or how hopeless it is, until they stop with the Medical Keyword of C-Rank or lower, you restore
breathing, even against their allies wishes. Twice per the maximum possible hit points the jutsu allows.
rest, a creature other than yourself, who regains hit Additionally, you add an additional +1 healing and/or
points as a result of a jutsu you cast, who are currently damage die to all jutsu with the Medical keyword.
under the effects of a hostile inflicted condition, makes
their next saving throw or ability check to end said
condition at advantage.

59
TENETS OF MEDICINE UNMATCHED MEDICAL RELEASE
Starting, at 9th Level, creatures who would recover hit

ADEPT MEDIC [CHANGED] points from a Jutsu you cast with the Medical Keyword or
from the Rejuvenating Rest, Channeled Healing or
Medical-Nin who follow the path of the Adept Medic Talented Healer class feature, you automatically end any
pledge their service to keeping everyone alive, by healing conditions of B-Rank or lower. You can use this feature
all of the injured ninja on the field. By far the most twice per short rest.
numerous of Medical Nin, but they are not to be
underestimated on the battlefield. HEALING ASCENSION [NEW]
Starting, at 13th Level, when you would regain hit points or
BREATH OF LIFE [CHANGED] would restore hit points to another creature using a jutsu or
Starting at 2nd Level, when you would cast a jutsu with class feature, you enter a state of Ascension. This state lasts
the Medical keyword that restores hit points or provides until the end of your next turn.
temporary hit points you add your Ninjutsu ability The next time you would take damage, you recover a
modifier to the result. number of hit points equal to your level, and then the
ascension state ends. You can enter the Ascension state, a
TALENTED HEALER [CHANGED] number of times equal to your Ninjutsu ability modifier
Also, at 2nd Level, the healing jutsu you cast on others per long rest.
heal you as well. When you cast a jutsu of D-Rank or
higher that restores hit points to a creature other than OVER HEAL [CHANGED]
you, you regain hit points equal to 4 + the Jutsu’s Rank. At 17th Level, when you restore Hit points to a creature
(D-Rank = 1, C-Rank = 2, B-Rank = 3, A-Rank = 4, S-Rank = and they reach full Hit points and there are still left-over
5). Points of restoration, the creature gains Temporary Hit
Starting at 5th level, you can spend a use of Chakra Point equal to half of the left-over Hit points that would
Scalpel, to perform a Surgery over the course of the next be restored. Temporary hit points gained this way are in
minute. When you do, the target creature regains xd6 additional to any temporary hit points they currently
where x = your proficiency bonus. A creature which have that are granted by you. A creature who gains
you’ve performed surgery on cannot have a surgery additional Temporary Hit points as a result of this
performed on them more than twice per full rest. feature, they cannot gain additional temporary hit
Beginning at 9th level, when you would restore a points for the next minute.
creatures hit points, they gain temporary hit points equal
to half the hit points they’ve regained.

ADEPT MEDICINE [CHANGED]


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

HEALING TOUCH [CHANGED]


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

PRESERVE LIFE: MENDING PRESENCE


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

A DEPT MEDIC C HART [CHANGED]

Level Jutsu Learned Jutsu Feature


5th Aid When you use this, the target creature also gains a number of temporary hit points equal to twice the
amount their maximum hit points are increased.
9th Revival You gain a 1d8 Bonus to the check made to revive a creature using this jutsu.
13th Healing Wave Add twice your proficiency bonus to the hit points Healed to each creature.
17th Water Release: This jutsu loses its Water Release keywords, and instead gains the Medical keyword. This jutsu instead
Grudge Rain restores 10 hit points at the beginning of all creatures of your choices turns, instead of doubling the Chakra
cost.
60
BLACK MEDICINE [CHANGED] TAKE LIFE: PLAGUE DOCTOR [CHANGED]
Starting at 6th level, as an action, you release a green mist
Medical-Nin who follow the path of Black Medicine, focus
in one of the following areas originating from you; 15-foot
on the disastrous aspect of how Poison and toxins can break
Cone, 20-foot cube, 30-foot long (5 foot wide) line.
down an enemy
When you do, all creatures in the target area must succeed

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

TOXIC TONGUE [CHANGED]


Also, at 2nd Level when a creature you can see within 30 feet
of you is making a saving throw to resist an effect that deals
Starting, at 9th Level, poison and acid damage you deal
poison damage or inflicts the poisoned or envenomed
ignores resistance. You also, always know where poisonous
conditions, you can give them disadvantage on their save.
plants are and how to formulate poisons from them in half
You can do this twice per rest.
the time and cost.
Starting at 5th level you can spend a use of Chakra Scalpel
Additionally, you gain resistance to Poison damage
to increase your poisons potency. The next jutsu you cast or
and immunity to the Poisoned condition.
item you use, such a poison or acid vial that deals poison or
acid damage inflicts 1 rank of the Corroded condition.
CHILD OF VENOM [CHANGED V3]
BLACK MEDICINE [CHANGED] Starting at 13th level, you add your Ninjutsu ability Modifier
to all poison and acid damage you deal.
Starting at 5th level, you learn the techniques required to
Also, when dealing poison or acid damage, you can
utilize poisons as your tool of combat. You Learn the
spend a use of your Chakra Scalpel or Take Life. When you
following jutsu as you gain levels in the class according to
do, you double its the damage die.
the Black Medicine chart at the end of this class section. Each
If you spend both a use of Chakra Scalpel and Take Life
Jutsu learned also grants you an additional feature
you can choose to instead double its damage die and
pertaining to the jutsu learned. Learned jutsu do not count
maximize its damage.
against your jutsu known as seen on your medical-nin class
chart.
VENOMOUS STING [CHANGED V2]
POISONOUS TOUCH [CHANGED V2] Starting at 17th level, when a creature would gain a rank
of the envenomed or corroded conditions, they gain 1
Also, at 5th level, when making an attack with Chakra
additional rank.
scalpel you instead deal poison damage and can make a
second attack as a bonus action. Creature’s you hit with this
attack must make a constitution saving throw vs your
ninjutsu save DC becoming envenomed for 1 minute. with
each consecutive Chakra scalpel attack that hits, against the
same creature, you increase this effects save dc by +1 for the
next minute and increase the envenomed rank by 1. An
envenomed creature makes another save at the end of each
of their turns to end this effect.

B LACK M EDICINE C HART [C HANGED ]

Level Jutsu Learned Jutsu Feature


5th Medical Release: A creature who fails this saving throw also becomes deafened and envenomed.
Spore Caller
9th Medical Release: When you cast this jutsu, select additional creatures who would regain a number of hit points equal to the damage dealt.
Spores of Ruin
13th Crown of Stars This jutsu gains the Medical Keyword. If you hit with this jutsu, you instead reduce a targets Strength by 1d4 for the
duration. This is counted as poison damage for the purpose of resistance and immunities.
17th Medical Release: This jutsu’s damage die becomes a d10.
Scorpions Sting
61
COMBAT MEDIC [CHANGED] YIN SEAL: CHARGE [NEW]
Also, at 5th level, you have begun to store medical release
Medical-Nin who become Combat Medics, pledge
Chakra into your muscles, prepping them for when it is time
themselves to always be present on the battlefield as one of
for you to release it in a single bout. This stored power has
the front lines, helping their Allies wade through the chaos
the potential to unleash massive shockwaves from the
of the battlefield keeping themselves and their allies alive
strength of your punches alone.
until the last man falls.
This stored power is manifested as Yin Motes. You have a

MARTIAL COMPETENCY [CHANGED] number of Yin Motes, equal to your proficiency bonus per
rest. You can spend these motes to do the following;
Beginning at 2nd Level, you learn how to fight with the best
of them. You gain proficiency with Combat Bracers and • When you cast a jutsu with the medical keyword, you may
heavy armor. You also adopt a particular fighting stance. spend 1 mote. When you do, as a bonus action, you can
Choose one of the Taijutsu Stance located in Chapter 13: cast a Taijutsu of C-Rank or lower with a casting time of 1
Customization Options; You can’t take a stance more than action.
once even if you gain a stance choice again. • When you take the attack action, you can spend 2 motes to
Also, you can make one unarmed attack as a bonus action. double your unarmed damage die.
• When you cast a Taijutsu that deals unarmed damage, you
COMPETENT COMBATANT [CHANGED] can spend 3 motes to upcast the jutsu by 1 rank, at no
Also 2nd Level, you may use your Wisdom in place of additional cost, ignoring upcast limitations.
Dexterity when calculating Armor Class. (AC).
Additionally, your Chakra scalpel’s damage die becomes a TAKE LIFE: COMBAT PROWESS
d6 and you can choose to make a melee taijutsu attack, in Starting at 6th level, you may use the Take Life feature with
place of a ninjutsu attack. your unarmed attacks and Taijutsu that deal unarmed
When you would deal damage with an unarmed attack, damage. Additionally, a creature that you use your Take Life
you may spend 5 Chakra. When you do, you instead, double feature on, becomes vulnerable to the next instance of
the relevant modifier when calculating damage dealt. You damage they take until the beginning of their next turn.
may do this twice per rest. Increase the number of uses by
one at 5 th, 9th, 13th and 17th levels. EXPERT COMBATANT [CHANGED]
Starting at 5th level, you can spend a use of Chakra Scalpel Starting at 9th level, select one taijutsu or bukijutsu you
to increase your striking power. Your unarmed, weapon and know. The selected jutsu gains the Medical Keyword. You
all taijutsu attacks have their critical threat range increased may select an additional taijutsu or bukijutsu at 13th and 17th
by +1 until the end of your turn. This becomes +2 at 13 th level to gain the Medical Keyword this way. You may switch
level. which jutsu this feature affects when you would complete a
Beginning at 9th level when you would use this feature, Long Rest.
you may instead triple your relevant modifier applied to the Also, you can attack twice, instead of once, whenever you
damage dealt. take the Attack action on your turn.

COMBAT MEDIC [CHANGED] PASSIVE REGENERATION [CHANGED]


Starting at 5th level, you learn the techniques At 13th Level, your constant focus on enhancing your
required to fight on the front lines next to technique to supplement your allies on the battlefield has
your allies. You learn jutsu as you gain levels led you to learn to passively increase your survivability
in this class according to the Combat in combat. As a Bonus action, you can choose to
Medic Chart at the end of this class spend 1 Yin Mote to regain 5d8+ your Ninjutsu
section. Each Jutsu Learned also ability modifier in hit points to a willing creature
grants you an additional feature you touch. You can only use this feature a number
pertaining to the jutsu learned. of times equal to your proficiency bonus per long
Learned Jutsu do not count against rest.
your Jutsu known as seen on your
Medical Nin Class Chart. YIN SEAL: RELEASE [NEW]
Beginning at 17th Level, you learn to unleash all of
your strength into one magnificent punch. When
you would spend a use of your Competent
Combatant, you can spend an additional 7 Yin
Motes. When you do, quadruple your relevant
modifier and triple your unarmed damage die. If you
C OMBAT M EDIC C HART [C HANGED ] do, you do not gain the benefits of Competent
combatant or Yin Seal: Charges effects.

Level Jutsu Learned Jutsu Feature


5th Pressure Point This jutsu gains the Medical Keyword. You can choose to make a second taijutsu attacks, but if you do, this jutsu does not
Barrage force any saving throw or inflict conditions.
9th Strength of 100 Add your Strength ability modifier to unarmed attacks for the duration. At the end of this jutsu’s duration, you do not gain
Technique disadvantage on any Saves or ability checks and you retain your movement speed. Finally, you cannot lose concentration of
this jutsu as a result of damage.
13th True Rakshasa’s This Jutsu gains the Medical keyword. You do not need Rakshasa’s Palm or Rakshasa’s Sole to cast this jutsu.
Palm
17th Creation Rebirth: At the end of this jutsu’s duration, you do not experience this shock and instead only gain 1 rank of Exhaustion. If you are
Strength of 1000 benefiting from this jutsu, while you have ranks of Exhaustion, you ignore the effects of exhaustion on you for the duration.
Finally, you cannot lose concentration of this jutsu as a result of damage.
62
NATURAL MEDICINE Your new forms natural attacks and AC are calculated
using your full proficiency bonus. You also gain any traits
Medical-Nin who follow the path of Natural Medicine, learn
the summoned creature you transform into would have at
to supplement modern medical techniques with natural
the appropriate rank. You may remain in this form for a
cures and energy, learned from patient observation and sage
number of hours equal to half of your Medical-Nin level. If
creatures. In the process, they become closer to the natural
your new forms hit points are reduced to 0, you immediately
world around them, even learning to shift their own bodies
revert back to your normal form retaining your original hit
into the form of their animal partners. points. You may assume the form of a C-Rank Summon at

SUMMONING A PPRENTICE
9th level, B-Rank at 13th level, and A-Rank at 17th. You may
transform using this feature twice per long rest.
Beginning at 2nd level, you have contacted a tribe of animals
that are willing to help you in your studies, and will even
fight by your side in defense of you, your comrades and your
PRESERVE LIFE: DAMPEN PAIN
Starting at 6th level, as an action, you release a greenish
pursuit of knowledge and wisdom. aura of medical Chakra, targeting one willing creature you
You learn the Summoning Technique Ninjutsu. This does
can reach.
not count against your Jutsu known limit. Creatures you
For the next minute, each time the affected creature takes
summon using this jutsu become able to cast Ninjutsu with damage it regains 2d6 hit points. Once one minute has
the Medical Keyword as well.
passed or the creature has regained at least 50 hit points,

NATURAL HEALING [CHANGED]


this feature ends.

Also, at 2nd level, you learn to use the natural veins of


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

N ATURAL MEDICINE CHART


Level Jutsu Learned Jutsu Feature
5th
Chakra Transfer Add half of your Medical-Nin level to the maximum amount of Chakra your target gains.
9th Gift of the Apex This jutsu gains the medical keyword. You may select a second effect, gaining half of the attribute boost
from it, in addition to your first selection.
13th Bestial Art Predator This jutsu gains the medical keyword. You may select a second target for this jutsu to effect, in addition to
yourself.
17th Chakra Distortion Field When casting this jutsu, increase the cost by 5, to increase the area of effect by 10ft (to 20ft radius sphere).
Additionally, it does not affect you or your Sage beasts.
63
SHAMAN [CHANGED] BATTLE SHAMAN
Starting at 5th level, you learn the techniques required to
Medical-Nin who follow the path of the Shaman, focus on
play a powerful role in the throes of battle. You learn the
draining the life from their enemies, and transferring them
following jutsu as you gain levels in this class according
to their allies, controlling the flow of battle through Hex like
to the Shaman Chart at the end of this class section. Each
Genjutsu, and life draining Medical Ninjutsu.
jutsu learned also grants you an additional feature

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

WARRIOR OF THE HEX


times equal to your proficiency bonus per rest.

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

DRAINING HEXES [CHANGED]


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

S HAMAN C HART
Level Jutsu Learned Jutsu Feature
5th Vampiric Touch When you would regain hit points from Vampiric Touch, you can instead give those hit points to another creature
within 30 feet of you.
9th Phantasmal killer This jutsu gains the Medical Keyword. You may select a Creature within 30 feet of you to regain hit points equal to
half the damage dealt to the affected creature.
13th Aura of Power This jutsu gains the Medical Keyword. When a creature would attack an affected creature with an attack, reduce
the damage the affected creature takes by an amount equal to your Wisdom modifier.
17th Mental Prison This jutsu gains the Medical keyword. A creature that is moved out of the illusion, makes a melee attack through
it, or reaches any part of its body through it, also becomes weakened and frightened of you for the next minute.
64
TRANSMUTER [CHANGED] TRANSMUTER [NEW/CHANGED]
Also at 5 th level, your Chakra Scalpel deals necrotic damage
Medical-Nin who follow the path of the Transmuter learn
and you may tear them apart at the molecular level. Once
to heal and fight with surgical precision, altering the very
per turn, when you deal damage with your Chakra Scalpel,
fabric of the creature, be it friend, foe, or themselves.
you deal additional Necrotic damage equal to your

TRANSFIGURED TECHNIQUE Proficiency bonus.

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


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

65
NINJUTSU SPECIALIST
variety of ninjutsu at their disposal and in some cases
have access to different forms of ninjutsu before others
such as Elemental ninjutsu. Players should be able to
A clanless boy quickly weaves handseals and places his
exemplify characters who embody this style of rapid fire
hands onto a large chakra seal, igniting the seals as the
ninjutsu such as: Kakashi Hatake, Sasuke Uchiha,
door begins to open. The boy walks through the open
Orochimaru, Hiruzen Sarutobi (3rd Hokage), Hashirama
doors and after weaving a few seals with one hand he
Senju, Tobirama Senju, Jiraiya and Madara Uchiha.
conjures orbs of fire creating light for him to see.
An Uzumaki in the heat of battle creates a single hand CREATING A NINJUTSU SPECIALIST
seal and conjures 10 Shadow Clones as they all surround
a single enemy. The Clones and the Uzumaki all weave When creating a Ninjutsu-Specialist consider a few
handseals and each create a super dense blade of wind things about the character on a personal level? Think of
chakra that all converge on their target leaving him no Ninjutsu as a tool? Do they use ninjutsu as a ring of keys,
room to dodge or evade. a way through every door or a sledge hammer, a way to
pass through any obstacle? What made the character so
These shinobi, different as they might be, are connected bound to learning so many powerful ninjutsu and what
by one common factor, they are masters in the field of drives them to learn more? Did they train under another
Ninjutsu. While others are able to use the techniques, very skilled Shinobi? Or did they become enamored by
they learn with some level of mastery, the Ninjutsu the people around them and want to emulate their skills
Specialists are able to draw out the true essence of the and techniques?
Ninjutsu arts. They are able to take the concepts of the
Ninjutsu they have and accelerate it to new heights and QUICK BUILD
unmatched levels. You can make a Ninjutsu Specialist quickly by following
these suggestions. First, put your highest ability score in
CHARACTER INSPIRATIONS Intelligence, followed by Constitution or Dexterity.
Second, choose the Sarutobi, Uchiha, Uzumaki or Non-
When designing this class, it was built with the intent to
Clan, Clans.
allow players to utilize ninjutsu in a variety of ways and
allows for a mastery of the techniques they have that
surpass others. Players would be able to have a larger

66
CLASS FEATURES REFINED NINJUTSU
As a Ninjutsu Specialist, you gain the following class Also, at 1st level, you can select an amount of Ninjutsu
features. that you know equal to the number shown for Refined
Jutsu in the class table above, increasing the Save DC or
HIT POINTS the amount of either damage done by the chosen jutsu by
Hit Dice: 1d6 per Ninjutsu Specialist level 1 die. This feature happens once per casting of the
Hit Points at 1st Level: 6 + your constitution modifier Refined Jutsu. You choose which benefit you gain each
Hit Points at Higher Levels: 1d6 (or 4) + your time you cast the jutsu, but before the jutsu would affect
Constitution modifier per Ninjutsu Specialist level a creature. You can change your Refined Ninjutsu when
you would take a long rest.
after 1st.
At 9th level, you increase the Save DC or die by 2
CHAKRA POINTS instead of 1, and at 17th level, you increase Save DC or die
by 3 instead of 2.
Chakra Dice: 1d12 per Ninjutsu Specialist level
Chakra Points at 1st Level: 12 + your constitution
modifier
NINJUTSU TRADITION
Chakra Points at Higher Levels: 1d12 (or 7) + your Starting at 2nd level, you begin to Specialize in a
Constitution modifier per Ninjutsu Specialist level Tradition that enhances the style of ninjutsu that you
after 1st. focus on. The Tradition that you choose grants you
features at 2nd, 6th , 10th, 14 th & 18th Levels.
PROFICIENCIES
Armor: Light armor EFFICIENT MOLDING
Weapons: All Simple Weapons Starting at 3rd Level, you learn how to bend your chakra
Ninja Tools: Alchemist Kits, Hackers Kit to suit your needs while casting Ninjutsu. You gain two
Saving Throws: Wisdom, Intelligence of the following Efficient Molding options of your choice.
Skills: Ninshou, Choose four from Insight, Investigation, You gain another one at 5th, 9th, 13th and 18th Ninjutsu
History, Stealth, Perception, Chakra Control. specialist levels. You can only use one Efficient Molding
option on a Ninjutsu when you cast it, unless otherwise
EQUIPMENT noted. You can use any combination of efficient
You start with the following equipment, in addition to moldings you have 2 times per rest. You gain an
the equipment granted by your background: additional use of your moldings at 9th, and 15 th levels. If
• Padded Armor. you would use a molding any additional times more than
• 1 Simple Weapon your listed limitation, you must spend chakra listed as
• (a) One Kunai stack or (b) One Shuriken stack the Alternate cost.

ABILITY SCORE IMPROVEMENT/FEAT


• Ninjutsu Scroll (D-Rank)

JUTSU CASTING When you reach 4th and again at 8th, 12th, 16th, and
19th, level, you can increase one ability score by +1 & a
NINJUTSU Feat of your choice that they qualify for. As normal you
Ninjutsu save DC = 8 + your proficiency bonus + your can’t increase an ability score above 20 using this
Intelligence modifier. feature.

JUTSU BREAKER
Ninjutsu attack modifier = your proficiency bonus +
your Intelligence modifier.
Beginning at 5th Level, you learn how to overwhelm your
GENJUTSU opponent’s jutsu with pure force. When you would see a
Genjutsu save DC = 8 + your proficiency bonus + your creature within 90 feet of you cast a Ninjutsu that would
Wisdom modifier deal damage of any type, you may as a reaction cast a
Genjutsu attack modifier = your proficiency bonus + Ninjutsu you know with a casting time of 1 action.
your Wisdom modifier When you do, if the jutsu you cast doesn’t have the clash
keyword it gains the clash keyword. You automatically
TAIJUTSU initiate a clash with the triggering creatures jutsu even if
their jutsu doesn’t have the clash keyword.
Taijutsu save DC = 8 + your proficiency bonus + your
You may use this feature twice per rest. You gain an
Strength modifier
additional use of this feature at 11 th and 17th level.
Taijutsu attack modifier = your proficiency bonus + your

NINJUTSU MASTER
Strength modifier

CHAKRA RECOVERY Starting at 20th Level, Select one Ninjutsu of C-Rank or


Lower. You always deal Maximum damage with the
Starting at 1st level, you have learned to retain some
Chosen Jutsu.
spent chakra from Casting Ninjutsu. Once per short rest,
you may half the cost of any one Ninjutsu cast. You gain
an additional use of this feature at 6th, 11th & 17th levels
of Ninjutsu Specialist.

67
NINJUTSU FOCUS INFERNO FURY
Starting at 10th level, Ninjutsu you cast with the Fire

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

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

FIRE RELEASE MASTER


learn and create Ninjutsu with the Fire Release Keyword
in half the required time.
Starting at 14th level, when you use Flash Fire to deal
Finally, when you cast a ninjutsu with the Fire Release
additional damage, you may instead double the bonus
keyword, you can do one of the following;
damage dealt.
• Gain 1d4+1 bonus to Damage rolls. This increases to Additionally, when you would cast a Fire Release Jutsu
2d4+2 at 15th level. that is currently benefiting from your Refined Ninjutsu
• Impose a 1d4 penalty on saving throws once per class feature, you can double the cost of your jutsu to
casting. deal three times as much damage to a single creature
affected by your Jutsu. This damage happens once per
FIRE ADEPT turn. You may use this feature twice per long rest.
Also, at 2nd level, you have adapted to fire release chakra Finally, Ninjutsu you cast with the Fire Release
in such a way that others who would tap into this nature keyword that inflicts the burned condition, saving
would come to you for teachings. throws are made at disadvantage.
Once per turn, when you would deal damage with a
Jutsu with the Fire Release keyword, you may mark one BLAZE WALKER TECHNIQUE
damaged creature. This creature is ember marked. A Starting at 18th level, you learn the ultimate molding
creature marked by you in this way can have up to 5 technique for fire release ninjutsu called Blaze Walker.
ember marks at a time. Once per turn, when you would When you cast a ninjutsu with the Fire Release keyword,
deal fire damage to an ember marked creature you can you can embolden the jutsu cast. You can only use this
trigger all marks, causing them to erupt into a torrent of molding by spending 10 chakra. You can use this
flame, dealing 2d6+2 fire damage for each ember mark molding in addition to any other efficient molding you
on them, removing all marks after the eruption. A are using.
creature is ember marked for up to 1 minute or until you This jutsu is automatically upcast to S-Rank at no
trigger this feature, whichever comes first. additional cost, ignores immunity and resistance and
increases the damage die of all fire
FLASH FIRE damage dealt by this jutsu and
Starting at 6th level, you learn to unleash powerful ember marks by 1 step.
streams of flame with the potential to burn anything (D4>D6>D8>D10>D12)
while conjuring your Jutsu. When you would cast a
Ninjutsu with the Fire Release keyword, your jutsu deals
additional damage equal to your Ninjutsu Specialist
Level. You can enhance a Ninjutsu in this way twice per
rest.

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

68
HIJUTSU ELITIST GENERATIONAL MOLDING
Also at 6th level, you learn a new and unique efficient
The Ninjutsu Specialist who chose to specialize in their
molding technique called Generational Molding. When
Hijutsu techniques provided by their clans are those who
you cast a Hijutsu with the ninjutsu keyword, you can
become living embodiments of their Families or clans’
embolden the jutsu cast. You can use this molding in
techniques in such a way that those who stand in their way
addition to any other moldings you are using and has an
will feel hesitance towards confronting them.
Alternate Cost of 5.

HIJUTSU SPECIALIZATION The jutsu cast cannot be Countered, Negated or


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

HIJUTSU ADEPT make your check at advantage.


Also at 2nd Level, your skill with your clan techniques are
far superior to other shinobi of equal caliber to you. This
HIJUTSU MASTER
Starting at 14th level, when you would use the Deadly
skill manifests itself in the following way.
Tradition class feature, you may also cast Hijutsu with
First, any Ninjutsu you that is gaining the benefit of your
the Ninjutsu keyword with a casting time as a bonus
Refined Ninjutsu class feature gains the Hijutsu keyword for
action, as a reaction using that feature.
the purpose of interacting with Ninjutsu Specialist class
Additionally, when you would cast a Hijutsu with the
features.
Ninjutsu keyword that is currently benefiting from your
Second, when you would cast a ninjutsu with the Hijutsu
Refined Ninjutsu class feature,, you may double the cost
keyword, you can store part of the energy used within
of the jutsu to ignore resistance of any damage dealt by
yourself as Traditional Inertia. This inertia can be
the chosen jutsu and double its range or its area of effect
maintained within you for up to 1 minute or until spent. You
size. You may only use this feature twice per long rest.
can have up to 5 inertia stored at once. When you would cast
a ninjutsu with the Hijutsu keyword, you can spend any
number of inertia. If you spend inertia, you cannot gain any
ELITIST TECHNIQUE
Starting at 18th level, you learn the ultimate molding
during the same turn. For each inertia you use, you increase
technique for Hijutsu called the Elitist Technique. When
the potency of your jutsu cast. Its damage type is changed to
you cast a Hijutsu with the ninjutsu keyword,
the normal damage type of your other Hijutsu if it is not
you can embolden the jutsu cast. You can
already that damage type (if you have Hijutsu that deal
only use this molding by spending 10
multiple types of damage, choose one type). You also select one chakra. You can use this molding in
from the following options, of which you can only use one
addition to any other efficient molding you
when using inertia:
are using.
• Reduce the cost to maintain the jutsu by 1 (to a minimum If this jutsu requires an attack roll,
of 1) for every 2-inertia spent. all attacks made with it for its duration
• Immediately use one of your clan resources that have a are made at advantage. If this jutsu
limited use as part of casting the Hijutsu. requires a saving throw, all saving
• Ignore one component needed to cast the jutsu for every throws made to resist its effects are
2-inertia spent. made at disadvantage.

DEADLY TRADITION
Starting at 6th level, you learn to magnify the lethality and
power behind your Clans Hijutsu. When you cast a Hijutsu
with the Ninjutsu keyword, you can enact your clans secret
traditions, making the jutsu cast far more efficient and
lethal to deal with.
Hijutsu with the Ninjutsu keyword that you cast, cannot
have their damage reduced by more than half.
Additionally, twice per rest, you can choose to change the
casting time of a Hijutsu with the Ninjutsu Keyword with
the casting time of 1 Action, to 1 Reaction, which you can take
when you or an allied creature in range would take damage.

69
LIGHTNING BREAKER Additionally, if a creature who is within this jutsu’s
range is an Aberration, Celestial or Mutant, they cannot
The Ninjutsu Specialist who chooses to become a Lightning
take a reaction to this jutsu casting, the damage dealt or
Breaker, becomes an unmatched force of unstoppable power
conditions inflicted and increase the damage the jutsu
greater than that of a Lightning storm when using
deals by 1 damage die.
Lightning Release Ninjutsu.
WRATHFUL JOLTS
LIGHTNING RELEASE Starting at 10th Level, Ninjutsu you cast with the Lightning
When you choose this tradition at 2nd level, you gain the
Release Keyword, that are currently benefiting from your
ability to learn ninjutsu with the Lightning Release Refined Ninjutsu class feature gain additional benefits. You
Keyword. If you can already do this you learn 2 can use only one of these features once per casting.
additional Lightning Release ninjutsu that you qualify
• As a part of the same action used to cast the selected
for, one of which can be C-Rank or lower.
You also gain advantage on all Ninshou checks related Ninjutsu, the Jutsu scores a critical hit on an attack roll of
to ninjutsu with the Lightning Release keyword and you 18 through 20.
can learn and create Ninjutsu with the Lightning Release • As a part of the same action used to cast the selected

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

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

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

70
SANGUINE MASTER MACABRE TECHNIQUES
Also at 6th level, you learn a new and unique efficient
The Ninjutsu Specialist who chose to specialize in the
molding technique called Macabre Technique. When you
Hemomantic Traditions, learn to use the chakra
cast a Ninjutsu, you can embolden the jutsu cast. You can
inherent in a creatures blood, even their own, and often
use this molding in addition to any other moldings you
look upon with distrusting eyes. Practitioners of it know
are using and has an Alternate Cost of 5.
that the potential of this form of Ninjutsu can become
The ninjutsu now deals Acid, necrotic or poison
disastrous in the wrong hands, but it’s also extremely
damage (your choice), treats all 1’s and 2’s on the
helpful. It requires a stringent eye and adequate focus.
damage die as 3’s and ignores temporary hit points and

HEMOMANTIC SPECIALIZATION damage reduction.

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


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

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

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

71
SCRIBE MASTER SEAL CONSUMPTION
Beginning at 6th level, you learn to capture and scribe
The Ninjutsu Specialist who chose to specialize in the art
jutsu mid combat.
of Storing and using Jutsu Scrolls, come to be known as
First, when you would take damage or are forced to
Scroll Masters, Chakra weavers known for always having
make a saving throw from a Ninjutsu a hostile creature
the right Jutsu on hand at any given time. Sealing Jutsu
cast, you may as a reaction tear open your Awakened
into your Scrolls and releasing them when the time is
Scroll. Make an Ability Check using your Ninjutsu ability
right.
modifier. The DC equals 15 + (D-Rank: 1, C-Rank: 2, B-

FUINJUTSU SPECIALIZATION Rank: 3, A-Rank: 4, S-Rank: 5). On a success your


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

72
FUINJUTSU SENNIN
Starting at 14th level, your Awakened scroll has become
an inanimate doctrine of your psyche and personality. If
you so wish, your life story and memories are scribed
into its contents.
When you would use Seal Consumption to consume a
Jutsu, you can immediately as a part of the same reaction
used to consume it, cast it back at the triggering
creature. You may do this twice per long rest.
Additionally, when you would cast a Ninjutsu from
your Awakened Scroll that has a Nature Release Keyword
that also deals damage, you may double the cost of the
selected jutsu to switch the Nature Release keyword and
Damage type of the Jutsu cast to any other Nature
Release and Corresponding Damage type that you
currently have Sealed into one of your scrolls Jutsu
Compartments. When you would do this you also change
the casting time to 1 Bonus Action.
Finally, Ninjutsu you cast with the Fuinjutsu keyword
that deals damage of any type or inflicts any condition,
cannot be reacted to.

SCRIBE MASTER [NEW]


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

73
STONE CRUSHER Additionally, if a creature who is within this jutsu’s
range is a Demon, Monstrosity or Undead, they lose
The Ninjutsu Specialist who chooses to become a Stone
resistance and immunity to conditions and effects that
Crusher, becomes an unwavering force of power, earth-
your jutsu inflicts.
shattering destruction and mountain like toughness when
using Earth Release Ninjutsu. STONES TENACITY
Starting at 10th Level, Ninjutsu you cast with the Earth
EARTHS RELEASE Release Keyword that are currently benefiting from your
When you choose this tradition at 2nd level, you gain the
Refined Ninjutsu class feature gain additional benefits.
ability to learn ninjutsu with the Earth Release Keyword. If You can only use one of these features once per casting.
you can already do this you learn 2 additional Earth Release
• As a part of the same action used to cast the selected
ninjutsu that you qualify for, one of which can be C-Rank
or lower. You also gain advantage on all Ninshou checks jutsu, you gain Temporary Hit points equal to the Rank
related to ninjutsu with the Earth Release keyword and you of the jutsu cast that lasts until the beginning of your
can learn and create Ninjutsu with the Earth Release next turn, this would be in addition to temporary hit
Keyword in half the required time. points granted by Solid Gem’s if any. (D-Rank = 10, C-
Finally, when you cast a ninjutsu with the Earth Release Rank = 20, B-Rank = 30, A-Rank = 40, S-Rank = 50).
• As part of the same action used to cast the selected
keyword, you can do one of the following, once per casting;
jutsu constructs, structures and effects that would
• Reduce the next instance of damage done to you by 1d6.
grant you temporary hit points or reduce damage treat
• Summoned constructs or structures gain resistance to
critical hits as normal hits and ignore effects that would
the first instance of damage they take. deal additional damage as a result of it being a

STONE ADEPT
construct, structure or temporary hit points.
• When you initiate a clash with a Jutsu with the
Also, at 2nd Level, your affinity with earth release has
Lightning Release Keyword, the user of the Lightning
granted you a powerful physique unlike other Ninjutsu
Release Keyword does not roll advantage.
specialist. Increase your maximum hit points by 2. Each
time you gain a level in this class, you increase your hit
point maximum by 1.
EARTH RELEASE MASTER
Starting at 14th Level, when you use Mountain Aegis class
Additionally, once per turn, when you or a construct
feature to protect an ally, you can choose up to three
would take damage you are able to manifest a Solid Gem. A
creatures (Including yourself) to gain its benefits.
gem remains for up to 1 minute or until spent. You can have
Additionally, when you would cast an Earth Release
up to 5 Solid Gem’s at a time. When you would cast a
Jutsu that is currently benefiting from your Refined
Ninjutsu with the Earth Release keyword you can choose to
Ninjutsu class feature, you may double the cost of the
spend any number of gems. For each gem spent, you
Jutsu cast to both double to range and make all affected
increase the potency of your jutsu cast. Select from one of
terrain cost 3 feet for every 1 feet of movement, that you
the following, of which you can only use one of when
ignore.
spending gems;
Finally, Ninjutsu you cast with the Earth Release
• Gain 5 Temporary hit points for each gem spent. Keyword that generates a Structure, construct, or
• If the jutsu would reduce damage, increase the damage Creature with hit points of any type or Reduces damage of
reduced by 4, for each gem spent. any type, they instead gain double the listed or Rolled Hit
• If the jutsu would deal damage, increase the damage points or reduce damage by twice the listed amount. You
dealt by 1d6 for each mote spent. may use this feature twice per long rest.

MOUNTAIN’S AEGIS STONE CRUSHER TECHNIQUE


Starting at 6th Level, you learn to reinforce you or your Starting at 18th level, you learn the ultimate molding
ally’s fortitude with residual Earth Release Chakra. When technique for Earth release ninjutsu called Stone Crusher.
you cast a Ninjutsu with the Earth Release Keyword, you When you cast a ninjutsu with the Earth Release
may select either yourself or one allied creature within 60 keyword, you can embolden the jutsu cast. You can only
feet of you granting them an aegis. The aegis is a thin layer use this molding by spending 10 chakra. You can use this
of Earth Release chakra that protects the target. Any molding in addition to any other efficient molding you
damage the target takes is reduced by Half your Ninjutsu are using.
Specialist Level rounded down. This effect ends after the This Jutsu's damage die doubles and grants its
target would take damage of any type. Also, while a caster(s) resistance to damage dealt by creatures
creature is benefiting from this feature, they cannot suffer affected by it.
effects as a result of losing a Clash. You can enhance a
ninjutsu in this way twice per rest.

TECTONIC PLATE TECHNIQUE


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

74
STORM TERROR WIND RELEASE MASTER
Starting at 14th Level, when you use Storm Herald to
The Ninjutsu Specialist who chooses to become a Storm
trigger elemental and physical conditions, you double the
Terror becomes a ruthless natural disaster and unmatched
triggered conditions damage.
collateral destruction when using Wind Release Ninjutsu.
Additionally, when you would cast a Wind Release

WIND RELEASE Jutsu that is currently benefiting from your Refined


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

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

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

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

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

75
SUMMONER You and your Summoned creature can assist each other
in casting a jutsu with the Combination keyword regardless
The Ninjutsu Specialist who chose this Tradition to become
of keyword restrictions. Additionally, you treat your or
a Summoner, walk the path closest to Sage hood, forming
your summoned creatures charisma modifier as being +1
bonds with the Sage beasts across the land and in different
higher than it normally is for the purposes of enhancing
worlds. Those who walk this path are best known for having
the combination jutsu.
a wide arrangement of jutsu learned from the sage creatures
themselves. SUMMONING EXPERT
Starting at 10th Level, you gain the ability to summon and
EMPOWERED SUMMONING maintain up to two creatures at once. Both creatures must
When you choose this tradition at 2nd level, you learn the remain within 120 Feet of you. If you want the second
Summoning Technique Ninjutsu. The cost to cast this jutsu is
summoned creature to act on your turn the same as the
reduced by an amount equal to the rank you cast it at. (D-
first you must use your action or reaction to command the
Rank: -1, C-Rank: -2, B-Rank: -3, A-Rank: -4, S-Rank: -5.) second creature, instead of a bonus action. The second
You also gain advantage on all Ninshou checks related to
Summoned creature cannot be of the same rank as the
ninjutsu with the Fuinjutsu keyword and you can learn
current creature summoned.
Ninjutsu that summons a creature in half the required time. Additionally, jutsu you and your summoned creatures
Finally, when your summoned creature would cast a jutsu,
have that benefit from the Refined Ninjutsu class feature
you can do one of the following, once per casting;
gains additional benefits.
• They gain a 1d4 bonus to attack rolls.
• As a part of the same action used to cast the selected
• They gain a 1d6 bonus to damage rolls.
jutsu, you or your summoned creature may double the

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

SUMMONING ADEPT SYNCHRONIZATION TECHNIQUE


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

76
THE PROFESSOR This ninjutsu gains all nature release keywords that you
have access to and deals an additional 1d10 damage for
The Ninjutsu Specialist who chose to walk the path of
each nature release keyword it has, of that nature releases
The Professor are those who walk the long path of
affiliated damage type (Water = Cold).
elemental versatility and dominance. Only one other
shinobi has walked this path and reached the pinnacle, FORCE OF NATURE
he became known as the God of Shinobi someone who Starting at 10th level, Ninjutsu you cast with any Nature
surpassed his own and all previous Generations. Release keywords you are able to cast that are currently
benefiting from your Refined Ninjutsu class feature, gain
VERSATILE RELEASE additional benefits.
When you choose this tradition at 2nd level, you gain the
• As a part of the same action used to cast the selected
ability to learn ninjutsu with one of the following nature
release keywords; (Earth Release, Wind Release, Fire Ninjutsu, you gain 2 additional Elemental mote’s.
• As a part of the same action used to cast the selected
Release, Water Release, Lightning Release). You must select
a keyword you do not already have access too. Ninjutsu, you may deal additional damage equal to
You also gain a 1d6 bonus on all Ninshou checks related your Proficiency Bonus.
to ninjutsu with nature releases that you have the ability • If you would lose a Clash with another creature you

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


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

CHAKRA INFUSION TECHNIQUE


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

77
TRACE TALENT PURE CHAKRA
Starting at 10th level, Ninjutsu you cast without any nature
The Ninjutsu Specialist who follow the path of “Tracers”
release keywords that are currently benefiting from your
are quite simply, prodigies. But they lack formal training in
Refined Ninjutsu class feature gain additional benefits;
elemental techniques, instead opting to master jutsu
without elements and wielding them to great effect. The • As a part of the same action used to cast the selected
level of power they attain tends to be on par and in some Jutsu, you cleanse your target of any defenses. They
cases superior to elemental ninjutsu. lose any resistances it may have against its damage
type until the end of your next turn.
VOID SPECIALIZATION • As a part of the same action used to cast the selected
When you choose this tradition at 2nd level, you learn two jutsu, deal additional damage equal to your
ninjutsu that you qualify for one of which can be C-Rank. proficiency bonus.
The chosen jutsu cannot have any nature release • When you initiate a clash with the chosen jutsu, you
keywords. You also gain a 1d6 bonus on all Ninshou roll your Clash Check at advantage.
checks related to ninjutsu without nature release
keywords that you have the ability to cast. KIYO
Finally, when you cast a ninjutsu without any nature Starting at 14th level, your natureless chakra has reached
release, you can do one of the following, once per casting; a level of power and purity beyond what others could
conceive. When you use Limitless Casting to cast two
• Gain a 1d4 bonus to damage rolls.
jutsu in one action, you may cast the second jutsu at no
• Reduce the cost to cast the chosen jutsu by half of 1d4
additional cost.
(Min 1).
Additionally, when you cast a Ninjutsu without any

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

VOID BREAK TECHNIQUE


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

78
TSUNAMI • Earth Release: The creature becomes bruised.
• Wind Release: The creature has their speed reduced by 10
The Ninjutsu Specialist who chooses to become a Tsunami
feet for 1d6 turns.
embodies the force of such an event. Unphased by the power • Fire Release: The creature becomes weakened.
of the sea and all-encompassing just like an ocean when • Water Release: The creature gains 1 rank of chilled.
using Water Release Ninjutsu. • Lightning Release: The creature gains 1 rank of shocked.

WATER RELEASE AQUA SOUL


When you choose this tradition at 2nd level, you gain the
Starting at 10th Level, Ninjutsu you cast with the Water
ability to learn ninjutsu with the Water Release Keyword.
Release Keyword that are currently benefiting from your
If you can already do this you learn 2 additional Water
Refined Ninjutsu class feature gain additional benefits.
Release ninjutsu that you qualify for, one of which can be
C-Rank or lower. • As a part of the same action used to cast the selected jutsu

You also gain advantage on all Ninshou checks related you create a source of water capable of being used for
to ninjutsu with the Water Release keyword and you can water release ninjutsu of B-Rank or lower twice.
learn and create Ninjutsu with the Water Release Keyword • You may damage equal to your Proficiency bonus.
in half the required time. • When you initiate a clash with a Jutsu with the Earth
Finally, when you cast a ninjutsu with the Water Release Release Keyword, the user of the Earth Release Jutsu does
keyword, you can do one of the following, once per not roll at advantage.
casting;
• Gain a 1d4 bonus to damage rolls.
WATER RELEASE MASTER [CHANGED]
Starting at 14th Level, when you use Frigid Deep to reduce
• Reduce affected creatures speed by 15 feet.
movement speed you instead reduce movement speed to 0.

