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CREDITS

Copyright Holder: Masashi Kishimoto, Shueisha, Viz Media,


Shonen Jump and all affiliated partners
Art: Masashi Kishimoto, Naruto
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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
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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
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1
TABLE OF CONTENTS D-Rank: ............................................................................... 38
C-Rank: ............................................................................... 39
B-Rank: ............................................................................... 40
Credits ................................................................................ 1 A-Rank: ............................................................................... 40
Jiton ............................................................................................ 41
Table of Contents............................................................... 2
A Magnetic personality .................................................... 41
Aburame clan [Changed] .........................................................4
Jiton Clan Jutsu ........................................................................ 42
Creepy Crawly ...................................................................... 4
D-Rank ................................................................................ 42
Aburame Clan Jutsu .................................................................. 5
C-Rank ................................................................................ 43
D-Rank: .................................................................................5
B-Rank ................................................................................ 44
C-Rank: ..................................................................................5
A-Rank ................................................................................ 45
B-Rank: ................................................................................. 6
Jūgo ............................................................................................ 46
A-Rank: ................................................................................. 6
Monstrous oppressors .....................................................46
Akimichi Clan [Changed] ......................................................... 7
Jugo Clan Jutsu ........................................................................ 47
Big Appetite ...........................................................................7
D-Rank ................................................................................ 47
Akimichi Clan Jutsu...................................................................8
C-Rank ................................................................................ 47
D-Rank: ................................................................................ 8
B-Rank ................................................................................ 48
C-Rank: ................................................................................. 8
A-Rank ................................................................................49
B-Rank: ................................................................................. 9
Kaguya Clan ............................................................................. 50
A-Rank: ................................................................................. 9
Savage Battle Instincts .................................................... 50
Bakuton ..................................................................................... 10
Kaguya Clan Jutsu .................................................................... 51
An Explosive Personality ................................................. 10
D-Rank ................................................................................. 51
Bakuton Clan Jutsu .................................................................. 10
C-Rank ................................................................................. 51
D-Rank ................................................................................. 10
B-Rank: ............................................................................... 52
C-Rank ................................................................................. 12
A-Rank: ............................................................................... 52
B-Rank ................................................................................. 13
Kurama Clan ............................................................................ 53
A-Rank ................................................................................. 13
Illusions as Real as Reality .............................................. 53
Fuma Clan [Changed] ............................................................. 15
Kuru Clan .................................................................................. 54
We Never Miss .................................................................... 15
The Wolf’s Curse ............................................................... 54
Fuma Clan Jutsu ....................................................................... 16
Kuru Clan Jutsu ....................................................................... 55
D-Rank .................................................................................16
D-Rank ................................................................................ 55
C-Rank: ................................................................................16
C-Rank: ............................................................................... 55
B-Rank: ................................................................................ 17
B-Rank: ............................................................................... 56
A-Rank: ................................................................................ 17
A-Rank: ............................................................................... 56
Futton ......................................................................................... 18
Namikaze [Changed] ............................................................. 57
A Corrosive Breath ............................................................. 18
Faster than the eye can see ............................................. 57
Futton Clan Jutsu ..................................................................... 19
Namikaze Clan Jutsu .............................................................. 58
D-Rank .................................................................................19
D-Rank ................................................................................ 58
C-Rank .................................................................................19
C-Rank ................................................................................ 59
B-Rank ................................................................................ 20
B-Rank ................................................................................60
A-Rank ................................................................................ 20
A-Rank ................................................................................60
Hatake Clan ............................................................................... 21
Nara Clan ...................................................................................61
Baring White Fangs ........................................................... 21
Inconceivable foresight ................................................... 61
Hebi Clan [Changed] .............................................................. 22
Nara Clan Jutsu ........................................................................ 62
The Basilisk’s Blessings .................................................. 22
D-Rank ................................................................................ 62
Hebi Clan Jutsu .........................................................................23
C-Rank: ............................................................................... 62
D-Rank ................................................................................ 23
B-Rank: ............................................................................... 63
C-Rank: ............................................................................... 23
A-Rank: ............................................................................... 63
B-Rank: ............................................................................... 24
Non-Clan .................................................................................. 64
A-Rank: ............................................................................... 25
Limitless Potential ...........................................................64
Hoshigaki Clan [Changed].................................................... 26
Ranton ....................................................................................... 65
The Tailless Beast ............................................................. 26
Laser Focused .................................................................... 65
Hozuki [Changed] .................................................................. 28
Ranton Clan Jutsu ................................................................... 66
Demons Second coming .................................................. 28
D-Rank ................................................................................66
Hozuki Clan Jutsu ................................................................... 29
C-Rank ................................................................................ 67
D-Rank ................................................................................ 29
B-Rank ................................................................................ 68
C-Rank ................................................................................ 30
A-Rank ................................................................................ 68
B-Rank ................................................................................ 30
Ryu Clan [Changed] ................................................................ 69
A-Rank ................................................................................. 31
Wrath of a Dragon .............................................................69
Hyūga Clan [Changed] ...........................................................32
Ryu Clan Jutsu ......................................................................... 70
The Villages Strongest ..................................................... 32
D-Rank ................................................................................ 70
Hyūga Clan Jutsu ..................................................................... 33
C-Rank: ............................................................................... 70
D-Rank: ...............................................................................33
B-Rank: ................................................................................ 71
C-Rank: ............................................................................... 34
A-Rank: ............................................................................... 72
B-Rank: ............................................................................... 35
Sarutobi Clan ........................................................................... 73
A-Rank: ............................................................................... 36
Bound by A Code of Honor .............................................. 73
Inuzuka Clan [Changed] ........................................................ 37
Senju .......................................................................................... 74
The Most Loyal .................................................................. 37
The Leaf’s Patriarchs ....................................................... 74
Inuzuka Clan Jutsu ................................................................. 38
Senju Clan Jutsu ...................................................................... 75

2
D-Rank ................................................................................ 75 Aburame ............................................................................. 112
C-Rank ................................................................................ 76 Akimichi ............................................................................. 112
B-Rank ................................................................................ 76 Bakuton .............................................................................. 113
A-Rank ................................................................................ 77 Fuma ................................................................................... 113
Shakuton .................................................................................. 78 Futton ................................................................................. 113
Too Hot to Touch .............................................................. 78 Hatake................................................................................. 114
Shakuton Clan Jutsu............................................................... 79 Hebi ..................................................................................... 115
D-Rank ................................................................................ 79 Hoshigaki ........................................................................... 116
C-Rank ................................................................................ 80 Hozuki ................................................................................ 117
B-Rank ................................................................................ 80 Hyūga .................................................................................. 117
A-Rank ................................................................................. 81 Inuzuka .............................................................................. 118
Shikigami ................................................................................. 82 Jiton ..................................................................................... 118
A Work of Art ..................................................................... 82 Jugo ..................................................................................... 119
Shikigami Clan Jutsu ............................................................. 83 Kaguya ................................................................................ 119
D-Rank ................................................................................ 83 Kurama .............................................................................. 120
C-Rank ................................................................................ 83 Kuru.................................................................................... 120
B-Rank ................................................................................ 84 Namikaze ........................................................................... 121
A-Rank ................................................................................ 85 Nara ..................................................................................... 121
Shoton ....................................................................................... 86 Ranton ............................................................................... 122
Diamonds in the Rough ................................................... 86 Ryu...................................................................................... 122
Shoton Clan Jutsu ................................................................... 87 Sarutobi ............................................................................. 123
D-Rank ................................................................................ 87 Senju .................................................................................. 123
C-Rank ................................................................................ 87 Shakuton ........................................................................... 124
B-Rank ................................................................................ 88 Shikigami .......................................................................... 125
A-Rank ................................................................................ 89 Shoton ............................................................................... 125
Tsuchigumo Clan .................................................................... 90 Tsuchigumo ..................................................................... 126
Arachnophobia .................................................................. 90 Uchiha ................................................................................ 126
Tsuchigumo Clan Jutsu ......................................................... 90 Uzumaki ............................................................................ 127
D-Rank ................................................................................ 90 Yamanaka ......................................................................... 127
C-Rank: ................................................................................91 Yoton .................................................................................. 128
B-Rank: ................................................................................91 Yuki .................................................................................... 128
A-Rank: ............................................................................... 92 Cursed Seal (Extra) ............................................................... 148
Uchiha Clan .............................................................................. 93
The Curse of Hatred ......................................................... 93
Uchiha Clan Jutsu ................................................................... 95
D-Rank: .............................................................................. 95
C-Rank: ............................................................................... 96
B-Rank: ............................................................................... 96
A-Rank: ............................................................................... 97
Uzumaki Clan .......................................................................... 98
Never Backing Down ........................................................ 98
Uzumaki Clan Jutsu ................................................................ 99
D-Rank: .............................................................................. 99
C-Rank: ............................................................................... 99
B-Rank: ............................................................................. 100
A-Rank: .............................................................................. 101
Yamanaka Clan....................................................................... 102
Impossible to Pin Down ................................................ 102
Yamanaka Clan Jutsu ............................................................ 103
D-Rank: .............................................................................103
C-Rank: ............................................................................. 104
B-Rank: ............................................................................. 104
A-Rank: ............................................................................. 105
Yoton ....................................................................................... 106
Blood of the Earth ........................................................... 106
Yoton Clan Jutsu .................................................................... 107
D-Rank .............................................................................. 107
C-Rank .............................................................................. 107
B-Rank .............................................................................. 108
A-Rank .............................................................................. 108
Yuki Clan ................................................................................. 109
cold to the Bone ............................................................... 109
Yuki Clan Jutsu ....................................................................... 110
D-Rank ............................................................................... 110
C-Rank: .............................................................................. 110
B-Rank: ............................................................................... 111
A-Rank: ............................................................................... 111
Clan Feats ................................................................................ 112
Bloodline, Latent [Changed] ......................................... 112

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

under their host's skin. These insects will then live-in Wisdom based skill check, you may roll an additional
symbiosis with their host from that point on. Because of 1d4, adding it to your result.
this, its members are characterized by their use of • Parasites [Changed]: When you deal damage to a
insects as weapons through use of their Insect based creature with an Aburame clan jutsu, as a bonus
Ninjutsu. action, you may force a creature to make a
The clan members may also carry additional insects in constitution save against vs your Ninjutsu Save DC. On
jars or gourds with them on missions. The insects can a failed save you infect their body with parasitic
leave and enter their host's body through various pores. insects. At the start of their turns, for up to 1 minute,
They feed on Chakra as a food source, making them quite they take 1d6 poison damage from the insects eating
deadly. The relationship between the shinobi and the at their body. They can attempt another save at the
insects is mutually beneficial. The host grants the end of each of their turns to end the effect. For the
insects shelter and allows them to feed off their Chakra, duration of this feature while a creature remains
their body becoming a living hive of tens of thousands of infected, each time you deal damage with an Aburame
these insects, and in return the insects do the user's clan Hijutsu, increase the damage they take from this
bidding, allowing the shinobi to perform ninjutsu feature, at start of their turns by 1 damage die, up to a
techniques with the use of hand seals & Chakra max of 5d6.
conversion. A major defining trait of the Aburame clan is • Kikaichu Swarm [Changed]: When using the Chakra
that all of its known members' eyes are obscured usually Consumption clan feature, when you would deal
by glasses, as well as they wear clothing that usually Chakra damage, roll an additional damage die, adding
cover up most of their body. the result. Also, When you would deal damage using an
Aburame Clan jutsu, you can choose to ignore
ABURAME TRAITS resistance to Poison damage with said
Ability Score Increase: +2 Intelligence, +1 Hijutsu.
Wisdom • Nano-Insects: You gain a new
Speed: Your base walking speed is 30 feet form of attack other Aburame are
Skill Proficiencies: Nature, Animal Handling unable to imitate. As an Action
Extra Language: Insect-Speak, you can you can use the following;
understand and speak to insects.
Nano-Insect Swarm. Ranged Ninjutsu
Parasitic Technique: You know 1 additional
Attack, 60 feet range, dealing Xd4+
Aburame Clan D-Rank Ninjutsu.
Ninjutsu ability Modifier poison damage on
ABURAME FEATURES a hit.
Aburame Clan Jutsu: The Aburame Clan has (X = Your Proficiency bonus.)
access to a separate list of jutsu unique to Beginning at 11th level, this damage counts as
their clan. You can add these Jutsu to your damage being dealt by an Aburame Clan
jutsu list instead of selecting jutsu Hijutsu for the purpose of triggering or
from the normal jutsu list(s). interacting with Aburame Clan Clan
features.

4
ABURAME CLAN JUTSU PARASITIC DESTRUCTION [CHANGED]
Classification: Hijutsu

D-RANK: Rank: D-Rank


Casting Time: 1 Action

HUMAN COCOON [CHANGED]


Range: 60 feet
Duration: Instant
Classification: Hijutsu
Components: HS
Rank: D-Rank
Cost: 5 Chakra
Casting Time: 1 Action
Keywords: Hijutsu, Ninjutsu
Range: Self
Description: You send your swarm of insects to strike a
Duration: Special
creature in range, ignoring cover. Make a ranged
Components: HS, CM
ninjutsu attack dealing 4d6 poison damage on a hit. A
Cost: Special
creature damaged by this jutsu must make a constitution
Keywords: Hijutsu, Ninjutsu
saving throw. On a failed save, the next jutsu they cast
Description: Using the Insects that are inhabiting your
increases its cost by +3.
body, you create a cocoon large enough to hold you and
At Higher Ranks: For each rank you cast this jutsu
hang from any surface that can hold you for a variety of
above D-Rank, increase the cost of this jutsu by 3,
scenarios both in and out of combat.
damage by 2d6 and Chakra cost increase by +2.
Out of Combat: This cocoon is Waterproof and can be
used as a Sleeping bag allowing you to hover above the
ground, away from land creatures who can’t reach you.
SPINDLE FORMATION [CHANGED]
Classification: Hijutsu
While inside your Cocoon, you look like a large insect
Rank: D-Rank
going through metamorphosis not garnering the
Casting Time: 1 Action
attention of other creatures. If used as a part of a Short
Range: Self
Rest, you recover the maximum possible hit points or
Duration: Concentration, up to 1 Minute
Chakra from hit dice and Chakra dice rolled. If used as
Components: HS
part of a long rest, you recover additional hit points
Cost: 5 Chakra
equal to your level + proficiency bonus.
Keywords: Hijutsu, Ninjutsu
In-Combat: By spending 3 Chakra, for the next minute,
Description: You create a ring of insects that spin around
you can assume a defensive position within your cocoon
you violently. Creatures of your choice in a 5-foot radius
suspending yourself in a stealthy position. While in this
sphere centered on you must succeed a dexterity saving
stealthy position stealth checks are made with 1d8 bonus
throw, taking 3d8 poison damage on a failed save or half
to the check. Any movement or action used to complete
as much on a success as they start their turns in the
any task other than maintaining your stealth
target radius or attempt to enter the target radius.
immediately ends stealth and this jutsu’s bonus.
At Higher Ranks: For each rank you cast this jutsu

INSECT SPHERE [CHANGED]


above D-Rank, increase the cost of this jutsu by 3, the
radius by 5 feet and the damage by 2d8.
Classification: Hijutsu
Rank: D-Rank
Casting Time: 1 Action
C-RANK:
INSECT CLONE [CHANGED]
Range: 30 feet
Duration: Concentration, up to 1 minute
Classification: Hijutsu
Components: HS, CM
Rank: C-Rank
Cost: 5 Chakra
Casting Time: 1 Action
Keywords: Hijutsu, Ninjutsu
Range: Self
Description: You send a swarm of insects to entrap a
Duration: Concentration, up to 1 minute.
target creature. The target must make a Dexterity saving
Components: HS, CM
throw, being restrained and taking 4d4 poison damage
Cost: Special (8 Chakra)
at the end of each of your turns. Creatures make a
Keywords: Hijutsu, Ninjutsu, Clone
Strength saving throw at the end of each of their turns to
Description: Your variation of the shadow clone
end the jutsu. While restrained in this way a creature
technique, where you create a single clone of yourself
who would cast a jutsu that requires hand seals (HS) as a
formed out of Insects, called an Insect Clone. This clone
component increases the cost of the jutsu cast by 4
does not have any weapons or tools and cannot speak.
Chakra.
Insect Clones are able to cast up to 2 D-Rank Aburame
At Higher Ranks: For each rank you cast this jutsu
Clan Hijutsu but cannot maintain concentration on any
above D-Rank, increase the cost of this jutsu by 3,
jutsu.
damage by 2d4, and increased Chakra cost by 2.
After the clone reaches 0 Hit points, performs 2
Aburame clan Hijutsu, its Summoner has ended its turn
more than 120 feet away or is dismissed as a bonus
action the jutsu ends.
At Higher Ranks: For each rank you cast this jutsu above
C-Rank, increase the cost of this jutsu by 3. If this jutsu is
cast at A-Rank, increase the rank of jutsu Insect clones can
cast to C-Rank.

5
INSECT JAMMING [CHANGED] PARASITIC INSECT CLOUD [CHANGED]
Classification: Hijutsu Classification: Hijutsu
Rank: C-Rank Rank: B-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Self (10-feet) Range: 60 feet (15-foot cube)
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
Components: HS Components: HS
Cost: 7 Chakra Cost: 12 Chakra
Keywords: Hijutsu, Ninjutsu Keywords: Hijutsu, Ninjutsu
Description: You spread hungry and festering insects Description: Your insects create a noxious gas that is
around you in an attempt to secretly infest other exuded from your body. When you cast this jutsu, you
creatures of your choice. Select any number of creatures select an area you can see within range and the gas is
of your choice within range. Creatures must make a moved to this area. Creatures in the path of the gas on
constitution saving throw, but remain unaware what you the way to the chosen location, and creatures who start
have done unless they have Chakra sight or True sight. their turn in the gas, must succeed a constitution saving
On a failed save creatures becomes lightly infested throw becoming poisoned and taking 5d8 poison
with your insects. A creature who is infested can become damage. At the beginning of a creatures turn where they
aware if their passive perception beats your jutsu save start inside the gas they repeat the saving throw. As a
DC or they make an active perception check vs your save bonus action on each turn thereafter, for this jutsu’s
DC. For the duration infested creatures who would duration you may move this cloud 30 feet.
attempt to cast a jutsu that requires and of the following At Higher Ranks: For each rank you cast this jutsu
components, they increase the cost of the jutsu by +4 for above B-Rank, increase the cost of this jutsu by 3 and
each component the jutsu cast has; damage by 2d8

A-RANK:
• Hand Seals (HS)
• Chakra molding (CM)
• Chakra Seals (CS)
• Mobility (M) PARASITIC GIANT INSECT
Classification: Hijutsu
INSECT JAR TECHNIQUE [CHANGED] Rank: A-Rank
Classification: Hijutsu Casting Time: 1 Action
Rank: C-Rank Range: 120 feet
Casting Time: 1 Reaction, when you are targeted by a Duration: Instant
creature you can see. Components: HS
Range: 10-foot Radius Sphere Cost: 20 Chakra
Duration: 1 Round Keywords: Hijutsu, Ninjutsu
Components: HS, CM Description: As part of the activation of this jutsu, you
Cost: 7 Chakra select one creature you can see within range. The target
Keywords: Hijutsu, Ninjutsu creature becomes swarmed by parasitic beetle as they
Description: Your insects swarm around you creating a land on them and begins to attempt to burrow into their
10-foot barrier centered on you. The barrier erected has skin. The target makes a constitution saving throw at the
6d10 hit points, last until the beginning of your next turn beginning of each of its turns for the next minute as they
and is treated as total cover until the end of the current resist having the beetles burrow into them.
turn. Creatures within the radius gain the benefits of this Each time a creature fails this saving throw, they gain
jutsu as well. a rank of Envenomed, Weakened and Dazzled for the
At Higher Ranks: For each rank you cast this jutsu next 10 minutes. A creature who fails this saving throw 5
above C-Rank, increase the cost of this jutsu by 3 and hit or more times begins to experience a violent outburst of
points by 2d10 constantly reproducing beetles as they escape through
the targets skin and flesh taking 10d12
B-RANK: poison damage and 12d10 Chakra damage.
A creature who succeeds their saving
INSECT AMP [CHANGED] throw 5 or more times ends this jutsu
Classification: Hijutsu immediately.
Rank: B-Rank Once you cast this jutsu, you
Casting Time: 1 Bonus Action cannot cast it again until
Range: Self you spend at least 10
Duration: Concentration, up to 1 minute. minutes nurturing a new
Components: HS parasitic giant insect.
Cost: 14 Chakra At Higher Ranks: For each rank
Keywords: Hijutsu, Ninjutsu you cast this jutsu above A-Rank,
Description: You fill your insects with an intense surge increase the cost of this jutsu by 3,
of Chakra enhancing their overall potential and abilities. the damage by 2d12 poison and
When using other Aburame jutsu increase their damage 2d10 Chakra damage.
by one damage die, your ninjutsu ability modifier and
their Chakra cost increase by an amount equal to their
rank.
(D-Rank: 1, C-Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5)

6
AKIMICHI CLAN [CHANGED] Food Pills [Changed]: At 3rd Level, the you gain access to
a special form of military food pills. These Pills enhance the
“...Are you sure you’ve got this big guy?” The nervous
intensity of your metabolism allowing for powerful
kunoichi in blue asks her ally, a stocky but seemingly focused
bonuses based on which pill you take. The Pills can be
boy in a green jacket. “Are you still nervous, I GOT THIS!” he
taken in whichever order you wish once you gain access to
yells as he grows almost three times his original size and
them. Regardless, if you ever take two of these pills during
begins charging into a group of bandits as he leaps and
a single initiative, one minute after consumption you must
allows his full body weight to come crashing down on top of
make a DC 18 Constitution Save. On a failure you gain 4
them. His massive size also creates a large hole in the
ranks of Weakened for the next 10 minutes, which cannot
ground revealing the underground cave system he was
be removed, unless by a Jutsu that removes conditions of at
looking for, from the beginning.
least B-Rank cast on you. You gain each pill at the
—Tatsunami Aburame
described levels.
The Long Road, Ch. 6 excerpt.
If you would consume all three pills, after 1 minute you
A large restaurant newly opened on the edge of the
enter the unconscious condition. Every 10 minutes
village. The sign on the door says they open in 10
thereafter, you must make a DC 23 Constitution save. If you
minutes, but the line is already wrapped around the
fail this save three times in 1 hour, you drop to 0 hit points
building by people wearing similar clothing, and all
and begin Dying. While dying in this way, you cannot
sporting markings on their plump cheeks. The doors
regain hit points. The only way to be stabilized is to have a
open and this place is full of hungry patrons, waiting to
Jutsu, with the Medical keyword that removes conditions of
try this new meal. Able to taste the slightest difference in
at least A-Rank cast on you. If you are not stabilized within
texture, salt and herbs. The defining characteristic of
1 hour after entering this state, you die.
consuming all that lie before them and enjoying the
Beginning at 18th level, you cannot fall unconscious as a
spice of life are what tie all Akimichi together.
result of consuming all three pills.

BIG APPETITE • Green Spinach Pill: At 3rd level, you gain the green
spinach pill. As a Bonus action you can eat this pill. Upon
The Akimichi Clan is one of the four noble clans of
consumption, you must spend 3 calories. When you do,
Konohagakure. Many of their clan's techniques revolve
you gain +4 to your Strength ability score, +2 to your
around the manipulation of their body weight and size
constitution saving throws, and temporary hit points
through the use of Yang Release. Members of the clan
equal to your level, for the next minute. You can gain the
possess great physical strength and are able to quickly
benefit for this pill, twice per rest.
convert calories into Chakra, which they then use in • Yellow Curry Pill: At 7th Level, you gain the yellow curry
their various secret techniques. Most of these techniques
pill. As a Bonus action you can eat this pill. Upon
rapidly consume the user's Chakra during use, and
consumption, you must spend 5 calories. When you do,
maintaining them during a prolonged battle can be
increase the damage die of all unarmed attacks and
tiring. For this reason, the Akimichi have high Chakra
Taijutsu you cast by 1 Step (d4> d6> d8> d10> d12) for 1
levels and eat a lot in order to build up or replenish their
minute. You can gain the benefit of this pill, twice per
Chakra reserves. As a tribute, members of the clan wear
long rest.
the kanji for "food" on their clothing. If standard • Red Chili Pill: At 11th Level, you gain the Red Chili Pill. As
calories aren't enough for a battle, Akimichi can use the
a Bonus action you can eat this pill. Upon consumption,
clan's three colored pills to convert excess fat into
you must spend 7 Calories. Increase the damage die of
Chakra, at the cost of one's health.
Unarmed attacks by +1, and Akimichi Clan Jutsu by +2,

AKIMICHI TRAITS for 1 minute. You can gain the benefit of this pill, twice
per long rest.
Ability Score Increase: +2 Con, +1 Str
Speed: Your base walking speed is 30 feet. Fat Insulation: Beginning at 15th level, your fat protects
Skill Proficiencies: Athletics, Survival you from harmful conditions. When you would suffer
the Shocked or Chilled conditions you can spend 4
AKIMICHI FEATURES Calories to end one of such conditions.
Akimichi Clan Jutsu: The Akimichi have access Master Metabolic Manipulation: At 18th
to a separate list of jutsu unique to their Clan. level you reduce the calorie cost of all
You can add these jutsu to your jutsu list Akimichi Clan Jutsu by 2 (Min of 1)
instead of selecting jutsu from the Normal
jutsu list.
Lunch Breaks: When you take a short
rest, you regain additional Hit Points
equal to twice your current Calories.
Calories: At first level you have a set
number of Calories equal to your Level+
your constitution modifier (Min.1). You
gain 1 Calorie every level hereafter. You
regain a number of calories equal to your
constitution modifier after a short Rest,
and all calories after a long or Full Rest.
You can spend these Calories to use Clan
Jutsu or Clan Features.

7
AKIMICHI CLAN JUTSU At Higher Ranks: For each rank you cast this jutsu
above C-Rank, increase the Chakra cost of this jutsu by 3

D-RANK:
or the Calorie cost by 1 and damage by 2d12 and 2d6. If
this jutsu is cast at B-Rank or higher your hair spikes as
you deal an additional 4d6 piercing damage to the target
BODY FAT CUSHION creature and creatures you pass through. If this jutsu is
Classification: Hijutsu
cast at S-Rank, increase the distance you can move up to
Rank: D-Rank
90 feet, being able to move in any direction and turn
Casting Time: 1 Reaction, which you take when you
corners. Creatures can only be affected by this jutsu no
would take damage.
more than twice if you would pass over them more than
Range: Self
once using this additional movement.
Duration: Instant
Components: CM PARTIAL EXPANSION
Cost: 4 Chakra or 2 Calories Classification: Hijutsu
Keywords: Hijutsu, Ninjutsu Rank: D-Rank
Description: You expand your body like a balloon Casting Time: 1 Bonus Action
reducing damage by cushioning impacts. You gain Range: Self
Immunity to Bludgeoning and Slashing damage and Duration: Concentration, Up to 1 minute
resistance to Earth, Water, and Wind damage until the Components: HS, CM
start of your next turn. You gain Vulnerability to Piercing Cost: 4 Chakra or 2 Calories
& Lightning damage until the start of your next turn. Keywords: Hijutsu, Taijutsu
Description: If you spend Calories to activate this jutsu,
EMPTY CRASH you do not have to spend Chakra to maintain this jutsu for
Classification: Hijutsu
the duration. You temporarily expand a portion of your
Rank: D-Rank
body enhancing the impact potential of each unarmed
Casting Time: 1 Action
attack. Your unarmed attack range is 10 feet for the
Range: 30 feet
duration and your unarmed damage die becomes a d8.
Duration: Instant
At Higher Ranks: For each rank you cast this jutsu
Components: M
above D-Rank, increase the Chakra cost of this jutsu by 3
Cost: 4 Chakra or 2 Calories
or the Calorie cost by 1. When cast at B-Rank, increase
Keywords: Hijutsu, Taijutsu
the damage by 1d8 (2d8). When cast at S-Rank, increase
Description: You smash the ground upheaving chunks of
the damage by 2d8. (3d8).
stone and hurling them towards a target creature within
range. Make a Ranged Taijutsu attack. On a Hit you deal
4d6 Bludgeoning damage. If the Partial Expansion Clan
C-RANK:
jutsu is active when you use this jutsu, you instead deal
6d6 Bludgeoning damage.
FULL-BODY-EXPANSION
Classification: Hijutsu
At Higher Ranks: For each rank you cast this jutsu
Rank: C-Rank
above D-Rank, increase the Chakra cost of this jutsu by 3
Casting Time: 1 Action
or the Calorie cost by 1 and damage by 2d6
Range: Self

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


Components: HS, CM
Classification: Hijutsu
Cost: 8 Chakra or 4 Calories
Rank: D-Rank
Keywords: Hijutsu, Ninjutsu
Casting Time: 1 Action
Description: If you spend Calories to activate this jutsu,
Range: 30 feet
you do not have to spend Chakra to maintain this jutsu for
Duration: Instant
the duration. You temporarily expand your entire body
Components: HS, CM, M
growing in size. For the Duration you increase your Size by
Cost: 5 Chakra or 3 Calories
1 Category (Medium > Large > Huge). You also increase the
Keywords: Hijutsu, Taijutsu, Clash
damage you deal using Akimichi clan jutsu that use
Description: You expand your body like a balloon
strength by xd4 (X= your Strength Modifier). This bonus
retracting your arms and legs inside your fat. You use your
damage can be applied no more than twice per turn.
Chakra to spin your body like a bowling ball while
You also gain advantage on all Constitution saving
also preventing yourself from getting dizzy. You
throws.
hurl yourself in a straight line towards a target
You can cast this Jutsu a second time,
creature and crush everyone else in your way.
increasing your size by 1 category to a
Move yourself up to 30 feet in a straight line,
maximum of Huge. This makes the Cost of
ending your movement occupying the space of
maintaining this jutsu become 8 Chakra per
the target creature. Make a melee taijutsu attack
round. If you become huge as a result of this
against the target creature dealing 2d12+your
Jutsu, the bonus damage your Akimichi clan
strength modifier bludgeoning damage on a
jutsu deals instead becomes Xd6. Also,
successful hit. The target creature is moved to
creatures make saving throws against
the closest space of your choice within 5 feet that
Akimichi Clan Jutsu you cast at
it can occupy.
disadvantage.
Creatures in your path, whom you
pass through must make a dexterity
saving throw, taking 4d6 bludgeoning
damage on a failed save and half as much on
a successful one.