WATER ADEPT [CHANGED]


Additionally, when you would cast a Water Release Jutsu
that forces a saving throw of any type, that is currently
Also, at 2nd Level, your affinity with water release has
benefiting from your Refined Ninjutsu class feature, you can
granted you a sense of mastery over powerful waters and
double the cost of your jutsu to make all affected creatures
untamable waves.
roll an additional 2d20, taking the lowest result. You can do
Once per turn, when you would cast a jutsu with the water
this twice per long rest.
release keyword, you manifest a floating weapon of your
Finally, Ninjutsu you cast with the Water Release
description called a Rain Blade. A rain blade remains
Keyword that requires a saving throw, can never be
manifested for up to 1 minute, or until spent. You can have
made at advantage.
up to 5 blades manifested at once. While you have any
number of Rain Blades, you can do the following;
TSUNAMI TECHNIQUE
• When you would take damage from an attack, jutsu or [CHANGED]
effect, you can spend any number of blades to reduce Starting at 18th level, you learn the
the damage by 1d6 for each blade spent. ultimate molding technique for
• When you would deal damage with a jutsu with the Water release ninjutsu called
water release keyword you can spend any number of Tsunami. When you cast a ninjutsu
blades deal an additional 1d8 cold damage for each with the Water Release keyword,
blade spent. If you do you cannot gain a mote the turn you can embolden the jutsu
you do. cast. You can only use this
• When you would deal cold damage to a creature with a molding by spending 10
Ninjutsu you cast, you can spent any number of blades chakra. You can use this
to move the affected creature 5 x the number of blades molding in addition to any
spent, in any direction. other efficient molding you
are using.
FRIGID DEEP All affected creatures in your
Starting at 6th Level, you learn to unleash powerful fonts of jutsu’s range gains 2 ranks of the
water able to shatter earth and douse the most powerful Chilled condition. They also
inferno, while conjuring your Jutsu. When using a Ninjutsu cannot cast Taijutsu or Bukijutsu
with the Water Release keyword, you can force all affected that requires the mobility (M)
creatures of your choice to reduce their speed reduced by component until the end of your
half until the end of your next turn. You can enhance your next turn.
ninjutsu in this way twice per rest.

RAINING VORTEX [CHANGED]


Also, at 6th Level, you learn a new and unique efficient
molding technique called Raining Vortex. When you cast
a Ninjutsu with the Water Release keyword, you can
embolden the jutsu cast. You can use this molding in
addition to any other moldings you are using and has an
Alternate Cost of 5.
All affected creatures within this jutsu’s range that
would fail a saving throw from another Jutsu with a
Nature Release before the end of your next turn takes
additional affects based on the nature release affecting
them. A creature can only suffer an additional effect from
this feature once per round;

79
EFFICIENT MOLDING POTENT NINJUTSU
Alternate Cost: Chakra cost Rank based (D-Rank: 3, C-Rank: 5,
CAREFUL NINJUTSU B-Rank: 7, A-Rank:9, S-Rank: 12)
Alternate Cost: 5 Chakra Whenever you would deal damage with a Ninjutsu you cast,
When you cast a Ninjutsu that forces other creatures to you can spend a bonus action and instead deal maximum
make a saving throw, you can protect some creatures from damage. You can use this molding in addition to any other
the Jutsu’s full force. Select up to 3 creatures. A chosen moldings you are using.
creature suffers no effect from your casted Ninjutsu. You can
spend an additional use of this feature or spend its alternate PRECISE NINJUTSU
cost to select another 3 creatures. Alternate Cost: 3 Chakra
When you cast a Ninjutsu that requires an attack roll, you
DISTANT NINJUTSU can gain advantage on one of the attacks. You can spend an
Alternate Cost: 3 Chakra additional use of this feature or spend its alternate cost to
When you cast a Ninjutsu, you can double the range of the make any additional attacks at advantage.
jutsu cast. If the you cast a ninjutsu with the range of touch,
you instead make the range of the jutsu 30 feet. QUICKENED NINJUTSU
Alternate Cost: 5 Chakra
DOUBLED NINJUTSU When you cast a Ninjutsu that has a casting time of 1 action,
Alternate Cost: Chakra cost Rank based (D-Rank: 4, C-Rank: you can change the casting time to 1 bonus action for the
8, B-Rank: 12, A-Rank: 15, S-Rank: 20) casting.
When you cast a Ninjutsu that targets only one creature and
doesn’t have a range of self, you can target a second creature REACTIVE NINJUTSU
in range with the same Jutsu. To be eligible for Doubled Alternate Cost: 9 Chakra
Ninjutsu, a Ninjutsu must be incapable of targeting more As a reaction, on another creatures turns, you can cast a
than one creature at the jutsu’s current rank. ninjutsu with a casting time of 1 action.

ECHOING NINJUTSU REDIRECTED NINJUTSU


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

80
SCOUT-NIN CREATING A SCOUT-NIN
An Uzumaki lies in wait as his target enters the brothel, he When creating a Scout-Nin consider a few things about
performs the transformation technique to turn into one of the character when they are on a team with others. Do
the many women within the building he’s seen in the they fill in any gaps or do they support others in their
past few days. endeavors enhancing that particular field their allies are
specializing in. Do they use their techniques as an
A Sarutobi in the heat of battle weaves together a great answer to the weaknesses of the team? What made the
wave of water blowing some enemies away, when some character so bound to learning so many varied
leap over the wave avoiding it, the Sarutobi follows up techniques and how do they plan on using them in the
with a powerful Genjutsu stunning the airborne shinobi
field? Did they train under another very skilled Shinobi?
as they come crashing down into the water. Or did they become enamored by the people around
A Nara gets into a close combat battle with an enemy, them and want to emulate their skills and techniques
and holds his own while preparing to capture his enemy leaving nothing to chance?
within the Shadow possession technique.
QUICK BUILD
These shinobi, different as they might be, are You can make a Scout-Nin quickly by following these
connected by one common factor, they are Jack of all suggestions. First, put your highest ability score in
trades. While others are specialists of some sort in one
either Strength, Intelligence, or Wisdom followed by
form or another, a scout-nin is someone who by
Constitution. Second, choose any clan that you find the
definition is able to complete most tasks or fill most
roles in a team with little trouble. Scout-Nin are able to most appealing, this
draw out their latent abilities in most fields while others class is flexible
cannot. enough to
support them.
CHARACTER INSPIRATIONS
When designing this class, it was built with the intent to
allow players to take on the role of a generalist, someone
who may not specialize in any particular field such as
ninjutsu, Genjutsu or Taijutsu. But someone who can use
them all to a varying degree and find success. While
other classes can use all 3 forms of jutsu, this class is
designed with the ability to enhance them on a case-by-
case basis using Superiority dice if needed. Characters
whom this class was designed after are as follows; Kid
Naruto Uzumaki, Kid Sasuke Uchiha, Kid Sakura Haruno,
Kid Kakashi Hatake and Kid Obito Uchiha.

81
CLASS FEATURES DEFT EXPLORER
Beginning at 1st level you are an unsurpassed generalist
As a Scout-Nin, you gain the following class features.
in most all environments. You gain the Canny benefit

HIT POINTS below, and an additional benefit when you reach 6th level
and 11th level in this class.
Hit Dice: 1d8 per Scout-Nin level
Hit Points at 1st Level: 8 + your constitution modifier CANNY (1ST LEVEL)
Hit Points at Higher Levels: 1d8 (or 5) + your Choose any one skill. You gain proficiency in this skill. If
Constitution modifier per Scout-Nin level after 1st. you have proficiency in this skill already, you instead gain
Expertise.
CHAKRA POINTS
Chakra Dice: 1d10 per Scout-Nin level MOBILE (6TH LEVEL)
Your wall and water walking speed is equal to your
Chakra Points at 1st Level: 10 + your constitution
walking speed. You also gain a Swimming and climbing
modifier
speed equal to your walking speed.
Chakra Points at Higher Levels: 1d10 (or 6) + your
Constitution modifier per Scout-Nin level after 1st .
TIRELESS (11TH LEVEL)
PROFICIENCIES [CHANGED] You require less time to rest and recover. Once per long
rest you can spend a full turn Action recollecting yourself.
Armor: Light armor, medium armor, heavy Armor When you do, you recover all spent superiority die that
Weapons: All Simple and Martial Weapons you would normally recover on a short rest.
Ninja Tools: Select Any two Toolkits.
Saving Throws: Strength, Constitution SHINOBI ADEPT
Skills: Choose four from Ninshou, Illusions, Martial Arts,
Beginning at 2nd Level, your ability as a Shinobi has
Insight, Investigation, Nature, Acrobatics, Athletics,
blossomed, granting you a breadth of optional paths for
History, Stealth, Perception, Medicine, Chakra Control.
you to decide between. You can choose between two of the
EQUIPMENT [CHANGED] following features. Beginning at 13th level, select two
You start with the following equipment, in addition to the additional features you didn’t pick at 2 nd level.
equipment granted by your background:
SHINOBI’S TRAINING
• (a) Padded Armor or (b) Combat Jacket or (c) Flak You can learn any D-Rank or lower Jutsu in half the time.
Jacket This does not stack with other features that reduce the
• (a) 1 Simple Weapon or (b) 1 Martial Weapon time to learn jutsu. When you would reach 13th level, this
• (a) One Kunai stack or (b) One Shuriken stack benefit extends to C-Rank jutsu as well.
• (a) 1 Paper Bomb or (b) 1 Flash Tag
• Select any one Toolkit. SHINOBI’S TACTICS
You learn to cover your tracks better than most other
JUTSU CASTING people of your caliber. Creatures who would make a
perception check to search for you, suffers a 1d4 penalty to
NINJUTSU this check if you are hidden from, or unseen by the
Ninjutsu save DC = 8 + your proficiency bonus + your searching creature.

SHINOBI’S GENERAL LITERACY


Intelligence modifier
Ninjutsu attack modifier = your proficiency bonus +
You can count your ability scores as being 2 higher for the
your Intelligence modifier
purposes of casting all jutsu of B-Rank or higher through
GENJUTSU any ability score restrictions. This does not stack with
other literacy features or traits.
Genjutsu save DC = 8 + your proficiency bonus + your
Wisdom modifier SHINOBI’S TOOL COMPETENCY
Genjutsu attack modifier = your proficiency bonus + You can select one tool between Chili Pepper Bombs, Paper
your Wisdom modifier Bombs, Flash Tags or Smoke Bombs. The select tool can be
used by you as a bonus action instead of an action.
TAIJUTSU
Taijutsu save DC = 8 + your proficiency bonus + your SHINOBI’S PRECISION
Strength modifier Select one Keyword from the following; Ninjutsu, Taijutsu,
Taijutsu attack modifier = your proficiency bonus + your Bukijutsu, or Genjutsu. Jutsu you cast with the following
Strength modifier Keyword that requires an attack roll, reduces a creatures
Damage reduction by 5, once per casting.
FIGHTING STANCE
SHINOBI’S EDGE
Beginning at 1st Level you adopt a particular style of You have trained for countless hours, to become a more
fighting as your specialty. Choose one of the Fighting skilled shinobi. Select one between Ninjutsu, Genjutsu,
Stances located in Chapter 13: Customization Options, Taijutsu or Bukijutsu. The chosen jutsu type reduces the
between Taijutsu Stance and Weapon Stance. You can’t cost to maintain concentration on their jutsu by -1. (Min 1.)
take a Stance more than once, even if you get to choose
again later.

82
SHINOBI’S DRIVE MOBILITY
Your perseverance can be called upon with the flick of the You gain a +10 bonus to your speed, and +1 bonus to Saving
wrist. When making a saving throw or ability check, by throws made to resist hostile effects. These bonus
spending 1 Hit die, you are able to call on your Shinobi increases to +15 and +2 at 11th level.
Drive, adding half of the spent Hit die’s result to your Additionally, while you are gaining the benefit of this
ability check or saving throw. generalization whenever you would make a saving throw
using an ability you are not proficient in to end a condition
SHINOBI’S FOCUS or effect placed on you by a hostile creature or
You have trained for endless hours to be considered a more environment, you gain a bonus 1d4 to the saving throw.
focused shinobi. When you would make a check, attack roll
or saving throw while you have disadvantage or are SKILL
suffering from a penalty of any type, imposed by a Jutsu, Select one ability score when you select this generalization.
feature or trait from a hostile creature, you can spend 1 In order to change this ability score, you must complete a
Chakra die to treat your d20 roll as if you have no penalties rest. You gain a +1 bonus to all ability checks made using
applied to it. this ability score. This bonus increases to +2 at 11th level.
Additionally, while you are gaining the benefits of this
SCOUTING TECHNIQUE generalization, select two toolkits. You gain proficiency in
these toolkits.
Starting at 3rd level, choose a technique that you strive to
emulate in combat and style. The Scouting Technique you
choose grants you features at 3rd, 6th, 9th, 14th, 17th and
SUPPORT
You can use the Help and Search actions as a bonus action.
20th Levels.
When you would use the Help action, you can aid

ABILITY SCORE IMPROVEMENT/FEAT


an ally in attacking a creature, making an ability check in a
skill you are not proficient in, or providing them some
When you reach 4th and again at 8th, 12th, 16th, and 19th, support in combat, allowing you to spend a reaction to
level, you can increase one ability score by +1 & a Feat of interpose an attack, switching the target of a hostile attack
your choice that they qualify for. As normal you can’t from an allied creature to yourself. You can complete the
increase an ability score above 20 using this feature. Help action in this way aiding an ally within 30 feet of you.
This range of support increases to 45 feet at 11 th level.
EXTRA ATTACK Additionally, while you are gaining the benefits of this
generalization, creatures within weapon attack range who
Beginning at 5th level, you can attack twice, instead of
would make an attack or cast a jutsu targeting an allied
once, whenever you take the Attack action on your turn.
creature triggers an attack of opportunity for you.

JACK OF ALL, MASTER OF NONE SIGNATURE JUTSU


Starting at 5th Level, you exemplify the ideal of
Beginning at 7th level, you have found a jutsu that you
generalized combat. Select one of the following
specialize in better than anyone else who may have come
generalizations between Combat, Control, Mobility, Skill, and
before. Select one Jutsu you know of B-Rank or Lower. You
Support. When you do, you gain its benefits. You can switch
gain one of the following benefits of your choice when
which generalization you have when you complete a rest.
using the chosen Jutsu. You may switch which jutsu this
Alternatively, you can spend one superiority die from your
feature affects whenever you would learn a new jutsu from
Scout-Nin Subclass to switch the Generalization you are
leveling up in this class. You can select a second Signature
benefiting from. You can only switch in this way, once per
effect and Jutsu to gain the benefits of both effects
short rest.
beginning at 15th level.
COMBAT SIGNATURE POWER
You gain a +1 bonus to attack & damage rolls made with
When you use your chosen jutsu, you deal additional
Ninjutsu, Taijutsu, Genjutsu and Bukijutsu you cast. This
damage equal to your Jutsu Types Ability Modifier
bonus increases to +2 at 11th level.
(Ninjutsu, Genjutsu or Taijutsu.), you also ignoring
Additionally, while you are gaining the benefits of this
resistance to your chosen jutsu’s damage type and the
generalization, when you would take the attack action, you
jutsu cast cannot be negated or dispelled the turn it is cast.
can make a weapon attack as a bonus action, once per turn.

CONTROL SIGNATURE RAMPING [CHANGED]


When you would upcast your chosen jutsu, If your upcast
Jutsu and Maneuvers you use that would inflict a condition
adds additional die of any type. Add one additional die, per
on a creature are even more difficult to resist. Creatures
rank upcast, once per casting. Otherwise, increase the save
who would make a saving throw to resist a condition
DC of the chosen Jutsu (If any) by +1 for every two ranks
inflicted by a jutsu you cast or maneuver you use suffer a -1
upcast.
penalty. This penalty increases to -2 at 11th level.
Additionally, while you are gaining the benefit of this
generalization you gain a 1d4 bonus to clash checks.
SIGNATURE CONTROL
When you would cast your chosen jutsu, reduce the cost of
the chosen jutsu by 2. If this would reduce the cost of the
jutsu to 0, it instead costs 1. If your chosen jutsu requires
concentration, reduce the cost to maintain the jutsu by 2
this can reduce the cost to maintain a jutsu to 0.

83
SIGNATURE TECHNIQUE
Beginning at 10th level, you temporarily commit to a
technique that assists you in dealing with a variety of
scenario’s. When you complete a rest, select one of the
following which helps in building out your already broad
skillset. Beginning at 18th level, you can instead gain the
benefit of two of these options.

HIDDEN TECHNIQUE
You can remain perfectly still for long periods of time to set
up ambushes. Twice per long rest, you can use a bonus
action. When you do, you and all allies within 5 feet of you
become invisible, along with any equipment they are
wearing or carrying and any creatures who would attempt to
make any checks to search or look for you or creatures under
the effect of this feature, suffer a -5 penalty to checks made
to complete such a task until the start of your next turn if in
combat or until you would move more than half your
movement speed if outside of combat.
While you are gaining this benefit, if you haven’t moved
since your last turn, you and allies affected by this feature
cannot be found as a result of tremorsense, jutsu with the
sensory keyword or chakra sight. If you or an allied creature
attacks a creature while benefiting from this feature, the
attacking creatures attack scores a critical hit if the attack
result is at least 5 or greater than the targets AC. Once a
critical hit has been scored in this way, it cannot be
triggered again until you complete a long rest.

AGGRESSIVE TECHNIQUE
You are able to fight for longer periods of time. You gain the
ability to extend your fighting potential, in the form of
controlled breathing.
On your turn, as a bonus action, you can breathe in
deeply, regaining hit points equal to 1d10 + your scout level.
Alternatively, you can as a bonus action, breathe in a
slightly different way, regaining chakra points equal to 1d10
+ half your scout level.
You can use this feature twice per long rest.

TACTICAL TECHNIQUE
You have a much higher affinity with tactics and
planning out your movement and actions.
Creatures who would make opportunity attacks
targeting you or allied creatures within 10 feet of
you are made at disadvantage. Yourself and
creatures who begin their turns within 10
feet of you can take the Dash or Dodge
action as a bonus action.
You and other creatures can benefit
from this feature a number of times
equal to your proficiency bonus per
long rest.

84
SCOUTING TECHNIQUE BATTLEFIELD JUDICATION
Also, at 3rd level, you become the leader your team needs

ARBITER SCOUT in times of strife and conflict. Once per turn, when you
would take the attack action, you instead, in place of
The Scout-Nin who choose to become Arbiters focus on making one attack granted to you by said action, you
enhancing their allies, utilizing their skills beyond what order one friendly creature who can see or hear you, to
most shinobi could only dream of doing, and enabling take your action as if it were their turn. They may use
their team to perform feats of amazing prowess with just this action to cast a Jutsu that requires an attack roll,
a bit of Arbitration. make a weapon attack, Ability check, Dodge, or
disengage (moving up to half their movement away).
SUPERIOR ARBITRATION Additionally, when a friendly creature makes an attack
Beginning at 3rd level you lean maneuvers that are roll of any type, you can spend a Superiority die adding
fueled by a special dice called Superiority Dice the result of the roll to their attack.
Maneuvers: You learn three maneuvers of your choice,
which are detailed in the Arbitration Maneuvers Section ABSOLUTE AUTHORITY
at the end of this class. You earn more at higher levels as Beginning at 6th level, you and allied creatures within 30
shown in the “Maneuvers Known” Column of the feet of you, can add Half of your Charisma Modifier
Superior Arbitration table. Many Maneuvers enhance an (Rounded Down) to their AC so long as they are not
attack in some way. You can only use one Maneuver per wearing Heavy Armor.
attack or allied creature per turn. When you take a long
rest, you may switch one maneuver you know for COMMANDING PRESENCE
another you qualify for. Beginning at 9th level, when you would benefit from the
Superiority Dice: You have three superiority dice, which Master of Arbitration class feature, the creature whom
are d8’s, you earn more at higher levels, as shown in the you have made Charisma checks against, makes their
Superiority Dice column of the Superior Arbitration next Insight check at disadvantage.
table. A superiority die is expended when you use it. You Additionally, when an allied creature under the effect
regain all of your expended superiority dice when you of a Genjutsu is within 10 feet of you, they immediately
finish a short or long rest make an additional saving throw to end the Genjutsu’s
effect. A creature can only benefit from this feature once
SUPERIOR ARBITRATION TABLE
per short rest.
Scout-Nin
You may spend one superiority die on any creature
Level Superiority Dice Maneuvers Known that makes a saving throw to resist a genjutsu within 10
3rd 3 3 feet of you. They gain a bonus to their saving throw
4th 3 3 equal to half the result of the die (Min 1.)

5th 3 3 PARAGON’S PRESENCE


6th 4 3 Beginning at 14th level, all allied creatures within 30 feet
of you are immune to the Berserk, Charmed or
7th 4 3
Frightened Conditions. You decide which condition at
8th 4 4 the end of a Short rest.
9th 5 4
10th 5 4
TIRELESS COMMAND
Beginning at 17th level, you can roll d4’s in place of
11th 5 4 expending Superiority Die for your Master of Arbitration,
12th 6 4 Battlefield Judication, or Commanding Presence class
features.
13th 6 5
14th 6 5 WHO DECIDED THAT!?
15th 7 5 Beginning at 20th level, when you would fail a saving
throw of any kind, you instead pass, suffering no
16th 7 5
additional effects twice per short rest.
17th 7 5 Additionally, when a creature other than you, within
18th 8 6 30 feet of you would fail a saving throw of any kind you
may spend a superiority dice. They instead pass,
19th 8 6
suffering no additional effects. A creature can only
20th 8 6 benefit from this feature once per long rest.

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

85
ARBITER MANEUVERS LEADERS AUTHORITY
Scout-Nin Keyword: Specialized
ASSISTED ACCURACY When you hit a creature with an attack, you can expend
You may spend a superiority die targeting one allied one superiority die. All hostile creatures within 15 feet of
creature within 30 feet of you. When you do, the next you must make a Wisdom saving throw vs your Save DC
time they would make an attack of any type, they add the (If Weapon or Unarmed, Taijutsu save DC), gaining 1
superiority die to the attack roll. On a successful hit of rank of fear of you for the next minute. A Creature
the allied creatures attack, if you make the same type of frightened by this effect remakes their saving throw at
attack, targeting the same creature, on your next turn, the end of their turns to end the condition.
you add the same superiority die to your attack roll.
LEADERS PRESENCE
ASSISTED CONTROL When you hit a creature with an attack, you can expend
You may spend a superiority die targeting one allied one superiority die. All allied creatures within 15 feet of
creature within 30 feet of you. When you do, the next you can feel your presence, automatically ending any 1
time they would force a hostile creature to make a saving Mental or Sensory based Condition currently afflicting
throw of any type using a Jutsu they cast, they add half of them, if any of your choice.
the result of the superiority die to the save DC (Min 1.). If
a hostile creature failed the saving throw of your allied LEADERS WILL
Creatures Jutsu, if you make an attack of any type, When you hit a creature with an attack, you can expend
targeting one of the failing creature(s), on your next one superiority die. When you do, if you are under any
turn, you add the same superiority die to your first effects that required you to make a saving throw of any
damage roll against that creature. type and you previously failed, causing you to suffer
those effects. You immediately remake the saving throw,
ASSISTED DEFENSE adding the superiority die to the result of your saving
You may spend a superiority die targeting one allied throw.
creature within 30 feet of you. When you do, the next
time they would make a saving throw of any type, they LEADERS ARBITRATION
add half the superiority die to the result. On a successful Scout-Nin Keyword: Specialized
save, you add the same superiority die to your next As an action, you can spend one superiority die,
saving throw before the end of your next turn. targeting all creatures of your choice within 60 feet of
you. All selected creatures must succeed a Wisdom or
ASSISTED POWER Intelligence saving throw (Your choice) vs your Ninjutsu
You may spend a superiority die targeting one allied (or Genjutsu save DC). On a failed save they become
creature within 30 feet of you. When you do, the next unable to willingly lie, deceive or even speak with a
time they would make an attack of any type, they add the hostile tone or nature towards you and other creatures
superiority die to the damage roll. On a successful hit of allied with you, instead preferring to find a middle
the allied creatures attack, if you make the same type of ground or one both sides can benefit from.
attack, targeting the same creature, on your next turn,
you add the same superiority die to your damage roll.

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

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

86
ASSAULT SCOUT DEVASTATING CRITICAL
Starting at 14th level, when you score a critical hit with a
Those Scout-Ninja who choose to become Assault
melee attack, you gain a bonus to that attack's damage
Specialists focus on the development of raw physical
roll equal to your Scout Nin level.
power honed to deadly perfection. Assault Specialist
When you score a critical hit with a ranged attack, you
Scouts combine rigorous training with physical
gain a bonus to that attack’s damage roll equal to half of
excellence to deal devastating blows.
your Scout Nin level.

SUPERIOR ASSAULT SURVIVOR


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

A SSAULT G ROWTH TABLE 8th 4 4


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

BRUTISH DURABILITY 16th 6 6


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

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

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

87
ASSAULT MANEUVERS MENACING WEAKNESS
Spend one superiority die in an attempt to strike at the
AMPLIFIED FORCE target weakness. The next time you would make an
Scout-Nin Keyword: Specialized attack, add twice the number rolled to the damage of the
When you cast a jutsu, that forces a creature to make a attack. Select one creature you can see within 30 feet of
saving throw of any kind, you can expend one you. That creature must succeed on a constitution saving
superiority die, increasing the save DC by half the result. throw vs your Highest Jutsu DC, if tied pick one. On a
failed save select one damage type from the following;
AMPLIFIED CRIPPLING Bludgeoning, Piercing or Slashing. You deal double
When you hit a creature with an attack, you can expend a damage to the chosen creature with the chosen damage
superiority die to cripple its movement. Add twice the type the next time you would deal that type of damage.
number rolled to the damage rolls of the attack. The
creature must succeed on a Constitution saving throw vs MENACING PRECISION
your attacks save DC (If Weapon or Unarmed, Taijutsu When you make an attack roll of any type against a
save DC) or have its movement speed halved. A creature creature, you can expend one superiority die to add the
must spend an action to make a Constitution (Athletics) result to the roll. You can use this maneuver before or
check vs the save DC, regaining its full movement speed after making the attack roll, but before any effects of the
on a success. attack are applied. On a successful hit, you gain half of
the original bonus to the next attack you make before the
AMPLIFIED CRITICAL end of the current turn. On a successful hit of the second
Scout-Nin Keyword: Specialized attack, you gain half of the previous attacks bonus to hit,
When you declare an attack, you can expend a to the first attack you make at the beginning of your next
superiority die, recording the result. The first attack turn.
made increases its critical threat range by half of the
result (Rounded down). MENACING FEINT
When you would miss with an attack, you can spend one
AMPLIFIED KNOCK BACK superiority die, the next time you would make an attack
When you hit a creature with an attack, you can expend against the same creature before the end of the current
one superiority die to attempt to knock the opponent turn, you add twice the number rolled to the attack roll
back. You add twice the superiority dies result to the of that attack. On a hit, you gain the benefits of the
attack’s damage roll, and the target must make a Disengage action allowing you to move away from the
Strength saving throw vs your save DC (If Weapon or damaged creature without provoking opportunity
Unarmed, Taijutsu save DC). On a failed save, the target attacks.
is thrown back a number of feet equal to 10 x the result of
the superiority Die and falls prone. A creature who’s MENACING RETALIATION
movement is interrupted by a solid surface (such as a When you would take damage from an attack, from a
tree or wall) takes bludgeoning damage equal to 2d6 for creature within range of one of your unarmed, weapon
every 10 feet you would have thrown them. or Melee or Ranged Jutsu based attacks, you can spend
one superiority die and your reaction, to make one
AMPLIFIED STRIKES unarmed or weapon attack, or cast one jutsu that
When you would cast a jutsu that requires an attack roll, requires you to make no more than one melee or ranged
you can expend one superiority die, recording the result. attack roll, adding twice the spent superiority dies result
Select a number of creatures within 5 feet of your first to the damage dealt.
target. Add your superiority die to the first attack roll of
the jutsu cast. On a hit, the initial target and all selected
targets, suffer the damage of that attack as if they were
the original target. This does not inflict any effects the
jutsu would normally inflict to a creature hit by it, to
chosen adjacent creatures.

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

88
CLONING SCOUT [EXPECT CHANGES] SUPERIOR CLONES
Beginning at 9th level, when you use a ninjutsu to summon
Those Scout-Nin that choose to become Cloning specialist
clone(s) of any type, you gain 1 superiority die. The size of
employ superior numbers as their primary method of
this die is a d6. If you do not spend this die, it is lost when all
combat. They hone this skill through repeated use of their
clones are killed or dispersed or 1 minute has passed. You can
Clones in different situations allowing them to becomes
gain the benefit of this feature a number of times equal to
masters of duplicative combat. Not every scout has the
your Intelligence Modifier before a long rest.
ability to use Clones the way a Cloning Scout can and it
Additionally, clones you summon, can use maneuvers you
shows through their tactics and abilities available to them.
know spending your superiority die.

CLONING TACTICS CLONE RECOIL


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

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

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

90
DEFENSIVE SCOUT You can recover a barriers hit points as a bonus action
by spending chakra. By spending 1 chakra, your barrier
Those Scout Ninja who choose to become Defensive
recovers 2 Hit points.
Scouts train to bolster those around them. They can
For as long as your barrier has hit points, you are
inspire their allies with renewed vigor, lifting them to
considered proficient in the Chakra Control skill for the
new heights, while simultaneously protecting them from
purpose of maintaining concentration on Ninjutsu &
harm.
Genjutsu.

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

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

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

91
DEFENSIVE MANEUVERS REVENGE GUARD
Scout-Nin Keyword: Specialized
DISTRACTING DEFENSE When you would cast a Jutsu that would grant you,
When you see an allied creature is targeted with an Damage reduction or Temporary hit points, you can
attack, you can expend one superiority die to distract the spend a superiority die. When you do, the first instance
creature, giving your allies an opening. The ally gains a of damage your Temporary hit points, or your Damage
bonus to their AC equal to half the result against the reduction would interact with this turn is echoed
triggering attack, and can spend their reaction to make outward affecting all hostile creatures within 10 feet of
an Unarmed or Weapon attack at advantage against the you. All Hostile creatures of your choice within range
triggering creature, adding the superiority die to the must succeed a Dexterity saving throw against the
attack’s damage roll. original DC of the Attack or Jutsu (If Weapon or
Unarmed, Taijutsu save DC). On a failed save they take
DEFENSIVE ENHANCEMENT the same damage inflicted from the attack or jutsu +
You can expend one superiority die to enhance an allied twice the result of your Superiority die. On a successful
creature you can see, other than yourself, granting them save they take half. you add twice the result of your
temporary hit points equal to twice your superiority die Superiority die to the result.
roll + your Scout-Nin Level, which last for 1 minute.
Additionally, the next time the target makes a Strength TEAM GUARD
or Constitution ability check or saving throw while it has When you are within 10 feet of an allied creature, you can
these temporary hit points, it gains a bonus equal to your spend one superiority die. All allied creatures, including
superiority die. It can only gain this bonus once per use yourself, within range gain a +2 Bonus to their AC, and
of this maneuver. all Saving throws made until the end of your next turn so
long as they remain within 10 feet of you. If any affected
DEFENSIVE GOADING creature would take damage you reduce the damage
When you would deal damage to a creature, you can taken by the result of the superiority die.
expend one superiority die to attempt to goad the target
into attacking you. You add the superiority die to the LAYERED SHIELD
damage roll and the target has disadvantage on all attack Scout-Nin Keyword: Specialized
rolls against targets other than you until the end of your When you would take damage while your Chakra Barrier
next turn. has 0 Hit points, you can spend any number of
superiority die. When you do, it gains a number of hit
DEFENSIVE RALLY points equal to 5 times the result, until the end of the
On your turn, you can use a bonus action expend one current turn, returning back to 0 hit points.
superiority die to bolster the resolve of all of your
companions. When you do so, all allied creatures of your
choice gains temporary hit points equal to three times
the result of your superiority die until the end of each of
their turns.

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

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

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

92
ELEMENTAL SCOUT ELEMENTAL STRIKE [CHANGED]
Also, at 3rd level, when you would cast a Jutsu using your
The Scout-Nin who choose to become Elementalist learn
chosen nature release, you can as a bonus action make a
to wield a Nature Release and have it constantly flowing
weapon attack. It deals an additional 1d6 damage of your
through their chakra coils, just beneath the surface.
chosen nature release. (Water Release = Cold Damage).
Making their element stronger and themselves sturdier
Beginning at 9th level the additional damage die
against it.
becomes 1d8.

SUPERIOR ELEMENTS ELEMENTAL RESISTANCE


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

15th 5 7 PRIMAL STORM


16th 5 7 Beginning at 20th level, you have learned to unleash a
massive quantity of nature release chakra with your
17th 5 7
jutsu or attacks. When you deal damage to a creature
18th 6 8 with a Jutsu with your chosen nature release or with a
19th 6 8 weapon attack and you spend a superiority die or use a
maneuver as a part of the attack or jutsu cast you deal
20th 6 8
additional damage equal to, five times the result of your

ELEMENTAL KNOWLEDGE superiority die.


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

93
ELEMENTAL MANEUVERS PRIMAL RECOVERY
Scout-Nin Keyword: Specialized
ELEMENTAL DISRUPTION You may quickly send a surge of chakra through your
When you hit a creature with a weapon or jutsu attack, chakra coils, giving them a burst of energy. You may
you may strike them in such a way that their chakra spend a superiority die, regaining chakra points equal to
pathways get blocked up. Expend one superiority die, the the results of the.
next jutsu that creature casts costs additional chakra
equal to twice number rolled. PRIMAL POWER
You may quickly send a surge of chakra through your
ELEMENTAL BEING body, enhancing your next attack with elemental power,
Scout-Nin Keyword: Specialized so unwieldy that it becomes difficult to control. You may
As a reaction to being targeted by an attack, you can turn expend one superiority die, adding four times the result
into your element and have it pass through you. You may to the damage dealt, but reducing your to hit by the
expend one superiority dice and increase your AC by an result.
amount equal to half the number rolled until the end of
the current turn. PRIMAL ENHANCEMENT
If the triggering creature is within 5 feet of you and Scout-Nin Keyword: Specialized
their attack misses, they then take damage equal to three When you would cast a jutsu that reduces damage or
times the number rolled as your chosen element's gives yourself Temporary Hit points with your chosen
damage type. (Water Release = Cold) nature release keyword, you may spend one superiority
die increases the die used to reduce damage or grant
ELEMENTAL MALADY temporary hit points by one step, and adds twice the
Scout-Nin Keyword: Specialized result of the superiority die to the result.
When you cast a Jutsu with your chosen nature release
keyword, that deals damage, you may expend one PRIMAL BULLY
superiority die and add it to the damage dealt or half the When a creature would be afflicted by a condition as a
result to the Save DC. If the Jutsu inflicts a condition, it result of a jutsu you cast, you can spend one superiority
inflicts an additional rank of the condition (If able). If it die, when you do you inflict the condition of your nature
doesn't inflict a condition, creatures hit by it must make release as shown in the Elemental Condition table.
a Constitution Saving Throw against your relevant Save
DC or gain an Elemental Condition until the end of your E LEMENTAL C ONDITION TABLE
next turn. (See Elemental Condition table)
Nature Release Conditions
HEIGHTENED JUTSU Fire Release 1 Ranks of Burned
Scout-Nin Keyword: Specialized
You can empower your Elemental Jutsu to a much higher Water Release 1 Ranks of Chilled
degree, breaking through defenses. When you cast a Wind Release 1 Ranks of Bleeding
Jutsu with your chosen nature release keyword, you may Earth Release 1 Rank of Bruised
expend one superiority die and add three times it’s result
to the damage. Lightning Release 1 Ranks of Shocked

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

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

94
PATHFINDER SCOUT You learn another jutsu from this list when you would
reach 6th, 9th and 14th levels, all being able to cast with a
The Scout-Nin who choose to become Pathfinder Scouts
superiority die as the first.
use extreme speed to nearly teleport around the
battlefield. They use their extreme speed to protect their BURST OF SPEED
allies and maneuver them more effectively during battle. Also, at 3rd level, you can Dash as a bonus action or spend
half of your movement to teleport. If you would teleport,
SUPERIOR MOVEMENT you may roll your superiority die. You can teleport a
Beginning at 3rd level you lean maneuvers that are fueled
number of feet equal to 10 x the result. This movement,
by a special dice called Superiority Dice counts as a Jutsu that would Teleport you or grant you a
Maneuvers: You learn three maneuvers of your choice, boost to speed. When you would gain the benefit of a Jutsu
which are detailed in the Pathfinder Maneuvers Section at
that would Teleport you or grant you a boost to speed you
the end of this class. You earn more at higher levels as
gain a boost to your next attacks damage roll equal to 2d4.
shown in the “Maneuvers Known” Column of the This bonus increases to 4d4 at 9th level and 6d4 at 17th level
Superior Movement table. Many Maneuvers enhance an
in this class.
attack in some way. You can only use one Maneuver per
Finally, you ignore any Nature Release Keyword and
attack. When you take a long rest, you may switch one Ability score limitation when learning or using Ninjutsu,
maneuver you know for another you qualify for.
Genjutsu or Taijutsu that would teleport you or grant you a
Superiority Dice: You have three superiority dice, which
bonus to movement speed.
are d6’s, you earn more at higher levels, as shown in the
Superiority Dice column of the Superior Movement table. ADDITIONAL PASSENGER
A superiority die is expended when you use it. You regain Beginning at 6th level, when you would move as a result of
all of your expended superiority dice when you finish a a jutsu teleporting you or while under the effects of a jutsu
short or long rest. that increases your movement speed, one willing creature
SUPERIOR MOVEMENT TABLE of your size or smaller that can touch you can also move in
the same way.
Scout-Nin Level Superiority Dice Maneuvers Known An allied creature who would be moved as a result of this
feature gains the benefit of your Burst of Speed class feature
3rd 3 3 as well. A creature other than you can gain the benefit of
4th 3 3 the Burst of Speed feature once per turn.
5th 3 3
SUPERIOR SPEED
6th 3 3 Beginning at 9th level, you can concentrate on up to 3 Jutsu
7th 4 4 that would allow you to Teleport or grant you a bonus to
Movement speed.
8th 4 4
Also, jutsu you cast that would allow you to Teleport or
9th 4 4 grant you a bonus to movement speed have their cost
10th 4 4 reduced by -2.
11th 5 5
TRANSVERSE DEFENSE
12th 5 5 Beginning at 14th level, your learned speed enables you to
13th 5 5 quickly dodge to lessen the harm done to you during battle.
When you take damage from an attack or jutsu, you can use
14th 5 5
your reaction to give yourself resistance to all of that
15th 6 6 attack’s or jutsu’s damage on this turn.
16th 6 6
17th 6 6 NATURAL TRANSPOSITION
Beginning at 17th level, you have used teleportation and
18th 6 6 swift movement techniques enough that you have learned
19th 7 7 to use it naturally. As a bonus action, you can teleport up to
45 feet to an unoccupied space you can see. You can use
20th 7 7
your Transpose and Extended Step maneuvers to modify this

MOBILE SAVANT
feature.

Starting at 3rd level, you learn the Chakra Movement


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

95
PATHFINDER MANEUVERS SWITCH PORT
Scout-Nin Keyword: Specialized
BLITZ ASSAULT When you cast a jutsu that allows you to teleport or
While you are gaining the benefits of a jutsu that grants you and only you, a bonus to your movement
increases your movement speed or you have teleported speed, you can spend a superiority die and target an
immediately before declaring an attack, with the attack allied creature within 10 feet of you. If the jutsu would
action, you can spend one superiority die. When you do, teleport you, that creature teleports instead, and can add
you can make a number of additional attacks equal to the the superiority die to the next attack roll it makes before
result of the superiority die. You cannot add your ability the end of its next turn. If the jutsu would grant you a
modifier or any bonus to damage rolls only using your bonus to your movement speed, they gain the effects of
weapons or unarmed damage die, unmodified by jutsu, the jutsu instead of you for its listed duration as if they
seals, feats or features. had cast it. If the jutsu requires concentration, you can
choose if they or you will maintain concentration when
BLITZ STEP this maneuver is used. Once decided, you cannot change
When you cast or use a jutsu that allows you to teleport who is maintain concentration.
or increase your movement speed, you can spend a
superiority die to increase the distance of your teleport SWAP SPOTS [
or the increase in movement speed, increase the distance Scout-Nin Keyword: Specialized
or speed increase by a number of feet equal to 5 times When you cast or use a jutsu that allows you to teleport,
the number rolled, until the end of the current turn. you can expend a superiority die and choose a creature
within the teleport's range. You swap places with that
BLITZ SHOCK creature, and if they are a willing ally, you add the result
Immediately after you cast or use a jutsu that allows you of the superiority die roll to that creature's AC against
to teleport, you can expend a superiority die. Each the next attack targeting them. If the creature is
creature within 5 feet of you takes force damage equal to unwilling, they must succeed on a Charisma saving
three times the superiority die result. throw against your Ninjutsu (or Taijutsu) save DC. On a
failed save they swap places with you. An unwilling
BLITZ GUARD creature has their AC reduced by an amount equal to half
While you are gaining the benefits of a jutsu that of the result of your superiority die.
increases your movement speed, and you would take
damage, you can spend one superiority die and a BLITZ STRIKE
reaction. When you do, reduce your current speed by While you are gaining the benefits of a jutsu that
half, until the end of your next turn. increases your movement speed, and you would cast a
Reduce the triggering damage by 5, for every 10 feet of jutsu that requires no more than one melee attack, you
movement your speed was reduced, up to a maximum of can spend a superiority die. You convert your speed into
10 times the result of the spent superiority die. strength, rolling your superiority die adding three times
the result to the damages roll and overwhelming the
BLITZ SWAP target on a hit, forcing them to make a Constitution
As a reaction when one of your allies within 60 feet of saving throw vs the Jutsu’s save DC. On a failure, they
you is targeted by an attack or forced to make a saving become incapacitated until the end of their next turn.
throw, you can expend a superiority die to swap places
with them, becoming the new target of the attack of BLITZ RECOVERY
forcing you to make the saving throw. Add half of the While you are gaining the benefits of a jutsu that
superiority die result as a bonus to both your own and increases your movement speed, and you would cast a
the allied creatures AC and saving throws against the jutsu or use a feature that restores hit points to only
triggering effect, until the end of the current turn. yourself, you can spend one superiority die, adding twice
the result to the healing.
SPEEDY RECOVERY
Scout-Nin Keyword: Specialized
While you are under the effects of a condition, jutsu, or
trait that would reduce your movement speed or prevent
you from taking reactions, you can spend a superiority
die. Immediately make an additional saving throw or
ability check to resist the condition, jutsu or trait vs its
original DC, adding the result of your superiority die to
your saving throw or ability check bonus. If it does not
have a DC to resist, the DC becomes 10 + Triggering
creatures or environmental effects level/rank (D-Rank:
5, C-Rank: 7, B-Rank: 9, A-Rank: 11, S-Rank: 13)..

96
PHANTOM SCOUT PHANTOM’S TOUCH
Also at 3rd level, you learn to blend your superior
The Scout-Nin who choose to become a Phantom
phantasm techniques with your own martial prowess.
becomes a ghost who fades in and out of sight, acting as
Once per turn, you can deal an extra d8 damage to one
a specter who is virtually impossible to touch or find. A
creature you hit with a melee attack if you have
master of Stealth and expert in assassination, using your
advantage on the attack roll.
ghostly Ninjutsu and Genjutsu to execute your objectives
The amount of extra damage increases as you gain
with little to no opposition.
levels in this class, becoming 2d8 at 6th level, 3d8 at 9th,

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

Beginning at 3rd level you lean maneuvers that are


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

SUPERIOR PHANTASM TABLE GHOST WALK


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

97
PHANTOM MANEUVERS PHANTOM HAUNTING
Scout-Nin Keyword: Specialized
GHASTLY STRIKE When a creature within 5 feet of you would move away
When you would deal damage with an attack, you can from you any number of feet, you may, as a reaction,
quickly make the attack ethereal, attacking their mind spend 1 superiority die. When you do, you become
form by spending 1 Superiority Die. The damage of the invisible and move a number of feet, up to your maximum
attack becomes Psychic Damage, adding twice the result speed, ignoring difficult terrain and other creatures
of the superiority die to the result. The target must make a spaces, ending your movement as close as possible to the
Wisdom Saving throw vs the attack types DC (If Weapon triggering creature. Your invisibility immediately ends, as
or Unarmed, Taijutsu save DC). On a failed save the target you make a single weapon attack against the creature at
gains 1 rank of fear against you for the next minute. If the advantage, adding twice the superiority die result to the
target of this maneuvers attack has 2 or more ranks of damage roll.
fear, you instead add four times the result to the damage
dealt. PHANTOM MOVEMENT
Scout-Nin Keyword: Specialized
GHASTLY VISAGE When you would make a saving throw or ability check in
As a bonus action, you can spend one superiority die. an attempt to move through a normally impassable
When you do, you transform your body into one with surface, barrier, or wall. (Such as the effects of the
either a horrifying physique or a calming look. Uzumaki Clan Jutsu; Adamantine Barrier, or Non-
If horrifying; Hostile creatures within 30 feet of you must Elemental Ninjutsu; Forcecage) You may spend 1
succeed a Wisdom Saving throw vs your Genjutsu Save DC. superiority die. When you do, you become ethereal,
On a failed, save they drop their weapons and must spend becoming able to move through solid surfaces, until the
all their movement attempting to get away from you until end of your movement.
the end of each of their next turns. Additionally, you add the result to your Saving throw,
If calming; All allied creatures within 30 feet of you or double the result to your Ability check made to move
currently Charmed, Berserked, Dazed, Feared, or Blinded, towards, or through the normally impassable surface,
are healed of one of the listed conditions (your choice). barrier or wall.

GHASTLY WAIL SHADOW SNATCH


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

98
TACTICAL SCOUT Select one Maneuver from one of the Following Scout-
Nin Subclasses, learning it and adding it to your
Those Scout Ninja who choose to become Tactical
Maneuvers known, not counting it against your known
Specialists employ martial techniques passed down
maneuvers limit. If the Maneuver has the Specialized
through generations. To a Tactical Specialist, combat is an
keyword, you cannot take it or gain the benefits of it. You
academic field, sometimes including subjects beyond
can select one more Maneuver from the aforementioned
battle such as weaponsmith or armor craft. Not every scout
subclasses at 14th and 20th levels
absorbs the lessons of history, theory, and artistry that are
• Arbiter Scout
reflected in the Tactical Specialty, but those who do are
• Assault Scout
well-rounded fighters of great skill and knowledge.
• Cloning Scout

SUPERIOR TACTICS • Defensive Scout


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

UNMATCHED TACTICS
within the maneuver itself.

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

99
TACTICAL MANEUVERS TACTICAL BREAKTHROUGH
Scout-Nin Keyword: Tactical
SUPERIOR DISARMING TRIP When you would make an attack or cast a jutsu that would
Scout-Nin Keyword: Tactical deal damage to a creature their reactionary attempts were
When you hit a creature with a melee attack, you can already a part of your calculations. Spend one superiority
expend one superiority die to attempt to knock the target die, recording the result.
down and take away any advantage they may have had If the target would reduce your damage or gain
over you physically. You add the superiority die to the temporary hit points as a result of a Reaction based jutsu,
attack’s damage roll, and if the target is large or smaller, feature or trait, you reduce their damage reduction or
it must make a Strength saving throw vs your attacks temporary hit point value by an amount equal to twice the
Save DC (If weapon or unarmed then Taijutsu Save DC). result of your superiority die until the end of the current
On a failed save, you knock the target prone, disarm and turn.
kick its weapon, if any 10 feet away and their movement
speed is reduced by half until the end of their next turn. TACTICAL ESCAPE
You can expend one superiority die. When you do, you gain
SUPERIOR FEINT the effects of the Disengage and Dash actions and you gain
When you would make an attack of any type, you can advantage on all Strength (Athletics) or Dexterity
Spend one superiority die to feint. When you do, your (Acrobatics) checks until the end of your next turn.
attack is made in a way to completely overcome your
targets defenses. Reduce the targets AC against the TACTICAL OVERWRITE
attack by an amount equal to half the result of your Scout-Nin Keyword: Tactical
superiority die. When you would make an attack targeting a creature their
reactionary attempts were already a part of your
SUPERIOR MANEUVERS calculations. Spend one superiority die, recording the
When you hit a creature with an attack, you can expend result.
one superiority die to maneuver one of your comrades If the target would gain a bonus to their AC as a result of
into a more advantageous position. You add the a Reaction based jutsu, feature or trait, you reduce the
superiority die to the attack’s damage roll, and you bonus to their AC by an amount equal to the result, to a
choose a friendly creature who can see or hear you. That minimum of their AC prior to the jutsu’s activation until
creature can move up to its full movement speed without the conclusion of your attack.
provoking opportunity attacks, gaining a bonus to their
next attack roll equal to half the result of your TACTICAL PARRY
superiority die. When another creature damages you with an attack, you
can use your reaction and expend one superiority die to
SUPERIOR PRECISION reduce the damage by three times the result of your
Scout-Nin Keyword: Tactical superiority die.
When you make an attack roll of any type against a If you would spend your reaction to cast a jutsu that
creature, you are attempting to strike the most vital reduces damage or grants you temporary hit points, you
point open against the target, you can spend up to four can instead spend a superiority die, adding twice the result
superiority die. When you do, increase your attacks to the damage reduced.
critical threat range by +1 for each spent superiority die. If this maneuver would help in causing an attack to miss
On a hit, you add all spent superiority die to the damage. or reduce the damage you take to your normal hit points to
0, the attacking creature is caught off guard becoming
SUPERIOR RIPOSTE vulnerable to the next instance of damage you inflict on it
Scout-Nin Keyword: Tactical before the end of your next turn.
When a creature misses you with an attack, you can use
your reaction and expend one superiority die to make a TACTICAL STRIKE
melee or ranged weapon attack against the creature. If When you take the Attack action on your turn, you can
you hit, you add twice the superiority dies result to the forgo one of your attacks to direct one of your companions
attack’s damage roll, and the creature gains 1 rank of to strike. When you do so, choose a friendly creature who
weakened. can see or hear you and expend one superiority die. That
creature can immediately use its reaction to take the attack
SUPERIOR SUPPRESSION action or cast one jutsu of C-Rank or lower, adding the
Scout-Nin Keyword: Tactical superiority die to their attack or Damage roll (their choice).
When a Creatures currently under the effects of a jutsu
you cast would make a saving throw to resist its effects, TACTICAL TECHNIQUE
you impart a lasting weight on them regardless of their Scout-Nin Keyword: Specialized
results. Spend one superiority die, reducing both their When you would make a weapon attack with a weapon with
next ability check and attack roll, by the result of your the Disarm, Grapple, Multiattack or Versatile properties
superiority die. you can spend a superiority die enhancing their effects
until the end of your next turn;
• Disarm/ Grapple: The opposing creature makes their
ability check at disadvantage.
• Multiattack: You can make a two weapon attacks with
this weapon as a bonus action, adding your ability
modifier.
• Versatile: The Versatile Damage Die is doubled for the
first attack made with the weapon.

100
TRICKSTER SCOUT TRICKSTERS SOUL BINDING
Beginning at 6th level, you learn to fuse with your void soul
The Scout-Nin who choose to become a Trickster have
becoming your true, fully realized self for a short period of
become true to themselves and those around them. By
time. As a bonus action, you can fuse with your Void Soul
accepting who they truly are, they have gained the ability
for up to 1 Minute. While fused, you are treated as if you
to manifest the best version of themselves, albeit in the
have summoned your Void soul but you cannot summon
most romanticized way. Using this power to assist them
them as a separate creature with the Void Soul Awakening
in life, both in and out of combat.
class feature. This form ends early if you are unconscious

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


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

101
CHANGE OF HEART
Beginning at 17th level, your resolve has strengthened,
and with it, your Void soul has strengthened as well.
Your Void soul gains immunity to non-chakra enhanced Medium Construct, unaligned
attacks or resistance to two damage types of your choice.
(Pick one).
Alternatively, while you are gaining the benefit of your
Tricksters Soul Binding class feature, you gain one of
Speed Equal to yours
following additional benefits. You must complete a long
rest to switch which benefit you gain;
• Messiah. When a creature within 60 feet of you would 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)
be reduced to 0 hit points or less, you can, as a
reaction spend 1 superiority die. When you do, they
instead fall to 1 hit point, then gain temporary hit
Senses Darkvision 30 ft., passive Perception 10
points equal to 5 times the result.
• Izanagi. When you would spend a superiority die
Immutable Form. The Void Soul is immune to any Jutsu or effect that would
targeting an allied creature, if the combined total of
alter its form.
their d20 and your superiority die is 20 or greater, they
treat it as rolling a natural 20. Inexhaustible. The Void Soul cannot cast jutsu or use effects that would
• Satanael. Your superiority die are now D8’s and the die increase its own ranks of exhaustion.
used for Tricksters words becomes a d8 as well. Chakra Construct. The Void Soul attacks are chakra enhanced.

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

SUPERIOR TRICKSTER TABLE


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

102
TRICKSTER MANEUVERS POWER UP: FOCUS
You spend a bonus action and expend a superiority to
DEBILITATE: RAKUNDA strengthen the next Jutsu you cast. You roll your
When you would make an attack or cast a Ninjutsu or superiority die and record the result. The next time you
Genjutsu that affects a hostile creature, you can expend a deal damage with a Jutsu you cast, you increase the
superiority die to weaken a creature’s defensive damage die by 1 Step.
capabilities. If this maneuver is used by your Void soul, or while you
One creature who would fail your Jutsu's saving throw are benefiting from Tricksters Soul Binding you instead,
takes additional damage equal to your level, the next increase the damage die by two steps and add twice the
time they take damage before the end of the current Superiority die to the damage rolled.
turn. If your attack does not trigger a saving throw then
affected creatures must make a Charisma Saving throw RAMP UP: RAKUKAJA
vs your Ninjutsu or Genjutsu save DC (Your choice.) In place of one of your attacks made by the Attack action,
If this maneuver is used by your Void soul, or while you you spend a superiority to strengthen an allies defense.
are benefiting from Tricksters Soul Binding, they instead gain Target an allied creature within 20 feet of you and roll
vulnerability to the first instance of damage before the end your die. The target’s AC is increased by the result against
of your next turn. the next attack made against it or it gains a bonus to its
next saving throw made equal to the result. Whichever
DEBILITATE: TARUNDA comes first.
When you would make an attack or cast a Ninjutsu or If this maneuver is used by your Void soul, or while you
Taijutsu that affects a hostile creature, you can expend a are benefiting from Tricksters Soul Binding you also grant
superiority die to cripple a creature’s power. Record the the creature, resistance to one damage type of your choice
result. that lasts a number of its turns equal to the result.
Target creature must make a Strength saving throw vs
your Ninjutsu or Taijutsu Save DC. On a failed save, the RAMP UP: TARUKAJA
next attack or jutsu the target makes/casts has its In place of one of your attacks made by the Attack action,
damage reduced by the result of twice your superiority you spend a superiority to strengthen an allies power.
die (Min 1.). Target an allied creature within 20 feet of you and roll
If this maneuver is used by your Void soul, or while your die. The next attack the target makes is heightened.
you are benefiting from Tricksters Soul Binding you Increase the attack and damage roll by the result or if they
instead reduce their Damage by three times result. Reroll cast a jutsu that requires a saving throw, increase the Save
1’s and 2’s, taking the second result. DC by half of the result. Whichever comes first.
If this maneuver is used by your Void soul, or while you
DEBILITATE: SUKUNDA are benefiting from Tricksters Soul Binding, they also reroll
When you would make an attack or cast a Genjutsu or all 1’s and 2’s when making their damage rolls, taking the
Taijutsu that affects a hostile creature, you can expend a second result, or they increase the save DC by the total
superiority die to cripple a creature’s power. Record the result instead of half. (Pick one)
result
Target creature must make a Wisdom saving throw vs RAMP UP: SUKUKAJA
your Taijutsu or Genjutsu Save DC. On a failed save, the You spend a bonus action and a superiority die superiority
targets attack bonuses are reduced by an amount equal to strengthen an allies speed. Target a willing allied
to the result, until the end of their next turn. creature within 20 feet of you and roll your die.
If this maneuver is used by your Void soul, or while Immediately takes their turn. (This counts as them taking
you are benefiting from Tricksters Soul Binding you also their turn.) They gain a bonus to their speed equal to the
reduce their AC by an amount equal to half the result. result x 5.
(Min 1.) until the end of their next turn. If this maneuver is used by your Void soul, or while you
are benefiting from Tricksters Soul Binding you instead
POWER UP: CHARGE grant the creature a bonus to movement speed equal to
You spend a bonus action and expend a superiority to the result x 10 and they gain advantage on the first attack
strengthen the next Taijutsu or Bukijutsu you cast. The roll, ability check, or saving throw they make during the
next time you deal damage with a Taijutsu or Bukijutsu, turn you just granted them. (Whichever one comes first).
you reroll all 1’s and 2’s.
If this maneuver is used by your Void soul, or while ULTIMATE: REVOLUTION
you are benefiting from Tricksters Soul Binding you You spend a bonus action and expend a superiority to
instead, deals double the damage rolled. introduce the highest stakes gamble you can make. Record
the superiority die result.
POWER UP: CONCENTRATE All willing creatures within 60 feet of you gains a bonus
You spend a bonus action and expend a superiority to to their critical threat range equal to half the result of
strengthen the next Ninjutsu or Genjutsu you cast. The your superiority die, until the end of each of their turns,
next time you deal damage with a Ninjutsu or Genjutsu, but they also gain vulnerability to the next instance of
you reroll all 1’s and 2’s. damage they take before the end of your next turn.
If this maneuver is used by your Void soul, or while If this maneuver is used by your Void soul, or while you
you are benefiting from Tricksters Soul Binding you are benefiting from Tricksters Soul Binding you also,
instead, deals double the damage rolled. reduce the cost of each creatures next jutsu cast by the
result of your superiority die.

103
CREATING A TAIJUTSU SPECIALIST
TAIJUTSU SPECIALIST When creating a Taijutsu Specialist consider a few things
A Hyūga takes their fighting stance, ready for the assault about the character on a personal level? Do they use
from the surrounding undead summons from the Dark Taijutsu as a way to push pass their weaknesses and
shinobi standing just on the other side of the ridge, the surpass their rivals? Do they use Taijutsu as a way to give
Hyūga leaps from undead to undead, striking them each themselves discipline and teach themselves patience?
with unmatched precision taking them down one by one
What made the character so bound to learning so many
with 1 or two precise strikes.
varied and useful Taijutsu techniques and
A clanless girl in the heat of battle creates an what drives them to learn more? Did
unorthodox stance, and readies for her training session. they train under another very skilled
Her team assaults her as she parries, dodges and Shinobi? Or did they become enamored
counters each one with a graceful swing of her arms and by the people around them and want to
legs as she then follows each one with a powerful strike emulate their skills and techniques?
knocking each training member back.

These shinobi, different as they might be, are


QUICK BUILD
You can make a Taijutsu Specialist
connected by one common factor, they are masters in quickly by following these
the field of Taijutsu. While others are able to use Taijutsu suggestions. First, put your
techniques they learn with some level of mastery, the
highest ability score in Strength or
Taijutsu Specialists are the absolute masters of unarmed Dexterity, followed by Constitution.
combat and technique. They are able to take the concepts Second, choose the Hyūga, Sarutobi,
of the Taijutsu they have and accelerate it to new heights Inuzuka, Uchiha or Non-Clan, Clans.
and unmatched levels.

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

104
CLASS FEATURES Unarmed Combat
As a Taijutsu Specialist, you gain the following class Also 1st level, your practice of martial arts gives you
features. mastery of combat styles that use unarmed strikes and
Taijutsu Specialist weapons, which are Tonfas,
HIT POINTS Nunchaku, Quarterstaffs, Combat bracers, and Iron
Hit Dice: 1d12 per Taijutsu Specialist level Claws.
Hit Points at 1st Level: 12 + your constitution modifier You gain the following benefits while you are unarmed
Hit Points at Higher Levels: 1d12 (or 7) + your or wielding only Taijutsu Specialist weapons:
Constitution modifier per Taijutsu Specialist level • You can use Dexterity or Strength for the attack and
after 1st. damage rolls and Save DC calculation of your unarmed
strikes, Taijutsu Specialist weapons, Taijutsu and the
CHAKRA POINTS Martial Arts Skill
Chakra Dice: 1d6 per Taijutsu Specialist level • You can roll a d6 in place of the normal damage of

Chakra Points at 1st Level: 6 + your constitution your unarmed strike or Weapons that you are
modifier proficient with. This die changes as you gain Taijutsu
Chakra Points at Higher Levels: 1d6 (or 4) + your Specialist levels, as shown in the Unarmed Combat
Constitution modifier per Taijutsu Specialist level column of the Taijutsu Specialist table.
after 1st. • When you use the Attack action with an unarmed
strike or a Taijutsu Specialist weapon on your turn,
PROFICIENCIES you can make one unarmed strike as a bonus action.

TAIJUTSU STANCE
Armor: Light armor, medium armor
Weapons: All Simple and Martial Weapons
Ninja Tools: Disguise Kit, Trapper Kit Finally, beginning at 1st Level you adopt a particular
Saving Throws: Strength, Dexterity Taijutsu Stance. Choose one of the Taijutsu Stances
Skills: Martial Arts, Athletics Choose two from located in Chapter 13: Customization Options; You Can’t
Acrobatics, Chakra Control, History, Insight, take a Taijutsu stance more than once.
Investigation, Nature, Stealth, Perception, Medicine
COMBO STRING
EQUIPMENT Starting at 2nd level, your training allows you to string
You start with the following equipment, in addition to
together different attacks that others could only hope to
the equipment granted by your background:
achieve. This is represented by a number of Combo
• (a) No Armor or (b) Padded Armor or (c) Combat Points. Your Taijutsu Specialist Level Determines the
Jacket number of Points you have as shown in the Combo Points
• (a) 1 Tonfa or (b) 1 Nunchaku or (c) Combat Bracers or Column of the Taijutsu Specialist Table. You can spend
(d) Iron Claw these points to fuel various Combo features listed below.
• (a) One Kunai stack or (b) One Shuriken stack When you spend a Combo point, it is unavailable until
• (a) 2 Paper Bombs or (b) 2 Flash tags you finish a short rest. You must spend at least 1 hour of
• 1 Smoke Bomb rest meditating to regain your Combo points.
When you cast a Taijutsu that doesn’t have the
JUTSU CASTING Bukijutsu Keyword and hit at least twice with a single
casting or at least 2 or more creatures fail their saving
NINJUTSU throw against your Taijutsu, you recover one combo
Ninjutsu save DC = 8 + your proficiency bonus + your point per additional successful Taijutsu attack or failed
Intelligence modifier save after the first. You can recover up to three combo
Ninjutsu attack modifier = your proficiency bonus + points this way per turn.
your Intelligence modifier Unarmed and Taijutsu Specialist Weapon Attacks you
make have a +1 bonus to attack and damage rolls. This
GENJUTSU bonus becomes a +2 at 11th level and a +3 at 15th level.
Additionally, you can spend Combo Points to fuel your
Genjutsu save DC = 8 + your proficiency bonus + your
Taijutsu. For each Combo Point you Spend you treat that
Wisdom modifier
spent combo point as 1 Chakra. If you would spend
Genjutsu attack modifier = your proficiency bonus +
Combo Points this way to cast a Taijutsu with the Combo
your Wisdom modifier
or Finisher keywords, you may reduce its cost by -1.

TAIJUTSU FLURRY OF BLOWS


Taijutsu save DC = 8 + your proficiency bonus + your After you take the Attack action on your turn, you can
Strength modifier spend 1 Combo point to make two unarmed strikes as a
Taijutsu attack modifier = your proficiency bonus + your bonus action.
Strength modifier
PATIENT DEFENSE
UNARMORED DEFENSE You can spend 1 Combo point to take the Dodge action as
a bonus action on your turn.
Beginning at 1st level, while you are wearing no armor,
your AC equals 10 + Half your Proficiency (rounded
down) + Dexterity Modifier + Wisdom Modifier.

105
EXTENDED TAIJUTSU PERFECT SELF
Immediately after you use an unarmed attack on your
You’ve gained perfect control over your body. Beginning at
turn, you can spend 1 Combo point to use a Taijutsu, as a
20th level, your Strength or Dexterity (Choose one) and
Bonus Action that has a casting time of 1 Action. You can
Wisdom increase by 2. Your maximum for those scores
gain this benefit once per turn.
increases by 2. Additionally, when you roll for initiative and
STEP OF THE WIND have no Combo points remaining, you regain 3 Combo
You can spend 1 Combo point to take the Disengage or Dash points.
action as a bonus action and your jump distance is doubled
until the end of your turn.

ENHANCED MOVEMENT
Also, at 2nd level, your speed increases by 10 feet while not
wearing Heavy Armor. This bonus increases when you reach
certain Taijutsu Specialist levels, as shown in the Taijutsu
Specialist table.

TAIJUTSU STYLE
At 3rd level you learn a Combat style that fits in with how
you view combat and encompasses your overall approach
towards Taijutsu. Your Style grants you feature at 3rd Level
and again at 6th, 10th, 14th & 17th Levels

ABILITY SCORE IMPROVEMENT/FEAT


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

EXTRA ATTACK
Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn. Attacks
you make with the Attack action count as chakra enhanced.

UNSHAKABLE WILL
At 7th Level, you can use your Action to end one effect on
yourself causing you to be charmed or frightened.

SUPREME EXTRA ATTACK


Beginning at 11th level, when you use the flurry of blows
feature, you instead make 3 unarmed strikes instead of 2.

MASTER OF EVASION
At 13th level, your Instinctive Agility lets you dodge out of
the way of certain area effects. When a Jutsu allows you to
make a Dexterity save to take only half damage, you instead
take no damage if you succeed on a saving throw, and
only half damage if you fail.

PERFECT BODY, PERFECT MIND


At 15th level, your intense training grants you
proficiency in two additional saving throws of
your choice. Additionally, whenever you make a
saving throw, add your Wisdom modifier to the
saving throws of ability scores you are not
proficient in. You may add half your Wisdom Ability
Modifier to saving throws you are proficient in
(Rounded down). Also, whenever you make a saving
throw and fail, you can spend 1 combo point to reroll
it and take the new result. You can reroll saving throws
in this way once per turn.

106
TAIJUTSU STYLE DISTURBING ENDURANCE
Beginning at 17th Level, you’ve learned how to recoup your

DISTURBANCE lost stamina and energy far more efficiently than before.
When you would regain combo points as a result of casting a
Taijutsu Specialists who Blend their style with the Art of Taijutsu, you may instead regain up to 5, instead of up to 3.
Disturbance have a level of trickery mixed into their
fighting. They Focus on overwhelming their enemies with
a flurry of attacks from multiple angles at once using both
Armed and Unarmed options. You can break, even the most
perfect defense.

BLINDING SPEED
When you choose this Style, starting at 3rd Level, you focus
on overwhelming your enemies with more than they could
conceivably handle at one time. By Spending 2 Combo
Points, you are able to Gain an additional Bonus Action &
Increase your Movement speed by 10. This can only be done
once Per turn and costs no Action.
Beginning at 17th level, your martial speed eclipses
anyone who would consider themselves your rival. when
you would gain the benefit of the Extended Taijutsu
Flurry technique, you can spend 1 combo point to gain an
additional Bonus action which you can only use to cast a
Taijutsu Finisher.

DISTURBANCE FLURRY
Also, at 3rd Level, you learn to break your opponent's
combat Flow using your Mastery over Combos using 2 new
Techniques using your Flurry of Blows.
Additionally, while gaining the benefit of Unarmed
Defense or Perfect Body, Perfect Mind you may instead use
Charisma in place of Wisdom.
Shatter. You may spend 1 Combo Point to use your Flurry of
Blows as a Reaction to a Creature attempting to cast a
Jutsu within 15 Feet of you. You may move up to half
your movement speed and begin striking their Vital
points and open defenses with precision meant to
prevent their action. On a Hit, Target Creature Must
succeed a Constitution Saving throw or the jutsu effect
immediately ends. Chakra is still spent if the Jutsu ends
this way.
Unstable Core. After you use your action to cast a Taijutsu,
you may Spend 1 Combo point to use your Flurry of
Blows as a Bonus Action. On any hit of this Flurry of
Blows, target Creature must succeed a Strength
saving throw, or be knocked prone.

UNTOUCHABLE
Starting at 6th Level, you are able to spend 1 Combo
Point to prevent Attacks of opportunity against you
until the start of your next turn.

UNMATCHED REFLEXES
Starting at 10th Level you learn to react more
often preventing situations before they even start.
You may Spend 1 Combo Points, to gain the use of an
additional Reaction this round. This can only be done once
per round.

DEBILITATING BARRAGE
At 14th Level you’ve gained the knowledge to temporarily
inhibit a creatures Fortitude by striking a series of pressure
points. Whenever you hit a creature with two or more
attacks granted by a flurry of blows, you can spend 3 Combo
points to force the creature to make a Constitution saving
throw vs your Taijutsu Save DC. On a failed save you cause
the creature to become vulnerable to a damage type of your
choice. This effect lasts until the next instance of damage of
that type that affects them.

107
IRONCLAD IRON HEART
Starting at 6th level, you've become comfortable
The Taijutsu specialist who prefer brute strength and
fighting behind your defenses, and have gained the skill
impenetrable defenses over ninjutsu or genjutsu are
and courage needed to use yourself as a shield for your
known as the Ironclad. These shinobi can be seen as
allies.
Knights or Warriors who rely on the fortitude of their
As a Reaction, when a creature within 5 feet of you is
armor, their bodies and most importantly, their
hit by an attack that deals any type of damage other than
willpower to be an unbreakable wall in the forefront of
psychic, you may dive in front of them, using your armor
conflicts.
and shield to take the brunt of the force. The damage is

IRONCLAD first reduced by your Unarmed Combat die + half of your


Taijutsu Specialist level. Rather than the initial target,
When you choose this style starting at 3rd level, your
the attack hits you regardless of your AC or other
passion for protection has borne fruit. You gain
abilities.
proficiency in Heavy Armor, and the Armor smith’s Kit.
At 14th level, you may also target an ally who is no
While wearing heavy armor, you still gain the benefits of
further than your maximum movement speed. When you
Enhanced Movement.
do you move towards them ending your movement
Additionally, your research in metallurgy has allowed
adjacent to them in a space that can hold you.
you to create an item no other shinobi could or would
Additionally, you can now target an ally who is in the
consider making; A Shield. Your Shield is a piece of
area of effect of a jutsu like Fireball. When you do, your
equipment that you gain proficiency in and requires a
ally automatically passes their save taking no further
minimum 14 Strength to gain the benefits of if you are
effect, and you gain disadvantage on your save.
proficient. Your Shield has 3 Enhancement slots but can
only carry one Seal. If your shield is ever lost or
destroyed, you may craft an exact copy of the previous
IRON WILL
Starting at 10th level, you have conditioned yourself to
one using 100 ryo and 1 week of downtime. You may only
allow nothing to distract you from your one purpose on
benefit from one shield at a time.
the field of battle: Protection.
This shield has the following statistics;
You may use your Unshakable Will class feature as a
bonus action, and you gain immunity to the Berserk
IRON CLAD SHIELD
condition.
Armor Name AC Bulk Properties Additionally, you gain a number of additional
Iron Clad Shield +2 1 Bulk Blocking, Light reactions equal to half of your proficiency bonus, that
can only be used to use your Iron Heart feature.

IRON COMBAT IRON FURY


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

108
NIN-TAI Elemental Crush. When you would deal damage with a
Taijutsu cast using Extended Taijutsu, you may spend
The Taijutsu specialist who Blend their style with Ninjutsu
1 combo point to deal additional damage of your
open up a world of unpredictability and technique. They
chosen element to the target creature. This damage is
have found ways to further augment their body beyond
equal to 2 times your Constitution or Intelligence
simple Taijutsu, but instead coating their body in a given
Modifier (Your choice)
Nature Releases and magnifying their strength and greatly
increasing their potential. ELEMENTAL CLOAK
Starting at 6th level, you have learned to manifest your
NATURE ENHANCED COMBAT Elemental chakra into a full-blown chakra cloak that
When you choose this style starting at 3rd level, you have erupts off of your body. When you would gain the
focused your effort on harnessing your innate Nature
benefits of Nature Enhanced Combat you gain the
Release. Select one Nature Release (Earth, Wind, Fire,
following boosts to each Nature Release;
Water, or Lightning Release). You gain the ability to cast
• Earth Release: Dust, gravel and other earthen
Ninjutsu with the corresponding Keyword.
By spending 2 Combo Points as a bonus action, you substances begin to form from the force of your
enhance your body with the Chakra of the corresponding chakra alone, as they spin around you harmlessly. You
Nature release granted by this feature. You benefit from gain resistance to Earth, Bludgeoning, and piercing
these effects for the next minute. Damage.
• Wind Release: Wind whips around you violently. You
• Earth Release: Your body becomes hardened similar to
gain Resistance to Wind and Slashing Damage. Also,
that of stone. Your unarmed attacks deal earth damage.
gas, mist, rain and smoke cannot be sustained while
You gain Temporary hit points equal to your Taijutsu
within 10 feet of you
Specialist Level. • Fire Release: Your body becomes wreathed in flames
• Wind Release: Your body becomes as light as a gentle
of any color you desire. You become resistant to Fire
breeze. Your unarmed attacks deal wind damage. When
Damage and once per turn, whom you touch by any
you successfully hit a creature twice in the same turn, the
means takes fire damage equal to your Constitution
next time the target would make a Strength saving throw,
modifier.
they make it at disadvantage. • Water Release: Your body generates powerful gales of
• Fire Release: Your body becomes hot to the touch. Your
water that spirals around you. You become resistant to
unarmed attacks deal fire damage. Your unarmed attacks
Cold Damage and once per turn when you would make
deals additional damage equal to your Constitution
a saving throw using Strength, Dexterity, or
Modifier.
Constitution you may add your Unarmed combat die.
• Water Release: Your body becomes cool to the touch. Your • Lightning Release: Your body becomes clad in
unarmed attacks deal cold damage. Your unarmed attacks
compressed lightning that oscillates around your body
gain the Reach 1 and Deadly properties.
to violently that you can hear the lightning. You gain
• Lightning Release: Your body gives off a soft static with resistance to lightning Damage and when you would
occasional jolts of harmless electricity. Your hair also
take the dash action by any means, you instead
stands up when excited or upset. Your unarmed attacks
quadruple your movement speed.
deal lightning damage. Your unarmed attacks gain the
Critical and Blocking Properties. ELEMENTAL ARMOR
Beginning at 10 th level, you learn to modify your Taijutsu
ELEMENTAL COMBAT further using hyper compressed Ninjutsu. As a Reaction
Also, at 3rd level, you learn to harness your new Elemental
on your turn, you may spend 2 combo points to cast a
Chakra to better enhance your combat potential when Ninjutsu with the same Nature Release keyword that
utilizing combo’s that work alongside your Extended your Nature Enhanced Combat class feature is generating.
Taijutsu.
When you do, instead of casting the jutsu normally, you
When using a Taijutsu while gaining the benefits of the
store the jutsu into your body, read to be released into a
Nature Enhanced Combat class feature the taijutsu used single strike. You can maintain this stored jutsu for up to
gains the Nature Release Keyword you chose and deals that
1 minute.
nature release keywords corresponding damage type (Water
While a Jutsu is stored into your body, you gain
= Cold), from the Nature Enhanced Combat class feature. You additional benefits based on the Nature Release.
also gain further abilities by enhancing your assault with
• Earth Release: Reduce damage received by an amount
flurry of blows, or defending yourself with patient defense.
equal to half your Taijutsu Specialist Level.
Elemental Recall. Whenever a creature misses you, while • Wind Release: Attacks targeting you are made at
gaining the benefit of Patient Defense and the Nature
disadvantage.
Enhanced Combat class feature, you may as a reaction • Fire Release: Your unarmed attacks deals additional
immediately make an unarmed attack against the
damage equal to your Intelligence Modifier (Min 1.)
triggering creature. On a successful hit, you regain 3 • Water Release: A Creature that makes a Saving throw
combo point.
against a Taijutsu you cast makes their saving throw at
Elemental Rush. Whenever you hit a creature with one of the
disadvantage.
attacks granted by your flurry of Blows, while gaining the • Lightning Release: You gain a bonus to your AC equal
benefits of your Nature Enhanced Combat class feature,
to your Constitution or Intelligence Modifier (Pick
you may spend 1 combo points allowing you to use your
one).
Flurry of Blows as a Reaction immediately after this use of
flurry of blows ends at no additional combo point cost. As an Action make an unarmed attack, targeting a
creature withing 5 feet of you, on a successful hit, you
release your stored jutsu, creating a singular
compressed, controlled explosion of elemental chakra.

109
A jutsu released this way immediately deals its damage You gain additional benefits based on your chosen
and any additional effects the target makes the normal Nature Release;
saving throw at disadvantage vs your Taijutsu save DC. • Earth Release: Your durability and stamina become
A Jutsu stored that doesn’t deal damage as a part of its
unmatched. As a Bonus Action, you can spend 1 Combo
initial activation or written effect, instead deals damage
Point to restore all Temporary Hit Points granted by
equal to its Rank; Once a stored jutsu has been released, your Nature Enhanced Combat class feature.
you lose all the benefits this feature grants for storing it. • Wind Release: The wind chakra that surrounds you
(D-Rank: 3d6, C-Rank: 5d6, B-Rank: 7d6, A-Rank: 9d6,
cuts through all manners of defense. Taijutsu cast
S-Rank: 11d6)
with Extended Taijutsu ignores Resistance and treats

ELEMENTAL RECHARGE
Immunity as Resistance.
• Fire Release: Your ferocity and explosive power
Beginning at 14 th level, you have learned to convert your
matches the fire surrounding you. Once per turn, when
chakra into the energy needed to perform more combos
you would take the Attack Action, you can make two
and keep the attacks flowing. You compress a massive
additional attacks.
store of chakra revitalizing your stamina. As a Reaction,
• Water Release: You’ve gained a deeper control of the
you may spend 20 chakra. When you do, you regain all
water both inside and outside your body as it
spent Combo Points. You may do this once per short rest.
reinvigorates your muscles and protects them from

WRATH OF NATURE outside forces. You gain immunity to the Slowed and
Weakened conditions.
Starting at 17th level, you have mastered the art of
• Lightning Release: Your speed comes much more
Blending Ninjutsu and Taijutsu. While you are gaining
naturally to you as you follow the invisible static
the benefit of your Elemental Armor class feature you
currents of electricity through the air. Step of the Wind
gain the following benefits;
no longer takes Combo Points to use and can be used
• Taijutsu with your chosen Nature Release Keyword
as a Reaction on your turn.
have their cost reduced by 2 and gains a bonus to
damage rolls equal to your Ninjutsu ability modifier.
• The bonus to Unarmed and Taijutsu Specialist Weapon
Attacks from the Combo String feature applies to
Taijutsu with your chosen Nature Release Keyword.
• When a creature hits you with a melee attack, they
take damage equal to half your level of a type equal to
your chosen nature releases damage type (Water =
Cold).

110
PASSIONATE YOUTH 8 INNER GATES
Starting at 6th Level, you learn how to access the 8 inner
Taijutsu Specialists who blend their style with the Passion
gates. This is an extremely dangerous technique but the
of Youth exude a level of charisma unmatched by most in
benefits sure balance out with the risks. You gain the ability
the world of Taijutsu, but they also have a level of dedication
to unlock 3 gates of the 8 that exist. You learn to unlock
that overshadows most. With the Conviction to master the 8
more gates at 10th, 14th, and 17th Levels.
Gates, the Passion of Youth is never to be underestimated.
Each Gate is released on its own, and provides its own

FISTS OF IRON benefits and detriments. Each Inner gate has a maximum
duration of 1 minute after which you immediately end the
When you choose this Style starting at 3rd level, you focus
gates activation and gain any detriments you would
all of your effort on mastering hardening your fists, elbows,
normally gain.
and other parts of your body until they feel like Iron while in
While active you cannot cast or maintain concentration
combat. Once per turn, your Unarmed Strike deal an
on any Ninjutsu or Genjutsu.
additional die of damage. This Damage increases as you gain
Please Refer to the 8 Inner Gate Chart to See which Gates are
levels in this class based on the Fists of Iron Strike damage
unlocked at which levels and the benefits/detriments they
chart.
bring with each gate.
F IST OF I RON B ONUS D AMAGE CHART Benefits and detriments stack both while active and upon
ending the forms. You can end the activation of any gate but
Level Damage Die
the 8th gate as a bonus action, taking on accumulated
3rd 1d8 exhaustion from each previous gate all at once.
6th 1d10 When you would end the 8th gate of Death, you turn to
ash, unable to be revived by any means.
10th 1d12
17th 2d6 IRON HEART FORTITUDE
Beginning at 10th Level, while gaining the benefits of your 8
ENHANCED FLURRY Inner gates feature, and you are in the 3rd Gate of Life or
Also, at 3rd level, you learn to break your opponent’s guard above, you are immune to the Effects of Exhaustion,
with overwhelming power and force using two new Weakened and Slowed. You suffer the effects whenever you
techniques that work alongside your Flurry of Blows. are no longer gaining the benefits of the 8 Inner gates.
Open hand Technique. Whenever you hit a creature with one Also, at 10th level, as a Full Turn Action, and by reducing
of the attacks granted by your flurry of blows, it must your movement speed to 0, you can immediately assume up
make a constitution saving throw or it can’t take to the 5th gate, gaining all previous gates benefits and
reactions until the end of your next turn. detriments as well. You can do this twice per long rest.
Chakra Enhanced Blows. You channel chakra into your hands
enhancing your blows even further. You can spend 1 PASSIONATE NAPS
Combo Point to deal an additional 1d6 damage for each Beginning at 14th Level, when you would take a short rest,
strike that hits with your flurry of blows. you recover 1 rank of exhaustion, Weakened and Slowed.
You gain the benefit of this feature twice, before you need a
long rest.

TRIED AND TRUE RESTS


Beginning at 17th level, when you would gain the benefit of
a long rest, you recover up to two ranks of exhaustion,
Slowed, and Weakened instead of one.

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

111
RIGHTEOUS FURY UNSTOPPABLE FURY
Beginning at 14th level, your Chakra Frenzy is so fierce
Taijutsu Specialists who blend their style with Righteous
that it ends early only if you fall unconscious or if you
Fury tend to be brutal with their strikes. Though they
choose to end it.
traditionally protected large monasteries, they have sense
Additionally, when you roll a 1 or 2 on an Unarmed
passed their techniques on to the next generation of
Combat damage die, you can reroll the die and must use
shinobi. Their training has instilled them with a burning
the new roll, even if the new roll is a 1 or 2.
passion that makes them extremely powerful in short
bursts.
FURY OF THE RIGHTEOUS
CHAKRA FRENZY
Beginning at 17th level, your passionate anger has
reached a zenith so pure, that others who follow this
When you choose this style starting at 3rd level, you gain
path can only ponder how it is you attained this level of
the ability to focus your chakra into a frenzy of berserker
wrath.
energy, provided that you aren't wearing heavy armor. It
While you are gaining the benefits of your Chakra
empowers you with supernatural combat skills.
Frenzy class feature, you have become unstoppable. For
You can spend 2 combo points and use a bonus action
the duration of the Chakra Frenzy your speed cannot be
to enter a Chakra Frenzy for 1 minute, gaining the
reduced, and you are immune to the Berserk, Charmed
following benefits:
and frightened, paralyzed, and stunned conditions.
• You have advantage on Strength Ability checks and If you are frightened, paralyzed, or stunned, you can still
Saving throws. take your bonus action to enter your Chakra Frenzy,
• When you make melee weapon attacks using Strength or immediately ending the aforementioned effects.
Dexterity, you gain a bonus to damage rolls equal to
1/3rd of your Taijutsu Specialist level (Rounded up). You
choose which ability score when you enter your chakra
frenzy.
• You have resistance to bludgeoning, piercing and
slashing damage.

While your Chakra Frenzy is active, you can only


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

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

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

112
RUIN PUSH THROUGH IT
Starting at 10th level, by spending 1 Combo point, you
Taijutsu Specialists who take shinobi prosthetics, tech,
gain resistance to the damage type corresponding to
or augments and use them to enhance their martial
your chosen nature release for 1 minute. If you have
prowess are known as “Ruin”. They incorporate devices
resistance from another source, such as another feature
to harness their chakra for them, allowing them to fight
or a jutsu, you reduce damage taken by the chosen
with one less thing to focus on and worry about.
damage type by 3. (This damage reduction occurs after

BATTLE READY resistance has been applied.)


Additionally, whenever you use a Taijutsu with the
When you choose this style starting at 3rd level, through
finisher keyword, you may spend 1 combo point to
intensive research, trial and error, or sheer dumb luck,
change the damage type to one corresponding to your
you have discovered a way to enhance your Taijutsu,
chosen nature release.
through a Catalyst for your chakra, which you wear on
your person either on your armor, or as a part of your
daily attire. This Catalyst’s design is one of your
DEADPOOL
Beginning at 14th level, you've perfected your ruin
description. They can be vented boots, or special gloves.
taijutsu to continuously rock your enemies to their
With this catalyst, you can weave it into your clothing
cores, even in the midst of direct assault. Whenever you
over the course of 1 hour. Once complete, you gain the
are subject to an attack or effect that would deal damage
following benefits;
to you, you may use your reaction spend combo points to
• +1 Bonus to AC, if integrated into Light or Medium reduce the amount of damage taken by an amount equal
Armor. to 5 x the number of combo points spent. Record the
• When making Constitution (Chakra Control) Ability damage reduced, adding all damage reduced using this
checks, you may add your unarmed combat die to the feature, up to a maximum amount equal to 3 times your
roll. Taijutsu Specialist level. This recorded value is called the
• When you would take Chakra Damage, or have your “Deadpool”.
chakra reduced by a hostile effect or creature, you While you have a value recorded in the Deadpool, you
reduce the amount of chakra lost, by 1. This protection gain access to 2 special actions. You may use either of
increases as you gain levels in this class, becomes 2 at these actions once before you must complete a short or
9th, 3 at 14th, and 4 at 20th. long rest. If 1 Minute passes, you are incapacitated, or
• You gain the benefits of the Enhanced Movement Class knocked unconscious you take force damage equal to the
feature even if wearing Light or medium armor. total value of your Deadpool. Damage taken this way
cannot be reduced by any means as the stored chakra
ELEMENTAL SPECIALIZATION explodes with you at the epicenter.
Also, at 3rd level, Choose a Nature Release Keyword. You At 17th level, you may instead use these actions a
gain a Jutsu with the chosen keyword that you qualify number of times equal to your Taijutsu Ability Modifier
for. This jutsu is sealed into your Catalyst, meaning you per long rest.
cannot cast this jutsu without having access to it. You
may select another Jutsu with the same keyword at 6th,
AMASS
As a Reaction, to being hit with an attack or forced to
9th, 13th, and 17th levels. Jutsu gained this way do not
make a saving throw that would deal damage as a result
count against your known jutsu limit as they are all
of a jutsu, you may spend all of the Deadpool. When you
sealed inside and cast from, your catalyst.
do, you gain temporary hit points equal to the Deadpool.
Additionally, Ninjutsu cast from your catalyst ignore
If you have left over Temporary hit points after the
the Hand Seal (HS) and Chakra Molding (CM)
conclusion of the attack or jutsu, you release a surge of
components when casting them.
chakra. All creatures within 15 feet of you, of your choice
Finally, when you cast a Ninjutsu from your Catalyst,
must succeed a Strength Saving throw vs your Taijutsu
you may spend a number of Combo Points equal to the
save DC. On a failed save, they take twice the remaining
rank of the ninjutsu cast. When you do, you may use your
temporary hit points as damage of a type that
Taijutsu Attack bonus, Save DC and Ability modifier for
corresponds with the Nature Release chosen in your
all of the jutsu’s calculations.
Elemental Specialization., or half as much on a success.
(D-Rank: 1 Combo Point, C-Rank: 2 Combo Points, B-
All remaining temporary hit points vanish afterwards.
Rank: 3 Combo Points, A-Rank: 4 Combo Points, S-
Rank: 5 Combo Points.) UNLEASH
When you hit a creature with a Taijutsu attack, you may
UNRELENTING ASSAULT spend your Deadpool. When you do, you deal additional
Starting at 6th level, you've honed your relentless damage equal to your Deadpool of a type that
combat style to a point where you can easily follow corresponds with the Nature Release chosen in your
through with your attacks, even when your enemies try Elemental Specialization class feature.
their best to resist.
Once per turn, when you miss with an attack, the UNBREAKABLE
target takes damage equal to your unarmed combat die + Beginning at 17th level, you've honed your body into an
your Taijutsu ability modifier. unstoppable force for your foes to break upon. Increase
your Constitution Score by 2, your maximum for this
score also increases by 2.