8
MULTI-SIZE ARM MISSILE [NEW] increase the damage you deal making melee weapon or
Classification: Hijutsu unarmed attacks or casting Akimichi Hijutsu using
Rank: C-Rank strength, by an amount equal to Xd6 (X= your Strength
Casting Time: 1 Action Modifier). If you would cast a Taijutsu that isn’t an
Range: Self (30-foot line) Akimichi clan Hijutsu, you instead increase the damage
Duration: Instant by half the bonus damage die, you would if it were an
Components: HS, CM, M Akimichi Hijutsu. This bonus damage can be applied no
Cost: 9 Chakra or 5 Calories more than twice per turn. You also gain advantage on
Keywords: Hijutsu, Taijutsu, Clash strength and constitution and saving throws, and
Description: You can only cast this jutsu while gaining Strength based ability and skill checks When this jutsu
the benefits of either Partial Expansion or Full-Body- ends, you lose all remaining Calories and cannot gain
Expansion Akimichi clan jutsu. calories until you complete a long rest.
When you cast this jutsu you hold your arm out in
front of you as you then inject a mass of Chakra and CALORIC RECHARGE [NEW]
calories into it as it rapidly expands. So quickly in fact Classification: Hijutsu
that it strikes, crushes and pushes everyone in a 30-foot Rank: B-Rank
line originating from you. All creatures in range must Casting Time: 1 Action
make a Strength saving throw taking your unarmed Range: Self
damage + 2d8 on a failed save or half as much on a Duration: Instant
success. Components: CM
Creatures who failed their saving throw are bruised, Cost: Special
knocked back 10 feet, and are knocked prone. Keywords: Hijutsu, Taijutsu
At Higher Ranks: For each rank you cast this jutsu Description: By spending any number of calories, you
above C-Rank, increase the Chakra cost of this jutsu by 3 are able to regain hit points by forcibly converting them
or the Calorie cost by 2 and damage by 2d8. into healing energies.
For every Calorie spent this way, you regain 1d6+1 hit
SUPER OPEN HAND SLAP [CHANGED] point, up to a maximum of 10 calories spent. Once you
Classification: Hijutsu have spent a total of 10 calories in this way casting this
Rank: C-Rank jutsu prior to completing a rest of any type, you must
Casting Time: 1 Action complete a rest before you can recast this jutsu in this
Range: Touch way.
Duration: Instant At Higher Ranks: For each rank you cast this jutsu
Components: CM, M above B-Rank, increase the maximum number of
Cost: 9 Chakra or 5 Calories calories you can spend by +3. If this jutsu is cast at S-
Keywords: Hijutsu, Taijutsu, Clash Rank, the die used to regain hit points is increased to a
Description: As part of the requirements of this jutsu, d10.
you must already have either Partial Expansion or Full-
Body-Expansion jutsu active. Chakra erupts from the A-RANK:
palm of your hand to the point of it becoming visible.
This Chakra increases the weight, muscle density and BUTTERFLY BULLET BOMB
impact of your palms. As a part of the activation of this Classification: Hijutsu
jutsu, make a Melee Taijutsu Attack. On a Hit, you deal Rank: A-Rank
your unarmed damage + 5d8. Casting Time: 1 Action
Regardless if you hit or not, all creatures, excluding Range: Touch
the original target creature, within 10-fee of the original Duration: Instant
target, must make a Dexterity saving throw, taking 4d8 Components: HS, CM, M
bludgeoning damage on a failed save or half as much on Cost: 20 Chakra
a successful one. Keywords: Hijutsu, Taijutsu, Clash
At Higher Ranks: For each rank you cast this jutsu Description: As part of the requirements for this jutsu,
above C-Rank, Chakra cost of this jutsu by 3 or the you must have either Full-Body-Expansion or Butterfly
Calorie cost by 2 and the damage by 2d8 Mode jutsu active. You forcibly convert all of your
remaining calories into Chakra and funneling it into
B-RANK: your fist as you attempt to make a devastating single
attack. Reduce your remaining calories to 0. Make a
BUTTERFLY MODE [CHANGED] melee taijutsu attack against a creature in range. On a
Classification: Hijutsu hit, you deal 10d10 Bludgeoning + 1d10 additional
Rank: B-Rank damage for every Calorie you had remaining before this
Casting Time: 1 Action jutsu’s casting and all creatures in a 30-foot cone behind
Range: Self the target creature must make a Dexterity saving throw,
Duration: 1 minute taking half the damage dealt as bludgeoning damage,
Components: HS, CM being knocked back 20 feet and becoming staggard on a
Cost: 6 Calories failed save. After the conclusion of this jutsu, Butterfly
Keywords: Hijutsu, Ninjutsu Mode ends immediately.
Description: You release Chakra from your back as it At Higher Ranks: For each rank you cast this jutsu
forms into the shape of butterfly wings and becomes above A-Rank, Chakra cost of this jutsu by 3 and the
visible to the naked eye of your design. For the duration initial damage by 2d10.
of this jutsu, you cannot use the Full-Body-Expansion
jutsu and you gain immunity to poison damage. You

9
BAKUTON Beginning at 11th level, your number of Shrapnel die
increases to twice your constitution Modifier.
“We are in way over our heads!” Senko says. “Don’t you
Beginning at 15th level, you have learned to create
dare give up on me!” her red haired Uzumaki friend
more focused and compressed explosions. Whenever you
responds. They find themselves in a rather dangerous
would deal damage with a Bakuton clan Hijutsu you have
situation. The building is collapsing in around them, their
enhanced with Shrapnel die, your damage cannot be
enemies have escaped, and they have a downed ally, while
reduced by any means, and you can choose one creature
they are also all wounded. “You have to use it Senko!” the
for each shrapnel die spent making them immune to
Uzumaki screams. “What!? No! I haven’t mastered it yet,
your jutsu’s effect until the end of the current turn.
what if the blow back~” she begins, but is caught off guard
Beginning at 18th level, whenever you roll maximum
by her friend’s tearful pleas. “Fine! Stand back. I’m about to
damage on a shrapnel die, you can roll that die again,
blow us out of here. Stand back!!!”
adding the new roll to the previous roll as additional
—Tye Tiken
force damage. If you would roll the maximum amount
At Worlds End, Ch. 3 excerpt.
again, you can repeat this process until you don’t roll the

AN EXPLOSIVE PERSONALITY maximum.


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

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

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

11
C-RANK
EXPLOSION RELEASE: CLAY FLIGHT Large Construct, unaligned
Classification: Hijutsu
Rank: C-Rank Armor Class 12+ Your Ninjutsu Ability Modifier
Casting Time: 1 Action Hit Points 67 (7d10 + 21)
Range: Self Speed 45 ft Flying Speed.
Duration: Concentration, up to 10 minutes
Components: HS, CM, CS STR DEX CON INT WIS CHA
Cost: 8 Chakra
14 (+2) 16 (+3) 16 (+3) 1 (-5) 10 (+0) 1 (-5)
Keywords: Hijutsu, Ninjutsu, Lightning Release, Earth
Release, Fuinjutsu, Artistic Style
Damage Vulnerability Lightning
Description: You mold clay, earth or another inorganic
Damage Immunities Poison, Psychic
earthen substance into the shape of a single bird of your
Condition Immunities Charmed, Exhaustion, frightened, paralyzed,
description that you then inject your chakra into through
petrified, poisoned.
a special chakra seal. You do not lose concentration of
Senses passive Perception 10
this jutsu as a result of failing a concentration check.
This bird grows in size until it is large enough to carry
Immutable Form. The Clay Bird is immune to any Jutsu or effect that
one creature on its back and has the capability to aid you
would alter its form.
in battle. This bird is proficient in all saves and uses half
of your ninjutsu ability modifier as its proficiency bonus. Elemental Weapons. The Clay Bird attacks are chakra enhanced.
You can command the bird as a bonus action on your
turn. Additionally, you can as a reaction command the
bird to use its Detonate ability. The bird has the Multiattack. The Clay Bird can attack 2 times with its Peck.
following statistics; Peck. Melee Weapon Attack: reach 5 ft., one creature. Hit: 8 (2d6 + 3)
Piercing damage.
EXPLOSION RELEASE: FLIGHT OF THE Ram. If the Clay Bird flies in a straight line for at least 30 feet it can
TSURUBEBI perform the Ram attack. All creatures in a straight line after the bird
Classification: Hijutsu has moved at least 30 feet must succeed a Dexterity saving throw,
Rank: C-Rank taking 6d6 bludgeoning damage on a failed save or half as much on
Casting Time: 1 Action a success.
Range: Self
Detonation: The Clay Bird explodes in a beautiful incendiary display. All
Duration: Concentration, up to 10 minutes
creatures within 10 feet of the bird must succeed a Dexterity saving
Components: HS, CM, M
throw vs your Ninjutsu save DC. On a failed save they take 6d8 force
Cost: 8 Chakra
damage or half as much on a successful save.
Keywords: Hijutsu, Ninjutsu, Lightning Release, Earth
Release, Reckless Style
Description: You build up chakra in your palms, and the
soles of your feet, and release it in bursts to fly short
distances. You do not need to spend chakra to maintain EXPLOSION RELEASE: PRIME
Classification: Hijutsu
concentration on this jutsu and it uses your ninjutsu
Rank: C-Rank
attack bonus or save DC for effects that require it.
Casting Time: 1 Bonus Action
For the duration you gain 3 special movements that
Range: Touch
you may take instead of your movement action on each
Duration: 8 Hours
of your turns. Each movement allows you to move up to
Components: HS, CM
half of your speed by flying. This movement does not
Cost: 6 Chakra
provoke attacks of opportunity, and whenever you use
Keywords: Hijutsu, Ninjutsu, Lightning Release, Earth
one of these movements, all creatures within 5 feet of
Release
you must make a dexterity saving throw, taking 3d8
Description: You seal explosive chakra into a non-
force damage on a failed save. You must end each
chakra enhanced medium or smaller object that you
movement on a solid object or ground that can hold you.
touch, priming it to be detonated on your command.
If you do not, you fall and your movement ends.
Anytime during the duration of this jutsu, you can use an
At Higher Ranks: For each rank you cast this jutsu
action, bonus action, or Reaction to detonate any
above C-Rank, increase the cost of this jutsu by 3 and the
number of objects affected by this jutsu, if you have line
number of movements by 1.
of sight each of them. Upon detonation, each creature
within 15 feet of it must make a Dexterity saving throw,
or take 3d8 Force damage. A creature in the area of more
than one fiery burst is affected up to three times. Objects
within the radius of the blast take damage as well.
At Higher Ranks: For each rank you cast this jutsu
above C-Rank, increase the cost of this jutsu by 3 and
damage by 2d8.

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

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

13
EXPLOSION RELEASE: CLAY DRAGON
Classification: Hijutsu
Rank: A-Rank Huge Construct, unaligned
Casting Time: 1 Action
Armor Class 14+ Your Ninjutsu Ability Modifier
Range: Self
Hit Points 138 (12d10 + 60)
Duration: Concentration, Up to 10 minutes
Speed 60 ft Flying Speed.
Components: CM, HS
Cost: Special (22 Chakra)
STR DEX CON INT WIS CHA
Keywords: Hijutsu, Ninjutsu, Lightning Release, Earth
Release, Artistic Style 20 (+5) 16 (+3) 20 (+5) 1 (-5) 10 (+0) 1 (-5)
Description: You weave your handsigns, summoning a
huge dragon formed from clay, earth or another Damage Vulnerability Lightning
inorganic earthen substance of your description. Damage Immunities Poison and Psychic; Bludgeoning, Piercing and
You cannot lose concentration on this jutsu as a result Slashing.
of a failed concentration check. Condition Immunities Charmed, Exhaustion, frightened, paralyzed,
You command the dragon telepathically and it only petrified, poisoned.
listens to you. It enters the initiative directly after you Senses passive Perception 10
and requires no action to command it. It is proficient in
all saving throws, using your ninjutsu ability modifier as Immutable Form. The Clay Dragon is immune to any Jutsu or effect that
its proficiency bonus and uses your ninjutsu attack would alter its form.
bonus or save DC for effects that require it. Elemental Weapons. The Clay Dragon attacks are chakra enhanced.
You may as a bonus action or reaction cause the Ineffable Makeup. The Clay Dragon cannot be dispelled by any jutsu of
dragon to use its Detonation ability. B-Rank or Lower.
The dragon has the following Statistics;
At Higher Ranks: For each rank you cast this jutsu
above A-Rank, increase the cost of this jutsu by 3 and Hit Multiattack. The Clay Dragon can attack 2 times with its Tail.
points by 2d10 + 15
Tail. Melee Weapon Attack: reach 10 ft., one creature. Hit: 19 (3d8 + 5)

EXPLOSION RELEASE: TOWER OF THE SUN Bludgeoning damage.


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

14
FUMA CLAN [CHANGED] Razor Sharp Senses: Fuma Clansmen are expected to
predict the trajectory of an attack long before they even draw
“You aren’t going to get away with this!” The injured kunoichi
their weapon, allowing them to bounce attacks off of
wearing red says aloud to the enemy standing before her. A thin
unsuspecting surfaces. Beginning at 3rd level, twice per short
but seemingly athletic man glares at her before responding. “And
rest, when you would miss a ranged weapon, or taijutsu
who exactly is gonna hold me accountable? They left you here to
attack that uses a weapon with the Thrown Property, you can
watch the safe, it’s their fault for being dumb enough to~” he
remake the attack roll, taking the second result.
stops mid-sentence as a spinning Fuma-shuriken chops his ally
Working the Angles [Reworked]: Beginning at 7th
in half. He drops into a defensive stance with eyes darting around
level, when you use a weapon with the Thrown property
the room. Unable to find where it could have come from there is
to make an attack, you can use your Bonus Action to turn
only one entrance. A figure appears in the same entrances path. It
it into a Trick Shot. A Trick Shot Attack can originate from
reaches into a back pouch before launching multiple shuriken
any point within your weapons range, as you use the
into the room so much so that it begins to tear into the thin man.
angles to your advantage. You can only target a creature
“It’s a shame. They sent you to rob it” the man wearing a chunin
still within your original range. At 15th level you no
vest says while looking sternly at his student’s adversary.
longer have to spend a Bonus action.
—Tatsunami Aburame
Additionally, weapons with the returning property can
The Long Road, Ch. 2 excerpt.
be returned to you at any range.
The training field has thrown weapons stabbed all across the
Fuma Shuriken Master: Fuma Clansmen are named after
targets with some stabbed in blind spots. A single young girl
their most prolific ninja tools, The Shuriken. Beginning at 11th
sits in the middle of the field sweating and standing while
level, you increase the damage dice of Shuriken, Fuma-
using her knees as a bracing tool. Training to never miss, and
Shuriken, and Monster Shuriken are all increased. Shuriken
always hit their target is what ties the Fuma Clan together.
now deal 2d4, Fuma Shuriken now deal 2d8 and Monster

WE NEVER MISS Shuriken now deals 2d12. Jutsu and effects that would multiply
your weapons damage die by any amount, excluding critical
The Fuma Clan is a traveling clan that stays within the hits, instead increases your damage die by an amount equal to
borders of the Land of Fire. Many of their clan's techniques the following; (Double: +1, Triple: +2, Quadruple: +3, Quintuple:
revolve around the manipulation of weapons but most +4, Sextuple: +5.)
prolifically, the Fuma-Shuriken. Members of the clan possess Lethal precision: Fuma are rarely known for their lack of
visual prowess and are able to quickly analyze the angles of accuracy. Beginning at 11th level, when making a ranged
attacks increasing the probability to hit with a weapon, which attack with a Weapon with the Thrown property increases
they then use in their various secret techniques. If standard their Critical Threat Range by +1. This increases to +2 at 18th
weapons aren't enough for a battle, Fuma can use the clan's level.
secret Bukijutsu to overwhelm their opponents even
defeating enemies who prove to be resistant to normal
weapon attacks.

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

FUMA FEATURES
House of Flying Daggers: The Fuma have access to a
separate list of Jutsu unique to their Clan. You can add these
Jutsu to your jutsu list instead of selecting jutsu from the
Normal jutsu list.
Specialized Tools [New]. The Fuma may be known for
their Shuriken but they are masters of all Ninja Tools. You
may attach Paper Bombs to any weapon with the Thrown
Keyword, not just Kunai. At 3rd Level, you may also attach
Battle Wire to weapons with the Thrown Keyword and give it
the Returning Keyword and at 7th level, weapons you attach a
Battle Wire to also gain the grapple keyword.
Immaculate Precision [Changed]: Fuma Clansmen are
known for their superior skill using throwing weapons.
Beginning at 1st level, when making a ranged weapon or
taijutsu attack with weapons with the Thrown Property you
can use Dexterity in place of Strength for your Taijutsu
Ability Modifier. Additionally, you gain a +1 Bonus to ranged
weapon damage rolls. This bonus increases to +2 at 7th and
+3 at 15th.

15
FUMA CLAN JUTSU FALLING HEAVEN: STORM [CHANGED]
Classification: Hijutsu

D-RANK Rank: D-Rank


Casting Time: 1 Action

FALLING HEAVEN: DIVIDE [CHANGED]


Range: 60 feet
Duration: Concentration, Up to 1 Minute
Classification: Hijutsu
Components: M, W (Any Thrown & Battle Wire)
Rank: D-Rank
Cost: 5 Chakra
Casting Time: 1 Action
Keywords: Hijutsu, Bukijutsu
Range: 60 feet
Description: You launch your weapons that are lined with
Duration: Instantaneous
your battle wires surrounding a target creature before you
Components: M, W (Any Thrown)
pull back snapping the wire, constricting them. Target
Cost: 5 Chakra
creature must succeed a Strength saving throw, being
Keywords: Hijutsu, Bukijutsu
Restrained for the duration, on a failed check. Target
Description: By Coating your weapon in Chakra, and creating
creature can remake the Strength save on their turn as an
an extremely powerful spin you sharpen the edge just enough
action to end this effect.
to split the air and even sound. Make a Ranged taijutsu attack,
dealing 3d10+ Taijutsu ability modifier Slashing damage on a
hit.
C-RANK:
FALLING HEAVEN: CROSS [CHANGED]
At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3 and
Classification: Hijutsu
the damage by 2d10
Rank: C-Rank
FALLING HEAVEN: SPLIT [CHANGED] Casting Time: 1 Action
Classification: Hijutsu Range: 60 feet
Rank: D-Rank Duration: Instant
Casting Time: 1 Action Components: M, W (Any Shuriken)
Range: Self (30-foot Cone) Cost: 9 Chakra
Duration: Instant Keywords: Hijutsu, Bukijutsu
Components: M, W (Any Thrown) Description: You perform an enhanced version of Falling
Cost: 5 Chakra Heaven: Divide launching 2 Shuriken with either hand
Keywords: Hijutsu, Bukijutsu forming a cross as it cuts through anything to reach its
Description: You release a collection of thrown weapons that objective. Make two ranged taijutsu attacks, dealing
cover a wide range piercing through everything and one in weapons damage+ 2d8 Slashing damage on each hit. If you
their path. Creature in range must make a Dexterity saving land both hits on the same creature, they must make a
throw, taking your weapons damage+ 2d8 on a failed save or Dexterity saving throw, becoming blinded on a failed save,
half as much with a successful one. until the end of their next turn as their face is slashed and
At Higher Ranks: For each rank you cast this jutsu blood gets into their eyes.
above D-Rank, increase the cost of this jutsu by 3 and At Higher Ranks: For each rank you cast this jutsu
damage by 2d8. above C-Rank, increase the cost of this jutsu by 3 and the
damage by 1d8 for each hit.
FALLING HEAVEN: RAIN [CHANGED]
Classification: Hijutsu FALLING HEAVEN: PENETRATE [CHANGED]
Rank: D-Rank Classification: Hijutsu
Casting Time: 1 Action Rank: C-Rank
Range: 60 feet (30-foot radius sphere) Casting Time: 1 Bonus Action
Duration: Instant Range: Self
Components: M, W (Any Thrown) Duration: 1 minute
Cost: 4 Chakra Components: CM
Keywords: Hijutsu, Bukijutsu Cost: 8 Chakra
Description: You launch the thrown weapons into the Keywords: Hijutsu, Bukijutsu
sky before your weapons collide bouncing off of each Description: You focus Chakra onto the edge of your next
other as they rain downward in a cascade of dangerous weapon thrown. For the duration, ranged attacks made with
steel. Every creature in the target area must succeed a a Weapon with the Thrown keyword increases its damage
Constitution Saving throw to weather the rain of steel. die by 1 step. (d4>d6>d8>d10>d12) and gains a +1 bonus to
On a failure they take your weapons damage+1d10 and its critical threat range.
gaining 1 rank of Bleeding. On a success they take half At Higher Ranks: For each rank you cast this jutsu
damage and suffer no effects. above C-Rank, increase the cost of this jutsu by 3 and
At Higher Ranks: For each rank you cast this jutsu critical threat range by 1.
above D-Rank, increase the cost of this jutsu by 3 and
damage by 1d10.

16
FALLING HEAVEN: PROTECT [CHANGED] A-RANK:
Classification: Hijutsu
Rank: C-Rank FALLING HEAVEN: EXECUTION [CHANGED]
Casting Time: 1 Reaction, that you take when you are hit Classification: Hijutsu
by an attack. Rank: A-Rank
Range: Self Casting Time: 1 Action
Duration: 1 Round Range: 90 feet Line
Components: M, W (Any Thrown) Duration: Instant
Cost: 7 Chakra Components: M, W (Any Thrown)
Keywords: Hijutsu, Bukijutsu Cost: 20 Chakra
Description: You spin your weapon in front of you while Keywords: Hijutsu, Bukijutsu
coated in your Chakra creating a spinning shield. When Description: The perfected and secret art of the Fuma Clan.
you take damage, roll your weapons damage, reducing The most lethal of their Falling Heaven series of jutsu. The
the damage by the result. user takes their Shuriken and line it with Chakra thin enough
At Higher Ranks: For each rank you cast this jutsu to separate Water molecules, and coats the blades of their
above C-Rank, increase the cost of this jutsu by 3 and weapon in such an aura before launching it with enough force
reduce damage by an additional 1d6. to momentarily cut through gravity itself making the weapon
immune to the forces of gravity for a short time. Make one
B-RANK: Ranged Taijutsu Attack roll, and compare it to each
creature’s AC in a 5 feet wide, 90 feet long line. On a hit they
FALLING HEAVEN: FOCUS [CHANGED] take weapons damage +10d10 Slashing damage. If you beat
Classification: Hijutsu their AC by 10, they take double damage.
Rank: B-Rank
Casting Time: 1 Bonus Action
Range: Self
Duration: Concentration, up to 1 minute
Components: M, CM
Cost: 11 Chakra
Keywords: Hijutsu
Description: You pour Chakra into your retina’s increasing
your focus and overall accuracy with ranged weapons. For the
duration, when you make a ranged attack, you may roll an
additional 2d4 adding the result to your roll. On a roll of two
4’s you treat the roll as a critical hit.
You can gain the benefit of this jutsu, twice per turn.

FALLING HEAVEN: CALAMITY [CHANGED]


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

17
FUTTON Boiling Chakra: Beginning at 3rd level, you have learned
how to boil your chakra in one of three distinct ways. You
“And you think we are just gonna hand over the client?”
gain a pool of Boil points which you use to fuel one of the
Diane asks her assailants who are surrounding her traveling
following Styles. You have a number of Boil Points equal to
party. “You seem to think you have the leeway to respond to
your Constitution Modifier. When you spend a boil point it is
my demands with a question huh little girl?” The Black-
gone until you complete a long rest. Select one of the
haired Bandit says with a condescending scowl. “That’s
following Styles you wish to follow. You cannot switch this at
Genin, to you, whoever you are. But I think you better move,
later levels.
before I get mad, your people end up burned, and boiled”
She responds with an aggravated look in her eye. The • Boiling Body: Your boiling chakra increases your physical
bandits attacks her for her statements. She inhales and attributes. As a Bonus action, spend a number of boil points
exhales a gas of boiling hot steam, that creates a stream of up to the number of boil points you have left. When you do,
screams from her would be assailants that slowly, but surely, you can touch a willing creature, increasing their Strength
goes silent. or Dexterity score by 2 for each point spent, until the end of
—Lyo Hataka your next turn. Alternatively, you can spend boil points up
At Worlds End, Ch. 2 excerpt. to the number of boil points you have left. When you do
increase your Strength and Dexterity score by 2 for each
A CORROSIVE BREATH point spent, until the end of your next turn. Beginning at
7th level, at the beginning of each of your turns you can
The Futton Clan is a clan without a clear family name,
spend 1 boil point to maintain the ability score bonus until
but one with a deadly history and purpose. Members of
the end of your next turn. Beginning at 11th level each point
this clan can be found in villages across the country, and
you spend also increases the targets affected ability score
are used to great effect in different military institutions.
saving throws by +1 for each point spent. Starting at 15th
The Futton Family line is one that has a clear influence
level the affected creature gain a bonus to constitution
in Kirigakure (The Land of Water), even having one of its
saving throws equal to the number of boil points spent for
descendants as the Mizukage at one point in time. This
the duration of this feature. Finally at 18th level, the
clan uses its acidic Jutsu to melt the competition.
duration becomes 1 minute.