113
STANCER STANCE BLENDING
Starting at 10th level, you may select one Taijutsu Stance
Taijutsu Specialists who take specialize in multiple
that you do not know. Additionally, by spending 2 Combo
stances, are known as “Stancers” able to jump back and
Points, you can gain the benefit of up to 3 Taijutsu
forth between multiple stances, mixing and matching
stances Simultaneously for the next minute.
them to maximize their martial effectiveness and
Additionally, while gaining the benefit of two or more
potential.
Stances, you add both your Strength and Dexterity

MIXED MARTIAL ARTS modifier to the damage of unarmed attacks.

When you choose this style starting at 3rd level, you may
learn one Taijutsu Stance found in Chapter 13:
STANCED COMBAT
Beginning at 14th level, you've perfected fighting with
Customization Options that you do not know. While in
multiple stances at once.
any Taijutsu stance, you may spend 1 Combo Point to
If you are gaining the benefit of a stance that has a
gain the benefit of a Second Taijutsu Stance that you
special ability, that you can use as a Bonus action such as
know, simultaneously for the next minute.
the Serpent Fist’s bonus action ability, or the Dragon

COMBO BREAKER Fist’s bonus action ability, you can instead spend 1
Combo point to perform it as a part of your Attack
Also, at 3rd level, you learn to combo your attacks
action, at no additional cost.
together into a flurry of attacks, strikes, dodges, and
If a stance you are benefiting from has a special ability
feints, never letting up and never giving them any form
that requires An Action, or Full Turn Action, you can
of reprieve. This takes shape in the form of four new
instead spend 1 combo point to perform it as a Bonus
Combo’s listed below;
action, once per turn.
ALPHA COUNTER
While you are gaining the benefits of Patient Defense, THE STANCER
when a creature misses you with an attack, you may as a Beginning at 17th level, you have become an absolute
reaction spend 1 Combo point. When you do, you may master at combining stances into a blended mix. Your
immediately perform a Flurry of Blows. If you do, you Unarmed Strikes also gain the Critical, Deadly, and
immediately lose the benefit of Patient Defense. Blocking property.
The cost of Stance Blending is reduced by 1 Combo
DODGE CANCEL
Point.
When you hit a creature with at least two unarmed
Additionally, while gaining the benefit of your Stance
attacks, or weapon attacks using Taijutsu Specialist
Blending feature, you may add your Wisdom modifier to
weapons, the same turn you use Flurry of Blows you can
the damage of Taijutsu Attacks that add your Taijutsu
spend 1 Combo point to use Patient Defense.
Ability Modifier.
WAVE DASH
While you are gaining the benefits of Step of the Wind, if
your movement would provoke an attack of opportunity, Credit: Granblue Fantasy
you can spend 1 Combo point. When you do, you may
immediately perform a Flurry of Blows targeting the same
creature that is performing an attack of opportunity.
VANISH
While you are gaining the benefits of Step of the Wind, if a
creature would perform a reaction, you can spend 1
Combo point. When you do, you teleport to a space within
5 feet of the triggering creature that can hold you.

MUSCLE MEMORY
Starting at 6th level, your study of martial arts and their
respective stances have become all encompassing,
allowing you to make use of the knowledge mid combat.
By spending 1 Combo points, select one hostile creature
you can see, and make a Martial Arts Ability Check, using
either Strength or Dexterity (Your choice.) vs a DC (8 +
The target creatures Level). On a success, your next melee
attack that hits that creature, adds 1 additional damage
die.
If the result of your Martial Arts Ability Check is 5 or
higher, for every 5 you get over the DC, you increase the
Bonus damage die by +1. You may use this feature a twice
per creature, per short rest.
Beginning at 10th level, when you would use this
feature, you can choose to spend additional combo points
after the first. For every combo point spent this way, you
gain a 1d4 bonus to your Martial arts check.
Beginning at 14th level, this bonus increases to 1d8.

114
TALENT & FOCUS TALENTED ADAPTATION
Beginning at 10th level, when you would complete a rest of
Taijutsu Specialists who Blend their style with Talent and
any type, choose one of the following damage types;
Focus have a level of perfection about them. Their Talent
Bludgeoning, piercing, slashing, force, fire, lightning or cold.
comes from hard work, dedication, and a never-ending
You mold and manifest your chakra imitating a small
supply of determination to always be better than the
selection of nature release or weapon shape, enhancing a
previous day. With this blend of ideologies and innate skill
single attack. On your turn, you can spend 2 combo points.
You are able to achieve and break limits others thought
When you do, the first melee weapon attack you make
impossible.
against a creature is treated as the selected damage type

UNNATURAL TALENT and increases the damage dealt by 1 die on a hit. This bonus
lasts until the end of your turn.
When you choose this Style starting at 3rd level, you focus
If this feature is used in the same attack with Focused
all of your effort on surpassing the limits of your body,
Strike if the target fails by 5 or more, they instead become
allowing you to perform more Combos than normally
paralyzed until the end of their next turn.
possible. You Increase Your Combo points by 3. You Gain
more Combo Points than normal as you gain levels in this
class based on the Unnatural Talent Combo Point Chart.
UNMATCHED TALENT & FOCUS
Starting, at 14th Level your patient and reactionary
Additionally, unarmed attacks you make are treated as if
fighting style has become stuff of legend. Whenever a
they have the Critical and Deadly Weapon Properties.
creature misses you with an attack, you may spend 1 combo
Additionally, you can spend 1 Combo Points to grant
point to use your flurry of blows feature as a reaction.
yourself advantage on all Strength and Dexterity Ability
Checks until the end of your turn
TALENTED BLOW
ENHANCED PATIENCE
Starting, at 17th Level you have learned to take full
advantage of your Focused Strike. When a creature would
Also, at 3rd level, you learn to control the flow of combat
suffer the effects of your Focused Strike, you may spend an
when you act defensively and anticipate your enemies
additional 5 Combo points, dealing 8d10 necrotic damage
attacks You learn 1 of the following combo string features.
to the stunned creature. You may spend additional combo
At 10th, 14th, and 17th levels you add 1 more.
points, dealing an additional 2d10 for each additional
Redirected Aggression. When a Hostile creature makes a combo point spent.
melee attack and misses, you may as a reaction, Alternatively, if you used both Focused Strike and
immediately spend one Combo Point to redirect the Talented Adaptation and a creature becomes paralyzed as a
missed attack back towards them. Make an Unarmed result, you can spend an additional 5 combo points. When
Attack roll. On a hit, the creature suffers their own you do, you deal 8d12 necrotic damage to the paralyzed
damage as if they attacked themselves. creature. You may spend additional combo points, dealing
Shatterpoint. When you use Patient Defense and then make an additional 2d12 for each additional combo point spent.
an unarmed attack after, the target creature must succeed
a Constitution Saving throw, Losing 1 Damage Resistance U NNATURAL TALENT , C OMBO P OINT C HART
until the end of your next turn.
Level Combo Points
Fractured Stance. When a Hostile creature makes a melee
attack and misses after you used Patient Defense, you 3rd 6
may make a single unarmed attack against the creature, 4th 7
this does not cost a reaction. If it Reduces the target
5th 8
creatures HP to 0, You regain 2 Combo points.
Impatient Defense. When you take the Patient Defense 6th 11
Action, you may Instead grant yourself Advantage on your 7th 12
next Unarmed or Taijutsu attack.
8th 13
Deflect Missiles. When you would take damage from a ranged
weapon attack, you can reduce the damage dealt by your 9th 14
Unarmed combat die + Your Taijutsu Modifier + Your 10th 16
Taijutsu Specialist Level as a reaction. If you reduce the
11th 17
damage to 0, you can spend 1 combo point to deflect the
ranged attack back at the target if they are within 60 feet 12th 18
of you. You make the attack as a Ranged Taijutsu attack, 13th 19
regardless of the attack’s properties.
14th 21
FOCUSED STRIKE 15th 22
Beginning at 6th level, you can interfere with the chakra
16th 23
flow in one’s body with a single strike in your opponent’s
open defenses. When you hit another creature with a melee 17th 24
weapon attack, you can spend 5 combo points to attempt a 18th 25
Focused Strike. The target must succeed a constitution
19th 26
saving throw vs your Taijutsu save DC, or be stunned until
the end of their next turn. 20th 27

115
WEAPON SPECIALIST CREATING A WEAPON SPECIALIST
An Inuzuka draws their twin hand scythes as they then When creating a Weapon Specialist consider
drop a smoke bomb at their feet, and begin to swing a few things about the character in regards
their weapons through the smoke using their artificially to their stance on fighting and how they
created environmental advantage to their benefit. Slicing view ninja tools. Do they use their
and dicing their enemies when they cannot see through weapons as a tool of war or peace? Do
the smoke while the Inuzuka can smell them. they use their weapons as a way to
share their ideals while in combat
A Sarutobi draws their longbow, as they coat it in
or is it an extension of themselves?
lightning, firing it off into the sky, creating lightning
Do they use their weapons as a way
strikes where the arrow lands striking down their foes
to give themselves discipline and
with extreme prejudice.
teach themselves patience? Did
These shinobi, different as they might be, are connected they train under another very
by one common factor, they are masters Swordsman, skilled Shinobi? Or did they become
bowman and many other tools of the trade in the shinobi enamored by the people around
world. These weapons define the user, allowing them to them and want to emulate their
shift the tides of battle with the edge of a blade of the skills and techniques?
knock of a bow, the song of a flying shuriken or the
lethality of a flying kunai. QUICK BUILD
You can make a Weapon Specialist
CHARACTER INSPIRATIONS quickly by following these suggestions.
First, put your highest ability score in
When designing this class, it was built with the intent to
Strength or Dexterity, followed by
allow players to utilize different types of Weapons, ninja
Constitution. Second, choose the Hyūga,
tools and be able to use that exclusively in a world of Sarutobi, Inuzuka, Uchiha or Non-Clan,
Jutsu and seemingly ranged superiority. This Class
Clans.
allows for a variety of fighting styles as shown in the
Naruto series and other Manga series that specialize in
martial weapon dominance. Players would be able to
match or exceed their allies in combat, close- & Long-
range sustained combat by being more effective at using
Weapons and Ninja tools than the other classes. The
characters this class is pulling inspiration from are as
follows: Asuma Sarutobi, TenTen, Zabuza Momochi,
Kisame Hoshigaki, Temari, Kankuro, Killer B, Mifune,
Darui, and Sasuke Uchiha

116
CLASS FEATURES WEAPON FOCUS
As a Weapon Specialist, you gain the following class Starting at 1st Level, the Weapon Specialist chooses a
features. weapon type (Such as Katana’s) that they will specialize
into. This weapon becomes known as your Weapon
HIT POINTS Focus. Weapons of that selected type gains a +1 Bonus to
Hit Dice: 1d10 per Weapon Specialist level Attack & Damage rolls and gain one trait from the
Hit Points at 1st Level: 10 + your constitution modifier following list. Bonuses to attack and damage gained
Hit Points at Higher Levels: 1d10 (or 6) + your from this feature also apply to Bukijutsu cast using this
Constitution modifier per Weapon Specialist level weapon type. Once selected you cannot go back and
after 1st. change your selection.
Additionally, when using a weapon, you are proficient
CHAKRA POINTS in, as a component in a bukijutsu or when using the
Martial Arts skill, you may instead use your Dexterity
Chakra Dice: 1d8 per Weapon Specialist level
Modifier in place of your Strength for your Attack &
Chakra Points at 1st Level: 8 + your constitution
damage rolls and Save DC and you may always use
modifier
Bukijutsu that, the weapon originally qualified for
Chakra Points at Higher Levels: 1d8 (or 5) + your
regardless of its current damage type if under the effects
Constitution modifier per Weapon Specialist level
of jutsu, weapon seals or features.
after 1st.
At the 9th level of Weapon Specialist, you choose

PROFICIENCIES between the following;


• Select another weapon type to specialize in, granting
Armor: Light armor, medium armor, Heavy Armor
the newly selected weapon a +1 Bonus to Attack &
Weapons: All Simple and Martial Weapons
Damage rolls and a trait.
Ninja Tools: Trapper Kit, Poison Kit, Weaponsmith Kit,
• Grant your current Weapon Focus an additional +1
Armorsmith Kit
Bonus to attack & Damage rolls and another trait.
Saving Throws: Strength, Constitution
Skills: Martial Arts, Choose three from Acrobatics, At 15th level, you choose between the following;
Athletics, Crafting, History, Intimidation, Perception, • Select another weapon type to specialize in, granting
Sleight of Hand, Stealth, Survival
the newly selected weapon a +1 Bonus to Attack &

EQUIPMENT Damage rolls and a trait.


• Select one of your current Weapon Focuses granting
You start with the following equipment, in addition to
them an additional +1 Bonus to attack & Damage rolls.
the equipment granted by your background:
Trait Requirement Trait Requirement
• (a) Padded Armor or (b) Combat Jacket or (c) Flak
Jacket. Blocking - Multiattack -
• (a) 1 Simple Weapon or (b) 1 Martial Weapon Critical - Reach (Can be Melee
• (a) 1 Simple Weapon or (b) 1 Martial Weapon taken twice)
• (a) One Kunai stack or (b) One Shuriken stack
Deadly - Returning Ranged or
• 2 Paper Bombs
thrown

JUTSU CASTING Disarm Melee Thrown (30/60) -


Finesse Not-Two Handed Trip Melee
NINJUTSU (Excluding bows)
Ninjutsu save DC = 8 + your proficiency bonus + your Grapple Melee Versatile Melee, Not Light
Intelligence modifier or Heavy
Ninjutsu attack modifier = your proficiency bonus +
Hidden Light -
your Intelligence modifier

GENJUTSU And a trait.


Genjutsu save DC = 8 + your proficiency bonus + your
Wisdom modifier WEAPON FLURRY
Genjutsu attack modifier = your proficiency bonus + Also, at 2nd Level, you are an unrelenting flurry of
your Wisdom modifier weapon attacks. You can perform a series of different
techniques called Flurry Techniques. These Flurry
TAIJUTSU Techniques are fueled by Flurry Die. This die changes as
Taijutsu save DC = 8 + your proficiency bonus + your you gain Weapon Specialist levels, as shown in the Flurry
Strength modifier Die Column of the Weapon Specialist Class table.
Taijutsu attack modifier = your proficiency bonus + your Once per Turn, you can use one of the following Flurry
Strength modifier Techniques. Some Flurry Techniques require your
Opponent to make a Saving throw. The Save DC for these
Effects are calculated using your Taijutsu Save DC. You
gain additional Effects from your Weapon Form as you
gain levels in this class. You can only use Flurry
Techniques with weapons you have marked as your
Weapon Focus;

117
ENHANCED DEFLECTION SUPERIOR ATTACK
As a reaction you can roll a Flurry Die and add it to your
Beginning at 11th level, you can attack three times,
AC against one attack before the start of your next Turn.
instead of twice, whenever you take the Attack action on

CHAKRA STRIKE your turn.


When you hit a creature with a weapon attack, you
spend 5 Chakra to deal additional damage to the target.
The Extra Damage is 2 Flurry Die. For every additional 5
Chakra you spend, increase the flurry Die by 1, up to a
maximum of 8 Flurry Die.

PERCEPTIVE AUGMENTATION
Your Speed increases by an amount equal to 5 x your
Flurry Die until the end of your turn.

FOCUSED EFFICIENCY
When you cast a Bukijutsu you may reduce the cost of
that jutsu by an amount equal to half your Flurry Die
(Min 1.). You cannot reduce a jutsu cost below 1 using
this feature.

WEAPON STANCE
Beginning at 2nd Level you adopt a particular Weapon
Stance as your specialty. Choose one of the Weapon
Stances located in Chapter 13: Customization Options;
You can’t take a Weapon Stance more than once.

WEAPON FORM
When you reach 3rd Level, you begin to focus your
studies on a specific fighting form with your weapons.
Your Form grants you Features at 3rd level, and again at
6th, 13th, & 20th Levels. Alongside these Forms, you also
learn a Style to help compliment the form you’ve chosen.
You start with 1 style from your chosen weapon Form,
and gain more as you level up as a Weapon Specialist.

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

EXTRA ATTACK
Beginning at 5th level, you can
attack twice, instead of once,
whenever you take the Attack
action on your turn.

CRITICAL FOCUS
Starting at 7th Level, your
critical threat range with weapon
attacks and Bukijutsu attacks increased by +1. This
increases to +2 at 14th level. At 18th level, when you
score a critical hit with these types of attacks, you deal
an additional die of damage.

BATTLE READINESS
Starting at 10th level, you have fully learned how to meld
your physical self with the Spiritual. You have advantage
on Initiative Checks.

118
WEAPON FORMS RELENTLESS
Starting at 6th Level, add your Strength or Constitution

BATTLE DANCER FORM modifier (Your choice) to your initiative. Additionally,


your speed increased by +10.
Weapon Specialist who focuses on the Battle Dancer
Form, utilizing their ruthless efficiency to decimate and WHIRLWIND SWEEP
defeat unprepared opponents with powerful and deadly At 13th Level, you can use your action to make a melee
melee attacks. weapon attack against any number of creatures within
range of your melee weapon, making a separate attack
BATTLE TECHNIQUES roll for each target. You can use any of your Flurry
Starting at 3rd level, you learn additional Flurry Techniques once for each target.
Techniques that supplement your Battle Dancer Form. Additionally, all creatures within 15 of you, excluding
Disastrous Strike. When you would use the Chakra Strike those who you scored a hit against, must succeed a
Flurry Technique, you can spend an additional 3 Dexterity saving throw vs your Taijutsu Save DC. On a
chakra, when you do, increase the number of Flurry failed save they fall prone and are Dazed until the end of
die rolled by +1. You also reroll all 1’s and 2’s, taking their next turn.
the second result. You can use this feature twice per rest.
Forced Regression. When you hit a creature with a Melee
weapon attack, you can spend 5 Chakra, to cure one MASTER OF AGGRESSION
At 20th level, your presence on the battlefield is a
condition you are currently under the effect of except
Exhaustion. graceful blur of deadly blades, crippling hammers and
daring acrobatics. Your Strength and Dexterity scores
BATTLE DANCER STYLES increase by 2. Your maximum for those scores increases
Also, at 3rd level, you get to choose a Style that supports by 2.
your combat ability. You know 1 Style from the following Additionally, as an Action, by spending 10 Chakra, you
List, and gain more as gain levels in this class based on select one creature you can see within 90 feet of you. You
the Styles Known Table of the Weapon Specialist. spend your movement moving at unreal speeds in a
straight line towards the target, ending your movement
Destructive Dance. Select one creature as a Bonus action
within 5 feet of them, ignoring all difficult terrain or
that you can see within 30 Feet of you. You add half of
obstructions in your path. This movement does not
your Weapon Specialist Level to the next Bukijutsu you
provoke attacks of opportunity. Make a melee weapon
casts Damage rolls. The target creature gains
attack for each creature within 10 feet of the path you
advantage on attacks against you until the end of their
took. You can use any of your Flurry Techniques effects
next turn. If you score a critical hit during the turn you
twice on each target at half the cost (rounded down). You
use this feature, you instead add your total Weapon
can use this feature once per rest.
Specialist level to the critical hits damage roll, and the
target does not gain advantage against you. You can
use this feature twice per short rest.
Disaster Dance. Once per turn, when you use your Action
to Dash, if you end your movement within range to
make a melee weapon attack, you may cast a Bukijutsu
against the target, gaining the benefit of the Focused
Efficiency flurry technique. Once you use this feature
you must spend an Action recovering from the strain
before you can use it again.
Exploitive Dance. Once per turn, when you hit a creature
two times using a Bukijutsu or weapon attack, you
may deal additional damage equal to two flurry die.
Mobility Dance. Once per Turn, when a creature deals
damage to you with a Ranged attack, as a reaction,
move up to your full movement towards the triggering
creature. This movement does not provoke attacks of
opportunity. You may gain the benefit of the Perceptive
Augmentation flurry technique when you use this
feature.
Savage Dance. Select One creature as a Bonus Action that
you can see within 30 Feet of you. You have advantage
on the first Attack roll you make using a Bukijutsu
each turn for the next minute. Additionally, you have
disadvantage on all attacks made against all other
creatures for the duration. This stance ends early if the
creature of your hit points drop to 0, either of you fall
unconscious or you end it as a bonus action. You can
use this feature twice per short rest.
Storming Dance. When you score a critical hit with a
Bukijutsu or Melee weapon attack, you can make one
additional melee weapon attack against the same
creature. You may gain the benefits of this feature no
more than once per turn.

119
GUNGNIR PIERCER FORM SIGURD’S HEROISM
Beginning, at 6th level, your form of combat has
The Weapon specialist who focuses on the Gungnir
instilled you with a sense of heroism, that fills you with a
Piercer Form, trains in the art of the ultimate spear. A
sense of both pride, and hope, while also making it
fighting style designed to pierce through all manner of
difficult for you to look the other way when someone is
defense, and completely deconstruct an enemy’s
being hurt, if you can prevent it.
weaknesses on a surgical level. While utilizing this form
When you see a creature within your movement
you make use of a series of techniques made to strike
speeds range, about to take damage, you may as a
swiftly and accurately.
reaction, interposing redirecting the attack towards you

GUNGNIR PIERCER TECHNIQUES as if you were the original target of the attack, moving
yourself up to the target creature, ending your
Starting at 3rd level, you learn additional Flurry
movement within 5 feet of them.
Techniques that supplement your Gungnir Piercer Form.
Fenrir’s Claw. When you target a creature with a melee FAFNIR’S FANG
weapon that deals piercing damage, you can spend 5 Starting, at 13th level, you have learned to lace your
chakra, rolling 1 flurry die, reducing the target weapons with a layer of chakra, sharpening it to a point
creature’s AC by half the result. (Min 1.) until the end where even the slightest movement causes the wind to
of the current turn. sing as your edge cuts through the air.
Heimdallr Vision. When you target a creature with a When you score a critical hit with a melee weapon
melee weapon that deals piercing damage, you can attack that deals piercing damage, the target creature
spend 5 Chakra, rolling 1 flurry die, adding the result gains 3 ranks of bleeding.
to your attack rolls against the selected creature until
the end of current turn. RAGNARÖK
Starting, at 20th level, your skill with piercing weapons
GUNGNIR PIERCER STYLES have reached a point of legend.
Also, at 3rd level, you get to choose a Style that supports As a bonus action, by spending 20 chakra, you seal all
your combat ability. You know 1 Style from the following your chakra within your body, locking it within yourself,
List, and gain more as gain levels in this class based on while also creating a shell of chakra around your melee
the Styles Known Table of the Weapon Specialist. weapon that deals Piercing damage.
Mímir’s Wisdom. As a bonus action, select one creature For the next minute, you cannot cast or maintain
whom you can see, within 60 feet of you. For the next Ninjutsu or Genjutsu.
minute, they do not add their Dexterity Modifier to Additionally, For the next minute when you deal
their AC against Melee Weapon attacks you make with piercing damage with a weapon attack, you deal
a weapon that deals Piercing damage. You cannot use additional damage equal to twice your flurry die.
this effect more than once per short rest. Creatures who are bleeding take twice as much damage.
Hœnir’s Silence. As a bonus action, by spending 5 chakra, After 1 minute, this feature ends, you gain one rank of
you coat, a weapon you are holding, that deals exhaustion, and you cannot use this feature again until
piercing damage, in a muting chakra. The next time you finish a long rest.
you would deal piercing damage with this weapon
before the end of your turn, you force the target of
your attack to make a Wisdom or Constitution Saving
throw (your choice), being unable to mold chakra until
the end of your next turn.
Freya’s Golden Tears. As a bonus action, until the end of
your turn, when you deal 10 or more piercing damage
with a melee weapon or bukijutsu, the target gain 1
rank of bleeding. For every 10 additional
damage beyond 10, they gain 1
additional rank of bleeding
up to a maximum of 5
ranks.
Thor’s Wrath. When you take the Attack action, using a
melee weapon that deals piercing damage, you may
cast a Bukijutsu that deals damage as a Reaction,
gaining the benefits of the Focused Efficiency flurry
technique.
Vitharr’s Vengeance. As a reaction when you would take
damage from any source, each instance of damage you
take until the beginning of your turn grants your next
melee weapon attack with a piercing weapon one
additional flurry die to damage.

120
OBSIDIAN HAMMER FORM Provoke. As a bonus action you may take an open stance
while also screaming at the opposition to not avert
The Weapon specialist who focuses on the Obsidian
their eyes. Creatures who could see and hear you,
Hammer Form, trains in the art of brutality focused
within 30 feet of you, gain disadvantage on attacks
around smashing through all obstacles. This form,
that target any creature other than you. Until the
allows the practitioner to attack with the ferocity of a
beginning of your next turn.
crashing wave, a collapsing cave, or a compressed star.
Defiance. When you would make a Strength or
This fighting style specializes in crippling attacks that Constitution saving throw, while wielding a weapon
break your opponents with powerful strikes that quake that deals bludgeoning damage, you may, as a
the earth.
reaction, grant yourself advantage on the saving

OBSIDIAN HAMMER TECHNIQUES


throw and temporary hit points equal to the result of 2
flurry die. Temporary hit points gained this way
Starting at 3rd level, you learn additional Flurry
vanish at the beginning of your next turn.
Techniques that supplement your Obsidian Hammer
Form.
OBSIDIAN BODY
Crippling Darkness. When you target a creature with a Beginning, at 6th level, if you would use a Flurry
melee weapon attack that deals bludgeoning damage, Technique granted by Obsidian Hammer Techniques, as a
you can spend 5 chakra, adding 2 flurry die to the bonus action you may use a second Obsidian Hammer
damage roll. On a successful hit, the target must Techniques increasing its cost by +5. If you do, you may
succeed a Strength saving throw being weakened on a double the gained benefit or inflicted effect of that
failed save, as their bones become cracked and brittle second technique, if applicable. If that technique would
after impact. force a saving throw, the target makes their saving
Syphon Strike. When you hit a creature with a weapon throw with a 1d6 penalty.
attack that deals bludgeoning damage, you can spend
5 chakra, rolling 2 flurry die, regaining Hit points OBSIDIAN MIND
equal to the result of the flurry die. Starting, at 13th level, your mind has been reinforced
Unmend. When you hit a creature with a melee weapon with Obsidian thoughts. When you would make a
attack that deals bludgeoning damage, you can spend Wisdom or Intelligence saving throw to resist a
3 chakra. The next time the target would regain hit Genjutsu, you may roll your flurry die, adding the result
points by any means, they reduce the amount healed to your roll. You may do this twice per long rest.
by an amount equal to three flurry die.
OBSIDIAN SOUL
OBSIDIAN HAMMER STYLES Starting, at 20th level, your soul has been conjoined with
Also, at 3rd level, you get to choose a Style that supports Obsidian spirits. Your loyalty to the Obsidian Hammer
your combat ability. You know 1 style from the following form has begun to pay off in spades. As a Full-Turn
list, and gain more as you gain levels in this class based action, by spending 20 chakra, you release a jet stream of
on the Styles Known Table of the Weapon Specialist. obsidian colored chakra from every pore of your body,
for the next minute.
Shadow Wall. As a Reaction on your turn, you release
For the duration of this feature, all hostile creatures
chakra creating a spectral shield of obsidian colored
within 30 feet of you have disadvantage on checks made
chakra in front of you. Roll 2 flurry die, and record the
to maintain concentration on Jutsu they cast, and you
result. Until the start of your next turn, you take
add your flurry die to all Weapon and Bukijutsu damage
reduced damage equal to the result from all sources.
rolls, Strength and Constitution saving throws, and
Unleashed! As a Bonus action on your turn, you release a
Strength Ability Checks. You can use
well of obsidian colored chakra from within yourself,
this feature once per long rest.
magnifying your power ten-fold. Until the end of your
turn, when you deal damage with a weapon attack that
deals bludgeoning damage, you deal additional
damage equal to 2 flurry die. You can use this feature
twice per long rest.
Gritty End. When you would reduce a creatures hit points
to 0, using a weapon that deals bludgeoning damage,
you gain an additional action, which you can use to
make a single weapon attack. This additional attack
deals additional damage equal to 2 flurry die. If you
trigger this effect more than once, you continue to add
additional flurry die with each trigger. You can use this
feature a number of times equal to your Taijutsu
Ability Modifier per long rest.
Reprisal. When you would deal damage to a creature
maintaining a jutsu or with a jutsu currently active,
with a weapon that deal bludgeoning damage, you
may, as a bonus action, spend 5 chakra, immediately
break their concentration, ending one of their jutsu’s
effects, with no need for them to make a
concentration check.

121
PHANTOM BLADE FORM Oppressive Revenant. When you would cast a Bukijutsu
with a melee weapon that deals slashing damage, you
The Weapon specialist who focuses on the Phantom
may as a Bonus Acton release a surge of phantasmal
Blade Form, trains in the art of a blade style long hidden,
chakra. All creatures within 15 feet of you must
and closely guarded. This form, teaches the practician to
succeed a Constitution Saving throw, being unable to
both attack like a phantom, and to train your phantom to
Mold Chakra or make a reaction against you until the
attack as well. This fighting style specializes in Delayed
end of your next turn. Creatures affected by this
attacks that strike it’s targets long after the attack was feature, takes additional damage equal to your Flurry
ever made. die once per turn when they would take damage. You

PHANTOM BLADE TECHNIQUES


can use this feature twice per long rest.
Delayed Etherealness. When you hit a creature with a
Starting at 3rd level, you learn additional Flurry
Taijutsu with the Bukijutsu Keyword that deals
Techniques that supplement your Phantom Blade Form.
slashing damage, the damage you deal is delayed until
Phantom’s Edge. When you hit a creature with a melee you release the delayed effect to deal damage equal to
weapon attack, with a weapon that deals slashing the delayed damage. If you deal any additional
damage, you spend 5 chakra to delay all of your Slashing damage, this is added to the delayed damage
attacks damage for each successful attack that hits the total. At the end of each of your turns, you add
target creature. At the beginning of the targets next additional damage to the delayed damage equal to one
turn, they take all of the damage they would have flurry die. Maintaining this delayed damage from this
taken this turn from all of your weapons delayed style counts as concentrating on a Jutsu. You may
damage at once + additional damage equal to twice release the delayed damage from this style as an
your flurry die. action on your turn. If you lose concentration, while
Phantoms Eclipse. When you are targeted with a melee maintaining this effect, the delayed damage is lost.
attack, while wielding a weapon that deals slashing
damage, you may as a reaction, roll 3-flurry die. At the FIRST STEP: A SINGLE DROP
end of the triggering creatures turn, they take delayed Starting at 6th Level, you have learned that delaying
damage equal to the result. attacks can grow stronger, the longer they are delayed.
When you would delay damage using any Weapon
PHANTOM BLADE STYLES Specialist Class Feature, you may extend the delayed
Also, at 3rd level, you get to choose a Style that supports damage up to the end of your next turn (This delay
your combat ability. You know 1 style from the following extension does not cost any additional action).
list, and gain more as you gain levels in this class based When you do, the delayed damage dealt increased by an
on the Styles Known Table of the Weapon Specialist. amount equal to 3 flurry die. You may use this feature
Ghostly Blade. Once per round, when you target a Twice per short rest.
creature with a melee weapon attack or Bukijutsu, Additionally, when you would use a Flurry Technique
with a weapon that deals slashing damage, you may, granted by the Phantom blade subclass, that rolls a
as a bonus action cause your blade to gain the flurry die, you roll one additional Flurry die, adding it to
properties of a ghost, moving through all defenses at the results of any effect used.
once. Roll 1 Flurry Die. Reduce the targes Armor Class
by the result, until the end of your current turn, SECOND STEP: OVERFLOWING MALICE
Starting at 13th Level, you can use your action to take the
against only your attacks. You may use this stance
Overflowing Malice stance, so long as you have a melee
twice per rest.
Specters Dance. Select one creature you can see or hear as weapon that deals slashing damage.
a bonus action. While wielding a melee weapon that When you do, until the beginning of your next turn, you
gain a number of additional reactions equal to your
deals slashing damage, you gain Blindsight against the
selected creature for 1 minute, until you or the target Proficiency bonuses.
drops to 0 hit points, or you fall unconscious. You may For the duration, creatures within 15 feet of you
provoke attacks of opportunity when they take any
use this stance twice per long rest.
Haunting Siphon. When you would reduce a creatures hit action. Your Melee Weapon attacks gain the reach 3
points using a melee weapon that does slashing quality while you are in the Overflowing Malice Drawing
Stance. Attacks of opportunity that score a successful hit
damage, until the end of your next turn, the target
cannot regain hit points by any means. on a target can trigger up to two Flurry Techniques
Ghastly Execution. When you would reduce a creatures hit instead of 1.

LAST STEP: PHANTASM STANCE


points to 0 using a melee weapon that does slashing
damage, the damage is delayed until the beginning of
At 20th level, your presence on the battlefield is a
their next turn. You gain an additional Action, which
ghastly visage of ghoulish attacks, and dastardly blades.
can be used to take the attack action using a melee
Your Strength or Dexterity (your choice) and Wisdom or
weapon attack that deals slashing damage, targeting
Intelligence scores (your choice) increase by 2. Your
another creature you can reach with your remaining
maximum for those scores increases by 2.
movement. If you would reduce another creatures hit
Additionally, when you would roll flurry die you roll an
points to 0 using this new attack, delay the damage as
additional flurry die. This is in addition to First Step: A
you did prior, gaining a new action with the same
Single Drop.
limitation as before. You can gain a number of
When you would roll a flurry die, if the result of the roll
additional actions this way three times per rest.
on the roll is less than 4, The result becomes 4.

122
PRIMAL WEAPON FORM the damage type to that of the damage type of your
Nature Release. (Water Release = Cold).
The Weapon specialist who trains in the art of the Primal
Provocation. As an action, you select one creature you can
Weapon, infuses their attacks with their natural born Nature
see within 30 feet of you. You mark them with a special
Release, releasing powerful elemental strikes with each
nature release seal. For the next minute, the first attack
attack.
you make using an attack that deals the damage type of

PRIMAL WEAPON TECHNIQUES


your Nature Release, it is made at advantage.
Primal Penetration. As a Bonus action, you magnify your
Starting at 3rd level, Select one Nature Release. (Earth,
nature releases power. For the next minute, you ignore
Wind, Fire, Water, or Lightning Release). You gain the
resistance to your Nature Releases corresponding damage
ability to learn Ninjutsu with the select Nature Release. If
type. You can only use this feature twice per rest.
you select a Nature Release you already have, you can
instead learn one Jutsu of the chosen Nature Release that
you Qualify For.
PRIMAL BLADE
Beginning, at 6th level, you learn to manifest a weapon
You also learn additional Flurry Techniques that
made of pure chakra. As a Free action, once per turn, you
supplement your Primal Weapon Form.
can manifest or unsummon your primal weapon. The
Primal Reverb. When you hit a creature with a weapon weapon manifested must be one you have as a Weapon
attack, you can spend a bonus action and 5 chakra. When Focus. This weapon is a Chakra Enhanced Weapon, its
you do, all creatures within 5ft of the target, excluding damage counts as both its original weapons damage type,
you, take an amount of damage equal to your flurry die + and as your Nature Releases corresponding Damage type for
Your Ninjutsu Ability Modifier of your chosen nature the purpose of Jutsu and Weapon Specialist class feature
release’s corresponding damage type. interactions.
Primal Strike. When you hit a creature with a weapon attack, Also, this Primal Weapon gains all weapon seals and
you can spend 5 chakra to force them to make a properties from any weapons you currently have as your
constitution saving throw. On a failed save, they suffer 1 Weapon Focus. This Primal Weapon can have a copy of
Rank of your Chosen Nature Releases Primal Effect found all seals from any one weapon.
on the Primal Effect table at the end of this class Additionally, if you would use a Flurry Technique granted
description. by Primal Weapon Techniques while using your Primal
Primal Pulse. When you are hit by a creature, while you can Weapon, you can use a second Flurry Technique granted by
mold chakra, you can, as a reaction, spend 5 chakra. When your Primal Weapon Technique. (This does not ignore action
you do, roll 1 Flurry Die, and record the result. You gain requirements.)
temporary Hit points equal to 3 x the result of the flurry Finally, your Primal Weapons damage die is equal to your
die until the end of the current turn. flurry die or one of your Weapon focus weapons damage die,
your choice.
PRIMAL WEAPON STYLES
Also, at 3rd level, you get to choose a Style that supports PRIMAL POWER
your combat ability. You know 1 style from the following Starting, at 13th level, the first time each turn, you would
list, and gain more as you gain levels in this class based on inflict your chosen Nature Releases Primal Effect Condition,
the Styles Known Table of the Weapon Specialist. that condition is magnified.
Primal Riposte. As a Reaction, when you see a creature within If the condition can gain ranks, you instead roll your
flurry die, as they gain that many ranks up to the maximum
60 feet of you cast a Ninjutsu, Taijutsu, or Bukijutsu that
of their conditions allotment until the end of your next turn.
would deal damage, you can cast a Bukijutsu you know
with a casting time of 1 Action. This Bukijutsu gains the If the condition cannot gain ranks, they also gain the
Clash Keyword if it didn’t prior, and you immediately weakened condition until the end of your next turn.
Additionally, when a target within range of your weapon
initiate a clash. If the triggering Ninjutsu does not have
the Clash keyword, they make their Clash Check at fails a saving throw for a jutsu you cast that deals your
disadvantage. You may use this feature twice per short Nature Releases Corresponding Damage type (Water Release
= Cold), you can cast a bukijutsu finisher as a bonus action
rest.
Primal Edge! As a Bonus action on your turn, you bathe your that turn, gaining its finisher effects.

MASTER OF THE PRIMAL


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

123
P RIMAL EFFECT T ABLE
Nature Release Condition
Earth Release Dazed
Wind Release Bleeding
Fire Release Burned
Water Release Chilled
Lightning Release Shocked

124
RANGER FORM CURVED SHOT
Starting at 6th level, you learn how to work all the angles
Weapon Specialist who focuses on the Ranger form,
of a battlefield to your advantage. Once per turn, when
exploiting the superiority of ranged combat. Ensuring they
you would miss a ranged Taijutsu attack with a
keep distance from their targets and overwhelm them with
Bukijutsu, you may add one Flurry Die to the attack roll,
Pinpoint Attacks from a safe distance.
increasing the attack roll total by the result, potentially

RANGER TECHNIQUES turning a miss into a hit.


Starting at 3rd level, you learn additional Flurry Techniques
that supplement your Ranger Form.
QUICK DRAW
Beginning at 13th Level, you learn to perform miracles
Blinding Shot. When you target a creature with a ranged with your ranged weapons. On your first turn in combat,
Weapon attack, you can spend 5 chakra, adding your if you are not surprised, you can use your attack action to
flurry die to the attack roll. On a hit, you attempt to blind attack creatures that have not acted yet. Choose up to 6
them, striking them in the eyes. The target must make a creatures that you can see within 90 feet of you. Make a
constitution saving throw, being blinded until the ranged weapon attack targeting each creature. On a hit,
beginning of your next turn on a failed save. you deal your weapons damage and can apply a Flurry
Brutal Shot. When you would hit a creature with a ranged Technique to each attack made this way at half the cost.
weapon attack, you can spend 5 chakra, adding 2 flurry Once you’ve used this feature you must complete a short
die to the damage roll. The target must then make a or long rest before you can use it again.
Strength saving throw being Dazed on a failed save until
the end of their next turn. UNMATCHED EFFICIENCY
Crippling Shot. When you would hit a Creature with a Ranged At 20th Level, you have an unmated efficiency for your
Weapon attack, you can spend 5 chakra, adding your agility. Your Dexterity and Wisdom scores increase by 2.
flurry die to the damage roll. When you do, the Target Your maximum for those scores increases by 2.
must make a Dexterity Saving throw. On a failed save the Additionally, if a Ranged Attack you make, misses a
targets movement is reduced by half, are knocked prone target creature you can treat the miss as a hit.
and makes their next Dexterity saving throw at Alternatively, if you fail a Dexterity or Wisdom saving
disadvantage. throw, you may treat it as a success. You can use each of
these effects twice per rest.
RANGER STYLES
Also, at 3rd level, you get to choose a Style that supports
your combat style. You know 1 Style from the following List,
and gain more as you gain levels in this class based on the
Styles Known Table of the Weapon Specialist.
Shuriken Slinger. Ranged Taijutsu you cast with the
Bukijutsu Keyword, that uses Kunai, Shuriken or Senbon
as Components deal an additional Flurry Die in damage
on a successful hit. Additionally, when you would roll an
Ammunition die you roll an additional ammunition
die taking the higher result.
Dead-eye Stance. You gain a Bonus to Damage rolls
made with Ranged Taijutsu Attacks using a
Bukijutsu, equal to 1 Flurry die while attacking a
creature within 30 feet of you. Additionally,
attacking a creature within 5 feet of you does not
impose disadvantage on your ranged attacks.
Double Jeopardy. When you cast a Bukijutsu, that uses a
Ranged Weapon or a weapon with the Thrown Property,
that would force a creature to make a Saving throw, a
creature that fails the saving throw takes additional
damage equal to 1 Flurry Die. If they fail by 5 or more,
they take additional damage equal to 3 flurry die. If they
fail by 10 or more, they take additional damage equal to 5
flurry die.
Creating Distance. Once per turn, when you make a ranged
Taijutsu Attack using a Bukijutsu, your movement speed
increases by 15 feet while you are moving away from the
target creature, until the end of your next turn. Your
movement until the end of your turn does not provoke
attacks of opportunity.
Keen Eyed Stance. Once per turn, when you score a critical hit
with a ranged Taijutsu attack using a Bukijutsu, you may
add 2 additional damage die to the damage roll.
Rangers Aim. Once per turn, you can as a Bonus action
take aim at a creature you can see within range. The
next Ranged Taijutsu attack you make with a
Bukijutsu is made at advantage.

125
SAMURAI FORM feature, the next attack you make that deals damage to a
creature deals additional damage equal to 3 Flurry die.
Weapon Specialists who focuses on the Samurai form, learn
Defensive Draw. As a Bonus action, you enter a defensive
the unique fighting style of the Samurai, allowing a blend of
stance. Roll 1 flurry die and record the result. Until the
both Ranged and Melee combat from using the Katana, the
start of your next turn you gain one of the following
Naginata to the Bow & arrow, they are specialists in both
benefits and can use the selected effect a number of
forms of combat able to adapt to the situation at hand and
times equal to your flurry die result;
pull victory through Skill and unmatched talent.
• Melee attacks that target you trigger an attack of
KENJUTSU TECHNIQUE opportunity that does not cost your reaction. You may
Starting at 3rd level, you learn additional Flurry Techniques use any Flurry Technique in addition to this attack.
that supplement your Samurai Form. • When a Ranged attack would target you, make an

Fighting Spirit. As a bonus action on your turn, you can attack roll. If the result of your attack roll is more than
spend 10 chakra to give yourself advantage on all weapon the triggering creatures attack, you negate their
attack rolls until the end of the current turn. When you do attack.
so, you also gain 10 temporary hit points. You can spend Iatsu Draw. By spending your Bonus Action and Reaction
additional chakra in multiples of 5. For every 5 extra on your turn, you can enter a quick strike stance. Your
chakra you spend you increase the number of temporary next melee weapon or taijutsu attack before the end of
hit points gained from this feature by 10. You can gain no your turn, you add your Weapon specialist level to
more than 30 Temporary hit points from this feature. your next attack and damage rolls. The taijutsu cast
Temporary hit points gained from this feature last for 1 must have the bukijutsu keyword.
minute.
Riposte. When another creature damages you with a melee CIRCLE OF PROTECTION
or Ranged attack, you can as a reaction, use your Flurry At 6th Level, you learn to fend off attacks directed at
Die to attempt to deflect the attack. When you do so, the you, your allies or other creatures nearby. If you or a
damage you take is reduced by two Flurry Die + Your creature you can see within 10 feet of you is hit by an
Weapon Specialist level. If You reduce the damage to 0 attack, you can spend your reaction to ward both the
you can immediately take the attack action against the creature and yourself. Roll 2 flurry die and add the result
triggering creature as part of the reaction. You can spend to both yours and the target allies AC until the beginning
Chakra to increase your Ripostes potency. For every 5 of your next turn. They must be within 10 feet of you to
chakra you spend, you roll 1 additional Flurry die, gain the benefit.
reducing damage further, by the result. You can only You can use this feature a number of times equal half
increase the number of Flurry die this Technique uses to a your proficiency bonus per long rest.
maximum of 8.
Frenetic Draw. Once per turn, when you would hit a ENHANCED STRIKES
creature with a weapon attack, you can spend 5 Starting at 13th Level, your weapon is constantly being
chakra. When you do, they must make a Strength fed your chakra, enhancing its offensive potential.
saving throw vs your Taijutsu Save DC. On a failed save Whenever you hit a creature with a weapon attack using
they gain disadvantage on all attacks and Ability a weapon you have as your Weapon Focus, the creature
checks they make until the end of their next turn. takes extra force damage equal to your flurry die.

SAMURAI STYLES MASTER OF FOCUS


Also, at 3rd level, you get to choose a Style that supports At 20th level, you might overwhelm even the most
your combat ability. You know 1 Style from the following implacable of foes. Your Strength and Constitution
List, and gain more as gain levels in this class based on the scores increase by 2. Your maximum for these scores
Styles Known Table of the Weapon Specialist. increases by 2.
Additionally, as an action, you can spend 10 chakra to
Aggressive Draw. As a Reaction on your turn, you can take an
gain the following benefits for 1 minute:
aggressive stance. Until the end of your turn, double your
speed and jump distance. You gain an additional bonus • You have resistance to Slashing, Bludgeoning or
action, which you can only use to Dash. Additionally, piercing damage.
when you Dash or Jump, you have advantage on the first • When an ally within 30 feet of you takes the
taijutsu attack or weapon attack you make against each Attack action, they can make one
creature within range of your weapon where you land or additional attack as a part of that
end your movement. same action.
Blade Draw. As a reaction to a creature missing, you with an • Your attack rolls can’t suffer from
attack, you may spend 5 chakra. When you do, you gain disadvantage.
temporary hit points equal to your Weapon Specialist • Whenever a creature hits you with
level for the next minute, and make a weapon attack a melee attack, it takes force
against the triggering creature if they are within range. damage equal to half of the
On a hit, they gain disadvantage against you for the damage you take from the
remainder of their turn. You can use two Flurry attack.
Techniques in addition to this attack. • Enhanced Strikes now
Crashing Wave. As a Bonus action, you may spend 5 chakra. counts for Bukijutsu that
When you do, until the end of your turn, you reroll 1’s and use chosen weapon.
2’s for; Attack rolls, Ability checks, and Saving throws.
You must use the new results. (This can be done before any
jutsu or feature would force you to remake a saving throw or
ability check.). If you roll a Natural 20 as a result of this

126
SLAYER FORM Cooperative Strike. Once per turn, when you score a hit
against a creature within 30 feet of you, that an allied
The Weapon specialist who practices the art of Slaying,
creature also within 30 feet of you, has hit with an
become consummate hunters, who live for the chase and
attack within the last round, you ignore all resistance
the deadly stroke that brings it to a close. Slayers spend
and damage reduction the affected creature may have.
most of their time honing their weapon skills, studying
Lethal Range. As a Bonus Action the range of melee
the habits and anatomy of foes, and practicing unique
taijutsu or weapon attacks you make until the end of
combat maneuvers. your turn, increase by 10 feet, and deal additional

SLAYER TECHNIQUES
damage equal to your flurry die. Alternatively, the
range of ranged taijutsu or weapon attacks, increase
Starting at 3rd level, you learn additional Flurry
by 20 feet and on a hit can benefit from two flurry
Techniques that supplement your Slayer Weapon Form.
techniques this turn.
These Chakra Sealed Weapon effects all refer to a
Poisonous Slay. You gain proficiency with a Poisoners kit.
unique ability which allows them to Study a creature. A
When making a poison, reduce the DC to make the
creatures studied by any of these Chakra sealed Weapon
poison by 2. When dealing damage to a creature with a
effects are hereby known as a Studied Target for the
weapon coated in a poison you’ve created, increase
purpose of Class features that refer to it. You can only
your critical threat range by 1. When a creature must
have one Studied Target at a time.
succeed on a saving throw to resist a poison you’ve
Studied Defense. As a bonus action, you may spend 5 made, you may use your Taijutsu save DC or the
Chakra. When you do, you may select and study one Poisons DC, whichever is higher.
creature within 30 feet of you. For the duration, you Reaping Stalker. Once per turn, when you would deal
gain a bonus to your AC, Strength and Dexterity saves damage to a creature marked as your Studied Target,
and Ability checks equal to half of your Flurry Die who is either Surprised, Adjacent to an allied creature
result against the studied creature and any Jutsu, who is not unconscious, incapacitated or dead, or
features, traits or attacks it may use against you. You whom you have advantage against; Increase your
can maintain the benefits of this Technique until the critical threat range by 2. You can use this feature once
beginning of your next turn. If you use this effect per short rest.
while currently gaining the benefits of another Slayer Vicious Technique. Once per turn, when you score a
Flurry Technique, you immediately end that other critical hit with a bukijutsu, you may at half the Jutsu’s
Flurry Technique. original cost, recast the Jutsu as a bonus action, if able.
Studied Tracking. As a bonus action, you may spend 5 If you score a critical hit with the jutsu a second time
Chakra. When you do, you study one creature within using this feature, treat all 1’s and 2’s as 3, when
30 feet of you, gaining a bonus to your Deception, calculating damage.
History, Insight, Investigation, Perception, and
Survival Ability checks made against that creature, STALKING PREDATOR
equal to your Flurry Die result. You can maintain the Beginning, at 6th level you have become a hunter
benefits of this technique for 10 minutes. If you use unmatched by most. Once per turn, when you would deal
this effect while currently gaining the benefits of damage to a creature when you have advantage on the
another Slayer Flurry Technique, you immediately attack roll, an ally who is not unconscious, incapacitated
end that other Flurry Technique. or dead is adjacent to the target creature or the target of
Studied Strike. When you hit a creature with a melee or the attack is surprised, you deal additional damage. This
ranged weapon attack, you may spend 8 Chakra. When damage is 2d6 of the triggering damage type and
you do, you may study the target. If you do, you gain a increases by 1d4 at 9th (3d6), 12th (4d6), 15th (5d6), and
bonus to weapon damage, against the studied target 18th (6d6) levels. If you score a critical hit, you do not
equal to 1 Flurry Die + 1/4th your weapon specialist double the damage die, you instead treat all 1's as 2 when
level (Rounded down, Min 1). This bonus damage only calculating damage.
triggers when you make weapon attacks as a result of Additionally, when you would make an ability check
the Attack Action. You can maintain the benefits of using; Deception, Intimidation, or Stealth. You may add
this Technique until the end of your next turn. If you one Flurry Die to the check.
use this effect while currently gaining the benefits of
another Slayer Flurry Technique, you immediately QUARRY
end that other Flurry Technique. Starting, at 13th level, you can Study up to two creatures at
once. Also, as an action, you can select one creature you
SLAYER STYLES can see that is currently your Studied Target to instead,
Also, at 3rd level, you get to choose a Style that supports become your Quarry. A Quarry counts as a Studied Target
your combat ability. You know 1 style from the following for the purposes of interacting with Flurry Techniques &
list, and gain more as you gain levels in this class based Slayer Styles, that requires a Studied Target. If a Flurry
on the Styles Known Table of the Weapon Specialist. Techniques requires you to roll a Flurry die, you roll them
Blood Reader. As a bonus action, select one creature you as normal and apply the listed effects.
can see, within 60 feet of you, who does not have Whenever you are following the tracks of, hiding
from, or interacting with, your Quarry, you may choose
maximum Hit points and is a Studied Target. Make a
Survival Check using either Wisdom or Intelligence vs to add the maximum flurry Die bonus to any Ability
a DC (8 + The creatures Level.) On a success, you check made to achieve those goals. In addition to when
moving closer to your Quarry, you ignore difficult terrain
become aware of the creatures current Hit Point total.
You can use this feature once per creature, per short and your movement speed cannot be reduced by any
rest. If you use this feature against another creature, means.
you lose awareness on the previous creatures hit
points regardless if you pass or fail.

127
Additionally, you gain a +2 bonus to attack and • Cripple: Roll 2 Flurry Die. The target reduces their
damage rolls against your Quarry. You can have no more movement speed by 5 x the result of the roll for the
than one quarry at a time, and you can end this feature at next hour. If all of their movement speed types are
no additional action, but you cannot use it again until reduced to 0, they are instead restrained and grappled
you complete a long rest. If you find proof that your for a number of minutes equal to the result of your
Quarry has been killed or is dead, you instead cannot use flurry die
this feature again until you complete a short rest.

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

128
PUPPET MASTER CREATING A PUPPET MASTER
A Ryu sits in a tree, watching over her target as they When creating a Puppet Master, think about your
approach. A smile spreads across her face as she open up the characters background and drive to be a shinobi. Does
giant box, she carried with her, removing the giant the character have a rival? What drove your character
mechanical scorpion and dropping it onto her target, down the path of ninja puppetry? Is it about curiosity
enclosing them inside it. and invention, or about the power their puppets bring?
With a loud explosion, a figure lands in the middle of the Did your character learn from another puppet crafter, or
battlefield. As the dust clears, a hulking presence stands receive a vision or flash of inspiration to learn their
amidst the war-torn battlefield, a giant humanoid of wood craft?
and steel. The creaking head swivels to inspect the wreckage. Consider how your character interacts with the world,
It raises one of its 4 arms, and a beam of chakra lances out and what they represent. Consult your DM regarding
towards an enemy. brigades, guilds, or societies your character might
These shinobi, different as they might be, are connected belong to.
by one common factor: they are masters of the art of ninja
puppetry. This fighting form was created in Sunagakure, QUICK BUILD
utilizing chakra threads to control specialized ninja tools. You can make a Puppet Master quickly by following
The puppets that these ninja use are hand-crafted, and these suggestions. For Puppeteer Specialization, make
special to each puppeteer. They are equipped with weapons, your highest ability Intelligence, followed by
traps, poisons, and various other mechanisms. These Constitution or Dexterity; For Juggernaut or Soul
puppets are incredibly difficult to use, and are only usable by Container, choose either Strength or Intelligence as your
those who have dedicated their lives to the art. highest, with constitution as your second highest ability
score. Second choose Hatake, Nara, or Non-Clan.
CHARACTER INSPIRATIONS
When designing this class, it was built with the intent to
allow players to utilize ninja puppets of different types,
specializing in one or two. Players would be able to
create and utilize puppets for stealth or combat, while
keeping themselves a little safer than others, or use
them to gain new abilities for themselves. The characters
this class is pulling inspiration from are as follows:
Kankuro, Sasori, and Chiyo.

129
CLASS FEATURES SPECIALIZATION UPGRADE
As a Puppet Master, you gain the following class Also, at 1st level, choose an upgrade for which you
features. qualify from the list at the end of your specialization,
and gain the benefits listed in the description of the
HIT POINTS upgrade.
Hit Dice: 1d8 per Puppet Master level You select additional upgrades at 3rd, 5th, 7th, 9th,
Hit Points at 1st Level: 8 + your constitution modifier 11th, 13th, 15th, 17th, 19th, and 20th level, as shown in
Hit Points at Higher Levels: 1d8 (or 5) + your the Upgrades column of the Puppet Master table. You
Constitution modifier per Puppet Master level after cannot select an upgrade more than once, unless the
1st. upgrade's description says otherwise.
You can exchange any of your existing upgrades for
CHAKRA POINTS any other upgrade of the same level requirement as the
replaced upgrade after finishing a week of downtime
Chakra Dice: 1d10 per Puppet Master level
replacing the upgrades. Whenever an existing upgrade is
Chakra Points at 1st Level: 10 + your constitution
swapped out for a replacement upgrade (either by a
modifier
specialization feature or on level up), the new upgrade is
Chakra Points at Higher Levels: 1d10 (or 6) + your
selected as if the Puppet Master is the level, they were
Constitution modifier per Puppet Master level after
when they got that upgrade slot.
1st.
(For example, if you replace your Puppet Tool and reselect

PROFICIENCIES all of your upgrades as a 5th level Puppet Master, you could
select three 1st level upgrades and two 5th level upgrades, or
Armor: Light armor, Medium Armor five 1st level upgrades, or four first level upgrades and one
Weapons: Simple Weapons, Battle Wires, Hand 5th level upgrade, but you would not be able to select more
Crossbows, Heavy Crossbows, Fuma-Shuriken than two 5th level upgrades.)
Ninja Tools: Armorsmith Kit, Weaponsmith Kit.
Saving Throws: Constitution, Intelligence CHAKRA ENHANCED RETROFIT
Skills: Crafting, Choose three from Chakra Control,
Deception, History, Insight, Intimidation, Beginning, At 2nd level, your study of chakra enhanced
Investigation, Ninshou, Perception, Nature, Sleight of items and crafting has allowed you to retrofit chakra
Hand, Stealth enhanced gear. During a long rest, you can perform a
ritual using any +1/2/3 weapon or armor (excluding S+
EQUIPMENT and sentient items) to transfer the chakra imbued within
You start with the following equipment, in addition to it into a puppeteer weapon or armor (a weapon or armor
the equipment granted by your background: created by a subclass feature or upgrade). This includes
weapon-like upgrades that make attack and damage
• (a) a Hand Crossbow and one stack of bolts or (b) any
rolls (like the Juggernaut's Chakra Blast).
two simple weapons
For example, if your Puppet Tool has Hidden Blades,
• (a) One Kunai stack or (b) One Shuriken stack
you could make them +1 by transferring the property of a
• Padded Armor, Crafters kit, and 1 paper bomb
+1 katana to it. You cannot transfer any properties from a

JUTSU CASTING
chakra enhanced weapon or armor besides a bonus to
attack and damage rolls or a bonus to AC, respectively,
and the original weapon or armor is destroyed.
NINJUTSU Additionally, you can convert a set of armor with a
Ninjutsu save DC = 8 + your proficiency bonus + your chakra enhanced bonus to AC to a lighter armor type. To
Intelligence modifier wear this armor, a creature must attune to it.
Ninjutsu attack modifier = your proficiency bonus +
your Intelligence modifier ABILITY SCORE IMPROVEMENT/FEAT
GENJUTSU
When you reach 4th and again at 8th, 12th, 16th, and
19th, level, you can increase one ability score by +1 & a
Genjutsu save DC = 8 + your proficiency bonus + your Feat of your choice that they qualify for. As normal you
Wisdom modifier (your choice) can’t increase an ability score above 20 using this
Genjutsu attack modifier = your proficiency bonus + feature.
your Wisdom modifier (your choice)
BROAD KNOWLEDGE
TAIJUTSU Also at 6th level, you can expand your knowledge of
Taijutsu save DC = 8 + your proficiency bonus + your puppet- craft, learning from another discipline if you
Strength modifier choose. You can gain the 1st level features from one
Taijutsu attack modifier = your proficiency bonus + your other Specialization of your choice. You also gain one 1st
Strength modifier Level upgrade from that Specialization, and it doesn't

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

130
CHAKRA RECONSTRUCTION PEERLESS
Beginning at 7th level, you have mastered the knowledge Beginning, At 20th level, your mind is always thinking of
of using your chakra to repair things. You learn the new options and clever solutions. After a short, long, or
Mending ninjutsu, and can cast it without spending any full rest, you can select and create a temporary version of
chakra. Additionally, you learn the healing hands an upgrade from your Specialization you are qualified to
ninjutsu. A Jutsu learned this way loses the medical take but do not have. This upgrade must have a level
keyword. requirement of 11th level or lower. You have this upgrade
You can only cast these jutsu on constructs, and they until you complete a short or long rest, during which you
only affect constructs, structures, or items. can select a temporary upgrade with this feature again.

TOOL EXPERTISE PUPPET SPECIALIZATIONS


Starting, at 7th level, your proficiency bonus is doubled Puppet Masters pursue different disciplines. Beginning at
for any Crafting Ability check you make that uses tools 1stt level you can choose which discipline to specialize in;
you are proficient in. Puppeteer, Juggernaut, or Soul Container. Once you
choose, you cannot go back to switch this choice.
IMPROVED CHAKRA CRAFTING
At 10th level, your experience in creating your own PUPPETEER
wondrous invention makes you more adept at crafting a A Puppeteer is a Puppet Master that has committed
chakra enhanced item than a normal ninja. Creating a themselves to creating a true, pure work of puppetry. A
chakra enhanced item takes you half the time it would painstaking life ambition, they plan and design
normally take. meticulously, even if in practice sometimes compromises
Additionally, you can make 1 day of progress toward on materials must be made.
crafting a chakra enhanced item, scroll, or pill during a Why a Puppeteer embarks on the quest to create this
long rest. artistic construct can vary. For many, it is the pure pursuit
of crafting the perfect creation, while for others, it is
PUPPETRY SAVANT simply so they do not have to carry around their loot, or to
have a loyal companion to count on at all times.
Starting, At 11th level, your broad knowledge of the
puppetry arts has been further heightened. You can gain
the 1st level features of one other Specialization of your
PUPPETEER PROFICIENCY
When you choose this specialization at 1st level, you gain
choice. You also gain a 1st Level upgrade from that
proficiency in chakra control, and with the poison kit.
Specialization, and it doesn't count against your total
number of upgrades. You can replace this upgrade with
PUPPET TOOL
another 1st Level upgrade from this same Specialization Beginning at 1stt level, you craft a Puppet Tool, to carry out
whenever you gain a level in this class. If you chose to your orders and protect you. This puppet is under your
gain the 1st level features from another Specialization control and connected to you via chakra threads.
with the Broad Knowledge feature, you can only replace The puppet tool acts by your command via these chakra
one of your extra Specializations' upgrades when you threads. On your turn, you can manipulate them to move
gain a level in this class, not both. (no action required).
Alternatively, you can learn more about your previous As an Action or Bonus Action on your turn, you can
research. If you chose to gain the 1st level features from
command them to take an action.
another Specialization with the Broad Knowledge Additionally, you can use your reaction, to command the
feature, you can choose to gain the 3rd level feature of puppet tool to take a reaction.
that Specialization. You can also select another upgrade Your puppet tools proficiency is equal to your
for which you qualify from that Specialization, counting proficiency bonus. When you would gain an Ability, score
your Puppet Master level for any level prerequisites of increase from this class, you increase one of its ability
the upgrade. You can only replace one of your extra scores by 2, and two other scores by 1; You cannot increase
Specialization's upgrades when you gain a level in this an ability score of your puppets by more than 20 this way.
class, not both. If your puppet is forced to make a saving throw, add your
Alternatively, you gain proficiency with one additional proficiency bonus to the roll, and treat any negative
tool kit of your choice, and you gain one additional modifiers as +0 for the saving throw.
upgrade for which you qualify from your own If your Puppet tool is damaged, it can be healed using
Specialization. This doesn't count against your total either mending on it as an action, recovering 1d6 + Your
number of upgrades. Ninjutsu Ability Modifier hit points.

RIGHT TOOL FOR THE JOB


Alternatively, you can use a full turn action with your
weaponsmiths kit to repair it. Provided you are within 5
Starting, at 18th level, you always come prepared for feet of it and expend 6 chakra. When you start the repair,
whatever mission you take. When you finish a full rest, the puppet tool regains half of its maximum hit points. If it
you can replace one of your upgrades from your isn’t destroyed after 1 minute, your chakra pulls it
Specialization with another upgrade of the same level together, completely repairing it with all its hit points
requirement as the replace upgrade. restored. Otherwise, you must restart the repair process.
At the end of a long rest, you can create a new puppet
tool if you have a weapon smiths kit with you. If you
already have a puppet tool from this feature, the first one is
scavenged to create a new one. The base statistics of your
puppet tool are as follows;

131
Medium Construct
select 2 free 1st level Augments to start with that do not
count against your upgrade total.
Its natural weapon is: Slam: your Ninjutsu or Taijutsu
Hit Points Your Intelligence Modifier + Five times your puppet master
attack modifier to hit, reach 5ft., one target. Hit: 1d8 +
level + your Puppet tools constitution modifier times your puppet
Strength modifier + your proficiency bonus in bludgeoning
master level. (The puppet has a number of hit die [d8] equal to your
damage.
puppet master level.

INTELLIGENT OVERSIGHT
Speed 30 ft.

Starting at 3rd level, you can take the Help action as a


bonus action when assisting your Puppet Tool.
14 (+2) 12 (+1) 12 (+1) 5 (-3) 5 (-3) 5 (-3)
Additionally, when you take the Help action to aid an ally
(Including your puppet tool) in attacking a creature, the
target of that attack can be within 30 feet of you, rather
than 5ft of you, if the allied creature can see or hear you.

Senses passive Perception 7 MASTERFUL MANIPULATION


Starting at 5th level, you no longer need to spend your
reaction to manipulate your puppet tool to use its
Bound. The Puppet is bound to its user via chakra strings. Your puppet
reaction.
cannot be more than 500 feet from you. If the strings are not bound to
Additionally, you can use your action and/or bonus
the puppet, it cannot move or take any actions of any kind. If a
action to manipulate your Puppet tool to use its action.
creature other than its creator uses chakra threads to manipulate the
If the Puppet tool is not manipulated to take any action,
puppet, it cannot use any Augments, as the user would be unaware of
you automatically manipulate it to take the Dodge action
its full capabilities.
in combat.

PERFECTED DESIGN
PUPPET CHASSIS Starting at 14th level, your puppet tool can add your
When you create your Puppet tool, you can add one prefix Intelligence Modifier to all of its attack rolls, ability
to its type in the form of which basic chassis you use for checks and saving throws.
your puppet. For example, if you select Warframe, your
puppet becomes a Warframe Puppet, and gains the
Warframe modifications to its base statistics.

WARFRAME
Your puppet Tool is roughly humanoid, and comes with the
robust flexibility and options that this form provides. Its
base Strength Ability score becomes 16 (+3) and it gains
proficiency in simple and martial weapons.
Its natural weapon is: Slam: Your Ninjutsu or Taijutsu
attack modifier to hit, reach 5ft., one target. Hit: 1d4 +
Strength Modifier + Your Proficiency bonus in
bludgeoning damage.

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

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

SPECIALIZED
Your Puppet Tool defies all expectations, its design fueled
by your own rampant creativity. A little less robust and
stable, it is far more extensible to your visionary plans. Your
Puppet Tool starts with the basic statistics, but you can

132
JUGGERNAUT can only change which one you are attuned to during a
long rest.
A Juggernaut is a Puppet Master that has turned their
If you create a new set of puppet armor, you can apply
wondrous talent of invention to a singular goal: making
a new set of upgrades equal to the value on the class
themselves an unstoppable force. Some Juggernauts seek
table, applying each at the level you get it on the class
to turn their puppet into a machine of death and terror;
table.
others become the arbiter of justice and order, while
When you create your juggernaut armor, you can
others still perhaps merely seek to refine their craft in create a heavily plated steel puppet, or a specially
the pursuit of pure innovation. enhanced set of puppet armor known as an iron shell.

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

CHAKRA-INFUSED GAUNTLET instead gain an augment that you qualify for, at no cost.
Power Build: You count as one size category larger,
Beginning at 1st level, when you take this specialization,
also granting you an additional 10 bulk maximum
you construct a chakra-infused gauntlet as a prototype
for the larger form to come. This is a specialized chakra
enhanced item that only you can attune to. When you
EXTRA ATTACK
Beginning at 5th level, you can attack twice, instead of
create a chakra infused gauntlet you can add one of the
once, whenever you take the attack action on your turn.
following augments to it; Power Fist, Chakra Blade or
Martial Grip. You can make multiple gauntlets with
different upgrades, but can only be attuned to one at a
FULLY CUSTOMIZED GEAR
Beginning at 14th level, you’ve mastered the
time.
customization of your puppet armor. You can add one
If you lose your Chakra-Infused gauntlet, you can additional upgrade to your armor that that you qualify
remake it during a long rest with 50 ryo worth of for. You can add another of these free upgrades at 18th
materials, or can scavenger for materials and forge it
and 20th level
over two days of work, without material expense.
While wearing a Chakra-Infused gauntlet, you can
engage Artificial Strength.
Artificial Strength
When you don your Chakra-Infused gauntlet or as an
action while wearing it, you can dedicate some of your
intelligence to fully controlling the power of the
gauntlet. You can reduce your current and maximum
Intelligence score to increase your current Strength
score, up to what your Intelligence score was before
engaging Artificial Strength. You can stop using Artificial
strength any time, and it automatically ends if your
gauntlet is removed.
(Example; If you have an Intelligence of 16 and a
Strength score of 12, you can decease your Intelligence
score to 12, while increasing your strength up to 16 in its
place.

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

JUGGERNAUT ARMOR
Armor Name AC Dex Bonus Bulk Stealth Properties
Steel Puppet +8 - 10 Bulk Disadvantage Heavy Armor, Powerful Build
Iron Shell +5 Dex Modifier (Max 2) 7 Bulk - Medium Armor

133
SOUL CRAFTER Additionally, you no longer need to eat or sleep,
instead opting to tinker with your body for 30 minutes to
A Soul Crafter is the sort of person that makes people
gain the benefit of a short rest, or for 4 hours to gain the
uncomfortable. Even when encountered in the most
benefits of a long rest. You can only gain the benefit of a
ideal circumstances, they simply have the sort of gaze
short rest tinkering with yourself this way, once per long
that makes one think they may be thinking "how could I
rest.
improve that" as they look at you.
Also, you regain hit dice equal to your constitution
This particular specialization of Puppet Master is one modifier when you finish a short or long rest (In
that has turned their creative talent...inward. They seek additional to any hit die recovered when you finish a
to understand and improve the limitations of flesh. All
long rest). If you are missing any limbs at the start of a
too frequently, they place a slightly different value on
long rest, you can use your crafting skills to remake your
aesthetics than others might, tending to find beauty
missing limb by the end of your rest.
primarily in efficiency.
Finally, your body has been changed beyond
recognition. You are a construct in addition to a
Humanoid. You are no longer counted as a living
organism, and instead a living construct. You no longer
need to breathe, and have become immune to
suffocation and poison. You cannot be killed by being
beheaded as your head is just a replicant of your previous
one. Your consciousness and Soul are contained in a Soul
Core located where your heart used to be. You cannot be
revived by normal means, instead requiring your Soul
Core to be repaired with a DC 30 Crafting check. A
creature who fails this check 3 times shatters your soul
SOUL CRAFTER PROFICIENCY core, killing you permanently.
When you choose this specialization at 1stt level, you gain You no longer benefit from medical jutsu that recovers
proficiency in the Medicine Skill, as well as the ability to hit points cast from other creatures. You can still heal
use Ninjutsu with the Medical Keyword. yourself with such jutsu though.
A creature who casts Mending on you instead heals you
PERFECT SELF 2d8 hit points.
Beginning at 1st level, you have utilized forbidden If you cast mending on yourself, Mending recovers
techniques to augment your own body. Select one of the 2d10 hit points. Beginning at 5th level, the healing
following options; increases by 1d10 (3d10), and again at 11th level (4d10)
PERFECTION OF BODY and 17th level (5d10)
Nature had its chance to make your form by its design, and
you have deemed it inefficient. Now it’s your turn to show CHAKRA ENHANCED BIOENGINEERING
Additionally, at 3rd level, you can use Chakra Enhanced
nature perfection incarnate. When you take this path, you
Retrofit to transfer a bonus to attack or damage rolls on
gain the Puppet Augmentation upgrade and it does not
a weapon to natural weapons gained from the subclass.
count against your upgrade total.

EXTRA ATTACK
When you take the Attack action using this upgrade, you
can make an additional attack with it as part of the same
Beginning at 5th level, you can attack twice, instead of
action. You can make up to two of these additional attacks
once, whenever you take the attack action on your turn.
each turn, and you can make a total number of these
additional attacks equal to half your Puppet Master level
(rounded down, minimum of 2) regaining all uses when
PERFECTION OF PUPPETRY
Beginning at 14th level, your level of understanding of
you finish a short or long rest.
your puppet self grows: you regain uses of the resources
PERFECTION OF MIND it provides equal to your Intelligence modifier on short
You know that perfection is an aspect of knowledge, a rest.
perfect understanding of the mechanics of the body, inside Additionally, you are immune to abilities and affects that
and out. But particularly inside. You gain the Doctor would put you to sleep.
upgrade and it does not count against your upgrade total.
You have a pool of d8s equal to half your Puppet Master
level (rounded up, minimum of 2). When you restore hit
points to a creature or use an Intelligence (Medicine) check
to deal damage to a creature, you can spend these d8s to
restore additional health or deal additional damage. You
regain half this pool of d8s when you finish a short or long
rest.

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

134
PUPPETEER AUGMENTS T ELESCOPIC R EACH
The following are augments available to the Puppeteer You augment your puppet to have limbs that retract and
Specialization. The Augments are listed in alphabetical extend at will. Your puppet tools natural and weapon
order for each group. Unless otherwise stated, you attacks have their reach increases by 5 feet when it takes
cannot take the same Augment multiple times. the attack action. You can acquire this upgrade up to 3
times, increase your puppets reach by 5 feet each time.
1ST LEVEL UPGRADES W ARFARE A UGMENTATION
B ULKY BUILD You figure out how to better utilize your puppets
You can take this augment three times. Your additional weapons. You give your puppet one fighting style of your
bulk to your puppets frame, increases its AC by +2. choice from Dueling Mastery, Great Weapon Fighting, or
Sharpshooting.
C HAKRA RESONANCE
You craft an enhanced chakra connector and install it 5TH LEVEL UPGRADES
into your puppets core, allowing you and it to share
certain jutsu effects. You can make any jutsu you cast
C HAKRA D RAINING T RAP
that targets only you, also target your Puppet tool. Your puppet is equipped with an absorbing seal, meant
to drain chakra from its enemies. When your puppet
C HAKRA SHIELD takes the Attack action against a creature it has
You build a manipulation shortcut into your puppet to grappled, it can forgo one of its attacks drain the
defend your allies. When a creature you can see, attacks a creature’s chakra. The creature must succeed a
target other than you, or your puppet, that is within 5 constitution saving throw, losing 2d12 Chakra on a failed
feet of you or the puppet, you can use its reaction to save. You regain chakra equal to the amount of chakra
impose disadvantage on the attack roll. that the creature lost.
E NTRAPMENT MECHANISM C HAKRA SEALING T RAP
You install a mechanism to restrain its targets. When Your puppet is equipped with a blocking seal, meant to
your puppet attempts to grapple a creature, it applies block the chakra of its enemies. When a creature
your proficiency bonus to the roll. When you grappled by your puppet attempts to cast a Ninjutsu or
successfully, grapple a creature with this upgrade, the Genjutsu, they must make a constitution saving throw,
target creature is restrained, and your puppet still has increasing the cost of the jutsu by half on a failed save.
the rest of its appendages for other uses. Additionally, it
can move its restrained target without any reduction of
E XPLOSIVE LAUNCHER
its movement speed. You craft a launching mechanism within your puppet.
This launcher can be loaded as an action with up to 6 of
G HILLIE C OATING the following items; Chili pepper bombs, Fire Bombs, Ice
You augment your puppet with a special coating to make Bombs, and shock bombs. When your puppet takes the
it harder to detect. Your puppet gains proficiency in the attack action, it can instead launch up to three loaded
Stealth skill. Additionally, it can take the hide action for items from the launcher at a time.
free before or after using its action.
H OOK S HOT
H IDDEN B LADES You craft a hook that fires a reeling shot that sinks into a
You install blades within your puppet that aren’t target, and pulls them closer. Your Puppet tool gains the
immediate visible to the eye. When your puppet takes the following attack; Hook shot: your Ninjutsu or Taijutsu
attack action, it can make an additional melee weapon attack modifier to hit, range 40/120ft., one target. Hit:
attack using its hidden blade, with the following 1d10 + your proficiency bonus in piercing damage, and
statistics; Hidden Blade: Your ninjutsu or Taijutsu Attack the hook is lodged into the creature’s body. Once lodged
Bonus to hit, reach 5ft., Hit: 1d6 + your proficiency bonus into a creature, the hook cannot be shot again until
in piercing damage. dislodged. While the hook is in a creature, that creature
You cannot use this upgrade in conjunction with any has its speed halved.
upgrades that replace your puppets attacks when taking Additionally, when your puppet takes the Attack action,
the attack action. it can instead reel in any target hooked by it, bringing
the target 15 feet closer to the puppet’s location. A
N INJUTSU C HANNELER
creature can use its action to dislodge the hook, dealing
You utilize your chakra threads to displace your jutsu. 1d6 piercing damage to the creature that had the hook
When you cast a Ninjutsu, you can do so as though you inside it.
were in your puppet Tools space, but you must use your
own senses. I RON F ORTRESS
Requirements: Puppet Tool Constitution score of 16+
S PRING LAUNCH M ECHANISM
You extend your puppets shielding and stationary
You craft improved gears for your puppet. Your puppet stability. Your puppet tool now counts as 3 quarters
gains proficiency in the Acrobatics Skill and its cover for medium or smaller creatures within 5 feet of it,
movement speed increases by 10 feet. while between them and the attacker or while riding it.
Additionally, it cannot be moved against its will, while in
contact with the ground.

135
J UTSU SPECIALIZATION P OISON F OUNTAIN
You modify your puppet tool to utilize special kinds of You fit your puppet with a tank fill of Poison. The tank
attack based jutsu. When you craft this augmentation holds up to 10 doses of poison gas. Your puppet tool can
select two D-Rank Ninjutsu or Taijutsu that you are use its action to spend 1 dose of poison to unleash a 10-
familiar with and have a casting time of 1 action and a foot radius cloud of toxic gas within 30 feet of it, that
duration of instant. Your Puppet Tool now knows these lasts for 1 minute or until a wind of moderate or greater
jutsu. When your puppet takes the Attack action, it can speed (at least 10 miles per hour) disperses it. This
instead use one of its jutsu, using your chakra. Ninjutsu poison functions as it normally would but now simply
its casts uses your ninjutsu attack modifier and save DC, has its area of effect increases.
while Taijutsu its casts uses the puppets abilities and A creature who enters the poison gas for the first time,
save DC calculated as shown in the Jutsu casting feature. begins its turn inside the poison gas, or ends its turn in
You can select this upgrade multiple times, increasing the poison gas, must succeed a constitution saving
the number of jutsu your Puppet tool knows each time it throw being poisoned on a failed save.
is selected. If you select this upgrade at higher levels,
S ECONDARY PUPPET
you can increase the rank of the jutsu your puppet tool
knows: up to C-Rank jutsu at 9th level, B-Rank jutsu at You craft an additional Puppet tool. Your Puppet tools
11th level, and A-Rank jutsu at 15th level. share a single reaction, but each has its own action.
When you craft this new puppet tool, you must
9TH LEVEL UPGRADES redistribute your upgrades and Ability score
improvements between both of your puppets.
A UTONOMOUS A CTION If you have more than one Jutsu specialization
You no longer need to spend your action or bonus action augment, you must split the jutsu types between your
to manipulate your puppet tool to use its action. puppet tools; one learns ninjutsu, and one learns
taijutsu. If you have more than two puppet tools, only
D EAFENING S PEAKER
two can learn jutsu.
You craft a chakra fueled speaker into your puppet tool. You can select this upgrade multiple times, crafting an
Your puppet can use its action to spend 6 chakra and let additional puppet tool each time its selected.
out a 15-foot radius pulse of deafening sound. Each
creature in the radius must attempt a constitution 11TH LEVEL UPGRADES
saving throw, taking 6d8 force damage and becoming
deafened on a failure, or taking half as much damage and C HAKRA CANNON
keeping their hearing on a success. You craft a cannon into a part of your puppet, meant to
Creatures deafened by this augment can attempt the channel your chakra into a single blast of destructive
saving throw again at the end of each of their turns, power.
ending the deafened condition on a success. When your puppet takes the attack action, it spends 15
of your chakra to unleash a 60-foot line, 5-foot-wide
E XPANDED F RAME
beam of pure chakra in a direction of your choice. Each
You enlarge your puppet increases its size category by creature caught in the line must make a Dexterity saving
one, if possible, up to a maximum size of large. If your throw vs your Ninjutsu save DC, taking 12d12 force
puppet tool is large after taking this upgrade, it gains damage and being knocked prone on a failed save. Or no
disadvantage on Dexterity (Stealth) checks and Dexterity damage on a successful save.
saving throws. Its weapons gain an additional damage
die, and its maximum hit points increase by an amount H OVER MECHANISM
equal to three times your Puppet Master level when you You add a mechanism designed to allow your puppet to
select this augment. As long as your puppet tool has this avoid needing to touch the ground at all. If your puppet
upgrade, whenever you gain a level in this class, its tool is medium or smaller, it gains a fly speed equal to 30
maximum hit points increase by an additional 3. feet, if your puppet tool is large or larger, its fly speed is
20 feet. If your puppet tool already has a flying speed, it
E XPLODING PUPPET M ECHANISM
is increased by 20 feet.
You rig your puppet to explode when you decide dealing
significant damage. When your puppet tool is reduced to M ULTIATTACK FORM
0 hit points, the tags attached to it explodes. Each When your puppet tool takes the attack action, it can
creature within 20 feet of the puppet tool must make a attack twice instead of once.
Dexterity saving throw, taking 15d4 fire damage on a
T HUNDERING S TOMP
failed save, or half as much on a successful one. Once
this happens the puppet and all its parts are destroyed Your puppet can leverage its increased size and chakra
beyond repair. infused nature to unleash a crushing stomp of chakra,
when it brings it weight down. Your puppet tool can
O VERDRIVE replace any attack made with its attack action with the
You build special motors in your puppet to handle more Chakra Pulse ninjutsu using your level and save DC.
demanding manipulations. As your action you can
T RANSFORMING PUPPET
overcharge your puppet with chakra. For the next
minute, its speed is doubled, it gains a +2 bonus to AC, it You install clever multifunctional components allowing
has advantage on Dexterity saving throws and it gain an your puppet tool to reduce its size. Your puppet can
additional action on each of its turns. That action can be collapse its mass one size category smaller, but while in
used only to take the attack action to make one weapon the collapsed mode, any movement speed it has is
attack, Dash, Disengage, Hide, or use an object. You can reduced by 10 feet. The process takes 1 minute to invoke
use this augment once per long rest. or revert.

136
15TH LEVEL UPGRADES E LEMENTAL ENGINE
N ESTING PUPPETS You can take this upgrade multiple times, each time
selecting a different type of engine.
Your puppet is equipped with enough space within it to
store another puppet entirely. This puppet can hold a Earth Engine
puppet of one size lower than it within this mechanism.
You gain the ability to mimic Earth release chakra. You
When this puppet is reduced to 0 hit points, the chakra
do not need to have the earth nature affinity to use this
threads attached, immediately affix to the puppet inside.
upgrade. While wearing your Chakra-Infused gauntlet,
This counts as a single puppet, effectively reviving your
you gain access to the following jutsu at the following
puppet one size smaller. You can restore your puppets
Puppet master Levels;
size after spending 8 hours working on it, which can be
done during a full rest. Puppet Master Level Earth Engine Jutsu
S HARED P OWER 3 Earth Release: Earthen Grasp
You use your chakra threads to tap into your puppet’s 5 Earth Release: Turning Palm
chakra infused nature. You gain the following options:
9 Earth Release: Earth-Style Wall
• As an action, you can drain a number of hit points
13 Earth Release: Stone Needle
from your puppet tool, up to twice your puppet master
level, either gaining the result as temporary hit points, Wind Engine
or recovering that much chakra.
• Once per round, either you or your puppet can give up You gain the ability to mimic Wind release chakra. You
your action to allow the other to take an additional do not need to have the wind nature affinity to use this
action. This additional action can only be used to upgrade. While wearing your Chakra-Infused gauntlet,
Attack (one weapon attack only), Dash, Disengage, you gain access to the following jutsu at the following
Hide, or Use an object. If you have multiple puppets
having one give up its action makes all of them lose Puppet Master Level Wind Engine Jutsu
their action, and if you give up your action, only one of 3 Wind Release: Passing Typhoon
them gets an extra action.
5 Wind Release: Wall of Wind

JUGGERNAUT AUGMENTS 9 Wind Release: 10,000 Slicing Blades


The following are augments available to the Juggernaut 13 Wind Release: Drilling Wind Bullet
Specialization. The Augments are listed in alphabetical
Fire Engine
order for each group. Unless otherwise stated, you
cannot take the same Augment multiple times. You gain the ability to mimic Fire release chakra. You do
not need to have the fire nature affinity to use this
1ST LEVEL UPGRADES upgrade. While wearing your Chakra-Infused gauntlet,
A CCELERATED M OVEMENT you gain access to the following jutsu at the following
Puppet master Levels;
You can apply this upgrade twice. You reduce the weight
of your armor significantly. While wearing your armor,
your speed increases by 10 feet. This applies to all Puppet Master Level Fire Engine Jutsu
movement speeds you have while wearing your puppet 3 Fire Release: Fox Fire
armor. 5 Fire Release: Fire Dragon bullet
C HAKRA B LAST 9 Fire Release: Fire Wall
You upgrade your Chakra infused gauntlet to deliver a 13 Fire Release: Great Fire Absorption
special ranged attack. This attack is a Ranged Ninjutsu
attack, that deals 1d8 + Your Ninjutsu Ability modifier Water Engine
force damage, and has a range of 60 feet.
You gain the ability to mimic Water release chakra. You
You are proficient in this weapon, when you take the
do not need to have the water nature affinity to use this
attack action, you can forgo one of your attacks to use
upgrade. While wearing your Chakra-Infused gauntlet,
this ranged ninjutsu attack in place of the attack.
you gain access to the following jutsu at the following
C HAKRA INFUSED V ISOR Puppet master Levels;
You can take this upgrade multiple times. You enhance
your visor with chakra, while wearing your puppet Puppet Master Level Water Engine Jutsu
armor, you gain Darkvision to a range of 30 feet. If you 3 Water Release: Water Whip
already have Darkvision the range is increased by an
additional 30 feet. 5 Water Release: Wall of Water
9 Water Release: Water Fang
13 Water Release: Falling Rain Needles

137
Lightning Engine P OWER F IST
You gain the ability to mimic Lightning release chakra. You can take this upgrade twice. You upgrade your
You do not need to have the lightning nature affinity to gauntlet to better punch things. Your gauntlet now acts
use this upgrade. While wearing your Chakra-Infused as Combat bracers, that you have proficiency in, dealing
gauntlet, you gain access to the following jutsu at the 1d8 bludgeoning damage and gains the light and special
following Puppet master Levels; Fist properties.
With the Power Fist applied twice, you have a Power Fist
Puppet Master Level Lightning Engine Jutsu for each hand that can be used for two weapon fighting.
Special Fist: When you make an attack roll, you can
3 Lightning Release: Thunder Tempest
choose to forgo adding your proficiency bonus to the
5 Lightning Release: Lightning Kings attack roll, if the attack hits, you can add double your
Mantle proficiency bonus to the damage roll.
9 Lightning Release: Lightning Spear P UPPET C ONSTITUTION
13 Lightning Release: Lightning Shield While wearing your puppet armor, you gain resistance to
poison damage and advantage against the poisoned and
E XTENDABLE A RMS envenomed conditions.
As a bonus action, you can extend your puppets arms’
reach. Your melee weapon attacks have their reach
R EINFORCED A RMOR
increased by 5 feet until the start of your next turn. You can take this upgrade up to 3 times. You reinforce
the structure and materials that make up your
F ARADAY FACEPLATE Juggernaut armor. Your Juggernaut armors AC increases
After casting a Jutsu of D-Rank or higher, you have by +1.
advantage on saving throws against being charmed,
mind controlled, stunned, or dazed by Genjutsu, until 5TH LEVEL UPGRADES
the start of your next turn.
A CTIVE CAMOUFLAGE
G RAPPLING REEL As an action, you can cover your puppet armor in chakra,
You integrate a grappling eel into your gauntlet. As 1 blending into your surroundings, similar to the body
attack or 1 action, you may target a surface, object, or camouflage ninjutsu. This lasts until you deactivate it.
creature within 30 feet of you. If the target is Large or While active, you are considered lightly obscured, and
smaller, you can attempt to grapple the creature, pulling can hide from a creature even when they have a clear line
it to you and grappling the creature on a success. of sight to you. Wisdom (Perception) checks to find you
Alternatively, if the target is huge or larger, you can that rely on vision are made with disadvantage.
choose to be pulled to it; this does not grapple the target.
C HAKRA A CCUMULATOR
I NTEGRATED W EAPON Prerequisite: Chakra Blast Augment
You can take this upgrade multiple times, each time Every time you cast a jutsu of D-Rank or Higher, you
selecting a different type of weapon. You install a accumulate charges to your Chakra Blast augment equal
weapon into your puppet armor, with varying abilities. to the rank of the jutsu, up to a maximum number of
You may use your selected weapon when you take the charges equal to your Intelligence Modifier. When you
attack action, or with a Bukijutsu they qualify for. Select deal damage with Chakra Blast, you can expend the
one of the following weapons; accumulated charges to deal an additional 1d6 damage,
or to move the target 5 feet directly away from you for
Weapon each charge spent.
Name Description Charges not expended within 1 minute of being
Scorpion Tail You fit your puppet armor with a long-serrated tail, accumulate are lost.
with a lethal point. It deals 1d8 + Strength Modifier C OLLAPSIBLE
Piercing Damage on a hit.
Your Juggernaut armor can collapse into a small case for
If a creature you can see within 10 feet of you hits easy storage when you aren’t wearing it. When
you with an attack roll, you can use your reaction to transformed this way, the armor is indistinguishable
swipe this tail and roll 1d8, applying the result to from a normal case and weighs 1/3 its normal weight. As
your AC, potentially causing the attack to miss you. an action you can don and doff the armor allow it to
Mantis Blades You fit your puppet armor with blades mounted to transform as needed.
the arms. These blades deal 1d6 + Strength modifier P UPPET E MPOWERMENT
slashing damage on a hit.
You use your puppet armor to improve your own abilities
Once per turn, when you attack with a Mantis blade,
ever so slightly. You gain an additional 5 feet of
you can make one additional mantis blade attack as
movement, one additional hit point per puppet master
a part of the same action.
level, and +1 to Strength, Dexterity, and Constitution
M ARTIAL G RIP saving throws.