FUTTON TRAITS
• Boiling Mind: Your boiling chakra increases the potency of
your Futton Clan Acid based Jutsu. As a Bonus action,
Ability Score Increase: +2 Int or Str, +1 Con
spend a number of boil points up to the number of boil
Speed: Your base walking speed is 30 feet.
points you have left. When you do you can amplify the next
Skill Proficiencies: Martial Arts, and your choice
Futton Clan Ninjutsu you cast. The next Futton Clan
between Ninshou or Athletics.
Ninjutsu you cast deals additional Acid damage xd4, where
Boil Release Affinity: You begin with either Water or Fire
x equals the number of boil points spent times 2. A creature
Release Affinity. (Pick one)
who takes Acid Damage from a Futton Clan Ninjutsu you

FUTTON FEATURES cast while using this feature becomes corroded until the
end of their next turn. Beginning at 7th level affected
Corrosive Techniques: The Futton Clan has access to a
creatures corroded condition does not end at the end of
separate list of Jutsu unique to their Clan. You can add
their next turn, instead lasting until they remove it
these Jutsu to your jutsu list instead of selecting jutsu
themselves. Beginning at 11th level increase the bonus
from the Normal jutsu list(s). They do not need both
damage die to a d6 and a creature gains 2 stacks of
Nature Release’s to use their Clan jutsu.
corroded instead of 1. Beginning at 15th level increase the
Boil Over: Beginning at 1st level, Hijutsu you cast that
bonus damage die to a d8 and corroded creatures cannot
deals acid damage that doesn’t add your ability modifier
regain hit points so long as they are corroded. Finally at
to damage gain a +2 bonus to the damage they deal. At
18th level, for every boil points spent, affected creatures
11th level, this bonus becomes +4, and at 18th, This
gain an additional rank of corroded.
bonus becomes +6.
• Boiling Determination: Your boiling chakra increases your
Boil Release: The Futton clan has a unique talent for
potential output for Jutsu you cast. As a Bonus action when
manifesting Boil Release due to their close affinity to
you cast a Futton Clan Hijutsu, spend a number of boil
both Fire and Water Release. Beginning at 7th level you
points up to the number of boil points you have left. When
gain the second Nature release you didn’t select from
you do, Futton Clan Jutsu increase their damage die by 1 for
Boil Release Affinity clan trait. Also, at 7th level, when
casting a jutsu with either Fire or Water Release each point spent until the end of your turn. Beginning at
7th level this feature can instead be used to increase their
keywords, you deal triple damage to creatures with
Save DC by +1 for each point spent for the same duration.
temporary Hit points, and you can change the damage
Beginning at 11th level, this feature can instead be used to
type if any to Acid. At 15th level when you deal Acid
increase the user’s ability checks by +2 for each point
damage, increase the damage by your Intelligence
spent. Beginning at 15th level, for each point you spend,
Modifier.
you can select two of any bonus and apply it for each point
Corrosive Aura: Beginning at 3rd level, your highly
spent. Beginning at 18th level, for every 1 point spent, you
corrosive chakra has the ability to melt through almost
gain all bonuses.
anything. When you would deal Acid damage to a
creature who has a bonus to their AC as a result of a Jutsu
or feature that costs chakra, you deal additional damage
equal to twice your proficiency bonus. At 11th level, this
aura extends to all Boil Release Jutsu you would cast.
Futton Clan Hijutsu you cast that deals Acid Damage
ignores Resistance. This increases to Immunity
beginning at 18th level.

18
FUTTON CLAN JUTSU BOIL RELEASE: STEAM BULLET
Classification: Hijutsu

D-RANK Rank: D-Rank


Casting Time: 1 Action

BOIL RELEASE: SKILLED MIST


Range: 60 Feet
Duration: Instant
Classification: Hijutsu
Components: HS, CM
Rank: D-Rank
Cost: 5 Chakra
Casting Time: 1 Action
Keywords: Hijutsu, Ninjutsu, Fire Release, Water Release,
Range: Self (20-foot Cone)
Clash
Duration: Instant
Description: You expel a powerful Bullet of Acid from your
Components: HS, CM
body. Make a ranged ninjutsu attack against a creature
Cost: 5 Chakra
within range, dealing 2d8+Ninjutsu Ability mod Acid
Keywords: Hijutsu, Ninjutsu, Fire Release, Water Release
Damage on a hit. Target creature must succeed a
Description: You expel a powerful cloud of mist from
constitution saving throw being Weakened and corroded for
your mouth that begins to melt anything it touches.
the next minute on a failed save for the next minute as his
Creatures, objects and structures in range, must succeed
body is overheated. A weakened creature makes a
a Dexterity saving throw, taking 3d6 Acid Damage on a
Constitution saving throw at the beginning of their turn to
failed save, and gaining the Corroded Condition (End of
end this effect.
the Clan Section). on a failed save, or half as much on a
At Higher Ranks: For each rank you cast this jutsu above
successful one.
D-Rank, increase the cost of this jutsu by 3 and damage by
At Higher Ranks: For each rank you cast this jutsu
2d8.
above D-Rank, increase the cost of this jutsu by 3 and
damage by 2d6.
BOIL RELEASE: WATER EVAPORATION/ FIRE
BOIL RELEASE: ERUPTING PROPULSION EXTINGUISH
Classification: Hijutsu
Classification: Hijutsu
Rank: D-Rank
Rank: D-Rank
Casting Time: 1 Reaction, which you would take when a
Casting Time: 1 Action
creature would cast a Ninjutsu with the Fire or Water
Range: 5 Feet
Release Keywords
Duration: Instant
Range: 60 Feet
Components: CM, M
Duration: Instant
Cost: 5 Chakra
Components: HS, CM
Keywords: Hijutsu, Taijutsu, Fire Release, Water
Cost: 5 Chakra
Release, Clash
Keywords: Hijutsu, Ninjutsu, Fire Release, Water Release
Description: You expel a powerful jet stream of mist
Description: You see a creature conjuring fire or water, and
from your body that jets you forward allowing you to
using it for either an attack or defense and you wish to
strike a creature with accelerated force. As a part of the
nullify whatever advantages they would gain. You may as a
activation of this jutsu, you may select a space, you can
reaction immediately evaporate the water used by boiling it,
see within your remaining movement, that is adjacent to
or over saturate the Fire they make with a higher
a hostile creature, and immediately move to that point.
concentration of water.
This movement does not provoke attacks of opportunity.
Jutsu a creature casts with the Water or Fire Release
Make a taijutsu attack against a creature within range,
Keywords you would attempt to counter. Make a contested
dealing your unarmed damage + 2d8 on a hit. On a hit
skill check using your Constitution (Chakra Control) vs your
target creature makes a Constitution saving throw, being
opponent’s Constitution (Chakra Control). On a success, the
knocked back 15 feet on a failed save.
targets jutsu is nullified, and their chakra is still spent.
At Higher Ranks: For each rank you cast this jutsu

C-RANK
above D-Rank, increase the cost of this jutsu by 3 and
damage by 2d8.

BOIL RELEASE: ERUPTING PHYSIQUE BOIL RELEASE: UNRIVALED STRENGTH


[CHANGED] Classification: Hijutsu
Classification: Hijutsu Rank: C-Rank
Rank: D-Rank Casting Time: 1 Action
Casting Time: 1 Bonus Action Range: Self
Range: 5 Feet Duration: 1 minute
Duration: Concentration, up to 1 minute Components: HS, CM, M
Components: CM, M Cost: 9 Chakra
Cost: 5 Chakra Keywords: Hijutsu, Taijutsu, Fire Release, Water Release
Keywords: Hijutsu, Taijutsu, Fire Release, Water Release Description: You compress your boiling chakra into your
Description: You compress a swirling mix of Fire and body rapidly amplifying your physical strength to a great
Water Release chakra into your muscles as you cause degree. Your Strength Score becomes 18 if it wasn’t already.
them to boil over. For the duration, Futton Clan Taijutsu If your strength is already 18 or higher, you instead increase
you cast deals an additional 2d8 Acid Damage once per your Strength Score by +2. Your unarmed damage die
casting. becomes 2d6.
At Higher Ranks: For each rank you cast this jutsu Also, for the duration, if you use a Futton Clan jutsu with
above D-Rank, increase the cost of this jutsu by 3 and the Taijutsu keyword, you reduce the chakra cost of those
damage by 1d8. jutsu by 2.

19
BOIL RELEASE: STEAM ARMOR BOIL RELEASE: SCORPIONS STINGER
Classification: Hijutsu Classification: Hijutsu
Rank: C-Rank Rank: B-Rank
Casting Time: 1 Reaction, which you take when you would Casting Time: 1 Action
take damage. Range: 5 Feet
Range: Self Duration: Instant
Duration: Instant Components: HS, CM
Components: HS, CM Cost: 14 Chakra
Cost: 7 Chakra Keywords: Hijutsu, Taijutsu, Fire Release, Water
Keywords: Hijutsu, Ninjutsu, Fire Release, Water Release Release, Clash
Description: You release powerful jets of steam from every Description: You coat your body in a highly compressed
pore of your body, creating a powerful barrier of steam cloak of steam, that you then shape into a stinger the
between you and the triggering attack. Roll 2d10 + 5, same shape as a Scorpions stinger. Make a Melee
reducing damage by the result. If damage would be reduced Taijutsu or Ninjutsu (Your choice) attack. On a hit, you
to 0, and at least one hostile creature it within 20 feet of deal your unarmed + 5d12 Acid Damage and the target
you, select one hostile creature to takes 5d8 Acid damage. becomes corroded.
If this jutsu would reduce the damage of a jutsu that At Higher Ranks: For each rank you cast this jutsu
deals either the Fire, Wind, or Cold damage, you double the above B-Rank, increase the cost of this jutsu by 3 and
damage reduction die. damage by 1d12.
At Higher Ranks: For each rank you cast this jutsu above
C-Rank, increase the cost of this jutsu by 3, The damage A-RANK
reduction by 1d10+5, and damage done by 2d8.
BOIL RELEASE: ACIDIC EXPLOSION
BOIL RELEASE: CORROSIVE VIPER FANG Classification: Hijutsu
Classification: Hijutsu Rank: A-Rank
Rank: C-Rank Casting Time: 1 Action
Casting Time: 1 Bonus Action. Range: Self (20-foot radius sphere)
Range: Self Duration: Concentration, up to 1 minute.
Duration: Instant Components: HS, CM
Components: HS, CM Cost: 18 Chakra
Cost: 8 Chakra Keywords: Hijutsu, Ninjutsu, Fire Release, Water Release
Keywords: Hijutsu, Taijutsu, Fire Release, Water Release Description: You release a massive flux of acidic steam
Description: You coil corrosive Boil Release chakra for your body, enough to fill a 20-foot radius sphere. All
around your arm as it forms a snake make of steam. Creatures, objects, and structures of your choice, in the
Make a melee Taijutsu Attack dealing 4d8 Acid Damage. radius must succeed a constitution saving throw taking
If the target creature is affected by the Corroded 10d10 Acid Damage and gaining 2 ranks of Corroded on a
condition, Increase the Damage of this jutsu by 2d8 and failed save. On a successful save they take half damage.
the next time they would make a saving throw against a After this jutsu’s initial casting, your body continues
Futton clan Jutsu, they reduce the result of their saving to release acidic steam. At the beginning of each
throw by -2 until the end of their next turn. creatures turns who begins within the steams radius or
At Higher Ranks: For each rank you cast this jutsu who would enter the radius for the first time each turn,
above C-Rank, increase the cost of this jutsu by 3 and they must succeed a constitution saving throw, taking
damage by 2d8. 4d10 acid damage and gaining 2 ranks of corroded on a
failed save.
B-RANK Additionally, creatures make their saving throws to
end the corroded condition at disadvantage while within
BOIL RELEASE: ACIDIC DRAGONS BREATH this jutsu’s radius.
Classification: Hijutsu At Higher Ranks: For each rank you cast this jutsu
Rank: B-Rank above A-Rank, increase the cost of this jutsu by 3,
Casting Time: 1 Action damage by 2d10 and ranks of corroded by +2.
Range: Self (30-Foot line)
Duration: Instant
Components: HS, CM
Cost: 13 Chakra
Keywords: Hijutsu, Ninjutsu, Fire Release, Water
Release, Clash
Description: You fire a beam of acid in a straight line
spreading a massive wave of corroding acid. Creatures in
a 30-foot long, 5-feet wide line in front of you must
succeed a Dexterity saving throw, taking 8d8 Acid
damage, and gaining 2 ranks of Corroded on a failed
save, or half as much on a successful one.
Also, creatures, excluding you, within 5 feet of the
beam must succeed a constitution saving throw taking
6d6 Acid damage and 1 rank of corroded on a failed save.
At Higher Ranks: For each rank you cast this jutsu
above B-Rank, increase the cost of this jutsu by 3 and
damage by 2d8 and 2d6.

20
HATAKE CLAN White Lightning: Beginning at 7th level, when you
would cast a Ninjutsu with the Lightning Release Keyword
Kakato stands in the center of the training field as his
that deals damage by spending a certain amount of White
teammate glares at him. “You sure you want me to do this?
Chakra based on the rank of the jutsu used, you increase
You haven’t perfected it and you could break your hand” His
the number of damage die by +1 for this Jutsu's casting.
teammate asks while looking concerned as he gets into
This damage die bonus increases to +2 at 15 th level. (D-
position. “Yeah, for the last time, I need to master this Jutsu
Rank/C-Rank: 1 White Chakra (WC), B-Rank/A-Rank: 2 WC,
one way or another Just go with it!” Kakato responds calmly
S-Rank: 3 WC)
while making the hand seals needed for the jutsu. His ally
Also, at 7th level, when you would cast a jutsu without
sigh as he then conjures 4 walls of earth one after another in
the Lightning Release keyword, you may spend a number
front of Kakato. Kakato quickly dashes in a straight line as his
of white chakra equal to its rank (D-Rank: 1, C-Rank: 2, B-
hand erupts into a bright, but loud chirping sound as
Rank: 3, A-Rank: 4, S-Rank: 5). When you do, the jutsu
lightning covers it. His speed increases until he is but a blur,
cast gains the lightning release keyword, its damage type
he then crashes through one wall, then two, then…
becomes lightning and increases its damage die by +1.
—Tatsunami Aburame
Beginning at 11th level, once per turn, when you would
The Long Road, Ch. 9 excerpt.
deal damage to a creature, you can deal additional

BARING WHITE FANGS lightning damage equal to your proficiency bonus.

The Hatake Clan is an iconic clan from Konoha. It has


produced several renowned members who have held
positions of high authority, including the Sixth Hokage;
All known members have also been extremely skilled
users of Lightning release jutsu.

HATAKE TRAITS
Ability Score Increase: +2 Int, +1 Cha
Speed: Your base walking speed is 35 feet.
Skill Proficiencies: Ninshou, Perception
Passive Affinity: You have Lightning Release Affinity (You
can learn Ninjutsu with the Lightning Release Keyword)
Lightning Literacy: Your Ninjutsu ability score is counted
as being +2 higher, for the purpose of casting jutsu
Higher Ranked jutsu with the Lightning Release
Keyword through any Ability score Restrictions (SHB,
pg.108).

HATAKE FEATURES
White Chakra: The Hatake Clan are extremely
proficient Chakra molders. They innately have the ability
to call upon a unique source of Chakra called White Chakra.
Beginning at 1st level, you have 5 White Chakra which you
can only spend on Jutsu with the Lightning Release
keyword. You gain 1 White chakra every level. When you
finish a short rest you regain half of your spent white
chakra. Your White chakra pool is fully refilled on a long
rest.
Lightning Release Simplicity: Beginning at 1st level.
When creating or learning Ninjutsu with the Lightning
Release Affinity, reduce the time it takes to complete the
task by half.
Lightning Release Adept: Also, at 3rd level, reduce the
cost of ninjutsu with the Lightning Release Keyword by
an amount equal to the Rank of the jutsu cast. (D-Rank: 1,
C-Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5). If you would
spend at least 1 White chakra, this cost reduction per rank
instead becomes the following. (D-Rank: 2, C-Rank: 3, B-
Rank: 4, A-Rank: 5, S-Rank: 6). If another effect would
reduce the cost of a jutsu you cast as a result of its rank,
the cost reduction effects, do not stack. Starting at 7th
level, your skill with lightning Release has grown to a
considerable degree. When you could cast a Jutsu with the
lightning release keyword and an Overcharge effect, you
can choose to spend an amount of White chakra equal to
its rank to fulfill the Overcharge requirements to gain their
effects. (D-Rank/C-Rank: 1 White Chakra (WC), B-Rank/A-
Rank: 2 WC, S-Rank: 3 WC)

21
HEBI CLAN [CHANGED] Beginning at 7th level your regenerative abilities are
enhanced further. You gain resistance to poison damage
Lyo draws his blade just as quickly as his enemies drew
and immunity to the poisoned condition. Additionally,
theirs. Standing in the middle of the road, he realizes he has
when you regain hit points at the beginning of each of
been surrounded by about a dozen adversaries. They assault
your turns, you regain an additional 1d4 + Proficiency.
him from the shadows throwing kunai and shuriken at him
At 15th level, you gain immunity to Poison damage
with relentless efficiency. He with his sword drawn begins to
and when regaining hit points as a result of this feature,
parry them all with ruthless focus. Each swing of his cuts,
you regain an additional 3d4 + Proficiency.
breaks, or deflects three or more weapons launched at him.
Poison Potency: The Hebi clans’ rituals, have been
He keeps up this defense before he realizes he can’t keep it
ingrained into you, enhancing your knowledge of
up much longer. He takes a deep breath, as the weapons
poisons and their potency when you use them.
begin to strike his body, bouncing off of his skin as he dashes
Beginning at 3rd level, you have learned to coat your
into the darkness. The singing of blades cutting through the
weapons in a potent poison. As a bonus action you coat a
air ring out as the fighting slowly quiets down to nothing
weapon you are holding in a type of poison known as the
more than a whisper. Lyo comes staggering out of the brush
Vipers Venom. For the next minute your weapon gains a
with his hand up in victory, showing his client that he is a lot
+1 bonus to damage rolls and deals poison damage. This
tougher than he looks.
bonus increases to a +2 at 11th, and +3 at 18th. You can
—Tatsunami Aburame
coat a weapon in poison this way twice per short rest and
The Long Road, Ch. 4 excerpt.
a weapon coated in this way still counts as its original

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

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

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

22
HEBI CLAN JUTSU STRIKING STANCE: PYTHON [CHANGED]
Classification: Hijutsu

D-RANK Rank: D-Rank


Casting Time: 1 Bonus Action

ADAPTIVE CAMOUFLAGE TECHNIQUE


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

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

23
POISON COBRA DANCE [CHANGED] B-RANK:
Classification: Hijutsu
Rank: C-Rank SERPENT ADAPTATION
Casting Time: 1 Action Classification: Hijutsu
Range: Weapon Range Rank: B-Rank
Duration: Instant Casting Time: 1 Action
Components: M, W (Broadsword, Kunai, Katana or Odachi) Range: Self
Cost: 9 Chakra Duration: Concentration, up to 1 minute
Keywords: Hijutsu, Bukijutsu Components: M, CM
Description: You perform a flurry of graceful strikes each Cost: 12 Chakra
with the deadly precision of a cobra’s bite. Make two melee Keywords: Hijutsu
Taijutsu attacks, dealing your weapons damage + 3d8 on Description: You pour Chakra throughout your body,
each successful hit. You do not add your ability modifier to growing fangs, poison sacks, hardening your skin and
damage. If you deal poison damage with your weapon, you allowing you to elongate your arms and legs like whips.
may instead make up to 3 melee taijutsu attacks. For the duration, your melee attack, and Bukijutsu range
At Higher Ranks: For each rank you cast this jutsu above increased by 5 feet as you stretch your arms to compensate.
D-Rank, increase the cost of this jutsu by 3 and the damage Your movement speed increases by 10 feet. If you have
by 1d8 damage. Mamba’s Hardened Scales on your known jutsu list,
casting it does not consume Chakra.
PYTHONS GAZE [CHANGED]
Classification: Hijutsu MAMBA POISONOUS BLADE [CHANGED]
Rank: C-Rank Classification: Hijutsu
Casting Time: 1 Action Rank: B-Rank
Range: Self (30-foot radius) Casting Time: 1 Action
Duration: Concentration, up to 1 minute Range: Self
Components: HS, CM Duration: 1 Minute
Cost: 7 Chakra Components: HS, CM, W (Katana, Broadswords or Odachi)
Keywords: Hijutsu, Ninjutsu Cost: 14 Chakra
Description: You inject a surge of Chakra into your eyes Keywords: Hijutsu, Ninjutsu, Bukijutsu
increasing your visual perception, making it look like the Description: You envelop your weapon in a poison only
world is slowing down around you. You do not spend found in the infamous Black Mamba. Your weapon deals an
Chakra to maintain concentration with this jutsu. additional 2d6 poison damage, up to twice per turn.
For the duration, creatures whom you can see within Creatures who take damage from an attack that includes the
range actions seemingly slow down to a crawl. Melee coated weapon must make a constitution saving throw,
weapons attacks or Hebi clan Bukijutsu you cast cannot be gaining both the Poisoned and 1 rank of the envenomed
made at disadvantage and creatures within range cannot conditions on a failed save. A creature with ranks of
gain advantage against any Hebi clan Bukijutsu. Envenomed as a result of this jutsu instead uses a d8 for the
envenomed conditions damage die.
STRIKING STANCE: VIPER [CHANGED] Creatures who are poisoned by another source must make
Classification: Hijutsu, Bukijutsu this saving throw, becoming poisoned by this jutsu instead
Rank: C-Rank on a failed save.
Casting Time: 1 Bonus Action A creature either poisoned or envenomed by this jutsu has
Range: Self difficulty taking reactions. When they are first poisoned or
Duration: Concentration, up to 1 minute envenomed by this jutsu, they cannot take a reaction until
Components: W (Katana, Broadswords or Odachi) the beginning of their next turn. At the beginning of each of
Cost: 7 Chakra their turns, they must remake their constitution saving
Keywords: Hijutsu, Bukijutsu throw, losing the ability to take a reaction until the
Description: You can only gain the benefit from one beginning of their following turn on a failed save. On a
Striking Stance at a time. If you enter another Striking success, they can take reactions as normal.
Stance while currently benefiting from this one, the one
immediately ends. You do not spend Chakra to maintain
this Jutsu.
You enter the poisonous stance of a Viper. For the
duration, weapon attacks and Hebi clan Bukijutsu cast
using one of this jutsu’s components ignore slashing
resistance and ignores damage reduction, instead dealing
direct damage to the target creature.
Additionally, the component weapons chosen can now
be used as components with Bukijutsu that requires Melee
Piercing.

24
VIPERS POISONOUS WAVE [CHANGED]
Classification: Hijutsu
Rank: B-Rank
Casting Time: 1 Action
Range: Self (30 feet)
Duration: Instant
Components: HS, CM, W (Katana, Broadswords or Odachi)
Cost: 12 Chakra
Keywords: Hijutsu, Bukijutsu
Description: You create a wave of poisonous Chakra that
erupts from your weapon as you swing it. All creatures in a
10-foot wide, 30 feet long line must succeed a Dexterity
saving throw, taking 6d8 Poison damage and half as much
on a failed save.
If the weapon you use is under the effects of Mamba’s
Poisonous Blade, or the Poison Potency Hebi Clan Feature,
creatures make their save with a 1d6 penalty. If the weapon
you use is under the effects of both Mamba’s Poisonous
Blade and the Poison Potency Hebi Clan Feature, you
instead deal 6d10 Poison damage or half as much on a
failed save.
At Higher Ranks: For each rank you cast this jutsu above
B-Rank, increase the cost of this jutsu by 3 and damage by
2d8 or 2d10.

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

25
HOSHIGAKI CLAN [CHANGED] Brute Strength: Your immense strength lets you wield
weapons in ways that others would find impossible.
Alistair stares down the man in Red. Drawing his Odachi to
Beginning at 1st level, you gain proficiency in
confront him. He moves in swinging it with ruthless tenacity.
intimidation and weapons with the Versatile property
He stabs the blade into the ground after his first attack
deal their two-handed damage even if you wield them in
weaving handsigns and conjuring a massive wave of Water
one hand. Starting at 3 rd level, when you are wielding one
that turns into Sharks before they collide with their target.
weapon, you can still use the hand holding it to cast
When the dust settles, Alistair looks for his enemy who seems
jutsu with the hand seal (HS) and Chakra seal (CS)
to have been completely blow away by his assault.
components, without putting the weapon down.
“Oh…Well…Looks like I went a tad bit overboard for
Additionally, you always add your strength modifier to
training, hehe.”
the damage rolls of weapon attacks and half your
—Tatsunami Aburame
strength modifier to taijutsu attacks made as a result of
The Long Road, Ch. 13 excerpt.
bukijutsu. Starting at 7th level, while you have

THE TAILLESS BEAST temporary chakra as a result of the Ravenous Chakra clan
feature, you may add your proficiency bonus to damage
The Hoshigaki Clan is a clan that hails from the Land of rolls that use your strength once per turn.
Water and is famous for all the wrong reasons. Every Ravenous Chakra [New]: Your body yearns to
prominent member of their clan has betrayed their home consume the Chakra of others. The stronger your
village in more than one way. But this does not brand enemies, the stronger you can become, using their
them all as traitors, instead it has caused a vast majority energy to fuel you. Beginning at 3 rd level, when you cast a
of them to branch out and move to other villages to jutsu with the Water release keyword, the jutsu also
break the stigma of their history. deals Chakra damage equal to half the result. You gain a
number of temporary Chakra points equal to the Chakra
HOSHIGAKI TRAITS damage dealt. If this would be cast on a jutsu that affects
Ability Score Increase: +2 Con, +1 Str multiple creatures, pick one of them to deal Chakra
Speed: Your base walking speed is 30 feet. damage to. Beginning at 11th level, your jutsu can also
Skill Proficiencies: Animal Handling, Athletics consume the Chakra in other techniques as your jutsu
Weapon Proficiencies: Great Axe, Naginata, Odachi becomes more shark like. If you would clash with a jutsu
(Greatsword), Scythe, Tetsubo while using this feature, you gain a bonus to the clash
Dark Vision: You have Darkvision up to 30 feet. check equal to 1d6 and the opposing jutsu cannot gain
Passive Affinity: You have Water Release Affinity (You advantage on the check, regardless of its nature release
can learn Ninjutsu with the Water Release Keyword) or keywords. If you win the clash check, your jutsu deals
Water Literacy: Your Ninjutsu ability score is counted as additional damage equal to twice the losing Jutsu's cost,
being +2 higher, for the purpose of casting jutsu but you do not gain temporary Chakra when you use this
Higher Ranked jutsu with the Water Release Keyword effect. You can use this feature twice per long rest. This
through any ability score restrictions (SHB, pg.108). increases to three times at 15 th level.

HOSHIGAKI FEATURES
Aquatic Adaptation: You have a Swimming and Water
walking speed equal to your walking speed.
Amphibious: You can breathe air and Water.
Water Release Simplicity: When creating or learning
Ninjutsu with the Water Release affinity reduce the time
it takes to complete the task by half. This does not stack
with other similar effects.
Commander of the Deep: Beginning at 1 st level,
aquatic creatures have an affinity with people of your
clan. You can communicate simple ideas with beasts that
can breathe Water. They can understand the meaning of
your words, though you have no special ability to control
them directly. Starting at 7th level you learn the
Summoning Technique D-Rank ninjutsu with a contract
with the Shark tribe. You can cast this jutsu ignoring
ability score restrictions. The Shark tribe you are
contracted with are a bit more powerful than other shark
tribes. This shark tribe gains additional ASI points
equal to its rank. (D-Rank: +2, C-Rank: +3, B-Rank:
+4, A-Rank +5, S-Rank: +6). Additionally, when
you summon these sharks, they are
summoned in a large bubble of Water that
they use for land travel, using their
swimming speed to traverse the land. If
they ever end their turns more than 60 feet away
from you and they are not in a body of Water that
is not this bubble, they are automatically
unsummoned.

26
Shark Skinned Predator [Changed]: Beginning at 1st
level, your skin begins to resemble that of a sharks
becoming tougher and more resilient. You can use your
Constitution instead of Dexterity to calculate your Armor
Class.
Starting, at 11rd level, you tap into your innate
bloodline limit, allowing you to become one with your
inner apex predator. As a bonus action on your turn, you
enter a shark like form, growing large gills on your neck,
large wing like fins grow from your shoulders down to
your wrists, you grow webs between your fingers, your
hair, if any fuses into your scalp, as your head,
shoulders, and neck fuse into each other as your spine
also grows into a long tail like appendage. You cannot
cast Ninjutsu that does not have the Water Release
Keyword. For the next minute you gain the following
benefits;
• You can as an action perform the Apex Gaze against a
single creature you can see within 60 feet of you.
Targets must make a Wisdom saving throw vs your
Taijutsu or Ninjutsu save DC (Your choice). On a
failure, you treat the targets AC as 2 lower against you
and your attacks for the next minute. They can repeat
this save as an action, ending this effect on a success.
A creature can only be affected by this gaze twice per
rest, with its effects stacking.
• You have advantage on Strength & Constitution
Checks and Saving throws.
• You gain a swim speed and Water walking speed of
twice your movement speed.
• You gain 30 feet of true sight while submerged
underwater
• When you make a melee attack using strength, you
gain a bonus to damage equal to your Constitution
modifier.
• You have resistance to Bludgeoning,
Piercing, or Slashing damage. (Pick 2,
This can’t be changed later).