Your chakra infused Gantlet grants the ability to wield a


wide variety of weapons. You gain proficiency with
martial weapons while wearing your chakra infused
gauntlet.

138
R EACTIVE P LATING 11TH LEVEL UPGRADES
Prerequisite: Steel Puppet C LOAKING DEVICE
Your armor partially deflects incoming blows. You can Prerequisite: Active Camouflage Augment
use your reaction when hit by an attack that deals If you do not move during your turn with active
bludgeoning, piercing, or slashing damage to reduce the camouflage engaged, you can use your reaction to take
damage of that attack by an amount equal to your the Hide action use an Intelligence (Stealth) check. You
proficiency bonus. make this check with disadvantage if you are within 5
R ESISTANT P LATING feet of another creature or if you attacked during your
turn.
You can take this upgrade multiple times, selecting a
You can overload your camouflage to cast invisibility
different option each time. You attune the chakra coating
without expending concentration costs. Once you do
your puppet armor against certain forms of damage.
this, you cannot do this again until you complete a long
Choose acid, cold, earth, fire, lightning, necrotic, or
rest.
wind damage. While wearing your puppet armor, you
have resistance to that type of damage. F LASH CAPACITOR
S EALED SUIT You cannot use this with other Augments that are also
Capacitors. You can store chakra, releasing it in a torrent
Prerequisite: Steel Puppet
of destructive lightning. As an action, you can cast
As a bonus action on your turn, you can environmentally
Lightning Release: Banquet of Thunder without spending
seal your puppet armor, giving you an air supply for up
chakra or charges. You do not need the lightning release
to 1 hour making you immune to inhaled poisons (but
nature affinity to cast this jutsu in this way. The affected
not curing you of existing poisoned conditions)
area becomes difficult terrain for the next minute.

9TH LEVEL UPGRADES Once you use this augment, you cannot use it again until
you complete a long rest.
B RUTE F ORCE
F LIGHT
The strength imparted by your puppet armor give the
You create a system that allows your juggernaut armor
force of blows the devastating power of a more skilled
to fly. While wearing your armor, you gain a 30-feet
combatant. You can select a fighting style from Dueling
flying speed.
Master, Great Weapon Fighting, or two-Weapon fighting
and gain the effects of that fighting style while wearing G ALE CAPACITOR
your puppet armor.
You cannot use this with other Augments that are also
C HAKRA REACTOR Capacitors. You can store chakra, releasing it in
controlled blasts of gale force winds. As an action, you
You construct a chakra reactor that feeds your armor,
can cast Wind Release: Vacuum Great Sphere without
powering its upgrades with external chakra. The chakra
spending chakra or charges. You do not need the wind
reactor has 6 charges, and can be used to power
release nature affinity to cast this jutsu in this way.
upgrades that cast jutsu, even upgrades that would
Once you use this augment, you cannot use it again until
normally only recharge after a rest. You can cast these
you complete a long rest.
jutsu using charges, spending 1 charge per rank of the
jutsu you are casting. You can cast jutsu at a higher rank I RON M USCLE
expending more charges. The reactor regains half of its
You reinforce the structure of your puppet armor, giving
maximum charges at the end of a long rest, and all of its
it the strength of giants. While wearing your puppet
charges at the end of a full rest.
armor, your current strength ability score is increased by
If your chakra Reactor has no charges left, you can
2, and your maximum strength ability score becomes 24.
overdraw your chakra reactor for one last burst of power,
but your armor is temporarily immobilized and your P OWER S LAM CAPACITOR
speed while wearing your armor becomes 0 for a number You cannot use this with other Augments that are also
of rounds equal to the rank of the jutsu cast. Once you do Capacitors. You can store chakra, unleashing it in a
this, you cannot do this until you complete a long rest. mighty show of force. As an action, you jump up to your
P HASE SUIT entire movement speed and cast Earth Release: Stone
Forest without spending chakra or charges. You do not
Prerequisite: Iron Shell
need the Earth release nature affinity to cast this jutsu in
You gain the ability to cast Lightning Release: Lightning
this way.
Step while wearing your Iron Shell; you do not need he
Once you use this augment, you cannot use it again until
Lightning Release nature affinity to cast this ninjutsu
you complete a long rest
from this augment. Additionally, as an action you can
become intangible, and move through creature or
objects until the end of your turn. If you end your turn
15TH LEVEL UPGRADES
inside a creature or object, you are forced to the nearest H EAVY P LATING
unoccupied location, taking 10 force damage for each Prerequisite: Steel Puppet
foot you are forced to move. You cannot use this You install special heavy plating, giving you resistance to
Augment again until you complete a short or long rest. bludgeoning, piercing, and slashing damage from non-
chakra enhanced sources, which wearing your Steel
Puppet Armor.

139
P HASE STATE As a doctor, you specialize not just in the repair or
creatures, but in the dissection of them. If you are
Prerequisite: Iron Shell
holding a melee finesse weapon, you have proficiency
When you are attacked, you can use your reaction to
with, as an action, you can make an Intelligence
become intangible, causing the attack to miss if it’s a
(Medicine) ability check against a creature within reach
non-chakra enhanced attack. You can use this reaction a
with a DC equal to its armor class (This action cannot
number of times equal to your Intelligence modifier,
benefit from Expertise). If you succeed on the check, you
regaining any expended uses after you complete a long
can deal damage to that creature equal to your weapons
rest. This upgrade regains one use every time you
damage + your intelligence modifier. On a roll of 20, the
teleport, or enter another dimension.
weapons damage dice is doubled. If you have Extra
R ECALL attack, you deal twice the weapons damage dice.

You place a special seal within your armor. When not E XTRA EYES
being worn, you can hide your Juggernaut armor in a
You add an extra set of eyes to your body. You gain
pocket dimension. As an action you can summon the
proficiency in the Perception skill. If you already have
armor and don it. You can use a bonus action to return
proficiency in Perception, you add double your
the armor to the pocket dimension.
proficiency bonus to your Wisdom (Perception) checks.
While in the pocket dimension, the armor cannot be
Also, you have advantage on Wisdom (Perception checks
affected by other abilities and cannot be interacted with
that contest a creatures Dexterity (Stealth) check.
in any way.
F IELD SURGERY
S UN CANNON
As an action, you can repair a body to its natural limits
You install a solar cannon into your Juggernaut armor,
far more quickly than its natural limits. You can repair a
allowing you to unleash devastating solar energy blasts.
willing creature within 5 feet, allowing them to expend
As an action, you can cast Fire Release: Sunbeam without
hit dice up to half your puppet master level (rounded up).
spending chakra. You do not need to spend chakra to
Each hit dice spent is rolled as normal, but you can add
maintain concentration on this jutsu either. You do not
the higher value of their Constitution modifier or your
need the fire release nature affinity to cast this jutsu in
Intelligence modifier.
this way.
This does not require the Doctor to Augment, but
Once you use this upgrade, you cannot use it again until
probably should. If taken without the Doctor Augment,
you complete a long rest.
any odd number rolled on the hit die is taken as damage

SOUL CRAFTER AUGMENTS


by the target creature.

F IX F LESH
The following are augments available to the Soul Crafter
Specialization. The Augments are listed in alphabetical Your expertise in the working of flesh makes you an
order for each group. Unless otherwise stated, you artesian of fixing broken creatures. When you cast
cannot take the same Augment multiple times. Healing Hands you restore an additional amount of
health equal to your Intelligence modifier.
1ST LEVEL UPGRADES H OOK R EEL
B ETTER EYES You install a grappling hook into your body. As 1 attack
You can take this augment multiple times, each time or 1 action, you can target a surface, object or creature
taking a different enhancement within 30 feet. Make a ranged weapon attack; you are
Your eyes did not see everything you wanted them to, so, proficient with this weapon. On a hit, you deal 1d6 +
you replaced them with eyes that do. You gain a benefit Strength or Dexterity Modifier piercing damage.
to your vision, selecting one of the following Additionally, if the creature is large or smaller, they can
enhancements; make a Strength (Athletics) or Dexterity (Acrobatics)
check against the attack roll. On a failure, they are
• Blindsight for 10 feet.
grappled by you. While grappled in this way, you can use
• Darkvision for 60 feet.
a bonus action to pull them 15 feet closer to you.
• Double normal Sight Range.
Alternatively, if the target is Huge or larger, you can
• Proficiency in Perception skill.
choose to be pulled closer to it.
C RUSHING G RIP While you have a creature pierced by your grappling
hook, you cannot use this upgrade to target another
You don’t let things go once you have them in your grip.
creature. You or a creature within 5 feet of the grappled
Creatures that are grappled or restrained by you have
creature (including the creature) can use an action to
disadvantage on attempting to escape the condition.
remove your grappling hook from them, dealing an
Additionally, you can choose to apply damage equal to
additional 1d4 piercing damage to the creature.
twice your Strength Modifier to any creature that starts
its turn grappled or restrained by you. H ORRIFYING A BOMINATION
D OCTOR The perfect form you have crafted intimidates inferior
beings. You gain proficiency in the Intimidation skill. If
You master the knowledge of mechanical properties of
you are already proficient in intimidation, you can add
the human body. You can make all Medicine checks as
twice your Proficiency bonus to your Charisma
Intelligence (Medicine) checks and can add double your
(Intimidation) checks.
proficiency bonus to Intelligence (Medicine) checks in
relation to the Human body. When you make an
Intelligence (Medicine)check to stabilize a creature, the
regain 1 hit point.

140
M ASSIVE F ORM S UBDERMAL PLATING
You install a method to rapidly increase in size. As an Exoskeletons are bulker, and endoskeletons just don’t
action, you can become a Large-sized creature. Any offer enough protection, so you compromise. You gain
creature that witnesses this must make a Wisdom saving natural armor, granting you a base AC of 16, You still add
throw against your Ninjutsu save DC or become your Dexterity modifier (Maximum of 3) and half your
frightened of you until the end of their next turn. proficiency bonus (rounded down) to this AC calculation.
While enlarged by this upgrade, you deal an additional You do not benefit from this AC calculation if you are
1d4 damage with your natural weapons and weapons wearing armor.
sized for medium creatures, and you have advantage on
T OXICITY
Strength (Athletics) checks. You can revert to normal
size as a bonus action. As a defensive measure, you imbue your blood with
You can spend a number of rounds equal to your chakra, making it poisonous. Once per turn, when a
constitution modifier + your Intelligence modifier as a creature with you with piercing or slashing damage,
large creature before you must revert. These rounds do while within 5 feet of you, they take poison damage
not need to be consecutive, and you regain any rounds equal to your constitution modifier. If damaged from a
that you spent enlarged when you finish a long rest. biting attack, they take twice as much damage.

P UPPET A UGMENTATION P UPPET HEALTH


You can take this augment multiple times. You’re a shining beacon of vitality. You an additional 1
You enhance your body by crafting a new part onto it. maximum hit point for each level of Puppet master you
have.
Augmentation Description Additionally, when you roll a 1 or 2 or a hit die for
recovering hit points, you can reroll the die and must use
Puppet Arm This arm is capable of doing things an arm
the new roll, even if it is a 1 or 2.
can do, like holding and hitting things.
Puppet Claws You gain a natural weapon that deals 1d8 5TH LEVEL UPGRADES
slashing damage and counts as a finesse
B RIMSTONE B LADDER
weapon. You are proficient with these claws.
You install a gas chamber and flame nozzle that allows
Puppet Fangs Your mouth becomes a natura weapon that
you to exhale gouts of flame. You gain a pool of d12’s
deals 1d10 piercing damage. You are equal to your Puppet master level. As an action, you can
proficient using these fangs as weapons. exhale a 30-foot cone of fire, spending d12s from this
Puppet You a tentacle appendage that is a natural pools. Creatures in the cones range, must make a
Tentacle weapon that deals 1d6 bludgeoning damage Dexterity saving throw vs your Ninjutsu save DC, taking
with the reach property. You are proficient damage equal to the spent d12’s on a failed save or half
with this natural weapon. Using this tentacle, as much on a successful save. You regain any expended
you can make a Strength (Athletics) checks or die when you finish a long rest.
objects interaction with a reach of 10 feet. P OISON G LAND
Select one of the following augments; You install a poison canister within your body, exuding
P UPPETEERS PERSISTENCE acid poison. You gain a pool of d4’s equal to your Puppet
master level. As a bonus action, you can expend an
Crafting Point Cost: 3
amount of these d4’s up to your constitution modifier,
Your ideological conviction in your idea of perfection is
adding them as poison damage to the next damage roll
such that you gain an additional 2 uses of perfection of
you make with a natural weapon before the end of your
Body or an additional two d8’s for Perfection of Mind.
turn. You regain any expended die when you finish a long
S ECONDARY LIFE O RGANS rest.
Realizing the fragility of mortal life, you modify yourself P OISON SPIT
with additional necessary functions. When you make a
Requirement: Poison Gland Augment
death saving throw, you can replace the results of that
Fully integrating the poison gland, you learn to spit
roll with a 20.
acidic poison. You learn the Acid Spray ninjutsu, and you
Once you use this upgrade, you cannot use it again until
can add your constitution modifier to damage rolls made
you complete a long rest.
with it. You can expend the d4s granted by Poison gland
S PIKED E XTERIOR to increase the damage of acid spray, following the same
You augment your puppet body wit protruding spikes. restrictions as natural weapons.
When you are attacked by a melee attack or are the target P RESSURE P OINTS
of a grapple attempt, you can use your reaction to deal
Requirement: Doctor Augment
1d6 piercing damage to the attacking creature. You can
Your extensive knowledge of anatomy allows you to
do this a number of times equal to your proficiency
target critical spots. When you deal damage to a target
bonus, and recraft all expended spikes (regaining all
with a melee weapon, as a bonus action you can force
uses of the ability) after you complete a long rest.
them to roll a constitution saving throw against your
Alternatively, you can expend a use of your spikes as a
Taijutsu save DC.
ranged weapon attack with a range of 20/60, dealing 1d8
If the they fail, they are slowed until the end of your
piercing damage on a hit.
next turn. If the target is already slowed, they become
restrained until the end of your next turn. If their already
restrained, they become stunned until the end your next

141
turn. If they’re already stunned, they become paralyzed them like any naturally functional wings, such as a bird,
until the end of your next turn. bat, or insect though this is purely cosmetic; you use
If the target becomes paralyzed from this upgrade or chakra threads to manipulate them and fly.
passes a constitution saving throw against, they become You gain a flying speed equal to your movement
immune to this upgrade for 24 hours. speed, so long as you are not wearing heavy armor.

R EFLEXIVE T WITCH U NCANNY STRENGTH


Requirement: Puppet Arm Prerequisite: 18 Strength
When you take damage from a target within 5 feet of You can take this augment twice. You don’t see what the
you, you can use your reaction to reflexively attack them big deal is with two handed weapons. After some small
with your puppet arm. This attack does not add your improvements, you can hold a two-handed weapon in
Strength or Dexterity modifier to damage dealt, unless the upgraded hand. This does not give the weapons the
that modifier is negative. Light property.

9TH LEVEL UPGRADES V IVISECTION


Requirement: Doctor Augment
C HAKRA CANNON When you attack a creature using an Intelligence
You instill a cannon into your body, concentrating (Medicine) check, if the creatures remaining hit points
chakra, and then firing it out in a long line. As an action, are lower than the result of the check, you can choose to
you can spend 12 chakra to fire your chakra cannon, vivisect the creature, immediately killing it, instead of
unleashing a 60-foot long, 5-foot-wide line of pure dealing damage.
chakra in a direction of your choice. Each creature
caught in the line must make a Dexterity saving throw 15TH LEVEL UPGRADES
against your Ninjutsu save DC, taking 8d10 force damage
A DAPTIVE R ESPONSE
and being pushed back 10 feet directly away from you on
a failed save. Creatures that succeed on this saving throw You attain full mastery of your body and its
take half damage and are not pushed. functionality, able to detect when it malfunctions. As a
reaction to failing a saving throw against a condition,
LIFE M ERCHANT you can choose to succeed instead, even if the condition
You can share your considerable vitality with other would normally not allow a reaction.
creatures. You are generous person, after all. You learn Once you use this upgrade, you cannot do this again
the Life transference ninjutsu, without spending chakra. until you finish a short or long rest.
Once you cast this jutsu using this Augment, you cannot
B EST E YES
do so again until you complete a short or long rest.
Requirement: Better Eyes Augment, Creature with
LIFE V OID enhanced visual senses.
Requirement: Life Merchant Despite your high-quality eyes, you’ve noticed some
You hunger for missing vitality. After casting Life things still see better than you. So, you take their eyes
Transference, he first time you damage a living creature and use them instead. You gain truesight to a range of 30
within the next minute, you deal an additional 3d8 feet in addition to your other vision enhancements.
necrotic damage, and regain hit points equal to necrotic
B ODY REPLACEMENT
damage dealt.
You gain the ability to cast Mental Clone without
M ASSIVE HULK expending chakra. You still require the components to
Requirement: Massive Form cast this genjutsu, however, the body can be a puppet
You no longer have a limit to how long you can stay in created by you instead of a living replacement body. If
your enlarged form. you use a puppet body, it can be augmented with any of
the augments you currently have, and it cannot be
S AFE REVIVAL TECHNIQUES
awakened until the jutsu is complete; Not offering it
Requirement: Doctor Augment chakra only delays the jutsu’s completion, not stopping
You can cast revival without spending chakra. For some it.
reason, the target gains a level of exhaustion, and is If you use a living replacement body, the jutsu
frighted of you for 1 minute upon reviving. You cannot functions exactly as described.
use this augmentation until you complete a long rest. Once you cast this genjutsu in this way, you lose the
crafting points spent permanently and must repurchase
11TH LEVEL UPGRADES this augment again.
D ARK M IRACLE U NDYING F ORM
Requirement: Doctor Augment When you drop to 0 hit points, rather than falling
When you use an action that restores health to another unconscious, you make a constitution saving throw with
creature, you can expend up to 4d4 of your own hit a DC equal to the amount of damage remaining after
points to increase the amount of restored hit points by hitting 0 hit points. On a success, you can only drop to 1
that amount. Creatures that receive this strange surge of hit point, remaining conscious.
vitality have advantage on their next attack roll or saving
throw.

M ETAL WINGS
You decide that wings would be useful so you make
some, and install them on your back. You can shape

142
COOKING-NIN CREATING A COOKING-NIN
An Akimichi at a fireplace, watching over his stew as it boils When creating a Cooking-Nin, think about your
and bubbles. A smile spreads across his face as he pulls out characters background and drive to be a shinobi. Does
an empty bowl, and pours some food inside. the character have a rival? What drove your character
His allies look at him in utter confusion. “It took you all of down the path of cooking? Is it about curiosity and
10 minutes to make that, are you sure it’s done?”, the female experimentation? Did you have a master or is it a family
asks. “Trust me” the cook says with a smile. She drinks it tradition?
down and remarks “I guess it was fine…Wait, do you hear Consider how your character interacts with the world,
that?”. Weapons and attacks of all types come flying from and what they represent. Consult your DM regarding
the surrounding area. The female team mate is able to brigades, guilds, or societies your character might
dodge or deflect the litany of attacks while saying “I have belong to.
never moved this fast before.”, the cook draws his blade with
a grin and says “It’s the salt, added a bit of pep to your step.” QUICK BUILD
These shinobi, different as they might be, are connected You can make a Cooking-Nin quickly by following these
by one common factor: Cooking. While not a form of combat suggestions. Make your highest ability Intelligence,
or even defense, Cooking-Ninja’s have a special place within followed by Constitution or Dexterity. Second choose
the ranks of the shinobi world, they occupy a special role on Akimichi, Uzumaki, Nara, or Non-Clan.
teams and within squads as the teams primary support and
secondary healer in some cases.

CHARACTER INSPIRATIONS
When designing this class, it was built with the intent to
allow players to utilize food and other edible items to
allow them to support and protect them team in a variety
of unique ways. This class was almost entirely designed
by @Have a nice day Please#2982, also known as
@Habdu.

143
CLASS FEATURES Regardless of the cooking tool chosen you gain proficiency
with all cooking tools and the damage die used is 1d6.
As a Cooking-Nin, you gain the following class features.
While wielding a cooking tool as your chosen weapon,

HIT POINTS
you may use Intelligence in place of Strength when
determining your attack and damage rolls.
Hit Dice: 1d10 per Cooking-Nin level Starting at 6th level, your cooking tool damage die
Hit Points at 1st Level: 10 + your constitution modifier becomes a d8 and each cooking tool gains additional
Hit Points at Higher Levels: 1d10 (or 6) + your weapon properties;
Constitution modifier per Cooking-Nin level after 1st.
• Cooking Knife: Light, Deadly

CHAKRA POINTS • Skewer: Light, Thrown (45/90)


• Pot or Pan: Light, Blocking
Chakra Dice: 1d8 per Cooking-Nin level
Chakra Points at 1st Level: 8 + your constitution modifier Beginning at 11th level, your cooking tools damage die
Chakra Points at Higher Levels: 1d8 (or 5) + your becomes a d10 and each cooking tool gains one additional
Constitution modifier per Cooking-Nin level after 1st. weapon property;
• Cooking Knife: Thrown (30/60)
PROFICIENCIES • Skewer: Critical
Armor: Light armor, Medium Armor • Pot or Pan: Disarm
Weapons: Simple Weapons
Ninja Tools: Cooking Tools, Poison Kit SHINOBI SNACKS
Saving Throws: Constitution, Charisma Starting at 1st level, when you would take a short or long
Skills: Survival, Choose three from Athletics, Crafting, rest, you can create a number of snacks equal to your
Deception, History, Insight, Intimidation, proficiency bonus. These snacks are of any design of your
Investigation, Medicine, Nature, Perception, Sleight of choice, but they contain secret ingredients that bestow a
Hand multitude of different effects.
When you create a snack it contains the special
EQUIPMENT properties of one secret ingredient and maintains it
You start with the following equipment, in addition to
potency for 8 hours or until your next rest, which causes it
the equipment granted by your background:
to spoil losing its ability to impart its special effects. You
• (a) Padded Armor or (b) Combat Jacket can never have more than your proficiency bonus in snacks
• One Simple weapon currently active at once. Most snacks will utilize a special
• (a) One Kunai stack or (b) One Shuriken stack die called a cooking die which is a d4. This die grows in size
• Cooking Tools, Flash Tag, Paper Bomb as you gain levels in this class, which can be found on the
cooking-nin class table, in the cooking die column.
JUTSU CASTING Regardless, snacks can only have one secret ingredient
at a time, meaning that a single snack cannot have two or
NINJUTSU more secret ingredients. You can then choose to distribute
them each to willing and allied creatures, or keep them for
Ninjutsu save DC = 8 + your proficiency bonus + your
yourself. To consume such a snack a creature must spend
Intelligence modifier
their bonus action to eat or to feed a snack to another
Ninjutsu attack modifier = your proficiency bonus + your
creature.
Intelligence modifier
Finally, a creature cannot gain the benefit of more than
GENJUTSU one snack at a time. If a snack has a duration of any type, a
creature cannot gain the benefits of a second snack with a
Genjutsu save DC = 8 + your proficiency bonus + your duration, unless otherwise specified.
Wisdom modifier (your choice)
Genjutsu attack modifier = your proficiency bonus + your CHAKRA FLOWING CRÈME
Wisdom modifier (your choice) Roll your Cooking die twice, recording the results. The user
gains temporary chakra equal to the result.
TAIJUTSU
Taijutsu save DC = 8 + your proficiency bonus + your HEARTY SAUCE
Strength modifier Roll your Cooking die twice, recording the results. The user
Taijutsu attack modifier = your proficiency bonus + your regains hit points equal to the result.
Strength modifier
SODIUM ROCKS
COOKING TOOL INFUSION Roll your Cooking die, recording the results. The user adds
the result to their next saving throw.
Beginning at 1st level, you learn to infuse a myriad of
cooking tools with chakra, allowing them to be used in SPICY CURRY
combat beyond their normal implementations. Roll your Cooking die, recording the results. The user adds
Select one cooking tool from the following list, and the the result to their next attack and damage rolls.
chosen utensil has the associated Damage type. You can
change this cooking tool with an object interact action; UN-WHIPPED CREAM
• Cooking Knife: Slashing damage Roll your Cooking die, recording the results. The user adds
• Skewer: Piercing damage the result to their next ability check.
• Pot or Pan: Bludgeoning damage.

144
SUSHI RICE WAR AND FOOD
Roll your Cooking die, recording the results. The user gains
Beginning at 7th level, you have mastered the ability to
a bonus to their swim speed, and movement speed while
manifest dishes in the middle of battle, while under
running on water, equal to 5 x the result for the next
stress and duress.
minute.
As an action, you may spend a use of your Cooking Kit.
GUAVA JUICE When you do you gain the benefit of the Shinobi Snacks
Roll your Cooking die, recording the results. If used within class feature as if you had completed a rest. When
creating snacks using this feature, you can make a
4 hour of taking a short or long rest, the user can remain
number of them equal to f your intelligence modifier. All
awake, energized and still gain the benefits of the short or
willing creatures of your choice within 30 feet of you can
long rest without requiring sleep.
A creature who attempts to gain the ingredients benefit be given a snack as if you had thrown it to them.
You can use this feature once per long rest. Beginning at
twice within a 24-hour period, immediately fall asleep and
15th level, you can use this feature twice times per long
remain so for 16 hours, unable to be awoken until they
complete the 16-hour sleep. rest.

ANGRY PEPPERS IRON STOMACH


Roll your Cooking die twice, recording the results. This Beginning at 10th level, you have dealt with your fair
ingredient is hot to the touch. The user immediately takes share of rotten or out of date food. You can identify
damage equal to the results of your cooking die and lose poisonous food or drink from a glance along.
the ability to taste or smell for the next hour. You also gain advantage on saving throws made to resist
For the next minute, the first time each time the affected the poisoned or envenomed conditions.
creature deals damage with a melee attack, they deal Beginning at 14th level, your allies have also experienced
additional damage equal to your cooking die. a series of different dishes of your make and have
developed a refined pallet. Whenever an allied creature
BLACK PEPPER would complete a rest of any type while within 30 feet of
Roll your Cooking die, recording the results. The user gains you, they gain advantage on saving throws made to
a bonus to speed equal 5 x the result for the next minute. resist the poisoned or envenomed conditions for the
next 8 hours.
VEGGIE PASTE
Roll your Cooking die, recording the results. The user
select two damage types, gaining resistance to one and
PEERLESS TASTE
vulnerability to the other one for a number of their turns Beginning at 20th level, you have learned to create
equal to the result. perfect dishes and unmatched flavors. When you would
gain the benefits of Shinobi Snacks as a result of a rest,
SALTY PESTO the first time a creature would gain the benefit of a snack
Roll your Cooking die, recording the results. The user may per rest, they gain the following bonus effects.
consume this snack as a part of rolling initiative. They gain • User regains hit points equal to twice the result.
a bonus to their initiative equal to the result. • User gains temporary chakra points equal to twice the

COOKING FOCUS
result.
• User gain a +2 bonus to AC for the next minute.
Beginning at 2nd level, you select a Focus of cooking that’s • User gains advantage to all saving throws they do not
fits your niche. You try to emulate this style of cooking to have proficiency in for the next minute.
better assist your allies or yourself. Your focus grants you • User gains an additional bonus action
features at 2nd level and again at 5th, 9th, 13th and 17th on each of its turns for the next
levels. Alongside this style, you learn additional secret minute.
ingredients which can be infused into your Shinobi Snacks.

FOOD FOR THE SOUL


Starting at 2nd level, you have learned to nourish both the
body and soul. Whenever you would complete a short or
long rest, select one ability score of your choice. All willing
allied creatures gain advantage on their first ability check
and saving throw that uses the chosen ability score.

TOOL EXPERTISE
Beginning at 3rd level, select one skill and one Ninja Tool
in which you are proficient. You gain expertise in the
chosen skills and tools.

ABILITY SCORE IMPROVEMENT/FEAT


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

145
COOKING FOCUS CHAKRA INFUSED WEAPONRY
Beginning at 13th level, you know how to pump far more

BATTLE COOK chakra into your weapons. Once per turn, when you
would strike a creature with your weapon, you can roll
Cooking-Nin who focus on becoming battle cooks learn one cooking die, adding the result to your damage.
to fight in the middle of battle fields with their cooking
tools while supporting their allies in the fray, SUPERIOR CRITICAL
overwhelming their adversaries with a flurry of attacks Beginning at 17th level, you now know how to strike
and boosting their allies with boosting snacks. perfectly with your cooking tools. When you would score
a critical hit with your cooking tool, you instead triple
BONUS PROFICIENCIES your weapons damage die, instead of double.
When you select this focus at 2nd level, you gain
proficiency with Martial Weapons.

FIGHTING STANCE
Starting at 2nd level, you adopt a particular style of
fighting as your specialty. Choose one of the Fighting
Stances located in Chapter 13: Customization Options,
between Taijutsu Stance and Weapon Stance. You can’t
take a Stance more than once, even if you get to choose
again later.

COMBAT SNACKS
Also, at 2nd level, you learn to cook with additional
secret ingredients that can be used with your Shinobi
Snacks class feature.
Fireball Zip Sauce. This spicy sauce forces your chakra to
take on a similar nature to that of Fire release. You
gain the ability to cast the Fire Release: Fireball
Ninjutsu at C-Rank, for the next minute, ignoring the
nature release keyword requirements and the hand
sign (HS) and Chakra Molding (CM) components. If
you have not cast this jutsu at least once during the
minute in which you have access it you take 6d6 fire
damage, which ignore resistance. Alternatively, you
can attempt to force a creature to eat this snack. As an
action, make a melee ninjutsu attack against a
creature within 5 feet of you. On a success, they are
force fed this snack. The fireball zip sauce begins to
activate and react, dealing 6d6 fire damage that
cannot be resisted by or reacted to.
Croque Madame. Roll your Cooking die, recording the
results. The user gains a bonus to their AC equal to half
the result for the next minute or until they would fail a
saving throw from a hostile effect or they would take
damage from a hostile creature.
Red Velvet. The user gains immunity to either the
Charmed, Feared or Berserk Condition, their choice.
They must pick one when eating the snack.
Crème Brulé. Roll your Cooking die. You can consume this
snack as a reaction when you would roll for damage.
When you do, you can select a number of damage die
equal to your cooking die result and treat those die as
if you had rolled the maximum possible value for the
die.

EXTRA ATTACK
Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.

COOKING STANCE
Beginning at 9th level, you can take a readied stance as a
reaction. When you do, roll your cooking die gaining a
bonus to your AC equal to the result until the end of the
current turn. If any attacks would miss you while you are
gaining the benefit of this feature, you can attempt to
make a weapon attack using your cooking tool against
the triggering creature.

146
ENTREMETIER CHEF user instead gains temporary hit and chakra points
equal to the result.
Cooking-Nin who focus on becoming entremetier learn
Hot Cocoa. Roll your Cooking die three times, record the
to cook with a series of different soft and hard dough’s.
result. If used as a part of initiative the user gains body
Creating a series of different.
becomes hot to the touch, granting them a form of

SWIFT SNACKS
unnatural body heat. For the next minute, the affected
creature gains resistance to fire and wind damage. If
When you choose this Focus beginning at 2nd level,
used at any other time, the user instead gains twice
you learn to cook with additional secret ingredients that
the result as hit points.
can be used with your Shinobi Snacks class feature. All
Snacks granted by this subclass can be taken as both a
bonus action or as a part of initiative, when you would
FIRST IN LINE
Beginning at 5th level, you learn to become ready at a
make an Initiative roll.
moment’s notice. Whenever you and a hostile creature
Prosciutto Bushetta. Roll your Cooking die, record the would roll initiative add a +2 to your result. Starting at
results. If used as a part of initiative, the user can add 11th level, this becomes a +5.
the result to their initiative check, and gain a bonus to
speed equal to 5 x the result until the end of their first SALT IN THE WOUND
turn in combat. If used at any other time, the user Beginning at 9th level, you learn encrust your cooking
increases their current initiative by the result moving tools in salt prior to scoring a hit. Your chefs tools deal
up in the initiative if it would surpass another an additional 1d4 necrotic damage on a hit. Additionally,
creatures initiative. if a creature is concentrating on a jutsu when you would
Juicy Dumpling. Roll your cooking die, record the results. score a hit with your chefs tools, they must make their
If used as a part of initiative, the user selects one concentration check at disadvantage.
hostile creature they can see. They gain a bonus to
their AC and saving throws equal to half the result SET THE TABLE
against the selected creature, until the end of the users Beginning at 13th level, you’ve mastered the art of
creatures first turn in combat. If used at any other preparation. You can take a ready action, by only
time, the user instead gains a bonus to their ability spending a bonus action.
checks equal to the result until the end of their first
turn in combat. BEFORE ALL
Spicy Bocconcini. Roll your cooking die twice, record the Beginning at 17th level, Regardless of your initiative
results. If used as a part of initiative the user gains one results or being surprised. You always act first in combat.
additional reaction which can be used as normal You then act again following the normal initiative count.
within the next minute. If used at any other time, the (This does count as gaining 2 turns, in the first round of
combat.)

147
HERBALIST Relaxation. As an Action on your turn, you can ignite this
spice and mix it with other chemical creating a volatile
Cooking-Nin who focus on becoming an Herbalist learns
haze of smoke. All hostile creatures within 45 feet of you
about the wonders of certain herbs and plants to enhance
must make a Constitution saving throw vs your Genjutsu
their foods with the power of natural ingredients.
save DC. On a failed save, they become incapacitated for

GASEOUS HAZE
the next 1d4+1 rounds or until the take damage or are
forced to make a Saving throw from a hostile effect. If a
When you would take this focus at 2nd level, you may use
creature can see its ally being attacked or affected by a
Charisma in place of Wisdom for calculating your Genjutsu
hostile effect, this effect ends on them as well. You can
attack bonus and Saving throws.
use this feature twice per long rest.
Additionally, you gain a new Cooking Tool weapon in the
form of a corn pipe of your design. This pipe replaces your
Pot or Pan when used in Combat.
INEBRIATED WILL
Beginning at 9th level you learn to use your corn pipe as

HERBAL SNACKS
the material catalyst for Genjutsu with the Inhaled
Keyword. When you use your corn pipe in this way, the DC
When you choose this Focus beginning at 2nd level,
for the Genjutsu cast is increased by +1.
you learn to cook with additional secret ingredients that
Additionally, when you would cast a Genjutsu that
can be used with your Shinobi Snacks class feature.
affects a single target, you can choose to instead convert
Indica Butter. When a user consumes this snack, they gain it into a 10ft cube originating from you, affecting all
the ability to release generate and release a thick cloud of creatures of your choice within range. You can alter a
smoke as an Action on their turn. When they do, they genjutsu range in this way twice per rest.
release the cloud in a 30-foot cone, originating from
themselves. All creatures in the cones range must make a VIBE KILLER
constitution saving throw vs your Genjutsu save DC. On a Beginning at 13th level your herbal strains are far more
failed save the targets become intoxicated. An intoxicated potent. When a creature would attempt to make a saving
creature is poisoned, slowed, and dazed for the next throw or ability check to end a genjutsu currently affecting
minute. When a user uses this ability they cannot do so them, you can spend your reaction to make them reroll the
again until they consume another snack using this save or check, taking the lower result.
ingredient. You can force a reroll in this way twice per long rest.
Sativa Juice. When a user consumes this snack, they
immediately end the Berserked, Charmed, Feared, Dazed UNMATCHED BOTANIST
and Weakened conditions. Beginning at 17th level you have found the best strains
Hybrid Liquor. Roll your Cooking die four times. Record the from the best herbs. When a creature would make a saving
result. When a user consumes this snack their body throw to resist a Genjutsu you cast with the Inhaled
experiences a sudden euphoria, as they gain the result as keyword, you roll your cooking die, recording the result.
Temporary hit points for the next minute. While a The target creature reduces their save by half the result of
creature has temporary hit points granted by this feature, your cooking die. A creature can only have their saving
they also cannot be slowed or have their movement speed throw reduced in this way once, per jutsu cast, per rest.
reduced by any means.
Conicoid Salt. A user can only take this snack when they
would complete a short rest. When they do, they instead
gain the benefits of a Long rest. A user can only gain the
benefit of this snack once per Week.

REST AND RELAXATION


Beginning at 5th level you have found a special strain of an
herbal spice, that can calm the aggressive tendencies of
another creature if needed, by simply burning it.
Alternatively, you can choose to burn it during a rest of
any type, after which you and all creatures who participated
in the same rest gain additional benefits for the next hour.
These two abilities are named Rest and Relaxation
respectively.
Rest. When you and other creatures near you would finish a
rest while under the haze of this spice, you and all select
creatures increase your maximum hit points and current
hit points by an amount equal to two cooking die. This
increase lasts for 8 hours, or until your next rest. A
creature can only gain the benefit of this feature once
per day.

148
PÂTISSIER CHEF CHARMING DELIGHT
Beginning at 9th level, whenever you would cook food
Cooking-Nin who focus on becoming Pâtissier’s learn to
using your cooking tools, you can choose to put your all
cook with a series of different soft and hard dough’s.
into it. When you do, your food breaks the ice and can
Creating a series of different.
warm even the coldest of hearts. Creature who eat this

SWEET SMELL food, become a bit more open to you and your allies.
Whenever you or an allied creature would make a
When you choose this Focus beginning at 2nd level, your
Charisma ability check against another creature who has
constant experimentation with sweet flavors, has left
recently eaten your food, any ability check they make to
you with an overpowering and unique scent. Your scent
contest the charisma ability check is made at
permeates in a 10-foot radius around you. Hostile
disadvantage.
creatures have disadvantage on opportunity attacks
made against you and charisma checks made against
neutral or friendly creatures are made at advantage.
SUGAR RUSH
Starting at 13th level, when a creature would gain the

FLUFFY SNACKS benefits of a Shinobi Snack granted by this subclass, they


gain a rush of energy.
Also, at 2nd level, you learn to cook with additional
In addition to the snacks listed effects, the creature also
secret ingredients that can be used with your Shinobi
gains an additional action on their next turn. This action
Snacks class feature.
can be used to make one weapon attack, dash, disengage,
Strawberry Vanilla bean paste. Roll your Cooking die three hide or use an object.
times, record the results. This sweet sauce enhances A creature can only gain the benefit of this feature twice
your snacks flavor. The user can consume this snack per long rest.
as a reaction when you would take damage. When you
do, you reduce the triggering damage by the result. SWEET MIASMA
Lemon Tart. This tangy sauce sours your snacks flavor. Beginning at 17thh level, the radius of your Sweet Smell
The user can consume this snack as a reaction when class feature increases to 15 feet.
you take damage. The first time each turn you would Additionally, creatures who would make a melee
attack the triggering creature with a weapon attack attack against you while within your Sweet Smell radius,
within the next minute, you gain a +1 bonus to your you roll one cooking die. They suffer a penalty to the
critical threat range, and add 2 cooking die to your attack roll, equal to half of the result
weapons damage.
Passionfruit. Roll your cooking die twice, record the
results. The user can consume this snack as a reaction
when you would be reduced to 0 hit points, you are
instead reduced to 1, and then regain hit points equal
to the result of your cooking die.
Orange Salt. Roll your Cooking die three times. The user
then gains hit points equal to the result + your
Intelligence Modifier. You also gain hit points equal to
half the result.

ROTTEN FOOD
Beginning at 5th level, you learn to throw your failed snacks
and foods at your opponents and attempting to impose
negative effects to them. Regardless of the food chosen,
they have a range of 30 feet and if they require a saving
throw, they use your Ninjutsu save DC. When you would use
this feature, you spend one of your Shinobi Snacks currently
active.
Rotten Cake. You can throw a ball of poisoned and
rotten cake towards a hostile creature. Make a ranged
ninjutsu attack. On a hit, you strike them with this rotten
poisoned cake, poisoning them for the next minute.
Flour Bomb. You throw a ball of flour and dust. Select a
space you can see within range. You throw this ball of
flour at the select space creating a cloud of smoke that
fills a 20-foot cube. All creatures within the chosen
space, must succeed a Constitution saving throw, being
blinded until the end of their next turn on a failed save.
Syrup Bomb. You throw a ball of sticky syrup. Select a
space you can see within range. You throw this ball of
syrup at a space creating a field of sticky viscous
material that fills a 10-foot cube. All creatures within the
chosen space, must succeed a Strength saving throw,
being restrained on a failed save until the end of their
next turn.