Once you enter this form, you must


complete a rest before you are able to
enter this form again. You gain an
additional use of this form beginning at 18th
level.

27
HOZUKI [CHANGED] amount of Temporary Hit points equal to the rank of jutsu
used, until the beginning of your next turn. (D-Rank: 3, C-
The Rogue from the badlands, sits waiting patiently, hunting his
Rank: 6, B-Rank: 10, A-Rank: 15, S-Rank: 20).
prey. He takes a jug of Water from his pouch and begins to drink
When you reach 15th level the amount of temporary hit
from is carefully, not wasting a single drop. After finishing, he
points gained becomes the following; (D-Rank: 5, C-Rank:
reaches behind himself and grabs a large Odachi with one hand,
10, B-Rank: 15, A-Rank: 20, S-Rank: 25)
as his arm expands showing a massive increase in strength. He
leaps from his hiding place bring the blade down on his mark.
—Hato Hyoshi
At Worlds End, Ch. 17 excerpt.

DEMONS SECOND COMING


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

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

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

Reflective Surface: Beginning at 7th level, whenever you


cast a Ninjutsu with the Water Release Keyword, gain an

28
HOZUKI CLAN JUTSU WATER MUSCLES
Classification: Hijutsu

D-RANK Rank: D-Rank


Casting Time: 1 Action

GREAT WATER ARM [CHANGED]


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

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

29
C-RANK WATER GUN
Classification: Hijutsu
HOZUKI BLADE [CHANGED] Rank: C-Rank
Classification: Hijutsu Casting Time: 1 Action
Rank: C-Rank Range: 60 feet
Casting Time: 1 Bonus Action Duration: Instant
Range: Self Components: HS, CM
Duration: Concentration, up to 1 minute. Cost: 7 Chakra
Components: HS, CM Keywords: Hijutsu, Ninjutsu, Water Release
Cost: 9 Chakra Description: You form a bullet on the edge of your finger and
Keywords: Hijutsu, Ninjutsu, Water Release shoot it at a target within range. Make two ranged Ninjutsu
Description: You weave together streams of Water to create a attacks against two separate creatures within range. On a hit,
sword of solidified Water in your hand. This construct sword you deal 5d8 + Ninjutsu ability Modifier cold damage. If you
lasts until the jutsu ends. It counts as a simple melee weapon are currently using Hydrofication jutsu, increase the damage
with which you are proficient. It deals 3d6 + your Strength or die by one step (d8 > d10).
Dexterity modifier in either cold, Slashing, Piercing or At Higher Ranks: For each rank you cast this jutsu above
Bludgeoning damage on a hit and has the Versatile (d8), D-Rank, increase the cost of this jutsu by 3 and the damage
Deadly and Finesse properties. You choose the damage type by 2d8.
at the time of casting this jutsu.
In addition, when you use the sword to attack a target that WATER GUN: DOUBLE [CHANGED]
is at least halfway submerged in Water, you make the attack Classification: Hijutsu
roll with advantage. If you are currently using the Rank: C-Rank
Hydrofication Jutsu, the dice size increases by one step (d6 > Casting Time: 1 Action
d8 > d10 > d12). If you drop the weapon, it dissipates at the Range: Self (15-foot cone)
end of the turn. Thereafter, while the jutsu persists, you can Duration: Instant
use a bonus action to cause the sword to reappear in your Components: HS, CM
hand. Cost: 9 Chakra
If you would cast a jutsu that would allow you to deal this Keywords: Hijutsu, Ninjutsu, Water Release
weapons damage that is under the effects of this jutsu, you Description: You form bullets on the edge of each of your
only deal this jutsu’s damage once, after which you default to fingers and Fire them off with enough spread to imitate a
2d6 (or d8, if holding with two hands) shotgun. Creatures in a 15-foot cone in front of you must
succeed a Dexterity saving throw, taking 6d6 cold damage
WATER BLOB [CHANGED] and being chilled on a failed save, or half as much on a
Classification: Hijutsu successful one.
Rank: C-Rank At Higher Ranks: For each rank you cast this jutsu above
Casting Time: 1 Action C-Rank, increase the cost of this jutsu by 3 and the damage
Range: 5 feet by 2d6 and the cone size by 5 feet.
Duration: Concentration, up to 1 minute.
Components: CM B-RANK
Cost: 9 Chakra
Keywords: Hijutsu, Ninjutsu, Water Release HYDROFICATION [CHANGED]
Description: A target creature you can see within range must Classification: Hijutsu
succeed on a Dexterity saving throw or they are now grappled Rank: B-Rank
with their head being submerged in a bubble of Water, made Casting Time: 1 Action
from your body. While grappled this way, they begin to Range: Self
suffocate. While suffocating this way, it is difficult to Duration: Concentration, up to 1 minute.
maintain concentration on jutsu and must make a Components: HS, CM
Constitution (Chakra Control) check to maintain Cost: 12 Chakra
concentration, losing the jutsu on a failure. A creature begins Keywords: Hijutsu, Ninjutsu, Water Release
to drown after a number of rounds equal to its Constitution Description: You turn yourself into a mixture of Water and
modifier (Min 1). oil, liquifying entirely turning into a sentient pool of fluid
While grappled in this way, when a creature attempts to that you can control. For the duration of this jutsu, you can
escape this grapple, they can spend their action to make their transform any part of your body into this liquid mixture,
Strength (Athletics) or Dexterity (Acrobatics) checks allowing you to fit through any crack large enough for Water
contested by either your Strength (Chakra Control), or to fit through. You gain resistance to bludgeoning, piercing,
Constitution (Chakra Control) check. slashing and immunity to Fire damage. You gain
At the start of its first turn after these rounds and the vulnerability to Lightning damage.
beginning of each of its turns it remains grappled, it takes Additionally, your strength and Constitution scores
necrotic damage equal to 4d8 + Your Ninjutsu ability increase by +4, while using this jutsu.
modifier. If you are currently using the Hydrofication Jutsu,
skill checks made to escape the grapple is made with a 1d4
penalty.

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

31
HYŪGA CLAN [CHANGED] • Main House: The Head portion of the family considered
the “royal” part of the clan overall. This Portion of the
“You don’t quite understand the situation you're in...do you
clan Focuses on the Hyūga clan’s secret techniques. If
boy?” Haizo bellowed out from the darkness he created with
you select this branch of the family, you will have
his Ninjutsu. “The Darkness is my ally, while you skulk
access to the main house’s Hyūga clan techniques.
through it, I was born of it. I have made it my partner in
This is due to the fact, most main branch Hyuga’s do
battle.” He speaks in a tone of assured victory, guaranteed of
not become ninjas or shinobi in the classical sense
his success, his acute senses allow him to feel where his
instead becoming staff in the Villages information
target is, a boy of average height who looks remarkably slim
council.
with long dark hair. Haizo begins to make his assault final
• Side House: The guardian/protector portion of the
as he rushes towards the boy who has been standing
Hyūga clan. They are generally made to be like
remarkably still the entire time. As Haizo enters striking
servants to the main house while inside the Hyūga
range the boy reacts with monstrous precision striking Haizo
villa. While not given access to the entirety of the
in multiple points across his torso in the blink of an eye
Hyūga clan’s secret techniques, they have formulated
dispersing the Jutsu he had up, allowing light to shower the
their own advanced versions of the general gentle fist
two. “But how!? It was total Darkness how did you know
and 8 trigram techniques.
where I would strike!?” Haizo cried out. The boy stared at
him, eyes pale white with veins running across his face
leading both too and from his eyes as they stare almost
through Haizo. “You overestimated yourself and
underestimated my Byakugan, that was your fatal mistake”
the boy said with a grin that would infuriate even the most
composed of men.
—Tatsunami Aburame
The Long Road, Ch. 3 excerpt.
Byakugan [Changed]: One of the hidden Leaf village’s 2
THE VILLAGES STRONGEST great dojutsu. The Byakugan is an eye of extreme refined
The Hyūga Clan is one of the four noble clans of Konoha focus. At 1st level you can spend 5 Chakra to activate the
as well as the strongest clan in the village. All members Byakugan as a bonus action which remains active for up
born into this clan possess the Byakugan, a bloodline to 1 hour. You may deactivate and reactivate the
trait that gives them extended fields of vision and the Byakugan during this time period with no additional
ability to see through solid objects and even the Chakra cost. While active the Byakugan gains the following
circulatory system, amongst other things. Members of benefits:
this clan also possess an innate ability which allows • All Seeing White Eye: You have 500 feet of Chakra sight
them to excel Chakra from any of the tenketsu in their while out of combat and half of that, while in combat.
body. The Hyūga clan are descendants from the You gain the ability to see a creature’s Chakra nature, if
Ōtsutsuki clan, specifically from Hamura Ōtsutsuki's any. You can see through material up to 10 feet thick.
lineage. As a result, they are also distant cousins of the creatures cannot be obscured to you in any way if you
Uchiha, Senju, Uzumaki, and Kaguya clans. They are can see through the obstruction.
considered to be one of, if not currently, the most • 360° Vision: You can see in a 360-degree field around
powerful clan in Konoha. Their fame and prowess you up to half your Chakra sight range, originating from
stretch far and wide, leading others to both praise and you in combat. While out of combat, your field of vision
covet their abilities. increases to match your Chakra sight range. You can see
The clan is separated into two parts: the main house without having to turn your head or avert your eyes.
and the branch house, a system that protects the secrets
At 3rd Level, while training with your Byakugan, you
of the Byakugan from outsiders. The main house runs
gain one of the following additional features that further
the family while the branch house protects it.
exemplify your skill with the Dojutsu. At 11th and 18th
HYŪGA TRAITS Level you may select an additional feature from this list.
Ability Score Increase: +2 Wis, +1 Dex • Combat Insight: You gain amazing combat senses while
Speed: Your base walking speed is 30 feet. your Byakugan is active. While active, you gain a +1d4
Skill Proficiencies: Perception, Insight bonus to Dexterity Saving Throws.
Dark Vision: Even without the power of a fully active • Combative Vision [New]: You also add your Wisdom
Byakugan, you have Darkvision up to 30 feet. ability modifier to the first unarmed attack roll, using
Hyūga Hijutsu: You know 1 additional Hyūga Clan D- the Gentle Fist Stance, you make on each of your turns.
Rank Jutsu, this does not count against your jutsu • Immense Distance: Doubles the range of Chakra sight to
known. 1,000ft. You can see things up to 1 mile away as if they
were within 50 feet of you.
HYŪGA FEATURES • Penetrative Vision [Changed]: You gain True Sight for 30
Hyūga Clan Jutsu: The Hyūga Have access to a separate feet. You can see through obstructions up to 30 feet
list of Jutsu unique to their Clan. You can add these Jutsu thick within your Chakra sight range. You add twice
to your jutsu list instead of selecting jutsu from the your Wisdom modifier to perception checks while your
Normal jutsu list. You can only Add these Jutsu to your Byakugan is active. Increase the cost of activating the
list as long as you are from the correct branch within the Byakugan by 5 Chakra.
clan Unless it does not have any restrictive keywords.
Branch Family: At first Level, choose which part of the
Hyūga Family you reign from. This cannot be changed
later on.

32
• Perceptive Insight [New]: You can discern a creature
from any clones they may make, regardless of the clone
HYŪGA CLAN JUTSU
used. Additionally, when speaking to a creature, you can
make a Wisdom (Insight) check at advantage to see if D-RANK:
they are lying.
• Perceptive Predictions [New]: You gain unmatched GENTLE COUNTER
Classification: Hijutsu
predictive combat senses. While in initiative and your
Rank: D-Rank
Byakugan is active, creatures who act immediately
Casting Time: 1 Reaction, which you take when you are hit
before and after you, who would target you with an
with a melee attack.
attack suffers a 1d4 penalty to their first attack made on
Range: Self
their turns, against you, as you predict their attacks.
Duration: Instant
Increase the cost of activating the Byakugan by 5
Components: CM, M
Chakra.
• Perceptive Resilience: Increases your resistance to
Cost: 4 Chakra
Keywords: Hijutsu, Taijutsu
being affected by misdirection. Saving throws against
Description: As a part of casting this jutsu, you must be
Genjutsu with only the Visual Keyword, cannot be
gaining the benefits of the Gentle Fist Stance. You instantly
made at disadvantage. When you would make a
react to an incoming attack. When you are damaged with a
Wisdom saving throw against a Genjutsu with the
melee attack, you may roll 1d8 + Your Unarmed attack
Visual keyword regardless of the other keywords, you
bonus. Reduce the damage you received by the result.
add an 1d4 to the result.
At Higher Ranks: For each rank you cast this jutsu above
Gentle Fist Stance (Changed): The Gentle Fist is the D-Rank, increase the cost of this jutsu by 3 and reduce
Premiere fighting style for the Hyūga clan. Starting as damage by an additional 2d8.
young as 5 years old, both main and side branch
clansmen are trained in this art of Taijutsu. The primary PALM ROTATION
focus is on Injecting Chakra into an opponent’s Chakra Classification: Hijutsu
network dealing internal damage as well as disrupting Rank: D-Rank
the flow of Chakra in a creature's Chakra network. Casting Time: 1 Reaction, which you take when you are
Beginning at 1st Level, you can use Dexterity instead targeted for an attack, would take damage, or make a
of Strength while in this stance, for the attack and Strength or Dexterity saving throw.
damage rolls of unarmed strikes and Hyūga Clan Range: Self (5 feet)
Taijutsu attack rolls and Save DC’s calculations. Duration: 1 Round
Also, at 1st level you can roll a d6 for your unarmed Components: CM, M
damage. Your unarmed attacks deals chakra damage to a Cost: 5 Chakra
creature using this stance (Reduce the creature’s Chakra Keywords: Hijutsu, Taijutsu, Clash
pool instead of their hit points). This becomes 2d6 at 7th Description: You spin at a violent speed, while releasing
level and a 3d6 at 11th level. If you attempt to deal chakra Chakra from every Chakra point on your body. Creating a
damage while they have 0 chakra, you instead deal an dome of blue Chakra repelling most attacks. Until the start
equal amount of force damage to their hit points. If you of your next turn, you have a +5 Bonus to AC including to
choose to deal damage to a creatures hit Points while the triggering attack. If you are subject to a jutsu that
they have chakra in this stance, your damage die is a d6, requires you to make a Strength or Dexterity saving throw
and does not scale. If the target is a construct or undead, you make the save at advantage. Creatures who are within 5
you instead treat the target as if they have resistance to feet of you when you cast this jutsu must succeed a Strength
your unarmed attacks while in this stance. saving throw, taking 2d8 Force damage and being pushed
Beginning at 7th level if you deal Chakra damage with back 5 feet on a failed save.
this stance and the target has 0 Chakra, you instead deal
double force damage to the targets hit points.

33
PALM STRIKE C-RANK:
Classification: Hijutsu
Rank: D-Rank 8-TRIGRAMS 32 PALMS [CHANGED]
Casting Time: 1 Action Classification: Hijutsu
Range: 5 feet Rank: C-Rank
Duration: Instant Casting Time: 1 Action
Components: CM, M Range: Touch
Cost: 4 Chakra Duration: Instant
Keywords: Hijutsu, Taijutsu, Finisher Components: CM, M
Description: As part of the requirements of this jutsu be Cost: 9 Chakra
benefiting from the Gentle Fist Stance. You make a single Keywords: Hijutsu, Taijutsu, Combo
decisive strike against the Chakra network of your Description: As part of the requirements of this jutsu you
opponent. Make a Melee Taijutsu attack, on a Hit you deal must have Byakugan active and be benefitting from the
3d8 Chakra damage. The target creature must make a Gentle Fist Stance. You perform the imperfect final maneuver
constitution saving throw, becoming unable to mold of the Gentle fist. Make a single melee Taijutsu attack,
Chakra until the start of your next turn on a failed save. If comparing the result against all creatures of your choice AC
the target creature has 0 Chakra, you instead deal double within 5 feet of you. On a hit, you deal 6d8 Chakra damage
force damage to their hit points. and half of the chakra damage dealt, as force damage and
If this jutsu is used as a Finisher, you instead deal 5d8 affected creatures must also make a constitution saving
Chakra damage. throw, losing the ability to mold Chakra for 1d4 of their
At Higher Ranks: For each rank you cast this jutsu turns. If the target creature has 0 Chakra, you instead deal
above D-Rank, increase the cost of this jutsu by 3 and double the result as force damage.
damage by 2d8. If this jutsu is used as a Finisher, instead Also, by spending 10 Chakra, you gain an additional
increase the damage by 3d8. Action, which you can use to cast another Hijutsu at the
rank this Jutsu was cast, with the “8-Trigrams”, prefix,
TENKETSU NEEDLE [CHANGED] at no additional cost. You may not cast the same Hijutsu
Classification: Hijutsu twice in a single turn in this manner.
Rank: D-Rank Alternatively, until the end of your turn, you can
Casting Time: Special target one affected creature with a Hyūga Taijutsu
Range: 5 feet Finisher, regardless of range, once per turn, using either
Duration: Instant an action, bonus action, or reaction, ignoring its listed
Components: CM, M casting time.
Cost: 4 Chakra At Higher Ranks: For each rank you cast this jutsu
Keywords: Hijutsu, Taijutsu above C-Rank, increase the cost of this jutsu by 3 and
Description: As part of the requirements of this jutsu you damage by 2d8.
must have Byakugan active and be benefitting from the
Gentle Fist Stance. When you hit a creature with an GIANT PALM ROTATION
unarmed or Taijutsu attack, you can cast this jutsu as a Classification: Hijutsu
part of the same action. When you do, the creature must Rank: C-Rank
succeed a constitution saving throw. On a failed save, they Casting Time: 1 Reaction, when you or an allied creature
increase the cost of all of their jutsu by 5 until the end of within range are targeted, would make a Strength,
their next turn on a failed save. Dexterity, Constitution saving throw, or take damage.
At Higher Ranks: For each rank you cast this jutsu Range: Self (10-foot radius sphere)
above D-Rank, increase the cost of this jutsu by 3 and Duration: 1 Round
the cost of the targets jutsu by 5. Components: CM, M
Cost: 9 Chakra
VACUUM PALM [CHANGED] Keywords: Hijutsu, Main Branch, Taijutsu, Clash
Classification: Hijutsu Description: The perfected form of the “Palm Rotation”
Rank: D-Rank taught only to those of the main branch of the Hyūga
Casting Time: 1 Action clan. As part of the requirements of this jutsu you must
Range: 30 feet be benefitting from the Gentle Fist Stance. This creates a
Duration: Instant dome of visible blue Chakra and repelling every attack
Components: CM, M that tries to strike you and repelling creatures whom you
Cost: 5 Chakra choose up to 15 feet away in a radius centered on you.
Keywords: Hijutsu, Taijutsu Until the start of your next turn, you and all creatures
Description: As a part of casting this jutsu, you must be you have selected to not be affected by this jutsu within
gaining the benefits of the Gentle Fist Stance. You thrust 10 feet of you benefit from this Jutsu’s effects. You &
your palm forward at a creature you can see in range affected allies gain a +5 Bonus to AC; This includes the
creating an invisible blast of Chakra. Make a Ranged triggering attack. If any of you are subject to a jutsu that
Taijutsu attack. On a Hit you deal 5d4 force damage. requires you to make a Strength, Dexterity or
At Higher Ranks: For each rank you cast this jutsu Constitution saving throw you make the save at
above D-Rank, increase the cost of this jutsu by 3 and advantage.
damage by 2d4. Hostile creatures who are within 10 feet of you when
you cast this jutsu must succeed a Strength saving throw
against your Taijutsu Save DC taking 4d8 Force damage
and being knocked back 10 feet on a failed save.

34
ONE-BODY BLOW [CHANGED] All affected targets must also make a constitution saving
Classification: Hijutsu throw, losing the ability to mold Chakra and reducing their
Rank: C-Rank movement speed by 15 for 2d4 of their turns (This stacks with
Casting Time: 1 Reaction which you take when you are 32 Palms Chakra molding blocking effect.) on a failed save.
grappled, restrained, or Prone as a result of a hostile Also, by spending 10 Chakra you gain an additional
creatures jutsu, feature, trait or action. Action, which you can use to Cast another Hijutsu at the
Range: Self rank this Jutsu was cast, with the “8-Trigrams”, prefix,
Duration: Instant at no additional cost. You may not cast the same Hijutsu
Components: CM twice in a single turn in this manner.
Cost: 6 Chakra Alternatively, until the end of your turn, you can
Keywords: Hijutsu, Side Branch, Taijutsu target one affected creature with a Hyūga Taijutsu
Description: You release Chakra from every Chakra Finisher, regardless of range, once per turn, using either
point in the body creating a shockwave originating from an action, bonus action, or reaction, ignoring its listed
you knocking creatures around you away from you. casting time.
First, if you are under the effect of a jutsu, feature, Alternatively, if this jutsu is used as a Finisher, you
trait or action that would allow you to make a skill check deal a bonus 6d8 Chakra damage to each affected
or saving throw to end any of the triggering conditions, creature. If cast as a Finisher, this jutsu loses its Combo
you automatically succeed the skill check or saving keyword and does not trigger other jutsu’s Finisher
throw. bonuses.
Finally, all creatures of your choice, within 10ft of you At Higher Ranks: For each rank you cast this jutsu
must make a Strength saving throw, being knocked above B-Rank, increase the cost of this jutsu by 3 and
prone on a failed save and becoming unable to mold damage by 2d8.
Chakra for until the end of your next turn.
8-TRIGRAMS 64 PALMS DEFENSE [CHANGED]
VACUUM WALL PALM Classification: Hijutsu
Classification: Hijutsu Rank: B-Rank
Rank: C-Rank Casting Time: 1 Action or 1 Reaction to being damaged.
Casting Time: 1 Action Range: Self (5 feet)
Range: 60 feet Duration: Instant
Duration: Instant Components: CM, M
Components: CM, M Cost: 14 Chakra
Cost: 8 Chakra Keywords: Hijutsu, Main Branch, Taijutsu, Clash
Keywords: Hijutsu, Taijutsu Description: Created by a main branch Hyūga years ago.
Description: You thrust both of your palms forward This is a variation on the “8-Trigrams 64 Palms”. As part of
creating an extremely powerful gale of Chakra aimed to the requirements of this jutsu you must have Byakugan
disrupt your opponent’s Chakra flow at a distance. You active and be benefitting from the Gentle Fist Stance.
make a Ranged Taijutsu Attack at a creature you can see As an action, when using this jutsu, all creatures of your
in range. On a hit, you deal 10d4 Bludgeoning damage choice in a 5-foot radius centered on you must succeed a
and the target creature must make a constitution saving dexterity saving throw, taking 8d8 force damage and being
throw, becoming unable to Mold Chakra for 1d4 rounds pushed back 5 feet. Until the start of your next turn, you
on a failed save. gain a +3 AC bonus.
At Higher Ranks: For each rank you cast this jutsu As a Reaction to taking damage. Until the start of your
above C-Rank, increase the cost of this jutsu by 3 and next turn, you gain a +8 bonus to AC against the triggering
damage by 2d4. attack and all subsequent attacks. If this reaction triggers a
Clash, add 1d6 to your clash check.
B-RANK: At Higher Ranks: For each rank you cast this jutsu
above B-Rank, increase the cost of this jutsu by 3 and
8-TRIGRAMS 64 PALMS [CHANGED] damage by 2d8.
Classification: Hijutsu
Rank: B-Rank
Casting Time: 1 Action
Range: 5 feet
Duration: Instant
Components: CM, M
Cost: 12 Chakra
Keywords: Hijutsu, Taijutsu, Finisher, Combo
Description: You have perfected the Hyūga clan's most
powerful technique. As part of the requirements of this jutsu
you must have Byakugan active and be benefitting from the
Gentle Fist Stance and have casted the 8-Trigrams 32 Palms
Hyūga Hijutsu.
Make a single melee Taijutsu attack, comparing the
result against all creatures of your choice AC, within 5
feet of you, dealing 8d8 Chakra damage and half of the
chakra damage dealt, as force damage. If the target
creature has 0 Chakra, you instead deal double the result
as force damage.

35
MOUNTAIN CRUSHER [CHANGED] LION PALM [CHANGED]
Classification: Hijutsu Classification: Hijutsu
Rank: B-Rank Rank: A-Rank
Casting Time: 1 Action Casting Time: 1 Bonus Action
Range: Self (30-foot cone) Range: Self
Duration: Instant Duration: Concentration, up to 1 minute
Components: CM, M Components: CM
Cost: 12 Chakra Cost: 15 Chakra
Keywords: Hijutsu, Side Branch, Taijutsu, Clash Keywords: Hijutsu, Main Branch, Taijutsu, Clash
Description: As part of the requirements of this jutsu Description: The ultimate culmination of the Main
you must have Byakugan active and be benefitting from Branches research and training. You release Chakra from
the Gentle Fist Stance. An advanced and amplified version your hands coating and molding it into two guardian
of the “Vacuum Wall Palm”. All Creatures in range must lions with a visible but intimidating presence. For the
make a constitution saving throw, taking 15d4 force Duration of this jutsu, you do not spend Chakra to
damage on a failed save, being knocked back 15 feet, and maintain this jutsu.
falling prone on a failed save. On a successful save, they As part of the requirements of this jutsu you must
instead take half damage with no additional effects. have Byakugan active and be benefitting from the Gentle
At Higher Ranks: For each rank you cast this jutsu Fist Stance.
above B-Rank, increase the cost of this jutsu by 3 and Additionally, unarmed attacks using the Gentle Fist
damage by 2d4. Stance and Hyūga Clan Hijutsu that make Melee Taijutsu
attacks use a D10 damage die, Hyūga Clan Hijutsu have
A-RANK: their costs reduced by -3 & Hyūga clan jutsu deal an
extra damage die on a hit.
8-TRIGRAMS 128 PALMS [CHANGED] As a Bonus action on your turn, you can make a
Classification: Hijutsu Ranged Taijutsu attack on a creature you can see up to 30
Rank: A-Rank feet away, firing off one of the Lions on your hand at
Casting Time: 1 Action them like a missile. On a Hit, you deal 3d10 + Taijutsu
Range: Self (10-foot Radius) ability modifier in Force damage.
Duration: Instant
Components: CM, M
Cost: 20 Chakra
Keywords: Hijutsu, Side Branch, Taijutsu, Combo,
Finisher
Description: This is the result of years of training and
trying to achieve greater techniques than the main
branch usually allows. This is the absolute peak of the
Hyūga Gentle Fist technique within the Side Branch. As
part of the requirements of this jutsu you must have
Byakugan active and be benefitting from the Gentle Fist
Stance and have the 8-Trigrams 64 palms learned.
Make a single melee Taijutsu attack, comparing the
result against all creatures of your choice AC, within 10
feet of you as you dash between each one striking faster
than the eye can see. On a hit, you deal 15d8 Chakra damage,
while dealing half of the chakra damage dealt, as force
damage the targets hit points. Affected targets must also
make a constitution saving throw, losing the ability to
mold Chakra and reducing their movement speed by
half for 5d4 rounds on a failed save. If the target
creature has 0 Chakra, you instead deal double the
result as force damage.
Also, by spending 10 Chakra, you gain an additional
Action, which you can use to cast Palm Strike at no
additional cost, upcasted to S-Rank. You may not cast
the same Palm Strike twice in a single turn in this
manner.
Alternatively, until the end of your turn, you can
target one affected creature with a Hyūga Taijutsu
Finisher, regardless of range, once per turn, using
either an action, bonus action, or reaction, ignoring its
listed casting time.
Finally, if this jutsu is used as a Finisher, you deal an
additional 12d8 Chakra damage to each affected
creature If cast as a Finisher, this jutsu loses its Combo
keyword and does not trigger other jutsu’s Finisher
bonuses.

36
INUZUKA CLAN [CHANGED] Your Nin-Dog gains a bonus to their AC equal to their
Wisdom modifier. Features and Ability score increases
“Come on Sutemaru, let's sniff these guys out,” Aria says
your Nin-Dog gains cannot be switched. Your Nin-Dog is
while petting the head of her ninja-dog who’s sniffing some
familiar with all Inuzuka Clan jutsu you know, and can
left behind tents. “Are we sure he can find them? I mean,
switch any of their known jutsu with 1 week of
he’s not all that smart” Aria’s teammate Levi says while
downtime. Nin-Dogs cannot be bigger than large.
looking unamused at the ninja dog sniff through random
Your Nin-Dog, gains additional Jutsu Slots equal to
objects. As Sutemaru begins to dig at the ground directly
your proficiency bonus. They regain all spent slots on a
under him. “See he just wants to play. Dumb dog” Levi says
long rest, and half of their spent slots on a short rest. If
as he begins to walk away annoyed the dog's antics. “Hey
your Nin-Dog spends all of its Jutsu Slots, it does not
don’t be mean to him, He’s trying-” Aria begins before she
vanish or become unsummoned like a normal
is cut off by Sutemaru and starts scratching at Metal beneath
summoned creature.
the dirt. “You’ve gotta be kidding me…” Levi says while
Finally, your Nin-Dog is of a specific breed only raised
looking in complete disbelief. “Told you to give him a
by the Inuzuka. Choose between one of the following
chance. He’s a good boy!”
breeds. Your Nin-Dog gains the chosen breed as an
—Tatsunami Aburame
additional Role, for their dog in addition to the Role they
The Long Road, Ch. 1 excerpt.
have from the Dog Tribe page;
While traveling with man's best friend, a ninken (or
ninja dog). Exploring the countryside, training together • Young Inuit: A breed known for its hunting skill. Your
and understanding one another and growing close Nin-Dog becomes proficient in Investigation and
enough to know what the other is thinking is the bond Stealth and gains expertise in Perception. Their
Inuzuka’s share with their Ning-Dog and one another. movement speed increased by 10 feet and they ignore
difficult terrain. This breed can also Dash and
THE MOST LOYAL Disengage by spending 1 Jutsu Slot. This does not use
their action. Beginning at 7th level, your Nin-Dog’s
The Inuzuka Clan or Inuzuka Family is a family of
critical threat range increases by +1 and your Nin Dog
shinobi in Konoha known for their use of ninja-dogs as
gains the benefits of your Wild Sense feature.
fighting companions and are easily identified by the • Young Kugsha: A breed known for its combat skill.
distinctive red fang markings on their cheeks. The
Your Nin-Dog becomes proficient in Acrobatics and
members are given their own canine partner(s) when
Martial Arts, and gains expertise in Athletics. Your
they reach a certain age. Thereafter, the shinobi and
Nin-Dog gains two D-Rank summon features.
their dog(s) are practically inseparable. The shinobi and
Beginning at 7th level, your Nin-Dog gains a +2 bonus
canine allies fight using Cooperation Ninjutsu, which
to all attack and damage rolls and saving throws.
takes advantage of their teamwork and their sharp claws • Young Tamaskan: A breed known for its Chakra
and teeth. The clan members are also able to
control kill. Your Nin-Dog becomes proficient in
communicate with canines. The members of this clan,
Insight and Ninshou and gains expertise in Chakra
much like their canine partners, have greatly enhanced
control. The first jutsu your Nin-Dog casts per long
senses, especially their sense of smell.
rest, does not spend a Jutsu Slot. Beginning at 7th level,

INUZUKA TRAITS [CHANGED] your Nin-Dog’s AC increases by +1 for each jutsu they
are concentrating on, or Inuzuka clan jutsu they are
Ability Score Increase: +2 Str or Dex, +1 Wis
benefitting from (Max +3).
Speed: Your base walking speed is 35 feet.
Skill Proficiencies: Animal Handling, Acrobatics In the event you are incapacitated or absent, your
Extra Language: Dog-Speak, you can speak to & companion acts on their own based on how you've
understand canine creatures. commanded them before. They consider your allies, its
Inuzuka Hijutsu: You Nin-Dog knows 1 Inuzuka Clan D- allies, and will follow them until you cross paths again. If
Rank Jutsu, that you do not need to add to your known your Nin- Dog is alone, they will
jutsu list. perform perception or
investigation checks to find
INUZUKA FEATURES you. If your Nin-Dog dies, you
Inuzuka Clan Jutsu: The Inuzuka have access to a can spend 1 week of downtime
separate list of Jutsu unique to their Clan. You can add with your clan training another
these Jutsu to your jutsu list instead of selecting jutsu Nin-Dog.
from the Normal jutsu list. Starting at 11th level, you
Beast Master [Changed]: Starting at 1st level you have and your Nin-Dog have
a canine companion raised and breed by the Inuzuka clan bonded in such a way where
known as a Nin-Dog. Your Nin-Dog possesses the same there is no need to verbally
statistics as a Dog/Wolf summon from the summoning communicate. It continues
technique, and follows the same progression, gaining to act on your turn as
the features, traits, jutsu, skills, ASI's, etc. Canines from normal, but no longer
the Inuzuka clan, however, are far more capable at requires a bonus action
aiding their masters. to command.
Your Nin-Dog shares your level and is proficient in all
saving throws. Additionally, each time your Nin-Dog
gains a level, they gain bonus maximum hit points
increases by half your proficiency bonus. When you
would gain an ability score improvement in a class, your
Nin-Dog increases one of their ability scores by +2, or
two scores by +1.

37
Feral Ability [Changed]: Beginning at 1 st level you
specialize in a quick, fast and feral fighting style to better
INUZUKA CLAN JUTSU
D-RANK:
synergize with your canine companion. You can use Dexterity
as your Taijutsu ability modifier for Inuzuka clan Jutsu.
Wild Sense: Beginning at 3 rd level, you have learned to
imitate your Nin-Dogs nasal and auditory senses with BEAST-HUMAN CLONE [CHANGED]
Classification: Hijutsu
Chakra. You can use Intelligence for Perception and
Rank: D-Rank
Investigation checks. When you do, you gain a 1d4 bonus to
Casting Time: 1 Bonus Action
your rolls. This bonus becomes 2d4 at 11 th level and 3d4 at 18th
Range: Self
level.
Duration: 10 minutes
Savage Attack [Changed]: Beginning at 3 rd level, you
Components: HS, CM
and your Nin-Dog carry within them the savage fighting
Cost: 4 Chakra
spirit of the Inuzuka. When you and your Nin-Dog are on
Keywords: Hijutsu, Ninjutsu
opposite sides of a creatures, the first attack roll either
Description: Your Nin-Dog uses the advanced
of you make is at advantage, once per turn.
transformation technique, transforming to look exactly
Starting at 7th level, when either you or your Nin-Dog
like you, with notable differences. They still need to be on
scores a critical hit, you deal an additional die of damage.
all fours and they cannot talk, so they make poor
If this critical hit was scored with an Inuzuka Clan jutsu,
replacements for infiltration.
you can deal two additional die of damage.
While in this form, when your Nin-Dog is within 15 feet
Beginning at 15th level, when either you or your Nin-
of you and either of you, are the target of an attack, the
Dog damage a bloodied (Under 50% hit points) creature,
other one, not being targeted, can switch places with the
with an unarmed strike, weapon attack, or Inuzuka clan
target of the attack and make an unarmed or natural
jutsu, you increase the damage die by 1 step.
weapon attack (their choice) as a reaction. If the result of
Bestial Fury: Beginning at 11th level, you have advantage
their attack roll is higher than the triggering creature’s
on initiative checks. If you already have advantage on
attack was a melee attack, the creature automatically takes
initiative checks, you instead add a+5 to the result.
damage attributed to the attack type you or your Nin-Dog
Additionally, when you would roll for initiative, you or your
chose.
Nin-Dog can cast an Inuzuka Clan jutsu as part of rolling for
At Higher Ranks: For each rank you cast this jutsu above
initiative, ignoring the Jutsu’s listed casting time, but only
D-Rank, increase the cost of this jutsu by 3 and the
one of you can do this. The jutsu cast cannot target an allied
distance the special reaction can be used by 10 feet. If this
or hostile creature aside from you or your Nin-Dog.
jutsu is cast at B-Rank, while you are within 15 feet of your
Finally at 18th level, when either you or your Nin-Dog casts
Nin-Dog, if you cast an Inuzuka Clan Hijutsu that has a
an Inuzuka Clan jutsu and the other has not acted, the other
casting time of “1 Action, 1 Bonus Action”, you can choose to
can use their reaction to cast the same Inuzuka clan jutsu
only spend 1 action. If you do, both you and your Nin-Dog
targeting the same creature.
cast the jutsu simultaneously, attempting to target the
same creature.

DYNAMIC MARKING [CHANGED]


Classification: Hijutsu
Rank: D-Rank
Casting Time: 1 Action
Range: Self (10-foot radius)
Duration: 10 Minutes
Components: M
Cost: 4 Chakra
Keywords: Hijutsu, Taijutsu, Sensory
Description: Your Nin-Dog leaps into the air, and spins
while releasing Chakra charged urine over the area.
Creatures in a 10-foot radius centered on the Nin-Dog
are covered in the Urine. Affected creatures exude a faint
but obvious stench that can be tracked by you or
your Nin-Dog. For the duration, you & your nin-
dog have blindsight when searching for or attacking
creatures affected by this jutsu. When you make a
perception check to find an affected creature, you gain
advantage on the roll. Also, when you or your Nin-Dog
make an attack using an Inuzuka clan jutsu against an
affected creature, roll a 1d4, adding the result to your
attack roll.
At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3 and
the radius of this jutsu, by 5ft.

38
FOUR LEGS TECHNIQUE [CHANGED] At Higher Ranks: For each rank you cast this jutsu above
Classification: Hijutsu C-Rank, increase the cost of this jutsu by 3 and damage by
Rank: D-Rank 1d6 for each damage type for only your attack using the
Casting Time: 1 Bonus Action jutsu.
Range: Self
Duration: 1 Minute FANG TEARING FANG [CHANGED]
Components: HS, CM Classification: Hijutsu
Cost: 4 Chakra Rank: C-Rank
Keywords: Hijutsu, Ninjutsu
Casting Time: 1 Action
Description: You gain the ability to move like a dog. For the
Range: Touch
duration of this jutsu, you ignore difficult terrain and your
movement speed increases by 15 feet and your wall Duration: Instant
walking, Water walking, and climbing speed becomes Components: M
equal to your movement speed. Your movement speed also Cost: 7 Chakra
cannot be reduced as a result of a jutsu, feature or trait. Keywords: Hijutsu, Taijutsu
(This does not count for conditions). Description: As part of the requirements of this jutsu you
At Higher Ranks: For each rank you cast this jutsu above must have the Four Legs Technique active. As part of the
D-Rank, increase the cost of this jutsu by 3 and movement activation of this jutsu, make two melee Taijutsu attacks
speed bonus by +5. against a target creature in range. On a hit you deal unarmed
damage + 2d6. If you hit with both attacks, the target
TUNNELING FANG [CHANGED] creature must succeed a strength saving throw, being
Classification: Hijutsu knocked prone on a failed save.
Rank: D-Rank You also gain an additional Bonus action until the end of
Casting Time: 1 Action this turn.
Range: 30 feet At Higher Ranks: For each rank you cast this jutsu above
Duration: Instant C-Rank, increase the cost of this jutsu by 3. If this jutsu is
Components: CM, M cast at B-Rank or higher, increase the number of attacks
Cost: 5 Chakra made by +1. If this jutsu is cast at S-Rank, increase the
Keywords: Hijutsu, Taijutsu number of attacks made by +1
Description: As part of the requirements of this jutsu you
must have the Four Legs Technique active or your Nin-Dog
must have Beast-Human Clone active. You or your nin-dog
begin to spin at an accelerated rate attempting a spiraling
body slam. Move up to 30 feet into an adjacent space next
to the target creature and make a melee Taijutsu attack
against it, so long as you can see or smell it within range.
On a hit, you deal 2d6 slashing and 2d6 bludgeoning
damage.
At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3 and
damage by 1d6 for each damage type.

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

39
IRON FANGS [CHANGED] FANG WOLF FANG [CHANGED]
Classification: Hijutsu Classification: Hijutsu
Rank: C-Rank Rank: B-Rank
Casting Time: 1 Bonus Action Casting Time: 1 Action
Range: Self Range: 90 feet
Duration: 1 minute Duration: Instant
Components: HS Components: HS, CM, M
Cost: 6 Chakra Cost: 13 Chakra
Keywords: Hijutsu, Ninjutsu Keywords: Hijutsu, Taijutsu
Description: You or your nin dog focus Chakra into your Description: As part of the requirements of this jutsu, you
nails, enhancing their sharpness and hardness, making your must have the Double Headed Wolf Inuzuka clan jutsu active.
unarmed strikes and Taijutsu much more effective. For the You perform a much more devastating variation of the
duration, your unarmed damage becomes 4d4 Slashing tunneling fang as a double headed wolf, tearing into your
damage and you can use Dexterity for unarmed attack rolls target and ripping them apart. Make a melee Taijutsu attack,
for the duration. You cannot add your ability modifier to dealing 5d6 slashing & 5d6 piercing damage.
unarmed damage rolls. At Higher Ranks: For each rank you cast this jutsu
At Higher Ranks: For each rank you cast this jutsu above B-Rank, increase the cost of this jutsu by 3 and
above C-Rank, increase the cost of this jutsu by 3 and damage by 2d6 for each damage type.
damage by 1d4.
A-RANK:
B-RANK:
TAIL CHASING FANG [CHANGED]
DOUBLE HEADED WOLF [CHANGED] Classification: Hijutsu
Classification: Hijutsu Rank: A-Rank
Rank: B-Rank Casting Time: 1 Action
Casting Time: 1 Action Range: 120 feet
Range: Self Duration: Instant
Duration: Concentration, up to 1 Minute Components: M
Components: HS, CM Cost: 15 Chakra
Cost: 12 Chakra Keywords: Hijutsu, Taijutsu, Clash
Keywords: Hijutsu, Ninjutsu Description: As part of the requirements of this jutsu, you
Description: As part of the requirements of this jutsu you must have the Double Headed Wolf Inuzuka clan jutsu active.
must be in direct contact with your Nin-Dog. An ultra-violent variation on the Fang Wolf Fang technique
You perform the Inuzuka Clans Secret Transformation where you curl into a ball and roll at a ferocious speed
Technique, fusing you and your dog, and transforming you towards an enemy as if chasing after your own tail. Move up
both into a huge creature with 2 heads and combining your to 120 feet in any direction, being able to turn or change
senses and strengths. For the duration, you gain the direction. At the end of your movement, all creatures in the
following benefits; You do not need to spend Chakra to path of your movement must make a Dexterity saving throw,
maintain this jutsu, and you cannot lose concentration on taking 7d8 slashing & 7d8 piercing damage on a failed save,
this jutsu as a result of damage. or half as much on a successful one.
• Increase your Strength, Dexterity, Constitution and
Wisdom Ability scores by +4.
• You are now a Huge creature.
• You can no longer perform hand seals, but can
perform any Inuzuka Clan jutsu ignoring its need for
hand seals (HS) if any.
• Your speed is increased by 30 feet.
• You gain resistance to bludgeoning, piercing, and
slashing damage.
• You gain a pool of Temporary hit points equal
to 10 times you or your Nin-Dogs
constitution modifier (whichever is
higher). When this pool of Temporary hit
points are reduced to 0, this jutsu end
early.
• You can no longer command your Nin-
Dog, but you gain all of its senses,
traits, features, skill proficiencies,
and attack actions for the duration of
this jutsu.
• Inuzuka clan jutsu you cast while in
this form cost is reduced by half and
adds your Strength and Dexterity
modifier to damage rolls if they don’t
already, ignoring any limitation such as
with Iron Fangs.

40
JITON benefit from being hidden from you. While the marked
creature is within 60 feet of you, if another creature
The Genin from the sand stands with his arms crossed,
(including you) misses it with an attack made with a
watching, unimpressed with the showing of his rival during
metal weapon, or the target succeeds on a saving throw
the chunin exams. “I thought you showed more promise
against any Jiton clan Hijutsu, you can spend 5 chakra to
than this Judo” The Sand Genin states. His rival on one knee,
allow the creature to reroll the attack roll, or force the
stands up dusting himself off before weaving handsigns and
target to reroll their saving throw. You can only do this
conjuring a massive amount of Chakra creating a dense ball
once per round.
of wind. “Yeah, I thought I did too. Let’s not disappoint these
At 7th level, if a marked creature hits you or a creature
people. They came to see a show Gura, Let’s give them one.”
you can see within 5 feet of you with an attack, you can
Judo responds as he creates a powerful blast of Air, that
spend 5 chakra to roll 1d6, adding the number rolled to
Gura, the Sand Genin smirks and responds with a drilling
the target's AC against the triggering attack. If the attack
construct of Dust and Sand.
still hits, the target gains resistance to the triggering
—Himari Hyūga
attack's damage. You can use this once per turn. At 15th
At Worlds End, Ch. 1 excerpt.
level, when you use this ability, you can instead roll 2d6

A MAGNETIC PERSONALITY and add it to the target's AC.


Swirling Currents: Also at 3rd level, your magnetic
The Jiton Clan is a clan that hails proudly from the Land field constantly slows metal objects thrown or fired at
of Wind. Every Kazekage has held this Nature Release you. You have resistance to bludgeoning, piercing, or
and it have brough about an era of prosperity and peace slashing damage from ranged weapons. You select which
within the Land of Wind. Using Jiton, or Magnet release, one of these damage types each time you complete a
a user is usually seen as an extremely oppressive long rest. At 11th level, you have resistance to all three
opponent able to fight without lifting a finger a lot of damage types from ranged weapon attacks. At 18th level,
time due to this clan using their Jutsu almost entirely your magnetic field has grown strong enough that you
through Chakra control with only a few of their have a natural resistance to all bludgeoning, piercing, or
techniques requiring the chakra focusing of handsigns to slashing damage. Additionally, each time you complete a
enable. rest, select a damage type between wind or earth. You
gain resistance to the chosen damage type until you
JITON TRAITS complete a rest.
Ability Score Increase: +2 Int, +1 Con
Speed: Your base walking speed is 30 feet.
Skill Proficiencies: Ninjutsu, Survival.
Magnet Release Affinity: You begin with either Earth or
Wind Release Affinity. (Pick one)

JITON FEATURES
Magnet Techniques: The Jiton Clan has access to a
separate list of Jutsu unique to their Clan. You can add
these Jutsu to your jutsu list instead of selecting jutsu
from the Normal jutsu list(s). They do not need both
Nature Release’s to use their Clan jutsu.
Dust Layer: Beginning at 1st level, the first time each
turn you deal earth damage with a Hijutsu you cast, it
coats the target in a thin layer of dust, imposing a -1
Penalty to checks and saving throws made to resist Jutsu
with the Earth Release Keyword until the end of your
next turn. This penalty does not stack. Beginning at 11 th
level, this penalty can stack up to 2 times, and each
application resets its duration. Finally at 18 th level this
penalty can stack up to 3 times and each application
resets its duration.
Magnet Release: The Jiton clan has a unique talent for
manifesting Magnet Release due to their close affinity to
both Earth and Wind Release. Beginning at 7th level you
gain the second Nature release you didn’t select from
Magnet Release Affinity clan trait. Also, at 7th level, when
casting a jutsu with either Earth or Wind Release
keywords, you can change the damage type to earth and
increase the damage die by 1 step, up to a maximum of
D12. (D4>D6>D8>D10>D12). At 15th level when you deal
Earth damage, increase the damage by your Constitution
Modifier.
Magnetic Mark: Using their abilities often, Jiton clan
members develop a natural magnetic field that they can
use offensively or defensively. Beginning at 3rd level,
when you would affect another creature with any of your
Jiton clan Hijutsu, you mark that creature until the end
of your next turn. While the creature is marked by you,
you always know their location, and the creature cannot

41
JITON CLAN JUTSU MAGNET RELEASE: DUST PARTICLE DRIZZLE
Classification: Hijutsu

D-RANK Rank: D-Rank


Casting Time: 1 Action

MAGNET RELEASE: DUST IMMOBILIZATION


Range: Self (30-foot Cone)
Duration: Instant
Classification: Hijutsu
Components: CM
Rank: D-Rank
Cost: 5 Chakra
Casting Time: 1 Action
Keywords: Hijutsu, Ninjutsu, Earth Release, Wind Release.
Range: Touch
Description: You form a mass of dust particles in front of
Duration: 1 Hour
you of your own description (Gold, Iron, Sand, Salt,
Components: HS, CM, CS
Gravel), firing a wave of tiny bullets at everything of your
Cost: 4 Chakra
choice. Each creature of your choice within a 30-foot cone,
Keywords: Hijutsu, Ninjutsu, Fuinjutsu, Earth Release,
must succeed a Dexterity saving throw, taking 2d4 Piercing
Wind Release.
damage and 2d4 Earth damage and are poisoned on a failed
Description: You touch an object that weighs no more
save, or half as much damage and no conditions on a
than 10 pounds, and use dust of your description (Gold,
successful one.
Iron, Sand, Salt, Gravel) to create a chakra seal to affix it
Objects and constructs that fail this saving throw,
in place. You and the creatures you designate when you
become weakened instead of poisoned. A poisoned or
cast this jutsu, can move the object normally.
weakened creature repeats this saving throw at the end of
If the object is fixed in the air, it can hold up to 4000
each of its turns, ending the condition on a success.
pounds in weight. More weight causes the object to fall,
At Higher Ranks: For each rank you cast this jutsu above
otherwise, a creature can use an action to make a
D-Rank, increase the cost of this jutsu by 3, Increase both
Strength (Athletics) check against your Ninjutsu save
damage types by 1d4 and increase the size of the cone by 10
DC. On a success the creature can move the object up to
feet. When you cast this jutsu at B-Rank or higher, all
10 feet. If the object is more 20 feet or more from its
creatures that fail their saving throw become weakened,
original position, the seal breaks, ending this jutsu.
poisoned and slowed.
At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3. When
you cast this jutsu at C-Rank, the DC to move the object
MAGNET RELEASE: DUST SHIELD
Classification: Hijutsu
increases by 5, it can carry up to 8000 pounds of weight,
Rank: D-Rank
and the duration is increases to 24 hours. If you cast this
Casting Time: 1 Action or 1 Reaction, which you take when
jutsu at A-Rank or Higher, the DC to move the object
you or an allied creature would take damage.
increases by 10, it can carry up to 20,000 pounds of
Range: Special
weight, and the duration becomes permanent until
Duration: Special
dispelled.
Components: HS, CM

MAGNET RELEASE: DUST COAT


Cost: 5 Chakra
Keywords: Hijutsu, Ninjutsu, Earth Release, Wind Release.
Classification: Hijutsu
Description: You draw dust particles around yourself of
Rank: D-Rank
your description (Gold, Iron, Sand, Salt, Gravel) to create a
Casting Time: 1 Action
wall made entirely of the substance of choice, in any design
Range: Self
of your choosing. This wall protects you from damage and
Duration: 8 Hours
can even protect other willing creatures.
Components: CM
As an Action, you can manifest this dust shield
Cost: 5 Chakra
surrounding either yourself or another willing creature
Keywords: Hijutsu, Ninjutsu, Earth Release, Wind
within 30 feet of you. If the affected creature moves from
Release.
its current space at all, this jutsu ends. While active, a
Description: You draw dust particles around yourself of
creature gains a Dust Shield. This Dust shield protects
your description (Gold, Iron, Sand, Salt, Gravel) to create
them from all attacks, from any direction. This Dust shield
a virtually invisible armor to protect yourself from
has an AC equal to your Ninjutsu save DC, is treated as an
attacks. For the Duration, your AC is calculated as 13 +
Earthen construct, has total of 15 Hit points and remains
your Ninjutsu Ability Modifier + Half of your Proficiency
until dispelled, the creature moves out of its current space,
Bonus. Additionally, you gain a number of Temporary hit
or the Dust shields hit points are reduced to 0.
points equal to your Ninjutsu Save DC. This jutsu ends
Alternatively, as a reaction when you or an allied
early if you don armor of any type or you end it as a
creature within 30 feet of you, would take damage, and
bonus action.
neither of you are already under the effect of this jutsu, you
If you have no Temporary hit points while you have
can protect that creature, granting them a Dust Shield that
this jutsu active, you can as a bonus action pay the
has 15 Hit points and lasts until the beginning of their next
activation cost of this jutsu again to regain all of your
turn.
lost temporary hit points.
Regardless of how you cast this jutsu, the Dust shield
At Higher Ranks: For each rank you cast this jutsu
created by this jutsu has resistance to Cold, Fire and Earth
above D-Rank, increase the cost of this jutsu by 3 and
Damage, but Vulnerability to Lightning Damage.
the number of Temporary hit points this jutsu grants
At Higher Ranks: For each rank you cast this jutsu above
you by 10. When you cast this jutsu at C-Rank, Your AC
D-Rank, increase the cost of this jutsu by 3 and the Dust
begins its calculation with 14. When you cast this jutsu at
Shield Hit points by 15. When you cast this jutsu a B-Rank
A-Rank, Your AC begins its calculation with 15.
or higher, affected creature cannot be moved by any means
if you don’t want them to be, while gaining the benefits of
this jutsu.