149
SCIENCE-NIN CREATING A SCIENCE-NIN
A Nara waits in the shadows, usually their weakness. When creating a Science-Nin consider a few things
However, as his targets let their guards down he throws a about the character when they are on a team with others.
enhanced flash tag and binds them in the light, a light that What made them chose the path of creating the future?
remains to shine past its usual expiration. Are they the protector of tomorrow, at the front with the
An Uchiha looks his victim in the eyes, their infamous newest weapons and armor or the guy in the chair, the
Dojutsu now upgraded to scan his enemies even further than one who builds the tools the fighter use?
before.
A Sarutobi, famous for their multitude of jutsu, shows off QUICK BUILD
a metal gauntlet. It spits out a scroll and suddenly, with no You can make a Science-Nin quickly by following these
signs, a Rasengan appears in her hand. suggestions. First, put your highest ability score in
These shinobi all share one common ideal, that with Intelligence, followed by Constitution. Second, choose
technology they can improve their ninja prowess. While either the Nara, Sarutobi, or Uchiha.
other ninja master the blade or jutsu, they use their wits to
build tools that always will put them ahead..

CHARACTER INSPIRATIONS
When designing this class, It was designed with the
intent of using and creating the tools of the future. A
player would be the inventor of the party, always making
sure they had the tools for the mission. Characters whom
this class was designed after are as follows; Denki,
Kawaki, Ao, Boruto. This class was entirely designed by
@ Artemys#2642, also known as @ Lord First, Artemys
Yuki.

150
CLASS FEATURES You may only have one Tool of Science at a time. If you
change your current Tool, the previous Tool breaks
As a Science-Nin, you gain the following class features.
down as the science becomes outdated.

HIT POINTS
At 5th Level you gain the ability you have two Tools of
Science. This increases to three Tools at Level 15.
Hit Dice: 1d8 per Science-Nin level
Hit Points at 1st Level: 8 + your constitution modifier SHINOBI ARMY DEVICE [CHANGED]
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
Also, at Level 1 you have a tool every Science Nin starts
modifier per Science -Nin level after 1st.
with, a Shinobi Army Device (Also known as a S.A.D).
CHAKRA POINTS When you first receive it you can learn a number of E-
Rank Jutsu equal to your Intelligence Modifier. You can
Chakra Dice: 1d10 per Science -Nin level cast them through the Device and they do not count
Chakra Points at 1st Level: 10 + your constitution modifier against your Jutsu Known. You can change these jutsu on
Chakra Points at Higher Levels: 1d10 (or 6) + your a Short Rest.
Constitution modifier per Science -Nin level after 1st. At 2nd Level you can pay their cost through your
Chakra Containment Device.
PROFICIENCIES At 3rd Level you can choose 1 nature release Keyword.
Armor: Light armor, Medium Armor You can learn jutsu with that keyword and can cast them
Weapons: Simple Weapons, All Scientific Ninja Tools as long as your S.A.D is on your person. If you already
Ninja Tools: 3 of your choice could learn jutsu of that Keyword, You can learn one
Saving Throws: Constitution, Intelligence additional jutsu of that Keyword.
Skills: Choose four from Ninshou, Insight, Investigation,
Nature, Crafting, Athletics, History, Stealth, CHAKRA CONTAINMENT DEVICE
Perception, Medicine, Chakra Control.
Starting at level 2, you learn how to create a Chakra

EQUIPMENT Containment Device (Also known as a C.C.D). This device


allows you to store chakra to power your Scientific Ninja
You start with the following equipment, in addition to
Tools. The C.C.D has the ability to contain a number of
the equipment granted by your background:
your chakra, equal to Your Science-Nin level x 10.
• (a) Padded Armor or (b) Combat Jacket Starting out, the C.C.D, has 0 chakra contained inside
• One Simple weapon of it. When you would complete a Full-Rest, it becomes
• (a) One Kunai stack or (b) One Shuriken stack fully charged. When you would complete a Long rest, it
• (a) 1 Paper Bomb or (b) 1 Flash Tag becomes half full. Otherwise, when you would complete
• Two Kits of your choice a short rest, you can spend chakra dice as if you were
restoring your chakra points. The results of this spent
JUTSU CASTING chakra dice is added to your current C.C.D stored chakra.
Chakra you have stored in your C.C.D, cannot be used by
NINJUTSU any other jutsu, feature or trait outside of the Science-
Ninjutsu save DC = 8 + your proficiency bonus + your Nin class.
Intelligence modifier Additionally, this device can be attached to either a
Ninjutsu attack modifier = your proficiency bonus + your weapon you are proficient in or armor you are proficient
Intelligence modifier in. If attached to a weapon the weapon, it gains a +1
bonus to hit and damage. If attached to armor it becomes
GENJUTSU a +1 armor.
Starting at level 13 the bonus to your weapons to hit
Genjutsu save DC = 8 + your proficiency bonus + your
and damage or your armors AC increases to a +2 and you
Wisdom modifier (your choice)
can spend an action to spend chakra die to store into
Genjutsu attack modifier = your proficiency bonus + your
your C.C.D.
Wisdom modifier (your choice)

TAIJUTSU SCIENTIFIC NINJA TOOLS


Also, at 2nd Level you gain the knowledge on how to
Taijutsu save DC = 8 + your proficiency bonus + your
build Scientific Ninja Tools. These tools are a step above
Strength modifier
what a normal ninja can create, and as such take a lot of
Taijutsu attack modifier = your proficiency bonus + your
mental prowess to accomplish. You gain a number of
Strength modifier
Creation Points as shown in the Science-Nin Table.

SHINOBI OF SCIENCE [CHANGED] Scientific Ninja Tools can be created, upgraded, and
replaced during a Long Rest. Each has a Creation Point
Starting at Level 1, You dedicate yourself to always being cost, if you go over this amount you lose the oldest
the smartest in the room. You have advantage on Scientific Ninja Tools until you are no longer over this
Intelligence ability checks made when used in amount. Each uses chakra from the Chakra Containment
conjunction with a Toolkit you are proficient in. Device and cannot use chakra from any other source.
You also have learned how to channel your chakra
through tools of war. When you would end a Long rest SCIENTIFIC INQUIRY
you can designate one Kit as your Tool of Science. A kit
Starting at 3rd level, choose an Inquiry that you pour
designated as your Tool of Science, gains additional
your hours of study into to use in combat. The Scientific
charges equal to your Intelligence Modifier. Additionally,
Inquiry you choose grants you features at 3rd, 6th, 9th,
the chosen kits quality increases by 1 rank.
14th, 17th and 20th Levels.

151
EXTRA ATTACK
Also, at 5th Level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.

KIT EXPERTISE [CHANGED]


At 5th Level, you gain expertise in two toolkits you
currently have proficiency in.

CALCULATED RESPONSE [CHANGED]


Starting at 10th level, you've gained the ability to come up
with solutions under pressure. When you or another
creature you can see within 30 feet of you makes an ability
check or a saving throw, you can use your reaction to add
your Intelligence modifier to the roll.
At Level 15, you also use this feature to subtract your
Intelligence Modifier from an enemy creature's ability
check or saving throw.
You can use this feature a number of times equal to your
Intelligence modifier (minimum of once). You regain all
expended uses when you finish a long rest.

LEFTOVER GENIUS [REMOVED]


Starting at 10th level, you can use Creation Points
that aren’t in a Scientific Ninja Tool to quickly craft
a trinket to assist you in combat. As a bonus action,
you can use 1 Point to gain advantage on an attack
roll or ability check. You regain use of that Point after
a short rest.

PRE-MISSION ADVICE [CHANGED]


Starting at 13th level, you can spend the duration
of a Short Rest preparing those around you for
any challenge. When you do so, choose a number of
friendly creatures who can hear you and who can
understand you. Make an Intelligence check with a DC of
10+the number of creatures targeted. On a Success they
gain the benefits of Bless at D-Rank until their next rest. If
you beat the DC by 5 they instead gain the benefits of Bless
at B-Rank. If you beat the DC by 10 they instead gain the
benefits of Bless at S-Rank. This bonus last for 1 hour or
until your next rest.
Once you’ve used this feature, it cannot be used again until
you complete a long rest.

152
SCIENTIFIC INQUIRY As a Bonus action, a creature can drink the elixir or as
an action, administer it to an incapacitated creature.

CHEMIST Some Elixirs will call for a Science Die, which is a d6. This
to a d8 at 14th , and a D10 at 20th. Elixirs have no bulk.
The Science-Nin who follow the path of the Chemist
specialize in Scientific Potions as their main tool in ALBEDO
combat. They focus on improving the standard tools Starting at 9th level, your control over the chemical
such as the Smoke Bomb, Blood Pills and Poisons to makeup of your Enhanced Pill grows. When a creature
make them deadly tools of the trade or saviors of the eats one of your Enhanced Pills they add your
battlefield. Intelligence Modifier to the pills effects. Also, your
explosive tools now add your Intelligence Modifier to
NEGREDO [CHANGED] damage rolls.
When you chose this Inquiry at 3rd Level you can gain
proficiency in both the Alchemist and Medicine Kits. If CINTRINAITAS
you are already Proficient in one of them, you can choose Beginning at 14th level, you learn how to reroute the
another Kit. The Alchemist and Medicine Kits gain chakra from the CCD into your Alchemist Kit, which lets
additional charges equal to your Intelligence Modifier. you achieve feats once thought impossible. As an Action
When you craft pills using a kit you can spend 5 chakra you can spend 10 CCD chakra and supercharge one
from your CCD. These are now considered Enhanced Enhanced Pill, Elixir, or Bomb. When you do it gains the
Pills and when eaten you increase the die step by 1. This following effects:
increases to 2 steps at level 9. These Pills stay enhanced Pill: Adds 3 additional die to the effects rolled. This
for 24 hours. supercharged pill lasts for 1 minute, if not used within
this time frame, it becomes inert losing all of its effects.
E.C.H.O [CHANGED] Bomb: Increase its damage die by 2. In the case of a
Also, at 3rd Level you can create Enhanced Chakra- Chili Pepper Bomb, you can choose to have it move with
Heavy Ordnances or E.C.H.Os. They consume the used you. You can choose to make a number of creatures in
material and replaces them with the created item. These range equal to your Intelligence modifier unaffected by
E.C.H.Os keep the same range and duration of their the bomb once it goes off.
original tools and can only be created during a short or Elixir: You roll an additional science die when
long rest. These items use your Ninjutsu Save DC. determining the effects of the elixir.
Smoke Bomb: You can infuse extra chemicals into
these bombs when thrown. You can use a charge of your RUBEDO
Alchemist Kit and turn them into Sulfuric Bombs. If a At 17th level, you have added a new subroutine to your
creature begins their turn within or enters the smoke CCD for Enhanced Pills. As a Bonus Action you can load a
bombs area, they must make a Constitution Saving number of pills into your CCD equal to your Intelligence
Throw. On a failed save, they gain 1 rank of Corroded. If a Modifier. Once loaded when you would feed a willing
creature ends their turn in the cloud they immediately creature a pill, you can extend the range of the action by
gain a rank of Corroded. If you instead spend a charge of 60ft and make a Ranged Ninjutsu Attack Roll. No matter
your Medicine Kit you can turn it into an Aloe Vera the roll it is assumed your ally gets it and consumes it.
bomb, made of Aerolite Aloe Vera. When creature ends However, If the allied creature is within 10ft of a hostile
their turn inside this cloud they can spend a hit die, creature, that hostile creature can use their reaction to
adding your intelligence modifier and regain hit points make a Contested Attack roll against yours. If they
equal to. succeed they snatch the pill away.
Ice or Shock Bomb: You have made the frost and
electricity of these bombs sting even more. The damage MAGNUM OPUS [CHANGED]
die of these ordnance increases by two steps and the Ice At Level 20, you have realized that Alchemy is the future of
Bomb also inflicts an additional rank of Chilled on a fail. Shinobi. Your Enhanced Pills never expire, and you can
Also, If a creature rolls a 1-3 on their die for the Saving now make Elixirs as a part of a Short Rest. When a creature
Throw for these ordnances they are instead stunned by would fail saving throw from one of your ECHOs by 5 or
the explosions on a failed save, until the end of their more, they are considered vulnerable to the damage.
next turn.
Chili Pepper Bomb: You have increased the Anti-
Genjutsu effects of the bomb to now work near instantly.
If a Creature starts their turn under the effects of a
Genjutsu while in this haze they can Immediately make a
saving throw. If they are not proficient in the roll they
can add your Intelligence modifier to the roll. If they are
proficient they can make the roll at advantage. Also,
while in the haze a creature is immune to genjutsu with
the Inhale Keyword.

EXPERIMENTAL ELIXIRS [CHANGED]


Beginning at 6th level, You have spent time creating
potions and pills for use in combat. Over the course of a
long rest, you can spend, unspent creation points
making Elixirs. For every 2 creation points spent, you
may select 1 Elixir, adding it to your inventory until your
next long rest. You regain all spent creation points when
you would complete a long rest.

153
CHEMIST ELIXIRS TIME DILATING ELIXIR
Roll your Science die, recording the results. The user
Cost: 2 Creation Points per Elixir
gains a bonus to their AC equal to half the result for the

CHAKRA FLOWING ELIXIR next minute or until they would fail a saving throw from
a hostile effect or they would take damage from a hostile
Roll your Science Die thrice, recording the results. The user
creature.
gains temporary chakra equal to the result. Do not add any
modifiers to the rolls.
MENTAL BOON ELIXIR
REVITALIZING ELIXIR The user gains immunity to either the Charmed, Feared
or Berserk Condition, their choice. They must pick one
Roll your Science die thrice, recording the results. The user
when eating the snack.
regains hit points equal to the result. Do not add any
modifiers to the rolls.

RESOLVE ELIXIR
Roll your Science Die, recording the results. The user adds
the result to their next saving throw.

EMPOWERING ELIXIR
Roll your Science die, recording the results. The user adds
the result to their next attack and damage rolls.

BOOST ELIXIR
Roll your Science die, recording the results. The user adds
the result to their next ability check.

AQUATIC ELIXIR
Roll your Science die, recording the results. The user gains
a bonus to their swim speed, and movement speed while
running on water, equal to 5 x the result for the next
minute.

MODIFIED CAFFEINE ELIXIR


Roll your Science die, recording the results. If used within 4
hour of taking a short or long rest, the user can remain
awake, energized and still gain the benefits of the short or
long rest without requiring sleep.
A creature who attempts to gain the ingredients benefit
twice within a 24-hour period, immediately fall asleep and
remain so for 16 hours, unable to be awoken until they
complete the 16-hour sleep.

HELLFIRE ELIXIR
Roll your Science die twice, recording the results. This
Elixir is hot to the touch. The user immediately takes
damage equal to the results of your Science die and lose the
ability to taste or smell for the next hour.
For the next minute, the first time each time the affected
creature deals damage with a melee attack, they deal
additional fire damage equal to your Science die.

SPEEDY ELIXIR
Roll your Science die, recording the results. The user gains
a bonus to speed equal 5 x the result for the next minute.

ARMAMENT ELIXIR
Roll your Science die, recording the results. The user select
two damage types, gaining resistance to one and
vulnerability to the other one for a number of their turns
equal to the result.

REFLEX ENHANCING ELIXIR


Roll your Science die, recording the results. The user may
consume this snack as a part of rolling initiative. They gain
a bonus to their initiative equal to the result.

154
SCIENTIFIC JUTSU OVERCHARGED GAUNTLET
Beginning at 14th level, you can siphon more chakra
The Science-Nin who follow this path have come to the
from your CCD into your Kote. When you cast a jutsu
conclusion that at the end of the day you are a Shinobi if
from your scroll you can upcast it however increase the
you can cast jutsu. So, they have revolutionized the art of
cost of the upcast by 2. When you do this you can upcast 1
jutsu casting.
rank higher then normally allowed. If this would raise its

KOTE [CHANGED] rank above S rank, apply its At higher ranks effects
again.
When you chose this Inquiry at 3rd Level you gain a
Shinobi Gauntlet called a Kote. The Kote allows you to
instantly cast jutsu that are sealed in Kote scrolls using
OVERHEATED JUTSU
At 17th level, you have added a new subroutine to your
chakra from your CCD. Jutsu cast this way have an
Kote. When you use the Dual Release feature, you can
increased cost by the rank of the jutsu (D-Rank: +1. C-
instead recast the jutsu used for the Action using only
Rank: +2, B-Rank: +3, A-Rank: +4. S-Rank: +5.).
one scroll. The Jutsu cast this way changes its damage to
This Gauntlet lets you cast these sealed jutsu
Fire Damage. This overcharges the Kote however,
regardless if you can cast it or not. Jutsu cast this way
rendering it useless for 1d4 rounds as it cools down.
cannot be upcasted. It can hold up to your Intelligence
Modifier in scrolls at once, and takes a Bonus Action to
reload any number of scrolls up to its maximum. You
THE FUTURE OF SHINOBI: SCROLLS
At Level 20, you have realized that the Kote is the future
gain an additional +2 CCD Chakra per level up. of Shinobi. Any Jutsu cast from the Kote now uses its

JUTSU STORAGE [CHANGED]


original cost and upcast cost. If it requires an attack roll
you can spend 5 chakra from your CCD and gain
Also, at 3rd Level you can prepare Kote Scrolls. You can
advantage. If it requires a saving throws you can instead
store any non-self-targeting, non-Hijutsu, Ninjutsu
invoke disadvantage.
into a Kote Scroll. You can make a number of scrolls
equal to your Intelligence Modifier per rest, and carry an
amount equal to your Science Nin Level at a time. Scrolls
expire when you would complete a Full-Rest. Once used
the scroll is consumed.

DUAL RELEASE
Beginning at 6th level, you add a second barrel to your
Kote. When you use your Action to cast a jutsu from
the Kote you can use your Bonus Action to cast a
second. You can only use this feature twice per short
rest. You gain an additional use at Levels 9 and 17.

JUTSU CAPTURE
Starting at 9th level, you have created a special scroll
called a Capture Scroll. You can convert any number of
Kote Scrolls you have into Capture Scrolls during a
Long Rest. As a reaction when you are targeted by a
jutsu you can try and seal it into a Capture Scroll. This
triggers a clash, however If you can cast the jutsu you
are clashing with, you have advantage on the roll.

155
SHINOBI-WARE THE FUTURE OF SHINOBI: SHINOBI-WARE
The Science-Nin who follow this path understand that a
[CHANGED]
At Level 20, you have realized that Shinobi-Ware is the
Shinobi is only as strong as their body. So, they have
future of Shinobi. You gain extra upgrade slots equal to
turned their own body into a Scientific Ninja Tool.
your Intelligence Modifier and gain 10 extra Creation
FULL-METAL SHINOBI [CHANGED] Points. Once per Full Rest you can swap and upgrade for
another as a Bonus Action.
When you choose this Inquiry at 3rd Level you replace
the skin of your body with flexible chakra material that
allows for easier experiments.
Your AC calculation while unarmored is now 10 + your
Proficiency Bonus +Intelligence Modifier. You can also
spend chakra from your CCD to heal yourself as a Bonus
Action. You heal at a rate of 2 chakra to 1 health. At Level 6
you choose to gain resistance to either Bludgeoning,
Piercing, or Slashing damage. At Level 9 you can choose
another. At Level 14 you gain the last that you did not
choose.
Your body comes with a number of upgrade slots equal
to your Proficiency Bonus. During a Long rest you can
install upgrades that you meet the requirements for.
These Shinobi-Ware will be detailed at the end for this
subclass..

ONE-MAN ARMY [CHANGED]


Also, at 3rd Level you can have your Chakra Containment
Device be considered a second caster for Combination
Jutsu. At 9th Level if used in this way you can treat your
Charisma modifier as 2 for Combination Jutsu.

MALWARE [CHANGED]
Beginning at 6th level, You can use your Creation Points
to instead wreak havoc on an enemies body. As an Action,
you can spend 5 chakra from your CCD and send a swarm
of nanomachines to infect a creature within 40ft. The
target creature must make a Constitution Saving Throw
against your highest Save DC. On a fail they become
infected with Malware. While a Creature has Malware,
they have disadvantage on any attack rolls with jutsu and
when they spend chakra they spend additional chakra
equal to your half your Science-Nin Level. This lasts for 1
minute or until the target uses an action to remake the
Saving throw. At the end of this minute or on a success the
effect ends..

GLORIOUS EVOLUTION [CHANGED]


Starting at 9th level, you have expanded upon the simple
science of the era and have embraced your body as the
start of the new era. Select one of your upgrades. This
becomes your Evolved Upgrade.
This upgrade has its creation cost reduced by 1 and its
chakra cost is halved, if any. At Level 17 this grows to
cover a second Upgrade..

EVER EVOLVING
Beginning at 14th level, you can now swap your upgrades
during a short rest. While doing this however you cannot
spend Chakra Die. You can also now swap one of your
upgrades for a Scientific Ninja Tool. When done this way
the S.N.T cost 2 less Creation Points (Min 1)

INSTALLED JUTSU
At 17th level, you have added a new subroutine to your
body. You can now install a Jutsu of A-Rank or Lower into
one of your upgrade slots. When the jutsu is cast this way
you can half the cost a number of times equal to your
Intelligence modifier per short rest. If you are out of uses,
you can spend Creation Points to use this feature instead.
Creation Points used this way come back at the end of a
Long Rest.

156
SHINOBI-WARE UPGRADES BIOTIC AMPLIFIER
Cost: 1 Creation Point
If a modification has prerequisites, you must meet them
You integrate a biotic amplifier in your body that
to install it. You can install the modification at the same
increases the potency of your healing jutsu. While
time that you meet its prerequisites.
wielding this amplifier, when a creature regains hit

ADVANCED BIOTIC AMPLIFIER points from a jutsu you cast, you can spend an additional
5 CCD Chakra. The target creature gains temporary hit
Prerequisite: 15th level, Enhanced Biotic Amplifier
points equal to the amount of total (Normal and CCD)
Cost: 8 Creation Points
chakra spent. This amount can’t exceed the number of
You further fine tune your biotic amplifier. While
hit points restored. You can use this amplifier a number
wielding this amplifier, when a creature gains temporary
of times equal to your Intelligence modifier. You regain
hit points from your biotic amplifier you can spend an
all expended uses when you complete a long rest.
additional 5 CCD Chakra. they instead gains four times
as many. This amount can’t exceed the number of hit
points regained.
CLIMBING GLOVES
Cost: 1 Creation Point

ADVANCED CORROSIVE AMPLIFIER You craft a set of gloves with a powerful assisted grip.
While wearing these gloves, you have a climbing speed
Prerequisite: 15th level, Enhanced Corrosive Amplifier
of 20 feet, and you have advantage on Strength saving
Cost: 8 Creation Points
throws and Strength (Athletics) checks that involve
You further fine tune your Corrosive Amplifier. When
climbing.
you activate this amplifier you can spend an additional 5
CCD Chakra, the next attack roll made by the target
creature before the end of its next turn has disadvantage.
CORROSIVE AMPLIFIER
Cost: 1 Creation Point

ADVANCED CRYO AMPLIFIER You integrate a booster in your body that enhances your
jutsu that deal acid damage. While wielding this
Prerequisite: 15th level, Enhanced Cryo Amplifier
amplifier, when a creature takes acid damage from a
Cost: 8 Creation Points
jutsu you cast, you can spend an additional 5 CCD
You further fine tune your Cryo Amplifier. When you
Chakra. The target creature takes additional acid
activate this amplifier you can spend an additional 5 CCD
damage equal to your Intelligence modifier.
Chakra.. The target creature is restrained until the end of
You can use this amplifier a number of times equal to
their next turn.
your Intelligence modifier (a minimum of once). You
ADVANCED EXPLOSIVE AMPLIFIER regain all expended uses when you complete a short or
Prerequisite: 15th level, Enhanced Explosive Amplifier long rest.
Cost: 8 Creation Points
You further fine tune your Explosive Amplifier. When a
creature takes fire damage while ignited, you can spend
an additional 5 CCD Chakra. The creature has
disadvantage on the next Dexterity saving throw it
makes before the start of your next turn.

ADVANCED AERO AMPLIFIER


Prerequisite: 15th level, Enhanced Aero Amplifier
Cost: 8 Creation Points
You further fine tune your Aero Amplifier. When you
activate this amplifier you can spend an additional 5 CCD
Chakra. The target creature is Dazed until the end of their
next turn.

ADVANCED ELECTRO AMPLIFIER


Prerequisite: 15th level, Enhanced Electro Amplifier
Cost: 8 Creation Points
You further fine tune your Electro amplifier. When you
activate this amplifier you can spend an additional 5 CCD
Chakra. The target creature is Dazed for the duration they
are shocked by this amplifier.

AERO AMPLIFIER
Cost: 1 Creation Point
You integrate a booster in your body that enhances your
jutsu’s that deal wind damage. While wielding this
amplifier, when a creature takes wind damage from a jutsu
you cast, you can spend an additional 5 CCD Chakra. The
target creature takes additional wind damage equal to your
Intelligence modifier. You can use this amplifier a number
of times equal to your Intelligence modifier (a minimum of
once). You regain all expended uses when you complete a
short or long rest.

157
CRYO AMPLIFIER You can use this amplifier a number of times equal to
Cost: 1 Creation Points your Intelligence modifier (a minimum of once). You
You integrate a booster in your body that enhances your regain all expended uses when you complete a short or
jutsu’s that deal cold damage. While wielding this long rest.
amplifier, when a creature takes cold damage from a
jutsu you cast, you can spend an additional 5 CCD JET LEGS
Chakra. The target creature takes additional cold Prerequisite: 7th level
damage equal to your Intelligence modifier. Cost: 4 Creation Points
You can use this amplifier a number of times equal to You fine tune your augmented boots to give you
your Intelligence modifier (a minimum of once). You temporary, limited flight. Activating or deactivating the
regain all expended uses when you complete a short or boots requires a bonus action and, while active, you have
long rest. a flying speed of 30 feet.
The rocket boots last for 1 minute before deactivating.
DARKVISION EYES Once the boots have been activated, they can’t be
Cost: 1 Creation Points activated again until you finish a short or long rest.
You upgrade your eyes to new heights. You can spend 3
chakra and gain Darkvision to a range of 60 feet for a MECHANICAL ARM
minute. If you already have Darkvision, this Cost: 1 Creation Points
modification increases its range by 30 feet. You create a mechanical arm which mounts to your
shoulder, which you can use independently. This arm
ELECTRO AMPLIFIER cannot hold weapons however can be used to block
Cost: 1 Creation Points attacks and accomplish small task with the Object
You integrate a booster in your body that enhances your interact action even if both hands are full. You can
jutsu’s that deal Lightning damage. While wielding this deploy the arm as a reaction or object interaction action
amplifier, when a creature takes cold damage from a jutsu to gain +1 AC however if you are hit with a melee attack
you cast, you can spend an additional 5 CCD Chakra. The while the arm is out. you must spend 10 CCD chakra to
target creature takes additional cold damage equal to your repair the arm, You can choose this modification twice,
Intelligence modifier. You can use this amplifier a number increasing the AC bonus to 2 and gaining and additional
of times equal to your Intelligence modifier (a minimum of Object interaction action.
once). You regain all expended uses when you complete a
short or long rest ENHANCED BIOTIC AMPLIFIER
Prerequisite: 7th level, Biotic Amplifier
EXPLOSIVE AMPLIFIER Cost: 3 Creation Points
Cost: 1 Creation Points You fine tune your biotic amplifier. While wielding this
You integrate a booster in your body that enhances your amplifier, when a creature gains temporary hit points
jutsu that deal fire damage. While wielding this from your biotic amplifier you can spend an additional 5
amplifier, when a creature takes fire damage from a CCD Chakra. The target creature gains twice as many.
jutsu you cast, you can spend an additional 5 CCD This amount can’t exceed the number of hit points
Chakra. The target creature takes additional fire damage regained.
equal to your Intelligence modifier.
ENHANCED CORROSIVE AMPLIFIER
Prerequisite: 7th level, Corrosive Amplifier
Cost: 3 Creation Points
You fine tune your Corrosive Amplifier. When you
activate this amplifier, you can spend an additional 5
CCD Chakra. The next attack roll made against that
creature before the end of its next turn has advantage.

ENHANCED CRYO AMPLIFIER


Prerequisite: 7th level, Cryo Amplifier
Cost: 3 Creation Points
You fine tune your Cryo Amplifier. When you activate
this amplifier, you can spend an additional 5 CCD
Chakra. The target creature gains 1 rank of Chilled.

ENHANCED EXPLOSIVE AMPLIFIER


Prerequisite: 7th level, Explosive Amplifier
Cost: 3 Creation Points
You fine tune your Explosive Amplifier. When you
activate this amplifier, you can spend an additional 5
CCD Chakra. The target creature is also ignited for 1
minute. At the start of each of its turns, the creature
takes additional fire damage equal to your Intelligence
modifier and then makes a Dexterity saving throw
against your Ninjutsu Save DC, ending this effect on a
success. If the target or a creature within 5 feet of it uses
an action to put out the flames, or if some other effect
douses the flames, the effect ends.

158
ENHANCED AERO AMPLIFIER QUASI SENRIGAN [CHANGED]
Prerequisite: 7th level, Pyro Amplifier Prerequisite: 9th level, Darkvision Eyes
Cost: 3 Creation Points Cost: 8 Creation Points
You fine tune your Aero Amplifier. When you activate this You modify your eyes and discover the world's first
amplifier you can spend an additional 5 CCD Chakra. The Scientific Dojutsu: The Senrigan. As a bonus action, you
target creature gains 1 rank of Bleed. can spend 10 chakra to activate this in one of your eyes.
When toggled on, for the next minute you gain truesight
ENHANCED ELECTRO AMPLIFIER for 250ft. You also gain 100ft of chakra sight.
Prerequisite: 7th level, Electro Amplifier Once per Full Rest you can cast Kagura's Mind Eye for
Cost: 3 Creation Points no cost.
You fine tune your Electro amplifier. When you activate this
amplifier you can spend an additional 5 CCD Chakra. The SENRIGAN [CHANGED]
target creature gains 1 Rank of Shocked until the end of your Prerequisite: 15th level, Quasi Senrigan
next turn. If you reapply shock by this amplifier the Cost: 10 Creation Points
duration is reset. With Science you have finally achieved a full Senrigan. As
a Bonus Action you can spend 10 chakra to activate it in
POWERED GRAPPLING HOOK both of your eyes. While this is toggled on you gain +2 AC
Prerequisite: 9th level, Grappling Hook and a +1 to all attack rolls and the benefits of a Quasi
Cost: 4 Creation Points Senrigan.
While your grappling hook is deployed, when you cast a When you cast Kagura's Mind Eye you can half its cost
jutsu with a range of touch, your hook can deliver the and pay it from your CCD. When cast this jutsu from your
power as if it had cast it. CCD it’s range becomes 50 Miles.
A number of times equal to your Intelligence modifier
POWERED GRAPPLING HOOK per Full rest you can cast SEALING ART: DIVINATION
Prerequisite: 9th level, Grappling Hook TECHNIQUE When cast this way you cannot ask about
Cost: 4 Creation Points the future, but can ask any question about the present or
While your grappling hook is deployed, when you cast a past.
Ninjutsu with a range of touch, your hook can deliver the
jutsu as if it had cast it. INTEGRATED WEAPON
Cost: 5 Creation Points
AUTONOMOUS NINJA TOOLS You can integrate a one-handed weapon into your arm.
Cost: 6 Creation Points You are considered proficient in this weapon while it is
You learn how to craft small sentry turrets shaped like installed. If it's versatile you can spend 2 chakra and for
globes that can adhere to any surface, called A.N.Ts. As the next minute it is treated as if you were wielding it
an action or bonus action (your choice), you can throw a with two hands. You gain +1 to Attack rolls with this
sentry to a point you can see within 60ft. At the end of weapon.
each of your turns, a deployed sentry automatically
targets a hostile creature within 30 feet of it. If multiple JUTSU FRAMEWORK
targets are available, one is chosen at random. The target Cost: 10 Creation Points
must make a Dexterity saving throw. On a failed save, it You install the basic muscle memory of a specific combat
takes 1d6 damage of your choice (decided when thrown) routine. Choose between Ninjutsu, Taijutsu, Bukijutsu or
A.N.Ts have 1 hit point, an AC equal to your Ninjutsu Save Genjutsu. You gain +1 to attack rolls and +1 to your Save
DC, and can be repaired over the course of a long rest. DC with the chosen jutsu keyword. This increases to a +2
Each sentry lasts for 1 minute before deactivating. You at Level 9 and a +3 at Level 17.
can maintain a number of sentries equal to your
Intelligence modifier. Once a sentry has been activated, SEALING ARRAY [NEW]
it can’t be activated again until you finish a short or long Cost: 1 Creation Point per slot
rest. You install sealing slots into your skin. These slots can
be used to apply Armor Seals to you Full Metal Shinobi
GRAPPLING HOOK armor. You cannot gain the benefits of these seals why
Cost: 1 Creation Points using another Armor Calculation.
You craft a grappling hook weapon attached to a tightly
coiled cord that is housed in your hand. With this SPACE-TIME CLAWS
contraption, you can make a ranged weapon attack as a Prerequisite: Level 13
Bonus Action with a range of 30/60. On a hit, it deals 1d4 Cost: 15 Creation Points
piercing damage. This attack can target a surface, object, You can leave marks of studded black bands across any
or creature. surface. You learn the Flying Thunder God Jutsu. When
A creature struck by this attack is impaled by the hook. you cast it through this feature you pay the cost with
As an action, a creature can attempt to remove the hook. your CCD your seals take the shape of this black bands.
Removing the hook requires a Strength check vs your You can have up to a number of them active at one time
Ninjutsu Save DC. While the hook is stuck in the target, equal to your Intelligence Modifier. This black bands
you are connected to the target by a 60-foot cable. cannot be dispelled by a Jutsu or Feature and last forever
While the hook is deployed, you can use your bonus unless dispelled by you. To mark a creature, you must
action to activate the reel, pulling yourself to the make a melee Ninjutsu Attack. While a creature is
location if the target is your size or larger. A creature or marked this way while you are within 30ft of them you
object smaller than you is pulled to you. Alternatively, can cast jutsu and attack as if you were within 5ft of
you can opt to release the cable (no action required). them.
Once you’ve used this feature, you can’t use it again
until you recover and reinsert the hook as an action.

159
MICROSCOPIC SCIENTIFIC NINJA TOOLS
Cost: 20 Creation Points
You have gone beyond the normal limits of Shinobi-
Ware. Choose Two Scientific Ninja Tools. You now have
permanent access to them and they do not cost Creation
Points. If they cost Chakra from your CCD you can now
pay them with your own chakra. You can also now
configure your limbs into any weapon or tool.

NINJUTSU ABSORPTION/AMPLIFICATION
Prerequisite: Level 9
Cost: 10 Creation Points
You can absorb Ninjutsu with your left arm or eye. As A
reaction when you are targeted with a Ninjutsu you can
spend 10 CCD chakra and initiate a clash. If you win you
absorb the Ninjutsu cast, negating it. You then can
either immediately attack with it using your right eye
or arm, but upcasted it one rank higher than it was
cast, or recover the chakra spent on the jutsu to your
CCD.
You can use this feature a number of times equal to
your Intelligence modifier per Long rest.

160
TECHNOBI TRACER ROUNDS
Beginning at 6th level, You have mastered the way to use
The Science-Nin who follow the path of the Technobi
your Enhanced Ammunition. When you land a hit using
specialize in Scientific Ninja Tools as their main tool in
your Enhanced Ammunition you can spend 5 chakra
combat. They focus on improving the standard tools such
from your C.C.D and Mark them for a number of rounds
as Kunai, Shuriken, and Paper Bombs to make them as
equal to your Intelligence modifier. While Marked in this
devastation as a jutsu.
way, your Enhanced Ammunition has tracked their

ENHANCED AMMUNITION chakra signature by leaving behind a tracer. You gain 1d4
to add to your attack rolls using your Enhanced
When you choose this Inquiry at 3rd Level you can enhance
Ammunition and can ignore all cover besides total cover.
your basic Ninja Tools. During a Short Rest you can work
While they are marked and you land another hit you can
on a stack of Arrows, Bolts, Kunai, Shuriken, or Senbon.
spend another 5 chakra to upgrade the tracer. The
This stack becomes your Enhanced Ammunition. It
Creation Point comes back at the end of a Long Rest. This
immediately becomes a d10 stack and its damage die
resets the marked timer and lets you add 1d4 Lightning
increases by a step. You can also use your Intelligence
Damage to damage rolls with your Enhanced
Modifier in place of Dexterity for all attack and damage
Ammunition on the Marked target, as each hit sends a
rolls using the Enhanced Ammunition. You can spend a
jolt of lightning through their body.
creation point to turn this stack into a +1 stack if it is not
already.
S.E.N-BONS
S.E.N TAGS [CHANGED] Starting at 9th level, you can now extend your S.E.N Tags
powers into your enhanced ammunition. As a Bonus
Also, at 3rd Level you can create Scientifically Enhanced
Action you can attach a S.E.N Tag to your ammunition.
Ninja Tags or S.E.N Tags. These tags consume the used
The next attack with your Enhanced Ammunition within
material and replace it with the created tag. These tags can
the next minute gains additional effects. On a hit the
be created during a rest and require a DC 13 Intelligence
target immediately suffers the effects of your S.E.N Tag.
check to make. You can attempt this check 2 times during a
If you miss this attack, the S.E.N Tag still goes off
short rest, 4 times during a long rest, and 8 times during a
centered on that target, but they have advantage on any
full rest. These tags use your Ninjutsu Save DC.
saving throws it causes.
Paper Bomb: This tags become much more potent and
dangerous. Increase its damage die by a step and they
now inflict the Burned condition.
Flash Tag: This tags burn slower and more fiercely after
being enhanced. Flash Tags have a range equal to 30 feet.
Every time a creature starts their turn inside the radius
they must remake the save. The tags remain for one
minute and shed bright light in a 30ft Radius and Dim
light 20ft pass that
Poison gas tags: Poison Gas Tags Once enhanced no
longer can be dissipated by non-chakra created wind
and has more potent poison. Poison Gas Tags have a
range equal to 10 feet + your Intelligence modifier x 5.
As an action, you can throw a Poison gas tag at a point
you can see within range. The tag explodes in a 15ft
radius sphere of blue fog centered on a point you
choose within range. The sphere spreads around
corners, and its area is heavily obscured. It lasts for 1
minute or until a jutsu with the Wind Release Keyword
is maintained for a round inside. When a creature
enters the fog’s area for the first time on a turn or
starts its turn there, that creature must make a
Constitution saving throw. The creature takes 1d10
poison damage on a failed save, or half as much damage
on a successful one.

Additionally, on a failed save, the creature is poisoned


while it is in the cloud. If the d10 rolls a 10 they also gain
the Weakened Condition. Constructs are unaffected.

161
MIND AND KUNAI
Beginning at 14th level, you learn how to reroute the
chakra from the CCD into either your armor or your
Enhanced Ammunition. When you use a gadget, you gain
the chakra used as Temporary Hit Points. These
Temporary Hit Points only last until the end of your next
turn. Alternatively, you can make a ranged weapon
attack with your Enhanced Ammunition. On a hit you can
add half the chakra spent to the damage roll.

VOLATILE AMMUNITION
At 17th level, you have added a new subroutine to your
Enhanced Ammunition. When you take the Attack Action
and roll damage using a weapon that requires your
Enhanced Ammunition, and one of the die is the max
number, you can reroll that die and add it to the damage.
This can trigger a number of times equal to your
Intelligence Modifier per damage roll.

THE FUTURE OF SHINOBI: NINJA TOOLS


At Level 20, you have realized that Ninja Tools are the
future of Shinobi. Your Enhanced Ammunition no longer
needs to roll an ammunition die when you roll damage
for a weapon that uses ammunition, as you can create a
new one as soon as you need it. They also now ignore
THP and AC boost from Jutsu. Your S.E.N Tags now
impose disadvantage on all hostile creatures and no
longer effect allies in range. You also can now create
Scientific Ninja Tools that require ammunition during a
short rest.

162
TECHSMITH BORROWED POWER
Beginning at 14th level, you can now apply your
The Science-Nin who follow the path of the TechSmith
Scientific Ninja Tools to your Arsenal for ease of use. You
specialize in Scientific Weaponry as their main tool in
can exchange one of your upgrades for a Scientific Ninja
combat. They focus on improving their armor or weapon
Tool you have. If stored this way you can activate it twice
for both offensive and defensive capabilities
per long rest for no cost.

ENHANCED ARSENAL KINETIC OVERFLOW


When you choose this Inquiry at 3rd Level you gain
At 17th level, you have added a new subroutine to your
proficiency in Heavy Armor and Martial Weapons. you
Kinetic Flow. When you have a number of Kinetic Flow
can also enhance your Armor and Weapon.
stored that is more than double your Science-Nin Level,
During a Long Rest you can work on gear. The Armor
you can expel it out in an Overflow as Action. All
becomes your Enhanced Armor and the Weapon
creatures within 30ft of you must make a Constitution
becomes your Enhanced Weapon. You can use your
saving throw against either your Ninjutsu or Taijutsu
Intelligence Modifier in place of Dexterity for AC
Save DC. On a fail from hostile creatures, they are
calculation for your armor and Intelligence in place of
overloaded and must cooldown their chakra networks.
Dexterity for finesse weapons. This Enhanced Arsenal
They cannot mold chakra for 1d4+1 rounds. If an Ally
gains a number of Upgrade Slots equal to your
fails, they feel their chakra network speeding up. They
Proficiency Bonus split between them. During a Long
have disadvantage on all Jutsu Attack Rolls however all
Rest you can spend creation points to install an upgrade
jutsu cost are reduced by your Intelligence Modifier (Min
that you meet the requirements for into the gear. These
1) This last for 1d4+1 rounds.
upgrades will be shown at the end of this Inquiry page.

ENERGY REDISTRIBUTION [CHANGED] THE FUTURE OF SHINOBI: WEAPONS


Also, at 3rd Level you can prepare your Enhanced Armor
[CHANGED]
At Level 20, you have realized that an Enhanced Arsenal
for an attack to absorb some of it. As a Reaction you can
is the future of Shinobi. Your Enhanced Armor gains +2
spend 5 CCD chakra and reduce the damage you take by a
AC and DR against all Ninjutsu equal to your Intelligence
number of d4 equal to your Intelligence modifier.
Modifier. The Defender of Tomorrow class feature also, no
When you do you gain an additional reaction which you
longer reduces your AC while active nor cost CCD chakra
can only use to use this feature again. You can use this
to use, however spending 5 CCD chakra allows that
feature Once per turn.
creature to add an additional die of damage on a hit.

THE DEFENDER OF TOMORROW [CHANGED]


Beginning at 6th level you gain the ability to enhance the
weapons of your squad, targeting the damage to the
weakness of your enemies. As a Bonus action, you can
activate an aura that extends from you in a 60-foot
radius. The aura moves with you, centered on you, and
lasts for 1 minute.
When you activate this aura, choose one of the
following damage types: Earth, cold, fire, lightning, or
Wind. Each creature of your choice in the aura deals an
extra 1d10 damage of the chosen type when it hits with a
weapon attack. You must spend 5 CCD chakra for each
creature you want to gain the benefits of this feature.
Once marked they stay marked until the next Long rest.
This energy comes at a cost, as it lowers your armor's
defenses. While this aura is active your AC is reduced by
2.
You can use this feature a number of times equal to
your Intelligence modifier (minimum of once), and you
regain all expended uses after a long rest.