42
MAGNET RELEASE: MAGNETIC POLARIZATION MAGNET RELEASE: MAGNET WAVE
Classification: Hijutsu Classification: Hijutsu
Rank: D-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 60 feet Range: Self (15 feet)
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
Components: CM Components: HS, CM
Cost: 5 Chakra Cost: 9 Chakra
Keywords: Hijutsu, Ninjutsu, Earth Release, Wind Release. Keywords: Hijutsu, Ninjutsu, Earth Release, Wind
Description: You focus your magnetic chakra on a point Release.
within range. Your chakra then expands to fill a 20-foot Description: You form a mass of dust particle of your
cube from that point, magnetizing any objects and creatures description (Gold, Iron, Sand, Salt, Gravel) and release it
within that area when you cast this jutsu. Each target must from your current position. All creatures within 15 feet of
succeed on a constitution saving throw or become you of your choice when you cast this jutsu, must
magnetized for the duration. Unattended objects succeed a constitution saving throw, taking 4d10 earth
automatically fail this saving throw. While Magnetized any damage on a failed save, or half as much on a successful
attack rolls against the target has advantage if the attacker one. This damage happens once per casting.
uses weapons made of metals and the affect targets have A creature that fails this saving throw becomes
their speed, if any, reduced by 15 feet. magnetized for the duration. While a creature is magnetized
At Higher Ranks: For each rank you cast this jutsu above in this way, you can use your bonus action and choose a
D-Rank, increase the cost of this jutsu by 3, and increase the point, object or other creature within 60 feet of the
size of the cube by 10 feet. magnetized creature that you can see. When you do, you
forcefully attempt to pull a magnetized creature in a
C-RANK straight line towards the target, ending in an unoccupied
space as close to the target as possible (even if that space is
MAGNET RELEASE: DUST WINGS in the air). The magnetized creature must succeed a
Classification: Hijutsu Strength saving throw to resist this effect. If the creature is
Rank: C-Rank marked as a result of the Magnetic Mark Jiton Clan feature,
Casting Time: 1 Action they make this saving throw at disadvantage.
Range: Self You can choose any number of magnetized creatures to
Duration: Concentration, up to 1 minute attempt pull towards that same point, object or other
Components: HS, CM creature.
Cost: 9 Chakra A magnetized creature can use its action to repeat their
Keywords: Hijutsu, Ninjutsu, Earth Release, Wind Release. saving throw to end the magnetized condition on
Description: You form a mass of dust particle of your themselves on a successful save.
description (Gold, Iron, Sand, Salt, Gravel) on your back, At Higher Ranks: For each rank you cast this jutsu above
forming massive wings of your design and description. C-Rank, increase the cost of this jutsu by 3 and increase the
While this jutsu is active, you gain a flying speed of 30 damage by 2d10 and the range by 5 feet.
feet, and can hover. Additionally, you can use an action
to do one of the following; MAGNET RELEASE: SEALING DUST SPHERE
Dust Feathers: You form dust particles from your wings of Classification: Hijutsu
the same material into darts. Make a ranged ninjutsu attack Rank: C-Rank
against a target within 60 feet of you, that you can see. If the Casting Time: 1 Action
creature is marked with your Magnetic Mark feature, you Range: 90 feet
can target them as if you can see them, even if you are Duration: Concentration, up to 1 minute
blinded or in darkness and even ignoring full cover. On a hit, Components: HS, CM, CS
the target takes 2d8 piercing damage and 2d8 earth damage. Cost: 9 Chakra
Dust Spear: You form your wings into a giant spear of Keywords: Hijutsu, Ninjutsu, Fuinjutsu, Earth Release,
dust. Make a ranged ninjutsu attack against a target within Wind Release.
30 feet of you that you can see. If the creature is marked Description: Using your magnetic chakra and a special seal,
with your Magnetic Mark feature, you can target them as if you create a sphere of dust particles of your description
you can see them, even if you are blinded or in darkness and (Gold, Iron, Sand, Salt, Gravel) with a 10-foot radius on a
even ignoring full cover. On a hit, the target takes 4d8 point you can see within range. The sphere can hover in the
piercing damage and 4d8 earth damage. Additionally, each air, but no more than 10 feet off the ground. The sphere
creature within 10 feet of the target must make a Dexterity remains for the jutsu’s duration.
saving throw. On a failed save, a creature takes 4d8 Any creature in the sphere's space must make a Strength
bludgeoning damage and is pushed back 10 feet. On a saving throw. On a successful save, a creature is ejected
success, a creature takes half as much damage and is not from that space to the nearest unoccupied space outside it. A
pushed back. Huge or larger creature succeeds on the saving throw
Using Dust Spear, uses all of the dust in your wings, automatically. On a failed save, a creature is restrained by
ending this jutsu immediately after resolving its effects. the sphere and is engulphed by the dust particles. At the end
At Higher Ranks: For each rank you cast this jutsu above of each of its turns, a restrained target can repeat the saving
C-Rank, increase the cost of this jutsu by 3. When you use throw. The sphere can restrain a maximum of four Medium
Dust Feathers, make an additional attack with it for every or smaller creatures or one Large creature. If the sphere
rank you casted this jutsu above C-Rank. When you use Dust restrains a creature in excess of these numbers, a random
Spear, increase the Piercing earth and bludgeoning damage creature that was already restrained by the sphere falls out
by 1d8 each. of it and lands prone in a space within 5 feet of it.
As an action, you can move the sphere up to 30 feet in a
straight line. If it moves over a pit, cliff, or other drop, it

43
safely descends until it is hovering 10 feet over ground. Any score is less than or equal to the hand's Strength score. If its
creature restrained by the sphere moves with it. You can Strength score is higher than the hand's Strength score, the
ram the sphere into creatures, forcing them to make the target can move toward you through the hand's space, but
saving throw, but no more than once per turn. When the that space is difficult terrain for the target.
spell ends, the sphere falls to the ground and extinguishes At Higher Ranks: For each rank you cast this jutsu above
all normal flames within 30 feet of it. Any creature B-Rank, increase the cost of this jutsu by 3, and the damage
restrained by the sphere is knocked prone in the space from the clenched fist option by 2d8, and the grasping hand
where it falls by 2d6.
At Higher Ranks: For each rank you cast this jutsu above
C-Rank, increase the cost of this jutsu by 3, and the size of MAGNET RELEASE: IMPERIAL DUST
the gold sphere increases. At B-Rank, the sphere has a 15- FUNERAL
foot radius, and can restrain a maximum of five Medium or Classification: Hijutsu
smaller creatures, one Large creature, or one Huge creature. Rank: B-Rank
At A-Rank, the sphere has a 20-foot radius, and can Casting Time: 1 Action
restrain a maximum of six Medium or smaller creatures, Range: 300 feet
two Large creatures, one Huge creature, or one Gargantuan Duration: Concentration, up to 5 rounds
creature. At S-Rank, the sphere has a 30-foot radius, and Components: HS, CM
can restrain a maximum of eight Medium or smaller Cost: 14 Chakra
creatures, three Large creatures, two Huge creatures, or one Keywords: Hijutsu, Ninjutsu, Earth Release, Wind
Gargantuan creature Release.
Description: Using your magnetism, you summon a wall of
B-RANK dust particles of your description (Gold, Iron, Sand, Salt,
Gravel) into existence at a point you choose within range.
MAGNET RELEASE: MAGNETIC DUST FIST You can make the wall up to 250 feet long. 250 feet high, and
Classification: Hijutsu 50 feet thick. The wall lasts for the duration.
Rank: B-Rank When the wall appears, each creature within its area must
Casting Time: 1 Action make a strength saving throw. On a failed save, a creature
Range: 120 feet takes 5d8 earth damage, or half as much damage on a
Duration: Concentration, up to 1 minute successful save. At the start of each of your turns after the
Components: HS, CM wall appears, the wall, along with any creatures in it, moves
Cost: 13 Chakra 50 feet away from you. Any Huge or smaller creature inside
Keywords: Hijutsu, Ninjutsu, Earth Release, Wind Release. the wall or whose space the wall enters when it moves must
Description: You create a large hand of dust particles of your succeed on a Strength saving throw or take 4d8 earth
description (Gold, Iron, Sand, Salt, Gravel) in an unoccupied damage. A creature can take this damage only once per
space you can see within range. The hand lasts for the jutsu's round. At the end of the turn, the wall's height is reduced by
duration, and it moves at your command, mimicking the 50 feet, and the damage creatures take from the jutsu on
movements of your own hand. subsequent rounds is reduced by 1d8. When the wall reaches
The hand is an object that has AC 20 and hit points equal to 0 feet in height, the jutsu ends.
your hit point maximum. If it drops to 0 hit points, the jutsu A creature caught in the wall can attempt to move within
ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). it, but every foot moved costs 3 feet of movement. Because
The hand doesn't fill its space. of the force of the wave, the creature must make a
When you cast this jutsu, and as a bonus action on your successful Strength (Athletics) check against your ninjutsu
subsequent turns, you can move the hand up to 60 feet and save DC in order to move at all. If it fails the check, it can't
then cause one of the following effects with it. move. A creature that moves out of the area falls to the
Clenched Fist: The hand strikes one creature or object ground.
within 5 feet of it. Make a melee ninjutsu attack for the hand
using your game statistics. On a hit the target takes 4d8 earth
damage.
Forceful Hand: The hand attempts to push a creature
within 5 feet of it in a direction you choose. Make a check
with the hand's Strength contested by the Strength
(Athletics) check of the target. If the target is Medium or
smaller, you have advantage on the check. If you succeed, the
hand pushes the target up to 5 feet plus a number of feet
equal to 5 times your ninjutsu ability modifier. The hand
moves with the target to remain within 5 feet of it.
Grasping Hand: The hand attempts to grapple a Huge or
smaller creature within 5 feet of it. You use the hand's
Strength score to resolve the grapple. If the target is Medium
or smaller, you have advantage on the check. While the hand
is grappling the target, you can use a bonus action to have the
hand crush it. When you do so, the target takes bludgeoning
damage equal to 2d6 + your ninjutsu ability modifier.
Interposing Hand: The hand interposes itself between you
and a creature you choose until you give the hand a different
command. The hand moves to stay between you and the
target, providing you with half cover against the target. The
target can't move through the hand's space if its Strength

44
A-RANK
MAGNET RELEASE: DUST PARTICLE WORLD
Classification: Hijutsu
Rank: A-Rank
Casting Time: 1 Action
Range: 150 feet (40-foot radius sphere)
Duration: Concentration, up to 1 minute
Components: HS, CM
Cost: 20 Chakra
Keywords: Hijutsu, Ninjutsu, Earth Release, Wind Release.
Description: You create a two masses of dust particles of
your description (Gold, Iron, Sand, Salt, Gravel) of opposing
magnetic fields, and then merge them together, repelling
the particles across a 40-foot radius sphere centered on a
point you choose within range. The particles then come
together, forming massive arrays of spikes that branch off
irregularly, making the spikes nearly impossible to evade,
and the area very difficult to see through. For the duration,
the jutsu's area is difficult terrain. Creatures attempting to
see through the area have disadvantage.
Any creature of your choice, that enters the jutsu's area
for the first time on a turn or starts its turn there must make
a constitution saving throw. The creature takes 4d10
piercing damage and 4d10 earth damage on a failed save
becoming poisoned, or half as much damage on a successful
one.
If a poisoned creature fails this saving throw, the creature
becomes paralyzed instead. If a creature fails this saving
throw while paralyzed in this way, the creature instead
becomes unconscious. A creature rendered unconscious
from this jutsu no longer takes damage from it.
A creature that is paralyzed or unconscious as a result of
this jutsu and is no longer within this jutsu’s range, can
make a constitution saving throw at the end of each of its
turns. On a success, an unconscious creature becomes
paralyzed instead and a paralyzed creature ends its
paralyzed condition.

45
JŪGO Raw Chakra Form: Starting at 3rd level, you can warp
Raw Chakra to alter your body temporarily, allowing you
Daisuke casually walked through the forest without much
to tap into a Raw, unfocused and untamed version of
concern. 'A beast is giving us trouble'? This job should be
Sage Mode. Your Raw Chakra Form turns your skin gray,
easy. Reaching a creak, he looks around at the peaceful
and enhances your strength, speed, and durability. You
environment. A twig snaps behind him. Turning around and
may enter this form as an Action, twice per long rest, for
drawing his kunai, he plunges it into the unseen threat. A
up to 1 minute. You can transform an additional time per
human man with dull brown hair stares at him. Before he
long rest at 11th and 18th levels. For its duration you gain
can apologize, Daisuke watches the human turn grey and
the following benefits;
grow up to 7ft tall. A lone whimper is heard as the creature
mutters out "I only wanted to enjoy the peaceful river with • When making a Strength Ability check or saving
him...". throw, add 1d4. This becomes a d6 at 11th level.
—Lyo Hataka • As a part of transforming and entering your Raw
At Worlds End, Ch. 19 excerpt. Chakra Form, you gain Temporary hit points equal to
twice your character level. Beginning at 7th level,
MONSTROUS OPPRESSORS when you transform you can spend Raw Chakra die to
gain additional temporary hit points equal to twice the
The Jugo clan does not hold many members due to their
result. This cannot be done after transforming.
unique power and often, far more unique personalities. • Your unarmed damage die becomes 1d8 unless already
Those that find themselves gifted with this ability often
higher. If it is higher, increase the die size by 1 step.
lose themselves to madness and turn into raging
(1d10>1d12). Also, your unarmed strikes are chakra
monsters on the battlefield. Able to call on durability and
enhanced.
health at a simple beckon call, these shinobi should not • Your Jugo clan Hijutsu do not cost chakra to maintain
be taken lightly
concentration, unless otherwise stated.

JŪGO TRAITS
• Your Jutsu Clan Hijutsu lose any Hand sign (HS)
component.
Ability Score Increase: +2 Str, +1 Con
• Your speed increases by 5ft. This bonuses increases to
Speed: Your base walking speed is 35 feet.
10ft at 7th, and 15ft at 15th.
Skill Proficiencies: Athletics, Acrobatics.
• Beginning at 11th level, when initiative is rolled, by
Jugo Hijutsu: You know 1 additional Jugo Clan D-Rank
spending 1 Raw Chakra die, you may transform
Jutsu, this does not count against your Jutsu known.
immediately as a part of your initiative roll while
JŪGO FEATURES adding the result to the initiative check. You do not
Raw Chakra Techniques: The Jugo Clan has access to a gain this benefit while surprised.
• At 18th level, you cannot be moved by a hostile effect,
separate list of Jutsu unique to their Clan. You can add
these Jutsu to your jutsu list instead of selecting jutsu by any means.
• At 18th level, you are immune to the
from the Normal jutsu list(s).
Nature’s Brute: You can use Strength in place of Slowed, and weakened
Intelligence for Jugo clan Ninjutsu. conditions.
Raw Chakra: Starting at 1st level, you gain an amount
of Raw Chakra die, equal to your proficiency bonus. Raw
Chakra die are d4’s and you can spend any amount when
using the following effects. Beginning at 7 th and 11th
levels the size of your Raw Chakra dice increase to a d6
and d8, respectively. You regain half your spend Raw
Chakra die on a short rest, and all on a long rest;
• Amplify. When you make a melee attack, Taijutsu
attack, or cast a Jugo Clan Ninjutsu, you may add Raw
Chakra die to the damage roll.
• Absorb. As an action, you can attempt to absorb a
creature chakra you can reach. Target creature must
make a Constitution Saving throw vs your Ninjutsu
Save DC as if you were casting a Jugo Clan Ninjutsu. On
a failed save, spend any number of remaining Raw
Chakra die. They take chakra damage equal to twice
the result, and you gain temporary chakra equal to the
chakra damage dealt.
• Reduce. As part of casting a Taijutsu or Jugo Clan
Hijutsu, you may spend one Raw Chakra die. Reduce
the cost of the jutsu cast by half the result.
• Heal. As an action, you may heal yourself or allies with
Raw Chakra. Spend a number of Raw Chakra die either
yourself or an allied creature you can reach, regains
hit points equal to the result.

46
JUGO CLAN JUTSU FURIOUS FISTS
Classification: Hijutsu

D-RANK Rank: D-Rank


Casting Time: 1 Bonus Action

MISPLACED MISFIRE
Range: Self
Duration: Concentration, up to 1 Minute.
Classification: Hijutsu
Components: HS, CM
Rank: D-Rank
Cost: 4 Chakra
Casting Time: Special.
Keywords: Hijutsu, Ninjutsu.
Range: Touch
Description: You grow jets at the back of your elbows or
Duration: Instant
ankles, enhancing unarmed attacks with the power of
Components: M, CM
chakra thrusters. For the duration, melee weapon
Cost: 5 Chakra
attacks or melee taijutsu attacks you make deal an
Keywords: Hijutsu, Taijutsu.
additional 1d8 force damage.
Description: After missing an unarmed strike or Taijutsu
attack roll, you quickly fix your mistakes, using a jet on
one of your legs or arms to quickly propel an attack
C-RANK
HELLFIRE JETS
forward. Make a Taijutsu Attack dealing your unarmed
strike in force damage. You can only use this jutsu once
Classification: Hijutsu
per round.
Rank: C-Rank
At Higher Ranks: For each rank you cast this jutsu
Casting Time: 1 Bonus action
above D-Rank, increase the cost of this jutsu by 3, the
Range: Self
damage by 1 damage die.
Duration: Concentration, up to 10 minutes
CHAKRA CANNON Components: HS, CM
Classification: Hijutsu Cost: 9 Chakra
Rank: D-Rank Keywords: Hijutsu, Taijutsu.
Casting Time: 1 Action Description: You grow multiple tunnels of chakra out of
Range: 90 feet your back, that blast out raw chakra to propel yourself.
Duration: Instant For the duration of this jutsu, your speed is increased by
Components: HS, CM 20ft.
Cost: 5 Chakra Additionally, all opportunity attacks made against you
Keywords: Hijutsu, Ninjutsu. are made at disadvantage. Your jump distance is
Description: Turning one of your arms into a cannon, quadrupled, and while you cannot fly, you can move in
you fire a beam of raw chakra. Make a ranged ninjutsu any direction you desire while falling. You ignore the
attack. On a hit, you deal 4d6 force damage, first 60 feet of fall damage, only beginning to take the
At Higher Ranks: For each rank you cast this jutsu first increment of fall damage after this.
above D-Rank, increase the cost of this jutsu by 3, the Additionally, when you would jump, you can choose to
damage by 2d6. not fall until the end of your next turn.

RAW CHAKRA TRANSFERENCE CHAKRA CANNON: OVERDRIVE


Classification: Hijutsu Classification: Hijutsu
Rank: D-Rank Rank: C-Rank
Casting Time: 1 Full Turn Action Casting Time: 1 Action
Range: Touch Range: Self (30-foot Line)
Duration: Instant Duration: Instant
Components: HS, CM Components: HS, CM
Cost: Special Cost: 8 Chakra
Keywords: Hijutsu, Taijutsu. Keywords: Hijutsu, Ninjutsu.
Description: You convert your own raw chakra into Description: An evolved form of Chakra Cannon, instead
another, allowing them to temporarily benefit from your of an attack, you project your cannon as a large beam.
Raw Chakra clan feature. Choose a number of Raw This jutsu has a range of 30ft and a width of 10ft. All
Chakra die. You lose that amount, and that creature creatures hit by this attack must pass a dexterity saving
gains them. While in possession of Raw chakra die, they throw or take 4d8 force damage, half on a successful
can only use them for either the Amplify or Reduce save.
effects. They can keep Raw chakra dice in this way for up At Higher Ranks: For each rank you cast this jutsu
to 10 minutes. above C-Rank, increase the cost of this jutsu by 3, the
range by 5feet, and the damage by 2d8.

47
IRON-SHINE GUARD WARP BEAM REFLECTION
Classification: Hijutsu Classification: Hijutsu
Rank: C-Rank Rank: B-Rank
Casting Time: 1 Reaction, which you take when targeted Casting Time: 1 Reaction, which you take when a
by an attack or would make a dexterity save that would creature targets you with a ninjutsu attack roll
deal damage. Range: Touch
Range: Self Duration: Instant
Duration: Instant Components: M, CM
Components: HS, CM Cost: 13 Chakra
Cost: 6 Chakra Keywords: Hijutsu, Ninjutsu
Keywords: Hijutsu, Taijutsu. Description: Aiming cannons from out of your chest, you
Description: Quickly using Raw chakra, to manifest a attempt to produce so much fire-power you can push
shield out of your own hardened skin, you use it to back an attack. When a creature makes a ninjutsu attack
defend yourself. If the triggering attack would still hit, roll at you, by casting this jutsu you can propel it back.
you gain resistance to the damage dealt. You gain a +5 Make a ninjutsu attack roll. If your attack roll is higher
bonus to AC against the triggering attack. than theirs, you are not hit by the attack, instead
If you are making a dexterity saving throw, you sending it back at them. The pushed back attack deals
instead make a strength saving throw. On a success, you the full damage it would have and any other effects that
instead suffer no effects. the jutsu you reflected dealt. You must cast this jutsu
before the creature makes its attack roll.
B-RANK
TOUGHENED FOREST
JET PROPULSION BARRAGE Classification: Hijutsu
Classification: Hijutsu Rank: B-Rank
Rank: B-Rank Casting Time: 1 Bonus action
Casting Time: 1 Action Range: Self
Range: Touch Duration: Concentration, up to 1 minute
Duration: Instant Components: HS, CM
Components: M, CM Cost: 13 Chakra
Cost: 13 Chakra Keywords: Hijutsu, Ninjutsu.
Keywords: Hijutsu, Taijutsu. Description: You form hardened skin all across your
Description: An enhanced version of the Machine Gun body that serve to deflect blows. For the duration of this
Punch taijutsu. You unleash a barrage of rapid strikes, jutsu, your AC increases by +2, and you have advantage
fueled by jets at your elbow. on constitution saving throws. When a creature hits you
Make a number of Taijutsu attacks, equal to your with a melee attack, they must pass a dexterity saving
proficiency bonus, dealing your unarmed damage + 1d4 throw or take 1d8 force damage as a wild spike juts out of
force damage. These attacks do not add your Taijutsu your body.
ability modifier. By spending 2 Raw Chakra die, you can
make one additional attack, adding the result to the
damage dealt. You can spend up to 6 Raw chakra die this
way at once.

48
A-RANK A creature who enters this jutsu’s area while you are
concentrating on this jutsu, takes 5d10 force damage.
OBLITERATION WARP CANNON A creature who starts their turn in it, while you are
Classification: Hijutsu concentrating on this jutsu, takes 2d10 force damage.
Rank: A-Rank On each turn that you continue to maintain
Casting Time: 1 Full Turn Action concentration on this jutsu you must spend a Full Turn
Range: Self (90-Foot Cone) Action, completing one of the following;
Duration: Concentration, up to 1 minute • Creatures within range must make a Constitution
Components: HS, CM Saving Throw. On a failed save they take 10d10 Force
Cost: 21 Chakra damage or half as much on a successful save.
Keywords: Hijutsu, Ninjutsu, Clash • You move the cannon in a 90-degree fashion, forcing
Description: Resting both your arms together, you more creatures to face the destructive wrath of this
transform them into a single, large chakra cannon. You cannon. This new point cannot form a straight line
cannot reduce this jutsu’s cost by any means. with where the cannon was centered. All creatures
When you fire from this cannon, you release a blast of within this new area of effect, the old area of effect,
raw chakra, firing in a 90-foot cone originating from and all spaces in-between must make a Dexterity
you. This blast atomizes any and everything in its path. Saving Throw as if you cast this jutsu again, but you
Creatures within range must make a Dexterity Saving roll half the amount of damage die..
Throw. On a failed save, they take 10d10 Force damage. A
You must always pay this jutsu’s full concentration cost
creature reduced to 0 hit points, are turned to dust,
at the beginning of each of your turns. This jutsu has
unable to be revived. On a successful save, they take half
advantage on clash checks against jutsu of B-Rank or
damage and their movement speed is halved until the
lower.
end of their next turn.
At Higher Ranks: For each rank you cast this jutsu
After this jutsu’s initial casting, you can choose to
above A-Rank, increase the cost of this jutsu by 3, the
maintain concentration. If you do, your speed is reduced
range by 10 feet, and the damage by 2d10.
to 0, and you cannot gain any bonuses to your speed for
the duration. You cannot end concentration of this jutsu
on another creatures turn, and only at the start of your
own turns.

49
KAGUYA CLAN Beginning at 3rd level, When creating or learning
Hijutsu with the Bukijutsu keywords, reduce the time it
Kamira ejects a bone of hers from her shoulder creating a
takes to complete the task by half.
short sword. She’s wounded. Weakened, and outgunned. She
Beginning at 7th level when you make a taijutsu attack
is standing against her Jonin teacher who has fallen prey to
with a Kaguya Clan Bukijutsu, your AC increases by +1
a Genjutsu. Her teammates already downed by the
for each hostile creature within 10 feet of you, up to a
overwhelming power of their Sensei. Kamira thinks to
maximum of +5 until the beginning of your next turn.
herself, that she needs to survive to save her friends, and
Beginning at 11th level, when you are targeted with an
stop her sensei. She reaches deep and draws a second short
attack, as a reaction, you can roll 2d4, increase your AC
sword made of bone from her ribcage. She dashes in towards
by the result against the triggering creature until the end
him. He parries her attacks easily. She pushes through her
of the current turn. Beginning at 15 th level, the bonus AC
pain and begins to perform one of her Clans infamous Dance
gained as a result of this feature lasts until the beginning
Arts. She cuts at his knees, ankles and elbows to disable him.
of your next turn. Beginning at 18th level, you roll 3d4.
Catching him off guard she is able to fell her obviously
Battle Hungry: The Kaguya clan are known for their
superior sensei, before passing out herself.
amazing Taijutsu prowess when using their Clan Jutsu or
—Tatsunami Aburame
Bone weapons. Beginning at 1st Level, when you perform
The Long Road, Ch. 16 excerpt.
a Kaguya clan Hijutsu or use your Bone weapons to make

SAVAGE BATTLE INSTINCTS a weapon attack or as a part of a bukijutsu you cast, you
may add +1 to your Damage rolls. This increases to +3 at
The Kaguya Clan was an Extinct clan known for their 7th level and +5 at 15th level. Beginning at 18th level, your
savage battle tactics and archaic values. bone weapons ignore resistance and immunity to their
There are stories of Kaguya who loved war so much, chosen damage types. If a non-Kaguya clan Bukijutsu
they would enter battles and conflicts purely to show off you cast would allow you to make multiple attacks, you
their fighting prowess. The ability to manipulate their can only gain the bonus damage from this feature twice
own bone structure creating weapons of their own per casting.
bodies gives them amazing and powerful Calcified Structure: The Kaguya clan were known for
taijutsu/bukijutsu fighting skills. their alien and almost foreign bone and body structure,
making it exceedingly difficult to truly know how any
KAGUYA TRAITS Kaguya functioned as they were all unique and different
Ability Score Increase: +2 Str or Dex (pick one), +1 Con in their own way. Beginning at 3 rd level, this unique trait
Speed: Your base walking speed is 35 feet. materializes within you. Whenever you would make a
Skill Proficiencies: Athletics, Martial Arts saving throw against a hostile creature using a Jutsu
with the Medical keyword you gain a 1d4 bonus to the
KAGUYA FEATURES result. This bonus is further enhanced to2d4 at 11 th.
Dead Bone Pulse: The Kaguya clan possess the
Shikotsumyaku (Dead Bone Pulse) blood line trait
allowing them to manipulate their bone structure. The
Kaguya have access to a separate list of Jutsu unique to
their Clan. You can add these Jutsu to your jutsu list
instead of selecting jutsu from the Normal jutsu list.
Bone Weapons: The Kaguya clan are known for their
amazing Taijutsu prowess when using their ability to
manipulate their bone structures to create weapons. All
bone weapons have the Critical, light, and Finesse
properties to you and increases its damage die by one
step of the weapon they are imitating (Ex. A Bone
Short Sword deals 1d8, instead of 1d6). You are
proficient with all weapons you conjure with
this feature.
Beginning at 1st Level, as a bonus action you
can eject some of your bones from your body to create a
Bone weapon. You can create any melee simple weapon
from your bones. Finally, at 7th level you have mastered
your bone structure manipulation. You can create far
more complex weapons. You can create any melee
martial bone weapon of your choice.
Shikotsumyaku Stance: The Shikotsumyaku Stance is
the primary fighting style for the Kaguya clan. Starting
extremely early, the Kaguya train their young ruthlessly
teaching them the most effective fighting styles to
utilize their unique physiology. Beginning at 1st Level,
you can use Dexterity instead of Strength while in this
stance, for the attack and damage rolls of your bone
weapons and Kaguya Clan Hijutsu attack rolls and Save
DC’s calculations. Also, when you make a weapon attack
using a bone weapon, you are able to use a bonus action
to make an additional weapon attack with the same bone
weapon.

50
KAGUYA CLAN JUTSU At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3 and

D-RANK
the number of bone bullets you can fire and creature
you can target by +2.

DANCE OF THE CAMELLIA DANCE OF THE KATSURA


Classification: Hijutsu Classification: Hijutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Weapon Range Range: Weapon Range
Duration: 1 round Duration: Instant
Components: M, W (Melee Bone Weapon) Components: M, W (Melee Bone Weapon)
Cost: 5 Chakra Cost: 5 Chakra
Keywords: Hijutsu, Bukijutsu Keywords: Hijutsu, Bukijutsu
Description: With your bone weapon in hand, you stab Description: With your bone weapon in hand, you strike
forward at an increasingly chaotic pace fast enough to with a flurry of focus and grace befitting of the weapons
create the appearance of afterimages as each strike chosen striking preference. Make 2 Taijutsu attacks,
attempts to strike a slightly different part of the target dealing this weapons damage. This jutsu gains different
from a slightly different angle. Make 3 Taijutsu attacks, effects based on the original damage type of the bone
dealing your bone weapons damage on a hit. You can weapon used.
target one or more creatures. Until the start of your
• Bludgeoning. A creature who takes damage as a result
next turn, if you are within 5 feet of the target of this
Jutsu, you gain a +1 to your AC and Dexterity Saving of this jutsu must succeed a constitution saving throw,
throws for each creature you hit with this Jutsu. If the becoming bruised on a failed save.
• Piercing. A creature who takes damage as a result of
target of this jutsu disengages from you, you can still
make an attack of opportunity. this jutsu must succeed a constitution saving throw,
At Higher Ranks: For each rank you cast this jutsu gaining 1 rank of Weakened for each successful hit
above D-Rank, increase the cost of this jutsu by 3 and until the end of the affected creatures next turn.
• Slashing. A creature who takes damage as a result of
the amount of Taijutsu attacks by 1.
this jutsu must succeed a constitution saving throw,
DANCE OF THE LARCH gaining 1 rank of bleeding per successful attack.
Classification: Hijutsu At Higher Ranks: For each rank you cast this jutsu
Rank: D-Rank above D-Rank, increase the cost of this jutsu by 3 and
Casting Time: 1 Action the amount of Taijutsu attacks by 1.
Range: Self
Duration: 10 minutes
Components: M
C-RANK
Cost: 5 Chakra
DANCE OF THE WILLOW
Keywords: Hijutsu, Bukijutsu Classification: Hijutsu
Description: You extract bones to a greater degree, Rank: C-Rank
allowing them to stick out in a variety of positions, Casting Time: Reaction, which you take when you are hit
creating a makeshift lethal but protective armor. You by a melee attack.
gain 12 Temporary Hit Points for the duration. If a Range: Self (5 Feet)
creature hits you with a melee attack while you have Duration: Instant
these hit points, the creature takes 7 piercing damage. Components: M
At Higher Ranks: For each rank you cast this jutsu Cost: 9 Chakra
above D-Rank, increase the cost of this jutsu by 3 and Keywords: Hijutsu, Bukijutsu
the temporary hit points and piercing damage by 8. Description: You sharpen and extract your Ulna bones
through both your palms and your Radius back through
DANCE OF BULLET SEEDLINGS your elbow creating 4 sharpened blade like weapons, 2
Classification: Hijutsu
from each of your arms. As a Reaction to being hit you
Rank: D-Rank
twirl, spin, and gracefully retaliate against your attacker.
Casting Time: 1 Action
Make a Taijutsu attack dealing 1d8 + your Taijutsu ability
Range: 45 feet
modifier. On a successful hit, you gain an additional
Duration: Instant
reaction which can only be used to trigger this jutsu, at
Components: M
no additional cost.
Cost: 5 Chakra
At Higher Ranks: For each rank you cast this jutsu
Keywords: Hijutsu, Bukijutsu
above C-Rank, increase the cost of this jutsu by 3 and the
Description: You outstretch a free hand and fire off the
damage by 1d8 for each hit.
bones in your fingers like bullets with enough force to
tear through armor and flesh like paper. You collect and
prepare five bone bullets to fire. You can select up to
five creatures within range that you can see. Make a
ranged taijutsu attack against the selected creatures.
When you do, decide on the number of bonus bullets
you will fire at each creature. On a hit, target creature
takes 1d4+1 Piercing damage for each bone bullet you
fired at them.