KINETIC FLOW [CHANGED]


Starting at 9th level, you have upgraded your Energy
Redistribution to flow and store the energy into your
Enhanced Weapon. When you reduce damage by a jutsu,
armor, or feature you can choose to store half of the
reduced damage into a Kinetic Flow. You must
concentrate on this as if it were a B-Rank jutsu but it
does not take a concentration slot. While you are
concentrating on Kinetic Flow you gain advantage on
Dexterity and Strength Saving Throws. When you land a
melee or ranged weapon attack, you can expend any
amount of energy stored into the damage roll. This
energy dissipates after a minute passes or when you
drop concentration.

163
ARSENAL MODIFICATIONS CHAKRA FIBER ARMOR
Prerequisite: 5th level, Armor
If a modification has prerequisites, you must meet them to
Cost: 3 Creation Points
install it. You can install the modification at the same time
Your modified armor can collapse into a small piece of
that you meet its prerequisites.
jewelry for easy storage. When transformed this way the

ACCELERATED MOVEMENT armor is indistinguishable from a normal item and weighs


one-third its normal bulk. As a Bonus Action you can don
Prerequisite: Armor
or doff the armor, allowing it to transform as needed.
Cost: 1 Creation Point
You reduce the weight of your modified armor’s bulk and
increase the power to joints. If the armor has a Strength
ELECTRIC DEFENSE PROTOCOL [CHANGED]
Cost: 4 Creation Points
requirement, you ignore it. The modified armor’s weight is
You install electro shockers in your gear. Whenever an
reduced by 5 bulk. While wearing your modified armor your
enemy misses you with a melee attack, you can spend 5
speed increases by 10 feet. This applies to all movement
CCD chakra and deal 1d4 + your Intelligence modifier
speeds you have while wearing your armor.
lightning damage to the attacker.

ADAPTABLE ARMOR FLIGHT


Prerequisite: Armor
Prerequisite: 9th level, Armor
Cost: 1 Creation Point
Cost: 7 Creation Points
You integrate deployable hooks and fins into your armor,
You integrate a propulsion system into your modified
augmenting its mobility. While wearing your modified
armor. While wearing your modified armor you have an
armor, you gain a climbing speed equal to your walking
enhanced flying speed of 30 feet.
speed, and you can move up, down, and across vertical
surfaces and upside down along ceilings, while leaving
WEIGHT INCREASE PROTOCOL [CHANGED]
your hands free. Additionally, you gain a swim speed equal Prerequisite: 5th level, Armor
to your walking speed. Cost: 4 Creation Points

ARTIFICIAL INTELLIGENCE [CHANGED]


You enhance your suit, making it difficult to move. As a
bonus action, you can spend 5 CCD chakra and anchor your
Prerequisite: 7th level
feet to the ground. While anchored, your speed is 0, you
Cost: 4 Creation Points
have advantage on Strength checks and Strength saving
You install an artificial intelligence into your modified
throws, and your carrying capacity and the weight you can
gear. When you make an ability check or Attack Roll, You
push, drag, or lift doubles. If it would already double, it
can spend 5 CCD chakra. If you do your Arsenal's artificial
instead triples.
intelligence can take the Help action.
You can use this feature a number of times equal to your
Intelligence modifier (a minimum of once). You regain all
CAMOUFLAGE PROTOCOL
Prerequisite: Armor
expended uses when you complete a long rest. Cost: 5 Creation Points

CHAKRA ARMOR
You install a cloaking device in your modified armor. This
device has 2 charges. As an action you can use 1 charge to
Prerequisite: Medium or Heavy Armor
cast Body Camouflage on yourself.
Cost: 2 Creation Points
The cloaking device regains all expended charges after
You modify your Chakra Armor to block incoming damage.
a long rest.
It has a pool of 10 Temporary Hit Points and restores 1
every minute.
NIGHT VISION VISOR
ENHANCED CHAKRA ARMOR
Prerequisite: Armor
Cost: 2 Creation Points
Prerequisite: Level 9, Chakra Armor, Armor
While wearing your modified armor, you have Darkvision
Cost: 5 Creation Points
to a range of 60 feet. If you already have Darkvision, this
You upgrade your Chakra Armor to recharge faster and
modification increases its range by 30 feet.
store more energy. It can now store 20 Temp HP and can
regain 1 at the end of each of your turns.
POWER FIST
CHAKRA BLAST [CHANGED]
Prerequisite: Armor Cost: 2 Creation Points
You modify your modified armor gauntlet with increased
Cost: 1 Creation Points
reinforcement and weight. Your modified armor’s
You modify your Arsenal with a blaster weapon with which
unarmed strike deals 1d4 Lightning damage. You can now
you are proficient. The weapon uses your Intelligence
use Intelligence for Attack Rolls and Damage Rolls for your
modifier for its attack and damage rolls, and deals
unarmed strikes Additionally, when you take the Attack
1d10+Mod Force damage on a hit. It has a normal range of
action and make an unarmed attack, you can spend 3 CCD
30 feet and a long range of 120 feet. It cost 2 chakra from
chakra to make an additional unarmed attack as a bonus
you CCD to fire.
action.

CLOSE QUARTERS MATRIX [CHANGED] ENHANCED POWER FIST


Prerequisite: 5th level
Prerequisite: 5th level, Power Fist
Cost: 3 Creation Points
Cost: 4 Creation Points
You can spend 3 CCD chakra to activate this protocol as an
You further modify your modified armor gauntlet with
Object Interaction action. For the next minute You gain a +1
increased reinforcement and weight. Your modified
bonus to AC against melee attacks. This bonus increases to
armor’s unarmed strike deals 1d6 Lightning damage and
+2 at 9th level and +3 at 13th level.
has the following property. If you move at least 10 feet in a
straight line immediately before making an unarmed

164
attack, the first unarmed attack you make deals additional While connected in this manner, you can use your
damage equal to your Intelligence modifier. bonus action to activate the reel, pulling yourself to the
location if the target is your size or larger. A creature or
ADVANCED POWER FIST object smaller than you is pulled to you. Alternatively,
Prerequisite: 11th level, Enhanced Power Fist you can opt to release the cable (no action required).
Cost: 6 Creation Points Once you’ve used this feature, you can’t use it again
You further modify your modified armor’s gauntlet with until you recover and reinsert the harpoon as an action.
increased reinforcement and weight. Your modified
armor’s unarmed strike deals 1d8 Lightning damage. CHAKRA EDGE
Additionally, your critical hit range with your unarmed Prerequisite: Weapon
strikes increases by 1. Cost: 3 Creation Points
When you critically hit with the weapon, you deal an
RANGED DEFENSE MATRIX [CHANGED] additional 2 damage die.
Prerequisite: 5th level
Cost: 5 Creation Points OVERCHARGED CHAKRA EDGE
You can spend 3 CCD chakra to activate this protocol as an Prerequisite: 5th level, Chakra Edge
Object Interaction action. For the next minute You gain a +1 Cost: 4 Creation Points
bonus to AC against ranged attacks. This bonus increases Your weapon’s critical hit range increases by 1.
to +2 at 9th level and +3 at 13th level.
OVERCHARGE WEAPON
ACCURACY ENHANCER [CHANGED] Prerequisite: 12th level, Sonic Strikes
Prerequisite: 5th level, Bow Cost: 6 Creation Points
Cost: 5 Creation Points You gain the ability to channel your CCD chakra to enhance
You can spend 3 CCD chakra to activate this protocol as an your weapon’s damage. You can expend 5 chakra to deal
Object Interaction action. For the next minute you gain a +1 additional damage to the target. The extra damage is 1d6
bonus to attack rolls made with this weapon. This bonus for every 5-chakra spent, up to max of 5d6.
increases to +2 at 9th level and +3 at 13th level.
ENHANCED FRAME
SONIC STRIKE Prerequisite: Armor or Weapon with the Heavy property
Prerequisite: 5th level, Weapon Cost: 5 Creation Points
Cost: 4 Creation Points You install a new frame in your modified gear, removing
You pack extra power into your modified weapon. Once per the Heavy property from it.
turn, when you hit with the weapon, you can deal an
additional 1d6 damage. If you do so, the weapon makes a
loud boom which can be heard 100 feet away. If you are
hidden, Intelligence (Investigation) and Wisdom
(Perception) checks made to locate you that rely on sound
have advantage.

CHAIN HILT
Prerequisite: Melee Weapon
Cost: 2-6 Creation Points
You install an expandable hilt on your modified weapon.
Your modified weapon gains the reach property for each 2
Creation Points spent

TRACKING BLADE
Prerequisite: 5th level, Melee weapon
Cost: 5 Creation Points
You can spend 3 CCD chakra to activate this protocol as an
Object Interaction action. For the next minute you gain a +1
bonus to attack rolls made with this weapon. This bonus
increases to +2 at 9th level and +3 at 13th level.

HARPOON REEL
Prerequisite: Ranged Weapon
Cost: 3 Creation Points
You install a secondary fire mode that launches a harpoon
attached to a tightly coiled cord. With this harpoon, you
can make a ranged weapon attack with a range of 30/60. On
a hit, it deals 1d6 piercing damage. This attack can target a
surface, object, or creature.
A creature struck by this attack is impaled by the
harpoon. As an action, a creature can attempt to remove
the harpoon. Removing the harpoon requires a Strength
check DC 8+your Intelligence Modifier. While the
harpoon is stuck in the target, you are connected to the
target by a 60-foot cable.

165
RETURNING WEAPON GUARD STAGGERING BLOW
Prerequisite: Weapon Prerequisite: Weapon
Cost: 3 Creation Points Cost: 2 Creation Points
You install a retractable chain in your modified weapon. If When you hit with the weapon, you can spend 5 CCD
the weapon does not already have the thrown property, it chakra to force the target to make a Strength saving throw.
gains it with a range of 20/60. Additionally, it gains the On a failed save, the creature is pushed back 10 feet and
returning property. knocked prone. This can only trigger once per turn.

LIGHTNING BURST
Prerequisite: 9th level, Melee weapon CHAKRA WEAPON
Cost: 5 Creation Points Prerequisite: Melee Weapon
When you hit with the weapon, you can spend 4 CCD Cost: 5 Creation Points
chakra to create an electronic burst. Each creature in a 15- You replace the striking portion of your weapon with your
foot cone centered on the creature you hit must make a own chakra. To activate your weapon takes a Bonus action
Dexterity saving throw against your Ninjutsu Save DC, and 6 chakra from your CCD and you must spend 3 chakra
taking 2d8 lightning damage on a failed save or half as at the start of your turn to keep the weapon activated. The
much on a successful one. This can only trigger once per weapon deals an additional die of damage, and all damage
turn it deals is now considered Force damage.

SNAP FIRE SUPERIOR CHAKRA WEAPON


Prerequisite: 9th level, Bow Prerequisite: Melee Weapon, Level 13
Cost: 3 Creation Points Cost: 10 Creation Points
You modify your bow for quick shots. Once per Round, You You have enhanced your chakra Sabre far beyond its limits.
can take an opportunity attack (no action) with your It deals an additional die of damage however now costs 3
modified weapon if an enemy comes within 10 feet of you. more chakra to activate and 2 more to maintain. Once per
You have disadvantage on this attack. turn, when you land a hit with this weapon the target
creature has to make a Constitution saving throw or gain 1
rank of the Burned condition.

166
SCIENTIFIC NINJA TOOLS CHAKRA SURPLUS STORAGE DEVICE(CSSD)
Cost: 15 Creation Points
CARDIOPULMONARY RESUSCITATION You expanded your CCD storage. Gain +2 Chakra Storage
Cost: 10 Creation Points maximum for each level you are in Science-nin

30 Chakra- When you take damage that would reduce EAGLE LENS
you to 0HP, but not kill you outright, you can use your Cost: 2 Creation Points
reaction to instead stay at 1 HP. You can add your Intelligence Modifier instead of Wisdom
10 Chakra- As a bonus action, you stabilize a dying ally to Perception checks you make. You gain a +1 bonus to
within 30ft to 1 HP. ranged weapon attack rolls.

C-DRIVE 4 Chakra- Gain advantage on the next ranged weapon


attack roll you make.
Cost: 15 Creation Points

ELEMENT EATER
A tool that lets you split the timeline, and jump backwards
in time, a technique on par with that of a high-ranking
Cost: 3 Creation Points
Space Time Ninjutsu.
You create a device capable of absorbing incoming damage.
20 Chakra: You can activate this tool as a reaction during You can cast Absorb Heat, paying the cost with your CCD
your turn. Once activated, the gadget alters the flow of
time, reversing any events or actions that took place ENHANCED NINJA TABI [CHANGED]
during that turn. The creature takes its turn again and Cost: 1 Creation Points
can choose to take different actions or the same You enhanced the standard tabi given to shinobi. Increase
actions as previously, possibly with different results. your walking speed by 10 feet. Jump distance and height
Other creatures must do the same thing they did are doubled and use your Int score and modifier instead of
before, even if it doesn't make sense now, as you seem Str. Whenever you take fall damage, you take 1d6 for every
to have predicted their exact action. Once used, this 20 feet instead of 10.
effect must be recharged and cannot be used again for
one minute. FLOATING SHOES
Prerequisite: Enhanced Ninja Tabi
CHAKRA DISINTEGRATOR Cost: 4 Creation Points
Cost: 10 Creation Points You can walk or run across any liquid as if it were solid
15 Chakra- As an action, you force a target within 120ft stone. Any damaging liquids (lava, acid, etc.) cause you 2d6
to make a Dexterity Saving throw. If the saving throw damage of the appropriate type every round you spend on
succeeds, the gadget has no effect. If the saving throw them, unless the damage amount is specified to be lower.
fails, the target takes 8d10 Fire damage. If this damage
reduces the target to 0 hit points, it is disintegrated. A FREEZE RAY
disintegrated creature and mundane items it is Cost: 8 Creation Points
wearing and carrying, are reduced to a pile of fine gray 15 Chakra- As an action, spray a large mist of ice in a
dust. 30ft cone, all creatures in the area must make a
Dexterity Saving Throw, on a fail they will take 4d6
CHAKRA ENHANCED MEDICAL KIT Cold damage and will be restrained by ice until the
Cost: 2 Creation Points start of your next turn, if they take damage before
You have a pool of healing power that replenishes when you then, the ice is broken and they are freed. On a pass
take a short or long rest. With that pool, you can restore a they instead take half damage and no additional
total number of hit points equal to your Intelligence x your effects.
proficiency. As an action, you can touch a creature and draw 10 Chakra- As an action, shoot an icicle towards a target
power from the pool to restore a number of hit points to that within 60ft. Make a ranged weapon attack using your
creature, up to the maximum amount remaining in your Intelligence modifier. On a hit, they take 6d6 + your
pool. This feature has no effect on undead and constructs. Intelligence modifier in Cold damage and gain 1 rank
5 Chakra- Touch a dying creature as an action to stabilize it of Slow.
and return it to 1 HP.
HOLOGRAPHIC CLOAK
CHAKRA FLOW DISTRIBUTION DEVICE Cost: 8 Creation Points
Cost: 5 Creation Points You are proficient in Stealth. If you already have
You can make a ranged attack and throw this device at a proficiency, you instead gain Expertise in Stealth. If you
target. On a hit it affixes to them They can remove it as an already have Expertise in Stealth, you instead add your
Action by making a Strength Check contested by your Intelligence modifier to Stealth checks.
Intelligence Check. While this is affixed to a target, they 5 Chakra - Automatically whenever you become
cannot spend more than 15 Chakra in a single turn. incapacitated or as part of a Disengage action you can
become invisible until the start of your next turn or
CHAKRA RADAR until you do anything besides move.
Cost: 7 Creation Points
You can activate this radar for 5 chakra. When active it will
This tool has a sensor that begins to vibrate or glow when a
chakra source similar in size to parameters given is nearby.
This can be set to also ignore certain creatures' chakra and
instead pick up all chakra within a 60ft Radius. It remains
active for 10 minutes

167
LAYERED CHAKRA BARRIER NEUROADAPTABLE HEADGEAR
Cost: 14 Creation Points
Cost: 8 Creation Points
7 Chakra- As a reaction to being attacked, a spherical You gain resistance to Psychic Damage.
5 Chakra- For the next hour, your thoughts cannot be read,
shield appears around you and moves with you. The
and attempts to detect your presence through your
shield has an AC of 10+Int Mod and HP 25, if not
consciousness fail.
destroyed the shield vanishes in one minute.
20 Chakra- You cast Geas as an Action
10 chakra- As an action, a pattern of hexagonal cells

RICOCHETING WEAPON
overlaps with your armor. Add half your Int modifier
to your AC. This effect ends after one minute and can
Prerequisite: Thrown Weapon (consumed on creation)
only be used twice per long rest.
Cost: 2 Creation Points

LIGHTWEIGHT ARTILLERY CHAKRA MATRIX You create a ranged weapon engineered to ricochet of its
targets You have proficiency in this weapon, and it has the
Cost: 10 Creation Points
Finesse, Thrown (30/90), and Special properties, and deals
Prerequisite: 9th Level
2d8 bludgeoning, piercing or slashing damage (chosen at
10 Chakra- As an action, you can cast Delayed Fire the time you select this upgrade).
Missile. Holding it does not cost chakra to concentrate
*Special: When this weapon is thrown you can target two
however If you are attacked and fail the concentration
creatures within 20ft of the original target, making a
check it goes off immediately.
separate attack roll against each target. The weapon
MASQUERADE PROTOCOL shatters after the third ricochet and you regain the
Cost: 8 Creation Points Creation Points Spent.
You gain proficiency in Deception. If you already have
proficiency, you instead gain Expertise in Deception. If you SCOUT LENS
Cost: 1 Creation Points
already have Expertise in Deception, you instead add your
The lenses can magnify objects viewed to twice their size.
Intelligence modifier to Deception checks.
You have advantage on perception checks on items within
2 Chakra- cast Transform 20ft of you. You can also instantly detect any physical
5 chakra- cast Advanced Transform deformities

MASS CHAKRA ABSORPTION SCUBA EQUIPMENT


Cost: 15 Creation Points Cost: 2 Creation Points
As an action, You can force all living creatures within 60ft, You gain a swim speed equal to your walking speed. 2
including yourself, to make a Constitution check, DC 15. On a Chakra- As a bonus action, you can breathe underwater for
Fail they lose 8d12 Chakra and your CCD absorbs half of the an hour.
rolled amount (This is not per creature). If they do not have
enough chakra to pay the cost they lose HP instead. You can SPACE EXTENDER BAG
Cost: x Creation Points
do this once per Long rest.
This bag is bigger on the inside. It can hold a number of bulk
MECHANICAL HELMET equal to the number of creation points you spend X 10.
Prerequisite: Level 5
Cost: 3 Creation Points SUPER ENHANCED DEFENSE PROTOCOL
Cost: 15 Creation Points
You add 1 to your AC.
You gain a barrier of HP equal to your Intelligence modifier.
4 Chakra - As a bonus action, you can send a high- You regain this HP at the start of your turn.
frequency noise from your helmet that will deafen every
10 Chakra- You can use your reaction to deflect a ranged
other living thing within 15ft until the start of your next
attack. When you are hit by a ranged attack, you can
turn on a failed Wisdom Saving Throw.
reduce the damage by 3d12+Int Mod. If you reduce the
MINING DRILL damage to 0, you can spend an additional 10 Chakra to
Cost: 1 Creation Points reflect the projectile back at the attacker, who must make
5 Chakra When you take an action to activate this gadget, a Dexterity saving throw. On a failure, the attacker takes
you gain a burrowing speed of 15 feet which lasts until the the initial full damage and half on a success.
end of the second turn after your current one. You leave a
tunnel 5’ wide and as high as you are tall in your wake. SUPER ENHANCED OFFENSE PROTOCOL
Cost: 15 Creation Points
NANITE SURGE BEAM 20 Chakra- As a bonus action you may enhance a weapon
Prerequisite: Chakra Enhanced Medical Kit within 30ft with energy from the system. Choose between
Cost: 3 Creation Points acid, cold, fire, lightning, poison or wind. Attacks with
You attach a nozzle to your Chakra Enhanced Medical Ki. this weapon deal an additional 2d6 damage of this type
7 Chakra - As an action A healing chakra beam heals a for a minute.
friendly target within 30ft for 3d4+int modifier, Increases 5 Chakra - As an action you may shoot an energy beam at a
by 1 Step at Level 9 and another step at Level 17 target within 30ft. This attack deals Force damage equal
to 2d6 + your Intelligence modifier On a Successful attack
you can spend 3 additional Chakra to force the target to
make a Strength save. On a failure, it is sent flying back a
number of feet equal to 5 x your Intelligence modifier,
taking appropriate falling damage if it collides with an
obstacle. Huge or larger creatures gain advantage on this
saving throw and are only pushed back half the distance.

168
VOICE CHANGER AND AMPLIFIER
Cost: 2 Creation Points
If you have spent a minute or more hearing a creature
speak, you can mimic their voice unerringly. A Wisdom
(Insight) check is required to discern if that the voice is
false. You can also change the pitch of any voice (including
your own) spoken through this device.
1 Chakra- You can increase the volume of your voice to
10 times as much.

169
CLASS FEATS MARTIAL ARTS TRAINING
Category: Class
Prerequisite: You cannot have Levels in the Taijutsu
ARCHETYPE CLASS FEATS Specialist Class, Level 4+
You have begun to train under the best of the best to master
HUNTERS TRAINING the art of Martial Arts. While training you begin to imitate
Category: Class them to the best of your ability. You begin to learn to fight in
Prerequisite: You cannot have Levels in the Hunter-Nin ways you couldn’t prior. You gain the following benefits;
Class, Level 4+ • You gain Proficiency in Martial Arts.
You have begun to train under the best of the best to master • Select one Taijutsu Stance from located in Chapter 13:
the art of Assassination. While training you begin to imitate Customization Options. You can’t take a Taijutsu
them to the best of your ability. You learn how to exploit a Stance more than once.
foes distraction, drop in guard and moment of hesitation. • You gain a number of Combo Points equal to 1/3 rd of
You gain the following benefits; your level (Rounded down).
• You gain Proficiency in Stealth. o You can spend Combo Points to perform one of
• You learn one Hunters Exploit. You can use this the following Combo Features.
Exploit twice per Long rest. ▪ Flurry of Blows
• Once per turn, you can deal an extra 1d8 damage to a ▪ Patient Defense
creature you hit with an attack if you have advantage ▪ Step of The Wind
on the attack roll. This bonus damage cannot be used o You regain Spent Combo Points when you
with, alongside, in addition to or as a part of, the complete a rest.
• You cannot gain levels in the Taijutsu Specialist Class.
following Class features Sneak Attack, Phantoms
Touch, or Stalking Predator.
o This bonus damage increases to 2d8 at 6 th level, MEDICAL TRAINING
Category: Class
3d8 at 12 th level 4d8 at 16th level and 5d8 at 20th
Prerequisite: You cannot have Levels in the Medical-Nin
level.
Class, Level 4+
• You cannot gain levels in the Hunter-Nin Class.
You have begun to train under the best of the best to
ILLUSIONIST TRAINING master the art of medicine. While training you begin to
Category: Class imitate them to the best of your ability. You begin to
Prerequisite: You cannot have Levels in the Genjutsu learn to both heal and harm in a beautiful display of
Specialist Class, Level 4+ medicine. You gain the following benefits;
You have begun to train under the best of the best to master • You gain Proficiency in Medicine.
the art of Genjutsu. While training you begin to imitate • You learn the Healing Hands Ninjutsu.
them to the best of your ability. You begin to tap into a deep • When you or a friendly ally whom you can touch,
reserve of creativity. You gain the following benefits; would regain hit points at the end of a short rest, they
• You gain Proficiency in Illusions. regain an extra 1d6 Hit points.
• You learn one Malleable Mirage that you Quality for. o This bonus healing increases to 2d6 at 11 th level,
• You gain a pool of Actualization Die, which is and 3d6 at 18th.
• When you would use a Ninjutsu with the Medical
represented as a D4. You begin with 2 die.
o You gain an additional Actualization Die at 7th , Keyword of D-Rank or Higher to restore hit points, the
13th , and 19th levels. affect creature regains additional hit points equal to
o When you cast a Genjutsu at affects a hostile 1d10.
creature you can spend your Actualization die to o You can use this feature one per long rest.
• You cannot gain levels in the Medical-Nin Class.
deal psychic damage to the target equal to the
result or increase the Save DC by half the result
(Min 1.). You regain spent Actualization die when NINSHOU TRAINING
Category: Class
you complete a long rest.
• You cannot gain levels in the Genjutsu Specialist Class.
Prerequisite: You cannot have Levels in the Ninjutsu
Specialist Class, Level 4+
You have begun to train under the best of the best to
master the art of Ninshou. While training you begin to
imitate them to the best of your ability. You begin to
learn to mold chakra into a variety of shapes you
couldn’t prior. You gain the following benefits;
• You gain Proficiency in Ninshou.
• Select one Ninjutsu that you know. This jutsu becomes
Refined for you.
o The selected jutsu, increases its Save DC, Damage
Die or Healing die by +1, once per casting.
o This bonus increases to +2 at 13 th level, and +3 at
20th level
• You learn 1 Efficient Molding Option.
o You learn another at 17th level.
• You cannot gain levels in the Ninjutsu Specialist Class.

170
OPERATIVE TRAINING CASTER CLASS FEATS
Category: Class
Prerequisite: You cannot have Levels in the Intelligence ACTUALIZE REALITY
Operative Class, Level 4+ Category: Class
You have begun to train under the best of the best to Prerequisite: 4+ levels in Genjutsu Specialist
master the art of strategy and planning. While training You learn to manipulate Reality by spending your pool of
you begin to imitate them to the best of your ability. You creativity to bend it to your whim. You gain the following
begin to learn to Analyze a target and develop plans to benefits;
best defeat them. You gain the following benefits;
• You gain 1 additional Actualization Die. You gain a
• You gain Proficiency in Investigation. second when you reach 15th level.
• You can Analyze one creature within 60 feet of you for • You gain a pool of abilities called; Reality Inceptions.
the next minute as a bonus action. These Reality Inceptions grant you additional options
o For the duration, your attack and damage rolls that you can use by spending Actualization Die as fuel
made with a weapon with the Finesse property to manifest them. You gain the following;
against the target uses your Intelligence Modifier
o Now You See Me (1 Die): As an action select one
instead of Strength or Dexterity.
creature you can see. You become invisible to that
o You can only Analyze a Creature once per rest.
• You learn 1 Plan. creature until the end of the next turn.
o If Only You Knew (2 Die): As a bonus action when
o You learn an additional Plan at 7 th, 13th and 19th
you cast a Genjutsu that affects a hostile creature,
levels.
• You gain 1 Brave Order. that Genjutsu gains the Unaware Keyword
o Suffering From Success (3 Die): As a Reaction,
o You gain an additional Brave Order at 9th and 16th
when a creature who is not benefiting from
levels.
Advantage, Disadvantage or any other bonuses or
o You regain Spent Brave orders when you complete
penalties to their saving throw would succeed on a
a rest.
• You cannot gain levels in the Intelligence Operative
Saving throws against a Genjutsu you cast, due to
that creatures d20 + their Saving throw bonus
Class.
resulting in a higher value than your Save DC, that
WEAPON ARTS TRAINING creature instead fails. You can only use this feature
Category: Class against one creature at any given time.
Prerequisite: You cannot have Levels in the Weapon o And For My Next Trick… (X Die): As an Action, you
Specialist Class, Level 4+ can select two different Genjutsu of the same rank
You have begun to train under the best of the best to master that you know. You spend a number of Die equal to
the art of Bukijutsu. While training you begin to imitate their Rank. You cast them simultaneously, in the
them to the best of your ability. You begin to learn to fight in same action. These jutsu count as both being cast
ways you couldn’t prior. You gain the following benefits; at the same time with neither taking hold before
the other. A creature makes a single save against
• You gain Proficiency in Martial Arts.
both Jutsu, passing or failing both depending on
• Select one Weapon Stance from located in Chapter 13:
the result. The jutsu cast cannot benefit from cost
Customization Options. You can’t take a Weapon reduction, by any means, excluding cost reduction
Stance more than once. granted by the Genjutsu Specialist Class. (D-Rank:
• You gain a Flurry Die that is a D4.
2, C-Rank: 4, B-Rank: 6, A-Rank: 8, S-Rank: 10.)
o Your Flurry Die increases to a D6 at 12 th level and
D8 at 18th level. ALTERED, REFINEMENT X
o You can use this Flurry Die in a number of ways by Category: Class
using one of the following Flurry Techniques. Prerequisite: At least 8+ levels in Ninjutsu Specialist
▪ Enhanced Deflection You learn to refine ninjutsu in such a way that it becomes
▪ Chakra Strike almost unrecognizable when compared to other, similar
▪ Perceptive Augmentation casters. You gain the following benefits;
• You cannot gain levels in the Weapon Specialist Class.
• Jutsu that are benefiting from your Refined Ninjutsu

RESILIENT, GENERALIZED class feature, no longer increases their Save DC.


• Jutsu that are benefiting from your Refined Ninjutsu
Category: Class
Prerequisite: Level 8+ class feature instead increases their damage/healing
You have begun to train in the basic knowledge of how to die by 1 Step up to a D12 and always add your Ninjutsu
ability modifier to the damage dealt/healing applied.
deal with a wide variety of attacks and effects, gaining
the following benefits; o When your Refined Ninjutsu class feature would
• Select 4 Ability scores between Strength, Dexterity, increase the your Refined jutsu’s save DC, you
Constitution, Intelligence, Wisdom, and Charisma. instead increase the die used by the jutsu by 1 step.
You add 1/3rd of your proficiency bonus (Rounded o Additionally, those Refined Ninjutsu cannot
down) to the select saves. You cannot add this bonus if benefit from any additional damage or healing
you are already proficient in the save, or adding your from any class features excluding Ninjutsu
proficiency bonus in any way to the chosen saves. Specialist class features.
• You cannot have the Altered, Refinement Y feat.
• You cannot have the Altered, Refinement Z feat.

171
ALTERED, REFINEMENT Y EXPLOIT KNOWLEDGE
Category: Class Category: Class
Prerequisite: At least 8+ levels in Ninjutsu Specialist Prerequisite: At least 4+ levels in Intelligence Operative
You learn to refine ninjutsu in such a way that it becomes After countless hours of studying, researching and using
almost unrecognizable when compared to other, similar your investigative Skill, you develop a well of knowledge
casters. You gain the following benefits; that most other operative wish they had. You gain the
• Jutsu that are benefiting from your Refined Ninjutsu following benefits;
class feature, no longer increases their Save DC. • Creatures who you have Analyzed can be further
• Jutsu that are benefiting from your Refined Ninjutsu scrutinized. As an action, you can end your Exploit
class feature reduces their damage/healing die by 1 Weakness class feature on an analyzed creature. When
Step down to a D4, but increase their damage die by an you do, make an Intelligence (Investigation) or
additional +2 and always add your Ninjutsu ability (History) check vs a DC 8 + The creatures Level. On a
modifier to the damage dealt/healing applied. success, based on the severity of the success, you gain
o When your Refined Ninjutsu class feature would the Meets or Exceeds result and 1 of the following
increase the your Refined jutsu’s save DC, you pieces of information if you Exceed the DC by 5 or
instead increase the bonus die by +2. more;
o Additionally, those Refined Ninjutsu cannot
benefit from any additional damage or healing Success Severity Learned Information (Offensive)
from any class features excluding Ninjutsu Meets or Exceeds DC Creatures Rank, Role, Level
Specialist class features.
• You cannot have the Altered, Refinement X feat. Exceeds DC by +5 Unarmed Attack Bonus
• You cannot have the Altered, Refinement Z feat. Weapon Attack Bonus
Ninjutsu Attack Bonus
ALTERED, REFINEMENT Z Genjutsu Attack Bonus
Category: Class Taijutsu Attack Bonus
Prerequisite: At least 8+ levels in Ninjutsu Specialist Ninjutsu Save DC
You learn to refine ninjutsu in such a way that it becomes Genjutsu Save DC
almost unrecognizable when compared to other, similar Taijutsu Save DC.
casters. You gain the following benefits;
Exceeds DC by +10 Strength Save Bonus
• Jutsu that are benefiting from your Refined Ninjutsu Dexterity Save Bonus
class feature, no longer adds additional damage or Constitution Save Bonus
healing die. Intelligence Save Bonus
• Jutsu that are benefiting from your Refined Ninjutsu
Wisdom Save Bonus
class feature can now benefit from up to two Efficient
Charisma Save Bonus
Moldings at once.
o Additionally, those Refined Ninjutsu cannot Exceeds DC by +15 General Traits (If any)
benefit from any additional damage or healing Role Traits (If any)
from any class features excluding Ninjutsu Clan Traits (If any)
Specialist class features. # Of Tenacity Die. (If any)
• You cannot have the Altered, Refinement X feat. # Of Legendary Resistances. (If any)

FOCUSED HEALING [CHANGED]


• You cannot have the Altered, Refinement Y feat.

BAD MEDICINE [CHANGED] Category: Class


Category: Class Prerequisite: At least 4+ levels in Medical-Nin
You learn from your peers how to manage your chakra,
Prerequisite: At least 8+ levels in Medical-Nin
allowing you to better utilize your healing potential,
You take the more combative aspects of medical ninjutsu
to heart as you focus on trying to take down your allowing you to become more flexible in your restorative
techniques. You gain the following benefits;
enemies faster than they can harm your allies. You gain
the following benefits; • The Channeled Healing class feature now recharges

• Your Chakra Scalpel class feature gains +2 additional on a short rest.


• When you or an allied creature would regain additional
uses, per long rest.
• Your Take Life class feature can now deal additional hit points as a result of your Rejuvenating Rest class
feature, the die step is increased to d10’s.
damage equal to 5+ Three times your Medical-Nin

INCEPTION EXCEPTION
level.

COURAGEOUS ORDERS Category: Class


Category: Class Prerequisite: At least 8+ levels in Genjutsu Specialist
You learn from your peers how to bend your Genjutsu in
Prerequisite: At least 2+ levels in Intelligence Operative
different ways, allowing you to become more flexible in
You learn from your peers how to manage and utilize
more plans mid battle in different ways, allowing you to your thinking and in how you respond to danger. You
gain the following benefits;
become more flexible in your thinking and in how you
respond to danger. You gain the following benefits; • Select one Genjutsu Inception you didn’t choose at 3rd

• You gain 1 Additional Brave order. level.


• You gain an additional Brave Order at 6 th, 11th and 17th o You gain the chosen Inceptions effects and
abilities.
Intelligence Operative levels.
o You now qualify for any Malleable Mirages that
has your new Inception as a prerequisite.

172
MIRAGE EXHIBITION MARTIAL CLASS FEATS
Category: Class
Prerequisite: At least 2+ levels in Genjutsu Specialist ACTION SURGE
You begin to tap into a deep pool of hallucinations Category: Class
you’ve been having or have dreamt up. You then begin to Prerequisite: At least 4+ levels in either Hunter-Nin,
manifest them into a more permanent form. You gain Scout-Nin, Taijutsu Specialist, Weapon Specialist,
the following benefits; Puppet Master or Cooking-Nin.
• You gain 1 Additional Malleable Mirage that you You can push yourself beyond your normal limits for a
qualify for. moment. You gain the following benefit;
• You gain an additional Malleable Mirage at 5 th , 9th, 13th , • On your turn, you can take one additional action. Once
and 17th Genjutsu Specialist levels. you use this feature you must finish a long rest before
you can use it again.
REFINED, REFINEMENT • If you have at least 17+ levels in total between the
Category: Class following classes, you can use this feat twice per long
Prerequisite: At least 4+ levels in Ninjutsu Specialist rest.
You learn to refine ninjutsu in such a way that it becomes o Hunter-Nin.
almost unrecognizable when compared to other, similar o Scout-Nin.
casters. You gain the following benefits; o Taijutsu Specialist.
• You can Refine 1 additional Ninjutsu. o Weapon Specialist.
• You can Refine additional Ninjutsu at 12 th and 20th o Puppet Master.
Ninjutsu Specialist levels. o Cooking-Nin.

RESILIENT, CASTER COMPLEX MANEUVERS


Category: Class Category: Class
Prerequisite: Genjutsu Specialist, Intelligence Operative, Prerequisite: At least 8+ levels in Scout-Nin
Medical-Nin, Ninjutsu Specialist You fight with a grace and hint of complexity other
You have begun to train in defense of your weaker Scouts cannot comprehend. You gain the following
physical defenses, gaining the following benefits; benefits;
• Select 2 Ability scores between Strength, Dexterity and • You gain 1 Superiority Die.
Constitution. You add half of your proficiency bonus to • You can gain the benefit of up to two Maneuvers per
the select saves. You cannot add this bonus if you are action.
already proficient in this save, or are adding your
proficiency bonus in any way to the chosen saves. EXPLOITING EXPLOITS
Category: Class
UNLOCKED POTENCY Prerequisite: At least 2+ levels in Hunter-Nin
Category: Class You learn to draw on the wide array of Exploits available
Prerequisite: At least 4+ levels in Ninjutsu Specialist to you. You gain the following benefits;
You learn from your peers how to unlock your chakras • You gain 1 Additional Hunters Exploit.
potential, pushing the boundaries of what was once • You gain an additional Hunters Exploit at 7th and 15th
thought possible with the bounds of a person’s limits. Hunter-Nin levels.
You gain the following benefits;
• Select one jutsu of D-Rank or Lower. This jutsu is SCOUTING ADEPT
always under the effects of the Chakra Recovery class Category: Class
feature, never expending any uses of it. The chosen Prerequisite: At least 4+ levels in Scout-Nin
jutsu cannot benefit from cost reduction of any type Unlike other Scouts, you have pushed your Martial
outside of this feature. The benefit of Chakra Recovery prowess toa new level, evolving, becoming more adept in
only affects this jutsu when Cast at its original Rank. your style of combat. You gain the following benefits;
Additionally, the chosen jutsu can have two Efficient • You learn two maneuver that you qualify for.
Moldings applied to it, instead of one, at half cost. • You gain 1 Superiority Die.
• Your Potent Ninjutsu class feature, can now be used
once per short rest. You do not gain an additional use SCOUTING VETERAN
at 13th level. Category: Class
Prerequisite: At least 8+ levels in Scout-Nin
Your time and experience in the Art of Scouting has
granted you valuable knowledge in how to handle
yourself both in and out of Combat. You gain the
following benefits;
• You gain 2 Superiority Die.
• You learn two maneuvers that you qualify for.

173
SECONDARY TARGET FURIOUS FLURRY OF BLOWS
Category: Class Category: Class
Prerequisite: At least 4+ levels in Hunter-Nin Prerequisite: At least 16+ levels in Taijutsu Specialist
You aren’t like other Hunter’s, you can split your focus, You become able to strike with such aggression and
killing two birds with one stone. You gain the following speed that your movements become like a blur. You gain
benefits; the following benefits;
• When you end a rest, you may mark your Secondary • When you use the Flurry of Blows Combo String
Target so long as you know their name and/or how feature, you instead make 4 unarmed attacks instead
they look. You may also a Reaction on your turn mark of 3.
a creature you can see within 90 feet of you using this
feature. Until your next rest, you gain the following EXPANDED FOCUS
benefits: Category: Class
o You gain the same benefits against creatures Prerequisite: At least 4+ levels in Weapon Specialist
marked by Secondary Target as you would You become able to focus on more than your current
against your Primary Target. limitation of weapon focuses. You gain the following
• The first Hunters Exploit you use against your benefits;
Primary and Secondary Target(s) does not count • Select one weapon type, such as Katana’s or Kunai,
against your use limit. that you have not already marked as a Weapon Focus.
• You can use this Feat to mark a Secondary Target a
This chosen weapon becomes known as your Weapon
number of times equal to half your proficiency bonus Focus granting it a +1 bonus to Attack and Damage
before needing to complete a Full Rest. rolls and a trait.
• A Weapon Focus can only have a +3 bonus to Attack
SWIFTER RESPONSE and Damage rolls as a result of being a Weapon Focus.
Category: Class • You can take this Feat more than once, selecting either
Prerequisite: At least 4+ levels in Hunter-Nin
a new weapon type, or the same weapon you previous
You learn from your peers how to move in an excessively
selected with this Feat.
swift way. You gain the following benefits;
• You have Advantage on Initiative Checks. EFFICIENT TECHNIQUES
• During the First round of Combat, increase your speed Category: Class
by 10 feet. Prerequisite: At least 4+ levels in Weapon Specialist
• During the First round of combat, you have a +1 bonus You become able to perform your myriad of Flurry
to your first attacks critical threat range against all Techniques and Styles with less effort than previously
creatures who have not acted yet. thought. You gain the following benefits;
• If you score a hit against a creature who has yet to act • When you would gain the benefit of a Style that
in the initiative during the first round of combat, you requires you to spend chakra, reduce their chakra cost
can trigger Sneak attack ignoring its normal activation by -2.
requirements. • When you would gain the benefit of a Flurry
Technique that requires you to spend chakra, reduce
COMBO EXPERT their chakra cost by -1.
Category: Class
Prerequisite: At least 4+ levels in Taijutsu Specialist ADJUSTABLE STYLES
Your excessive Training has granted you a deeper pool of Category: Class
Stamina. You gain the following benefits; Prerequisite: At least 4+ levels in Weapon Specialist
• Increase your Combo Point Maximum by +2. You are able to quickly learn far more than you
• Reduce the cost of Taijutsu with the Combo Keyword previously could, picking up on more styles than other
by 1. Weapon Specialist. You gain the following benefits;
• When you would cast a Taijutsu with the Finisher • You learn one Style that you qualify for.
Keyword after casting one with the Combo keyword • When you would gain the benefit of a Flurry
reduce the cost of the Cost of that finisher by -1. (Min Technique that requires you to spend chakra, reduce
1.) their chakra cost by -1. (Minimum of Half Cost,
rounded down)
COMBO MASTER
Category: Class OPEN MIND TECHNIQUE
Prerequisite: At least 8+ levels in Taijutsu Specialist Category: Class
Learning through trial and error is your way of life. You Prerequisite: At least 8+ levels in Weapon Specialist
become competent in techniques that you normally You are able to quickly learn far more than you
wouldn’t be able to use due to this mentality. You gain previously could, picking up on techniques that other
the following benefits; Weapon Specialist couldn’t. You gain the following
• Increase your Combo Point Maximum by +2. benefits;
• Select 2 Combo String abilities from any other Taijutsu • You learn one Flurry Technique from another Weapon
Specialist Subclass you don’t have levels in. You learn Specialist Subclass you do not have levels in.
these abilities. • You learn one Style from another Weapon Specialist
Subclass you do not have levels in.
• When you would gain the benefit of a Flurry
Technique that requires you to spend chakra, reduce
their chakra cost by -1. (Minimum of Half Cost,
rounded down).

174
FREE FLOWING STYLE
Category: Class
Prerequisite: At least 8+ levels in Weapon Specialist
You learn to meld your Flurry Techniques with your
Bukijutsu. You gain the following benefits;
• Bukijutsu without a Range of Self, that you cast may
gain the benefit of Flurry Techniques as if you had
made a Weapon attack.
• When you would gain the benefit of a Flurry
Technique that requires you to spend chakra, reduce
their chakra cost by -1. (Minimum of Half Cost,
rounded down).

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

RESILIENT, MARTIAL
Category: Class
Prerequisite: Hunter-Nin, Scout-Nin, Taijutsu
Specialist, Weapon Specialist, Puppet Master,
Cooking-Nin.
• You have begun to train in defense of your weaker
Mental defenses, gaining the following benefits;
• Select 2 Ability scores between Intelligence, Wisdom,
and Charisma. You add half of your proficiency bonus
to the select saves. You cannot add this bonus if you
are already proficient in this save, or are adding your
proficiency bonus in any way to the chosen saves.

SUBCLASS, CLASS FEATS


MORE COMING SOON. DON’T @ ME.

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