51
DANCE OF THE SETSUGEKKA The Weapon is large and clunky, but it scores a critical
Classification: Hijutsu hit on a roll of 18, 19, or 20. You dash as your full
Rank: C-Rank movement in a straight line stopping at the first creature
Casting Time: Special you encounter. Make a melee taijutsu attack against the
Range: Special creature dealing 6d10 + Your Taijutsu Ability modifier on
Duration: Concentration, up to 1 minute a hit.
Components: M, W (Bone Weapon) At Higher Ranks: For each rank you cast this jutsu
Cost: 7 Chakra above B-Rank, increase the cost of this jutsu by 3 and
Keywords: Hijutsu, Bukijutsu damage by 2d10.
Description: When you would strike a creature, you leave
behind a small bone fragment inside of them that you DANCE OF CLEMATIS: VINE
then cause to grow and expand. Classification: Hijutsu
As a part of the same action used to cast another Rank: B-Rank
Kaguya clan Hijutsu that deals damage to a target Casting Time: 1 Action
creature, you can cast this jutsu forcing them to make a Range: Self
Constitution saving throw. On a failed save their internal Duration: 1 minute
organs are stabbed and prodded by the growing bone Components: M
mass within them dealing 3d8 necrotic damage. For the Cost: 12 Chakra
next minute the affected creature remakes this saving Keywords: Hijutsu, Bukijutsu
throw at the beginning of each of its turns taking 3d8 Description: You tear out your spine with ruthless
Necrotic damage on a failed save or no damage on a efficiency while also tripling its length and stretching
success. potential while also changing its structure by adding
A creature can attempt to dig out this fragmented sharpened spikes to it. You can use this weapon like an
bone from them by making a Strength (Medical) check Enhanced whip that you treat like a Bone Weapon. It
vs your Taijutsu Save DC, forcibly removing it on a counts as a Martial weapon, it deals 2d6 slashing
success. damage on a hit, has the finesse, light, Reach 4, Trip and
A creature can only be under the effects of this jutsu Grapple properties. If you score a critical hit with this
once at any given time. Recasting this jutsu on a creature weapon using a weapon attack, you deal triple damage.
already under its effects doubles it’s casting cost. Creatures grappled by this weapon also counts as
At Higher Ranks: For each rank you cast this jutsu Paralyzed when targeted by the Dance of Clematis: Flower
above C-Rank, increase the cost of this jutsu by 3. If cast Kaguya Clan jutsu.
at A-Rank increase the damage by 1d8.
A-RANK:
TEN-FINGER DRILLING BULLETS
Classification: Hijutsu DANCE OF THE SEEDLING FERN [CHANGED]
Rank: C-Rank Classification: Hijutsu
Casting Time: 1 Action Rank: A-Rank
Range: Self (60 feet) Casting Time: 1 Action
Duration: Instant Range: Self (30-foot radius sphere)
Components: CM Duration: Instant
Cost: 8 Chakra Components: M
Keywords: Hijutsu, Bukijutsu Cost: 20 Chakra
Description: You clasp your hands together pointing Keywords: Hijutsu, Bukijutsu
your fingers in any direction of your choice firing them Description: The perfected and final dance of the
all at once with enough of a combined force to rip Kaguya clan. The Sixth and final dance is also the most
through even chakra shielding’s. Your finger bullets fire devastating and deadly. By means of this technique you
in a straight like 10 feet wide, and 60 feet long. Creatures focus and empower your bones before sending them
in the path of you must succeed a Dexterity saving throw through the ground around you, expanding them and
taking 8d4 piercing damage and gains two ranks of the having them rise like trees in a forest or rock stalagmites
Bleeding condition on a failed save or half as much in a cave though far closer to each other and unnatural
damage and one rank of bleeding on a successful one. looking. Creatures in range other than you, must succeed
At Higher Ranks: For each rank you cast this jutsu a Dexterity saving throw taking 20d4 Piercing damage
above C-Rank, increase the cost of this jutsu by 3 and on a failed save, or half as much on a successful one.
damage by 3d4. The bone forest remains for 1 minute after casting this

B-RANK:
jutsu. The bone pillars are 10 to 15 feet tall. While the
forest remains all creatures except you treat the terrain
as difficult terrain. You can fuse into and teleport freely
DANCE OF CLEMATIS: FLOWER throughout the bone forest, up to twice per turn. Fusing
Classification: Hijutsu into a bone grants you 10 temporary Hit points. Bone
Rank: B-Rank pillars have 35 hit points. If a bone pillar takes damage
Casting Time: 1 Action while you’re inside, you take any remaining damage the
Range: Movement Speed bone pillar could not.
Duration: Instant At the end of the 1-minute duration after this jutsu
Components: M, CM was cast, the bones dissolve into clay like clumps.
Cost: 14 Chakra
Keywords: Hijutsu, Bukijutsu
Description: You pour chakra into your arm, over-
calcifying it creating a large drill shaped bone that
covers the lower half of your arm starting at your elbow.

52
KURAMA CLAN • Punishing Onijutsu [Changed]: When your target rolls
a save against a Genjutsu that you cast, you manifest
“There has to be a way out!” the bandit screamed as he
the illusion into one with more weight by forcing the
raced down the same hallway for the 20th time. “How did we
target to roll an additional d20, using the lowest result
end up here!? This was supposed to be an easy job.” The
of all d20 results.
bandit screams as his voice echo’s infinitely. Elsewhere a
• Infectious Onijutsu [New]: When a creature would
young girl wearing a chunin vest sits in a tree eating ice
take damage from a Genjutsu you cast, you can spread
cream as she watches the bandit run in circles screaming
the pain. Select one creature you can see within 15 feet
pointlessly. She giggles to herself before finishing her snack.
of the target, forcing them to make an Intelligence
She reaches into her side pouch drawing a single kunai and
saving throw vs your Genjutsu save DC dealing half of
approaches them “I guess, I had my fun. Time to put an end
the listed damage on a failed saving throw.
to this.”
• Overwhelming Onijutsu [Changed]: When a creature
—Tatsunami Aburame
would critically fail a saving throw for a Genjutsu you
The Long Road, Ch. 3 excerpt.
cast, you treat the Genjutsu cast as if you had upcasted

ILLUSIONS AS REAL AS REALITY it by 1 rank. If they would fail by 10 or more you treat
the Genjutsu cast as if you had upcasted it by 2 ranks,
The Kurama Clan is a clan of extremely skilled genjutsu ignoring rank limitations.
users. This talent in genjutsu is due to the Kekkei Genkai • Quickened Onijutsu [Changed]: When you cast a
that the clan possesses. However, once every few Genjutsu with the casting time of 1 action, you can
generations, a member of the clan will be born with such change the casting time to 1 bonus action for this
enormous skill in genjutsu that their illusions causes the casting.
brain to make anything that happens to the victim • Subtle Onijutsu: When you cast a Genjutsu you can
within the genjutsu physically real, allowing the clan cast it without handseals or Chakra seal components.
member to potentially kill their opponents with • Tenacious Onijutsu: When a creature would attempt to
genjutsu. dispel or interrupt a genjutsu that you are casting or
have casted they reduce their check made to
KURAMA TRAITS accomplish the task by 1d6.
Ability Score Increase: +2 Wis or Cha, +1 Int • Authoritative Onijutsu [New]: When you would cast a
Speed: Your base walking speed is 30 feet. Genjutsu with a sensory keyword that a target would
Skill Proficiencies: Illusions, Insight be immune to, you ignore their immunity affecting
Genjutsu Literacy: Your Genjutsu ability score is counted them anyway.
as being +2 higher, for the purpose of qualifying for • Cursed Onijutsu [New]: When you would cast a
Genjutsu of B-Rank or higher. Genjutsu that requires a saving throw, you can select a
another Genjutsu of D-Rank or lower that you know. If
KURAMA FEATURES the target of the Genjutsu fails, they suffer the effects
Genjutsu Specialty [Changed]: Beginning at 1 st level, of the second genjutsu as if they failed the save even if
your ability with Genjutsu easily eclipses others within they critically failed their original save.
the same field of expertise. When you would cast a • Cherry Blossom Onijutsu [New]: When a creature
Genjutsu that requires concentration. You reduce the would critically fail a Genjutsu you cast, you can
cost to maintain all Genjutsu by an amount equal to their choose one ability score between Strength, Dexterity,
rank (D-Rank: 1, C-Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: Intelligence or Wisdom. You reduce the chosen score
5.). Your genjutsu concentration costs can be reduced to by 1d4 for either the duration of the jutsu if it is
0, regardless of what other features dictate. concentration or for 1d4 turns if it is an Instant effect.
Genjutsu Resistance [Changed]: Beginning at 3 rd level, • Elemental Onijutsu [New]: When a creature would
when you are subjected to a saving throw to resist a take damage from a Genjutsu you cast, you can choose
Genjutsu, add a bonus +1 to your saving throw. This to change the damage type to any one of the following;
becomes a +2 at 11th level and a +3 at 18th levels. Earth, Wind, Fire, Cold, Lightning, Acid, Poison or
Onijutsu [Changed]: Beginning at 3 rd level you learn Necrotic.
how to manipulate your Genjutsu using the Kurama
Genjutsu Conversions [Changed]: Beginning at 7th
clans secret Kekkei Genkai known as Onijutsu. Born once
level, select two Ninjutsu, Taijutsu or Bukijutsu of C-
every 10 generations, the Kurama’s Onijutsu manifests in
Rank or lower that you qualify for and add them to your
the form of Onijutsu coils. These coils are proof of
known jutsu list. You do not need to meet ability score
the Kurama’s ability to bend fiction into truth.
requirements to learn the chosen jutsu, but you must
You have a number of coils equal to your level,
still meet other keyword requirements such as Nature
per long rest. You know three of the following
Release or Medical. These selected Jutsu does not count
Onijutsu of your choice. You gain another one at
against your Jutsu known limit and are converted into
11th and 18th levels. When casting a Genjutsu
Genjutsu, losing their Ninjutsu, Taijutsu and
you may spend 1 coil or 5 Chakra to use the
Bukijutsu keywords and instead gaining the
listed Onijutsu. You can use up to two Onijutsu
Genjutsu, Tactile and either Auditory or Visual
at once with any Genjutsu casting.
keywords. You can select an additional Ninjutsu,
• Careful Onijutsu: When you cast a Genjutsu Taijutsu or Bukijutsu of A-Rank when you would
that forces creatures to make a saving throw, reach 15th level.
you can protect some of those creatures A jutsu that is converted this way retains all
from the Genjutsu’s effects. Select up to 3 effects detailed in its jutsu description except it
creatures, each creature selected uses your Genjutsu attack bonus, ability score and
becomes immune to the Genjutsu’s save DC for all calculations. You can change
effects for its duration. which jutsu you convert this way when you
complete a Full-Rest.

53
KURU CLAN KURU FEATURES
Shadow Techniques: The Kuru Clan have access to a
“How Is he able to react to everything we throw at him!?”
separate list of Jutsu unique to their Clan. You can add
the squad captain yelled at his team as they were failing
these Jutsu to your jutsu list instead of selecting jutsu
miserably to deal with a single shinobi. The single shinobi
from the Normal jutsu list(s).
stands in the center of the forest opening. Avoiding all attack
Yin Chakra Adept: The Kuru Clan being monks by
that are sent his way. He gracefully dodges each attack with
origin grants them a closer affinity to their Spiritual
a sly grin across his face. “Kill him! He can’t dodge us all if
energy. They have learned through generational training
we attack at the same time.” The captain yells out. The lone
to manipulate the art of Imagination and creation of
shinobi opens his eyes revealing them to be darker than the
something from nothing practicing one half of the sage
darkest black. He smiles gracefully as they all leap towards
of Six paths teachings. They are unable to Learn the 5
him. He quickly weaves handseals before releasing a wave of
Nature Affinities as a result of this, instead utilizing
black chakra that overtakes the assaulting shinobi. Many fall
their realized Yin chakra in place of any Nature release.
to the ground unable to move or ever breathe. The captain
Beginning at 1st level, you are unable to use jutsu with
looks towards his fallen forces then to the lone shinobi.
the Earth, Wind, Fire, Water, or Lightning Release
“Looks like you guys ran out of time.” The lone shinobi
Keywords. In exchange your Non-Elemental Ninjutsu,
gloats before attacking the captain.
Genjutsu and Taijutsu are all enhanced with your Yin
—Riku Tiken
Chakra. Once per turn, when casting a jutsu without any
The Long Road, Ch. 19 excerpt.
Nature Release Keyword increase the damage die by 1

THE WOLF’S CURSE and the save DC by 1. Beginning at 11th level, this
increases to an additional 2 damage die and +2 to Save
The Kuru Clan is a Custom Homebrew Clan, created by DC.
Kingsare4ever. The Kuru Clan also known as the Shadow Kurugan [Changed]: The Kurugan is known as the
Clan, or the Dark Clan were seen as an influential family Eyes that see Through Darkness or The Eyes that can see
of Monks, prophets and fortune tellers from the Land of Fate. This Dojutsu has the ability to peer into the future
Wolves. After migrating south through the rest of the ever so slightly but only from the user’s point of view.
Shinobi world, their offspring began to pick up the ways Beginning at 3rd level you can as a bonus action spend
of Ninshou and ninjutsu. 5 chakra to activate this renowned Dojutsu for 10
The Kuru Clan have access to a very powerful Dojutsu minutes.
known as the Kurugan, the Eyes that See through Beginning at 7th level, you can instead spend 10
Darkness. This Dojutsu carries the unique trait of limited chakra activating your Kurugan. If you do you also
foresight on a creature or object that they can see. They activate the Pierce the Veil Kuru Clan jutsu as a part of the
also learned how to harness the properties of Yin Chakra same action used to activate the Kurugan.
to a great effect allowing them to mold their chakra into For the duration of your Kurugan you gain a +1 bonus to
almost any shape and even grant it different properties your AC. This bonus increases to +2 at 11th level and +3 at
usually reserved for Nature release techniques without 15th level. You also, gain a bonus to Charisma based skill
having to learn the appropriate Nature Release. checks equal to your Wisdom modifier as you can foresee a
creatures’ intentions towards you in the future. You can use
KURU TRAITS the following Kuru Clan Features a number of times equal to
Ability Score Increase: +2 Wis, +1 Con your proficiency bonus, per long rest.
Speed: Your base walking speed is 30 feet.
• Action: You peer fully into the future seeing 6 seconds
Skill Proficiencies: Insight, Chakra Control
ahead. You call out the events to your allies just before
Tool Proficiencies: You are proficient with Forensic kits
it happens. You and a number of allies equal to your
Wisdom modifier gain a 1d6 bonus on their first saving
throw before the beginning of your next turn and a 1d6
penalty to hostile creatures first attack against you and
each select ally. Beginning at 7th level, you can apply
this benefit to your ally’s attacks granting them a bonus
1d6 to their first attack roll before the beginning of your
next turn.
• Bonus Action: You peer into the future while still
enacting your other actions granting you enough
information to make educated decisions with just 3
seconds of context. When making an attack roll you add
your Wisdom modifier to your first attack roll made this
turn.
• Reaction: You glance into the future to give yourself
enough information to make the right move to reduce
incoming damage. You gain 5 Damage reduction
against all damage, until the beginning of your next
turn. Beginning at 7th level you can garner more context
from your viewings you gain advantage on a Saving
throw you make. Beginning at 18th level you can foresee
the worst future and react to prevent it. If an attack or
effect would reduce your hit points to 0 you instead
avoid the attack entirely.

54
KURU CLAN JUTSU DARK ISOLATION [NEW]
Classification: Hijutsu

D-RANK Rank: D-Rank


Casting Time: 1 Action

DARK DEVOTION FIST [CHANGED]


Range: 60 feet
Duration: Concentration, up to 1 Minute
Classification: Hijutsu
Components: HS, CM, CS
Rank: D-Rank
Cost: 5 Chakra
Casting Time: 1 Bonus Action
Keywords: Hijutsu, Genjutsu, Fuinjutsu
Range: 5 Feet
Description: As part of the activation of this jutsu, you
Duration: Concentration, up to 1 minute
must have the Kurugan class feature active. Using the
Components: M, CM
abilities granted by your Kurugan, you begin to summon a
Cost: 4 Chakra
tangible manifestation of loneliness to cloak the target,
Keywords: Hijutsu, Ninjutsu, Taijutsu
dragging it into a void of pure isolation. Select one creature
Description: Your fists and feet erupt into fiery black
you can see within range. All creatures allied to the target
chakra as you fuse your attacks with the power of false
within 60 of it, must make a Wisdom saving throw.
molding. For the duration the first taijutsu you cast that
would deal unarmed damage each turn can use Wisdom Success: Affected creatures resist this jutsu’s effects, being
for Attack and Damage calculation. This does not count able to see their ally
for saving throws. Unarmed damage you deal is treated Failure: Creatures allied to the target can no longer see
as Necrotic and deals an additional 1d6 damage. them. They are still aware they are present, but are
unable to interact with them.
PIERCE THE VEIL Critical Failure: Same as failure, but they forget the target
Classification: Hijutsu exists for the duration.
Rank: D-Rank
At Higher Ranks: For each rank you cast this jutsu above
Casting Time: 1 Action
D-Rank, increase the cost of this jutsu by 3 and the number
Range: Self
of creatures you can target by +1.
Duration: Concentration, Special
Components: HS, CM
Cost: 5 Chakra
C-RANK:
DARK WAVE [CHANGED]
Keywords: Hijutsu, Ninjutsu
Description: As part of the activation of this jutsu, you
Classification: Hijutsu
must have the Kurugan class feature active. Also, you
Rank: C-Rank
cannot lose concentration on this jutsu as a result of
Casting Time: 1 Action
failing a concentration check. By focusing your chakra
Range: Self (60-feet)
into your eyes, you are able to pierce the veil far more
Duration: Instant
accurately. For your Kurugan’s duration, you gain the
Components: HS, CM
following benefits;
Cost: 7 Chakra
• You can calculate your AC by using Wisdom instead of Keywords: Hijutsu, Ninjutsu
Dexterity. Description: A line of spiraling black chakra 60 feet long
• When you use your bonus action Kurugan feature, the and 5 feet wide emanates from you in a direction you
target of your next attack roll, cannot gain the benefits choose. Each creature in range must make a Charisma
of a Reaction that grants them a bonus to AC. saving throw, taking 5d8 Necrotic damage on a failed
• By spending 1 minute focusing, you can immediately save as they begin to rapidly age and revert back to their
cast Sealing Art: Divination Technique at no cost normal age suffering shock, or half as much damage on a
ignoring the HS, CM, CS components. Additionally, successful one.
you can cast Sealing Art: Divination Technique in this At Higher Ranks: For each rank you cast this jutsu
way twice per casting of this jutsu ignoring the above C-Rank, increase the cost of this jutsu by 3 and
limitation of seeing into the future as listed in the damage by 2d8.
jutsu itself.
DARK DRAIN [CHANGED]
SPIRALING DARK WALL Classification: Hijutsu
Classification: Hijutsu Rank: C-Rank
Rank: D-Rank Casting Time: 1 Action
Casting Time: Reaction, which you take when you are hit Range: Touch
by an attack or would take damage from a Genjutsu. Duration: 1 Action
Range: Self Components: HS, CM
Duration: 1 Round Cost: 9 Chakra
Components: HS, CM Keywords: Hijutsu, Ninjutsu
Cost: 5 Chakra Description: Dark chakra washes over a creature you
Keywords: Hijutsu, Ninjutsu strike, draining vitality from it. Make a melee ninjutsu
Description: A Spiraling wall of black chakra appears to attack dealing 4d10 necrotic damage. If the target
protect you. Until the start of your next turn, you have a creature has Temporary hit points you first drain all
+5 bonus to AC, including against the triggering attack, temporary hit points they have, gaining them as
and you take no damage from Genjutsu. temporary hit points for yourself. Then, you gain hit
points equal to half the necrotic damage dealt.
At Higher Ranks: For each rank you cast this jutsu
above C-Rank, increase the cost of this jutsu by 3 and the
damage by 2d10.

55
DARK BLADE The contingent jutsu takes effect only on you, even if it
Classification: Hijutsu can normally target others. You can use only one
Rank: C-Rank contingency jutsu at a time. If you cast this jutsu again,
Casting Time: 1 Action the effect of another contingency jutsu on you ends. It
Range: self also ends if the chakra seal is ever removed from you.
Duration: Concentration, up to 1 minute
Components: HS, CM A-RANK:
Cost: 9 Chakra
Keywords: Hijutsu, Ninjutsu DARK DISPLACEMENT [CHANGED]
Description: Your entire arm erupts into black shadowy Classification: Hijutsu
chakra that extends into a shadowy blade. This chakra Rank: A-Rank
sword lasts until the Jutsu ends. It counts as a simple melee Casting Time: 1 Action
weapon with which you are proficient. It deals 3d8 necrotic Range: 5 Feet
damage on a hit and has the finesse, light, and thrown Duration: Instant
properties (range 20/60). In addition, when you use the Components: HS, CM, CS
weapon to attack a target in dim light or darkness, you Cost: 20 Chakra
make the attack roll with advantage. Keywords: Hijutsu, Ninjutsu, Fuinjutsu
If you drop the weapon or throw it, it dissipates at the Description: (As a part of the casting of this Jutsu you must
end of the turn. Thereafter, while the jutsu persists, you have the Kurugan active.) By focusing the chakra used to
can use a bonus action to cause the weapon to reappear peer into the future you are able to grab ahold of the
covering your hand. power of temporal shifts focusing it around your hands.
Doing this ages your arm faster than your body, ever-
B-RANK: so-slightly. Make a melee ninjutsu attack against a
target you can see in range. On a hit you deal 9d10
DARK RIFT Necrotic Damage to the target creature. The target must
Classification: Hijutsu make a Charisma saving throw, reducing their maximum
Rank: B-Rank hit point by half of the damage dealt. If a targets
Casting Time: 1 Action maximum Hit points reach 0, they age to dust being
Range: 60 feet unable to be revived by any means. A creature can restore
Duration: Concentration, up to 10 Minutes the maximum hit point value by casting a Ninjutsu with
Components: HS, CM, CS the Medical keyword that removes conditions of A-Rank
Cost: 14 Chakra or higher.
Keywords: Hijutsu, Ninjutsu, Fuinjutsu
Description: You attempt to send one creature that you can UNFETTERED FORESIGHT
see within range into a pocket space made entirely of Classification: Hijutsu
chakra. The target must succeed a Charisma saving throw Rank: A-Rank
or be banished. You do not spend additional chakra to Casting Time: 1 Action
maintain concentration of this jutsu. Range: Self
If the target must remain there for the entire duration of Duration: Special
the jutsu, when they return, they are incapacitated for 10 Components: HS, CM
minutes due to being in a normally inhospitable space for Cost: 20 Chakra
so long, reappearing in a puff of smoke in the space it left Keywords: Hijutsu, Ninjutsu
or in the nearest unoccupied space if that space if occupied. Description: (As a part of the casting of this Jutsu you must
have the Kurugan active.) You release all limiters on your
DARK CONTINGENCY Kurugan, allowing you to freely see all possible events
Classification: Hijutsu pertaining to you, filtering through thousands of
Rank: B-Rank possible futures.
Casting Time: 10 Minutes For the duration of your Kurugan, you cannot be
Range: Self surprised by anything. You have advantage on attack
Duration: 10 Days rolls, skill checks, and saving throws. Also, all other
Components: HS, CM, CS creatures have disadvantage on attack rolls against you
Cost: 14 Chakra for the duration.
Keywords: Hijutsu, Ninjutsu, Fuinjutsu You always know what time it is, and the exact
Description: Choose a jutsu of B-Rank or lower that you moment a minor event will happen, such as a bell
can cast, that has a casting time of 1 action, and that can ringing, or someone’s name being called in your vicinity.
target you. You cast that jutsu—called the contingent Additionally, you can, as an action touch one creature
jutsu—as part of casting contingency, expending chakra you can reach, and peer into their immediate future,
for both, but the contingent jutsu doesn’t come into effect. casting Sealing Art: Divination Technique at no cost
Instead, it is stored in a chakra seal on your person and ignoring the HS, CM, CS components, allowing you to
takes effect when a certain circumstance occurs. You see their future.
describe that circumstance when you cast the two jutsu. If you have Pierce the Veil active, your Kurugan
For example, a contingency cast with sensing technique features have no use limit for the duration. At the
might stipulate that sensing technique comes into effect conclusion of this jutsu, you expend all uses of your
when you are immersed in a cloud of fog or other Kurugan features until you complete a long rest.
obscuring vapor.
The contingent jutsu takes effect immediately after
the circumstance is met for the first time, whether or not
you want it to, and then contingency ends.

56
NAMIKAZE Beginning at 11th level you can use the following
additional Supernatural Speed Features by spending
A hot headed, blond shinobi stands at the beginning of the
Speed Die.
starting line. Other shinobi approach the starting line nervous
that the blond shinobi is here at all. A start sound erupts as • Swift Focus [Changed]: While you are gaining the
the adjacent shinobi all begin to race each other. The blond benefits of a Namikaze clan Hijutsu or Jutsu with the
dashes forward with relative ease as he accelerates faster and Wind or Lightning Release keywords that requires
faster. They cross the finish line. As everyone sits around tired concentration, by spending 1 Speed die, you may
and exhausted. He says “Good effort guys. Too bad I won reduce the Chakra cost to maintain the jutsu by the
twice already.” One of the other shinobi question what he result of your roll, once per turn.
means. To which he explains, the moment the race started he • Like the Wind: When you would deal Wind damage to
blinked passed the finish line, and caught back up with the a creature as a result of casting a Jutsu with the
other racers so they didn’t give up and so he could see who Lightning or Wind Release Keywords, you may spend a
would come in second place, unfortunately he also came in speed die, increasing the damage dealt by the result,
second place. and as a part of the same action used to cast the jutsu,
—Shurira Nata you teleport behind the target and gaining a bonus to
At Worlds End, Ch. 1 excerpt. your next attack roll against the same target equal to
the result of your roll.
FASTER THAN THE EYE CAN SEE • Flash of Defense: When you would take damage from a
creature as a result of an attack that targeted you, or
The Namikaze Clan is a clan that doesn’t know its origins,
saving throw you were forced to make, you may spend
but it’s assumed they hail from the land of Fire. Their
any number of Speed die, reducing the damage dealt
most prominent member became its 4th Hokage. The
by the result.
Namikaze Clan doesn’t have a powerful family name, nor
does it share a family compound or hold any high- Swift Release [Changed]: The Namikaze clan has a
ranking title. It is embodied by its ideal of speed and unique talent for manifesting Swift Release due to their
potential. The Namikaze clan has produced some of the close affinity to both Wind and Lightning Release.
fasted shinobi in the leaf, and the continuation of this Beginning at 7th level you gain the second Nature
tradition will move further into future. release you didn’t select from Swift Release Affinity clan
trait. When casting a jutsu with either Lightning or Wind
NAMIKAZE TRAITS [CHANGED] Release keywords, you can change the damage type to
Ability Score Increase: +2 Dex, +1 Int Wind. Also, at 7th level, when casting a Namikaze Clan
Speed: Your base walking speed is 30 feet. jutsu you can reduce the cost of the jutsu by 2 (Min 1).
Skill Proficiencies: Acrobatics, Chakra Control. Beginning at 15th level, once per turn, when you would
Swift Release Affinity: You begin with either Wind or deal Wind damage, you add your proficiency bonus to
Lightning Release affinity. (Pick one) the damage roll.
Evasive Nature: Namikaze clan members speed and
NAMIKAZE FEATURES agility allows them to better protect themselves from
Swift Techniques: The Namikaze Clan has access to a harm. Beginning at 1st level if you are wearing the
separate list of Jutsu unique to their Clan. You can add following armors you gain their corresponding benefits;
these Jutsu to your jutsu list instead of selecting jutsu
• If you are wearing no armor, your AC is calculated
from the Normal jutsu list(s). They do not need both
instead by doing the following; 10 + your proficiency
Nature Release’s to use their Clan jutsu.
bonus + Dexterity bonus. You also gain a +5 bonus to
Supernatural Speed: The Namikaze are known for their
your Speed.
incredible reflexes and agility. Starting at 1st level, your
• If you are wearing light armor, you gain add +1 bonus
speed increases by 5 feet. You gain an additional 5 feet
to your AC. This bonus increases to a +2 at 11th level.
speed increases at 11th and 18th levels.
Additionally, beginning at 3rd level, due to you to your Additionally, while you are benefiting from a
natural gift for speed, you develop a natural talent for Namikaze Clan Jutsu, creatures have disadvantage on
extremely expeditious movement. Represented by Speed opportunity attacks against you.
die, which are D8’s. You have a number of speed die equal Beginning at 15th level, when you would be forced to
to your proficiency bonus. You can spend up to three of make a Dexterity saving throw to take half damage, you
your speed die on the following effects per turn. You can choose to succeed instead, taking no damage or any
regain your speed die on a long rest. adverse effects. You can only use this effect of Evasive
Nature twice before a long rest.
• Speed Amplification: You can spend any number of
speed die, gaining movement speed equal to 5 x the
result of the roll until the beginning of your next turn.
• Quickened Assault: When you take the attack action to
make a weapon attack, you may spend speed die. You
make one additional weapon attack for each speed dice
spent. You deal damage with these weapon attack equal
1d8, and do not add your ability modifier.
• Blink of an Eye: When you would move, you instead
choose a location you can see within your movement
speed range. Spend one Speed Die, you teleport to the
desired location. If you were to make a melee weapon
attack against a creature within 5 feet of you, you roll
1d8, adding the result to your attack roll.

57
NAMIKAZE CLAN JUTSU Each time a creature targets you with an attack during
the jutsu's duration, roll a d20 to determine whether the

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

58
SWIFT RELEASE: AIR SHATTERING STRIKE SWIFT RELEASE: SHADOWLESS FLIGHT
Classification: Hijutsu Classification: Hijutsu
Rank: D-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: 1 Bonus Action
Range: 30 feet Range: Self
Duration: Instant Duration: 1 round
Components: CM, M Components: HS, M
Cost: 5 Chakra Cost: 6 Chakra
Keywords: Hijutsu, Ninjutsu, Wind Release, Lightning Keywords: Hijutsu, Ninjutsu, Wind Release, Lightning
Release. Release.
Description: You mold and compress your Chakra Description: You imbue yourself with incredible speed,
around yourself and instantly strike out with it faster enhancing your physical form. Until the start of your
than the eye can see. Make a melee Ninjutsu attack roll next turn, once per turn, you can make an additional
against a target you can see within range. On a hit, the weapon or unarmed attack when you use your action to
target takes 4d6 Wind damage. make at least one Taijutsu, weapon or unarmed attack.
At Higher Ranks: For each rank you cast this jutsu This additional attack ignores resistances, and if it is
above D-Rank, increase the cost of this jutsu by 3, the made against a target that used a Taijutsu or made a
damage by 2d6 and you can make one additional attack weapon attack as part of its last turn, you have
against another creature within range. advantage on the attack roll.
Additionally, while this jutsu is active, you impose
C-RANK disadvantage on melee attacks against you.

SWIFT RELEASE: AURA OF QUICKNESS SWIFT RELEASE: THUNDER FLASH


Classification: Hijutsu Classification: Hijutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Self (30-foot Sphere) Range: Self (Special)
Duration: 8 Hours. Duration: 1 round
Components: HS, CM Components: HS, M
Cost: 7 Chakra Cost: 7 Chakra
Keywords: Hijutsu, Ninjutsu, Wind Release, Lightning Keywords: Hijutsu, Ninjutsu, Wind Release, Lightning
Release. Release.
Description: You extend your Chakra creating a 30-foot Description: You focus Chakra into your legs and rush
radius bubble of Chakra, that occasionally crackles with forward with explosive power. As a part of casting this
a soft yellow Lightning. For the duration of this jutsu, jutsu, you move to the last unoccupied space in a 30-foot
the aura moves with you, centered on you. Each creature long, 10-foot-wide line from your starting position. This
of your choice, that begins its turn within your aura has movement does not provoke opportunity attacks. Each
its speed increased by 15 feet until the end of their next creature you pass through during this movement must
turn. make a Dexterity saving throw, taking 6d6 Wind damage
If used during exploration or land travel, you treat on a failed save, and half as much on a successful one.
normal travel pace as Fast travel pace, and you double At Higher Ranks: For each rank you cast this jutsu
Fast travel paces distances. above C-Rank, increase the cost of this jutsu by 3, the
At Higher Ranks: For each rank you cast this jutsu damage by 2d6 the distance you move by 10 feet.
above C-Rank, increase the cost of this jutsu by 3, and
their movement speed by an additional 10 feet.

59
B-RANK A-RANK
SWIFT RELEASE: FLASH STEP SWIFT RELEASE: SPEED SIPHON [CHANGED]
Classification: Hijutsu Classification: Hijutsu
Rank: B-Rank Rank: A-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Self Range: 60 feet
Duration: 1 minute. Duration: Concentration, Up to 1 minute
Components: HS, CM Components: HS, CM
Cost: 12 Chakra Cost: 20 Chakra
Keywords: Hijutsu, Ninjutsu, Wind Release, Lightning Keywords: Hijutsu, Ninjutsu, Wind Release, Lightning
Release. Release.
Description: You focus your Chakra into your legs, Description: Your mastery of Swift Release allows you to
granting you an immeasurable amount of speed, leaving remove speed from one creature within range. Select a
the view of all until you’re prepared for your next move. creature you can see within range. You begin to attempt
Roll a d20 at the end of each of your turns for the to drain them of their movement and speed. Target
duration of the jutsu. On a roll of 11 or higher, you vanish creature, at the beginning of each of their turns, must
from your current location, moving at hyper speed. At make a Constitution saving throw. On a failed save, they
the start of your next turn, and when the jutsu ends if gain 2 ranks of Weakened and Slowed.
you are still running, you return to an unoccupied space While the target is slowed or weakened in this way, the
of your choice that you can see within 10 feet of the space target cannot gain bonuses to speed by any means. The
you vanished from. If no unoccupied space is available target also has disadvantage on all attack rolls, skill
within that range, you appear in the nearest unoccupied checks and saving throws except Constitution skill
space chosen at random. You can dismiss this jutsu as an checks and saving throws, as its speed, reaction time,
Action. and movement ability to being taken away.
While moving at hyper speed, your Chakra flow to Finally, if a target tries to cast a jutsu, it must first
your senses are slightly restricted. You can only see make a Constitution saving throw. On a failed save the
shades of gray, and you can’t see anything more than 60 target fails the jutsu’s casting, and the Chakra is wasted
feet away from the space you vanished. You can’t affect as if they cast the jutsu.
anything while in this state either. A target suffering from this speed siphoning make a
constitution saving throw at the end of each of its turns.
SWIFT RELEASE: SPIRALING FLASH [NEW] On a successful save, they remove 1 rank of the Slowed or
Classification: Hijutsu Weakened conditions, of their choice. The target gains
Rank: B-Rank an additional application of the slowed or weakened
Casting Time: 1 Action condition each time it fails its saving throw.
Range: 30 feet
Duration: Instant
Components: HS, M
Cost: 13 Chakra
Keywords: Hijutsu, Ninjutsu, Wind Release, Lightning
Release.
Description: You can briefly become faster than the eye
can see as you go to strike a selection of targets. Select a
number of creatures within range, up to an amount
equal to your proficiency bonus. Make a melee
Ninjutsu attack against each target. On a hit, a
target takes 7d8 Wind damage.
For every successful attack you make,
you gain a +1 bonus to your next
Saving throw or skill check, up to
a maximum of +5, until the end
of your next turn.
Additionally, after all attacks
have been made, you can then
teleport to an unoccupied space
you can see within 5 feet of one
of the targets you hit or missed.

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

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

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

NARA FEATURES
Shadow Possession Techniques: The Nara have access
to a separate list of Jutsu unique to their Clan. You can
add these Jutsu to your jutsu list instead of selecting
jutsu from the Normal jutsu list.
Coordinate [Changed]: Beginning at 1st level, you
can spend an action directing your allies. You
provide those selected allies within 30 feet and
yourself a +1 bonus on their attack rolls, skill
checks and Saving throws. This bonus
increases to a +3 at 7th level and a +5 at 18th.
The bonus lasts for two of your turns, ending
at the end of your second turn after this
abilities use. You can coordinate a number of
allies equal to your proficiency bonus. A
creature can only benefit from your Coordinate
twice per long rest. If you would attempt to grant a
creature this features benefits after they have
reached their use limit, you may spend a
chakra die per creature, granting them this
features benefit.

61
NARA CLAN JUTSU Clan allows the user to mold Chakra into their shadow,
controlling it. Select one creature you can see within

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

SHADOW SILHOUETTE DISTRACTION SHADOW IMITATION FIELD


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

62
SHADOW SEWING NEEDLE [CHANGED] A-RANK:
Classification: Hijutsu
Rank: C-Rank SHADOW WEB EXECUTION
Casting Time: 1 Action Classification: Hijutsu
Range: 60 Feet. Rank: A-Rank
Duration: Instant Casting Time: 1 Bonus Action
Components: HS, CM Range: 90 feet
Cost: 9 Chakra Duration: Instant
Keywords: Hijutsu, Ninjutsu Components: HS, CM
Description: As part of the requirements of this jutsu,
Cost: 18 Chakra
you must know the Shadow Possession Jutsu. You
Keywords: Hijutsu, Ninjutsu
materialize your shadow but splinter and sharpen them
into needle-like spikes. You create 5 needle-like threads Description: As part of the requirements of this jutsu,
of shadow. Make a single ranged ninjutsu attack against you must know the Black Spider Lily Jutsu active and have
up to 5 target creatures within range, once each. at least 1 creature restrained by a Nara Clan Hijutsu. As a
On a hit, you deal 2d6 piercing damage. You can Bonus action, all creatures currently captured must
choose to send more than one tendril towards a single succeed a constitution saving throw. On a failed save
creature. If you do, increase the damage of your attack by affected creatures take 12d8 Necrotic damage and suffer
1d6 for each additional tendril targeting them. 1 rank of Exhaustion or half as much on a successful save
Regardless of the number of tendrils targeting a single and no further effects.
creature, you only ever make a single ranged ninjutsu
attack per creature targeted.
On a successful hit, affected creatures must make a
Strength saving throw. For every two tendrils targeting
the same creature, increase the initial save DC by +1. On a
failed save they fall under the effects of the Shadow
Possession Nara Clan Jutsu.
At Higher Ranks: For each rank you cast this jutsu
above C-Rank, increase the cost of this jutsu by 3 and the
number of tendrils by 1.

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

SHADOW TRANSPORT TECHNIQUE


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

63
NON-CLAN • Never Give up: This Nindo is one of perseverance. The
first time you are reduced to 0 Hit points by a hostile
Miles punches his training log for the thousandth time today,
creature, you are instead reduced to 1 Hit point. You
punching the core of the tree at this point. His teacher walks
cannot go below this 1 hit point until the end of your
onto the training field telling Miles to get some rest, it won’t
next turn. When you fall unconscious or enter the
come easier without sleep. Miles turns towards his teacher
dying condition, you roll your Death saving throws at
and begins to focus as chakra begins to swirl around his body.
advantage. You cannot gain the benefits of this feature
His teacher sees what he’s doing “Miles! Stop! You gonna~”.
more than once per rest.
He stops mid-sentence as he notices that Miles has done it. He
• Never Abandon a Friend: This Nindo is one of
has unlocked the 3rd Inner gate. Potential is limitless when
compassion. The first time an ally is reduced to 0 or
you're not bound by preconceived notions of success and
less Hit points and you can see them, double your
expectations.
movement speed and gain advantage on Wisdom
—Tatsunami Aburame
(Medicine) checks to stabilize or heal them. If a Jutsu
The Long Road, Ch. 1 excerpt.
is used on the unconscious ally while this effect is
LIMITLESS POTENTIAL active that restores Hit Points, Target ally is
stabilized, gains double the appropriate Hit Points,
Those who are a part of no bloodline or large recognized and gains additional Temporary Hit points equal to
family are known as Non-Clanners or Non-Clan for short. your Proficiency Bonus. This lasts for 1 minute or
They are the most numerous of the Naruto World and are until they are stabilized or dead. You can gain the
the primary people who end up creating new clans and benefit of this effect, once per long rest.
families for generations to come. They show the most • Never Lose: This Nindo is one of power. When you
potential and have the largest room for growth. They would lose a clash with a hostile creature, you can
don’t have many limitations in regards to what’s choose to reroll your check at advantage. If you win
expected of them so they have the freedom to try new using this reroll, you jutsu adds your proficiency
things and build an identity unique to themselves. bonus to its damage, if it deals damage, or increase its
save DC by 1d4, if it requires a saving throw. If you still
NON-CLAN TRAITS fail, you do not suffer from the effects of losing a clash
Ability Score Increase: +2 to any Ability Score check, but you cannot gain the benefit of this feature
(Or +1 to any 2 Ability Scores.) until you complete a rest.
Speed: Your base walking speed is 30 feet. • Never Fail: This Nindo is one of resilience. When you
Skill Proficiencies: Pick any 2 Skills to gain proficiency in.
would fail a saving throw that would reduce you to an
General Literacy: Select one between Ninjutsu, Genjutsu,
amount equal to or less than half your maximum hit
Taijutsu or Bukijutsu. Your ability score is counted as points, you can choose to automatically succeed
being +2 higher, for the purpose of casting Higher
instead. If you do, you instead suffer no damage or
Ranked jutsu that are classified as the chosen type
effects that would normally be inflicted on a success.
through any Ability score Restrictions (SHB, pg.108).
Once used, you cannot gain the benefits of this feature

NON-CLAN FEATURES
until at least 10 minutes has passed.
• Never Give In: This Nindo is one of resolve. When an
Self-Taught Skills: You are one of pure hard work with
allied creature is killed, and you can see them, you can
no family ties that grant you any natural advantages or
spend your reaction to yell a statement of resolve,
benefits. At 1st Level Select any 1 Skill. You gain
empowering them. An allied creature who was killed,
proficiency in the chosen skill. If you are already
is instead stabilized. You cannot use this feature again
proficient in those Skills, you may treat them as if you are
until at least 1 hour has passed.
an expert, you gain expertise in the chosen Skills. You
may select another skill at 7th and 15th level.
Unrelenting Focus: In your quest for greatness, you
have achieved what your allies have not, additional
talents that potentially takes years of extra training that
those who are born in a clan do not have the time to
commit to. At 1st Level you gain an additional Feat of your
choice. You may gain additional feats at 3rd, 11th, and 18th
levels. You cannot take Feats with the Clan Category, even
when you would gain a feat in a class you have.
Nindo: You are not someone who gives in easily. You
have created a short saying to yourself, something you
repeat to yourself when you are in a tight spot and when
your backs against the wall. At 3rd Level Select any of the
following “Nindo” and reflavor the wording to whatever
suits your shinobi. You gain the effects of the Nindo you
select. Beginning at 11thh level, you may select a second
Nindo and at 18th level you may select a third Nindo.
• Never back down: This Nindo is one of tenacity. When an
ally has fallen unconscious after falling to 0 Hit points
and you are outnumbered. You gain advantage to attack
rolls and Dexterity Saves for the next minute. If you
pass the Dexterity save while this Nindo is active, you
ignore the effects entirely. You can gain the benefit of
this effect, once per long rest.

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

LASER FOCUSED aforementioned keyword, they gain 1 rank of the


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

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

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

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

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

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


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

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

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


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

67
B-RANK STORM RELEASE: STORM WAVE
Classification: Hijutsu
STORM RELEASE: BLACK LIGHTNING [NEW] Rank: B-Rank
Classification: Hijutsu Casting Time: 1 Action
Rank: B-Rank Range: Self (60-foot Cone)
Casting Time: 1 Bonus Action Duration: Instant
Range: Self Components: HS, CM
Duration: Concentration, up to 1 Minute Cost: 13 Chakra
Components: HS, CM Keywords: Hijutsu, Ninjutsu, Water Release, Lightning
Cost: Special (14) Release, Storm Style
Keywords: Hijutsu, Ninjutsu, Water Release, Lightning Description: You conjure and Fire a 60-foot cone in front of
Release you. All Creatures in the radius must succeed a Constitution
Description: You begin to release a surge of Chakra from saving throw, taking 8d8 Lightning damage and gaining 2
your body, boosting your Storm release to new heights. Your ranks shocked on a failed save, or half as much damage, and
Lightning Release Chakra begins to turn black or darker in 1 rank of shocked until the end of an affected creatures next
tone and color. This Lightning surges around you and turn on a successful save.
begins to solidify around you as an aura of black electricity.
You do not need to spend Chakra to maintain concentration A-RANK
on this jutsu.
For the duration, jutsu you cast with the Lightning STORM RELEASE: LASER CIRCUS [CHANGED]
Release keyword or that would deal Lightning damage Classification: Hijutsu
are now the same color as your darkened electricity. Rank: A-Rank
Increase the cost of all such jutsu by +3. When you do, Casting Time: 1 Action
those jutsu cast and attacks you make gain the following; Range: 120 feet
Duration: Instant
• +1 bonus to their Save DC.
Components: HS, CM
• 2d6 bonus to their damage, twice per casting.
Cost: 20 Chakra
• If the target is shocked, the bonus is instead d8.
Keywords: Hijutsu, Ninjutsu, Water Release, Lightning
Finally, creatures who are within 30 feet of you who Release, Laser Style
are shocked, you can choose to remove 1 rank of the Description: You Fire an absurd amount of Lightning beams
shocked condition to Overcharge a jutsu with the towards up to 10 targets of your choice. You make a ranged
Lightning Release keyword without spending the listed ninjutsu attack per creature, against your selected target(s)
action cost. within range. You can direct any number of these beams
towards a single target or many, up to the number of beams
STORM RELEASE: LASER DANCE [CHANGED] you Fire. On a hit, you deal 1d12 per beam, plus your
Classification: Hijutsu Ninjutsu ability modifier. These beams ignore cover.
Rank: B-Rank
Casting Time: 1 Action STORM RELEASE: RAGING WAVE
Range: 90 feet [CHANGED]
Duration: Concentration, up to 1 Minutes Classification: Hijutsu
Components: HS, CM Rank: A-Rank
Cost: 14 Chakra Casting Time: 1 Action
Keywords: Hijutsu, Ninjutsu, Water Release, Lightning Range: Self (30-foot Radius)
Release, Laser Style Duration: Concentration, up to 1 Minute
Description: You form your storm Chakra into a large Components: HS, CM
sphere and send it to a point you can see within range. As Cost: 20 Chakra
part of casting this jutsu, and as an action on each of your Keywords: Hijutsu, Ninjutsu, Water Release, Lightning
subsequent turns, you can Fire up to three beams of Release, Storm Style
Lightning, making up to 3 ranged ninjutsu attacks against Description: An advanced version of Water Release:
creatures within a 30-foot radius of the sphere. You can Maelstrom, you expel an enormous amount of Water
direct these beams towards a single target or many, up to from your mouth, simultaneously charging it with
the number of beams you Fire. On a hit, you deal 3d6 Lightning, and making it swirl in a 30-foot radius
Lightning damage. around you. Until the jutsu ends, this area is difficult
If you hit the same creature with at least two beams, the terrain for any creature except you, and any creature
creature must succeed on a Constitution saving throw, being that starts its turn there or moves there for the first time
incapacitated until the end of your next turn on a failed on their turn must succeed on a Strength saving throw.
save, overloading their body with supercharged storm On a failed save, a creature takes 7d10 Lightning damage
Chakra. and is pushed 15 feet away from the center of the area.
At Higher Ranks: For each rank you cast this jutsu above On a successful save, a creature takes half as much
C-Rank, increase the cost of this jutsu by 3, and the number damage, and is only pushed 5 feet away.
of attacks by one. Additionally, a creature that starts its turn in the area
or moves there for the first time on their turn must also
succeed on a Constitution saving throw, gaining 3 ranks
of shocked and 1 rank of weakened on a failed save.

68
RYU CLAN [CHANGED] Dragon’s Rage: Beginning at 3 rd level, you learn how
to call upon the boiling rage that’s innate to your
Tye dashes into the enemy fortress full of rage and his blood
bloodline. As an action, you unleash your elemental
boiling. “GIVE HER BACK!” he screams as his eyes glow with an
dragons’ wrathful energy, causing scales made of Chakra
emerald green hue. He swipes his hand towards an enemy
to form. Your eyes also begin to glimmer. Your scales and
guard, as a wave of Chakra leaps from it chopping them in half
eyes are all a color that matches your chosen nature
with a blade of Wind. The enemies quickly try to seal the doors
release from your Blood of the Dragon clan feature.
within the fortress but find it difficult as the angry boy weaves
(Brown = Earth, Emerald = Wind, Red = Fire, Blue = Water,
hand seals and exhales a gale of slicing Wind that blows the
Gold = Lightning). Your transformation lasts for 1 minute
layered doors apart. He continues further in, before he is
or until you end it as a bonus action. For the duration you
confronted by the man he lost to prior. “You throw away the
gain a +1 to your AC, you can cast all Ryu clan Hijutsu
kindness I showed you before boy. I let you and your friends live,
using Constitution as your Ninjutsu ability modifier, and
and did not take your life. But now you throw it all away for a
your unarmed attacks made using your Dragon Claws can
single woman. You are a fool.” He speaks. But Tye doesn’t
use Constitution for attack and damage rolls. You can
budge, as Chakra begins to coat Tye’s body with enough potency
activate your Dragon’s Rage once per rest. If you would
to be visible to the naked eye. The man is caught off guard with
activate it any time after the first, prior to completing a
the sudden change, but Tye doesn’t hesitate as he rushes in
rest, you can spend 1 Chakra die to activate it.
ready to tear this man in half.
At 7th level your rage reaches new heights. You can
—Nina Heroshi
activate your Dragon Rage feature as a bonus action. While
The Long Road, Ch. 25 excerpt.
benefiting from your Dragon’s Rage, your claw attacks

WRATH OF A DRAGON damage die increases by +1 twice per turn, you gain
resistance to your chosen nature releases damage type, your
The Ryu Clan is a custom, homebrew clan made by speed increases by +10 and once per turn, you can deal extra
Kingsare4ever. This Clan hails from the land of Lightning damage of your chosen nature releases damage type to one
but has roots in multiple countries across the continent. target, equal to your character level when you deal damage
They have a unique Kekkei Genkai that manifests extremely to it with an attack or jutsu.
early, known as the Blood of the Dragon. This Bloodline trait Starting at 11th level you begin to exhibit more draconic
allows most Ryu Clan members to manifest a Nature Release features. Your bonus to AC becomes a +2, your Dragon Claws
extremely early, and even use it to enhance themselves damage die increases by +2 twice per turn, Ninjutsu you cast
without the need for jutsu to focus this Chakra. Their Nature of your chosen nature release has their cost reduced by 2
Release Chakra is known to be far more potent and (Min 1.), You can activate Dragon’s Rage twice per rest
extremely volatile in nature compared to others. This Kekkei without spending a Chakra die.
Genkai also has a negative trait, that manifests in the Starting at 15th level your Dragon Claws damage die
youngest of the clan the most, their anger and rage is increases by +3 twice per turn, Ryu Clan Jutsu you cast while
unmatched. They have short emotional fuses that sends benefiting from Dragon’s Rage ignores resistance and their
them flying into blind rages that makes them attack their concentration cost is reduced by half.
enemy relentlessly, but not without tact, or strategy. At 18th level you have fully bonded to the nature affinity
your Dragon represents. Ryu Clan Jutsu you cast can no
RYU TRAITS longer be ended as a result of damage or failing a
Ability Score Increase: +2 Int, +1 Con concentration check.
Speed: Your base walking speed is 30 feet.
Skill Proficiencies: Ninshou, Chakra Control
Weapon Proficiencies: You are proficient with Katana’s.

RYU FEATURES
Dragon Clan Jutsu: The Ryu Clan have access to a
separate list of Jutsu unique to their Clan. You can add
these Jutsu to your jutsu list instead of selecting jutsu
from the Normal jutsu list.
Blood of the Dragon: Born with the blood of dragons
running through your veins you have the natural affinity
with one of the 5 Dragons your clan worships. Beginning
at 1st level, Choose between Earth, Wind, Fire, Water and
Lightning Release. You gain the ability to learn and cast
jutsu with the chosen nature release and all of your Ryu
Clan jutsu gains your chosen keyword. You cannot go
back and change this element later.
Dragon’s Claws: Beginning at 3rd level, you learn to
form your Chakra into claws on both your hands and feet
of your description. This makes your unarmed attacks
Chakra enhanced and far more powerful than
normal. Your unarmed damage die becomes a
d6 and deals the same damage type as the
nature release chosen with your Blood of
the Dragon class feature (Water = cold). Your
unarmed damage die becomes a d8 at 11 th
level and a d10 a 18th level.

69
RYU CLAN JUTSU DRAGON BREATH
Classification: Hijutsu

D-RANK Rank: D-Rank


Casting Time: 1 Bonus Action

DRAGON AEGIS [CHANGED]


Range: 20-foot cone
Duration: Instant
Classification: Hijutsu
Components: HS, CM
Rank: D-Rank
Cost: 3 Chakra
Casting Time: Reaction, which you take when you take
Keywords: Hijutsu, Ninjutsu
damage
Description: (This jutsu deals the same damage type as the
Range: Self
nature release chosen by your Blood of the Dragon Clan
Duration: 1 turn
Feature) You inhale and release a wave of destructive
Components: HS, CM
Chakra that matches your affinity. Creatures in range
Cost: 4 Chakra
must succeed a Dexterity saving throw, taking 3d8
Keywords: Hijutsu, Ninjutsu
damage on a failed save or half on a success.
Description: Your coat your body in Chakra creating
At Higher Ranks: For each rank you cast this jutsu
draconic scales and wing constructs of your design,
above D-Rank, increase the cost of this jutsu by 3, the size
made of Chakra that you conjure in between you and the
of the cone by 5 feet and the damage by 2d8 damage.
attack. You gain 3d6 + 10 Temporary Hit points until the
end of the current turn. These Temporary Hit points are
in addition to any other Temporary hit points granted by
DRAGON VISION
Classification: Hijutsu
Ryu Clan Hijutsu. If you are concentrating on Dragons
Rank: D-Rank
Cloak, you do not lose these temporary hit points at the
Casting Time: 1 Action
end of the turn, instead retaining them.
Range: Self
At Higher Ranks: For each rank you cast this jutsu
Duration: 1 Hour
above D-Rank, increase the cost of this jutsu by 3 and
Components: HS, CM
your Temporary hit points by 5
Cost: 5 Chakra

DRAGON AURA [CHANGED]


Keywords: Hijutsu, Ninjutsu, Sensory
Description: Your pupils narrow into draconic slits,
Classification: Hijutsu
granting you phenomenal sight. For the duration, you are
Rank: D-Rank
immune to the blinded condition, gain Dark vision and
Casting Time: 1 Action
have a +5 bonus to Wisdom (Perception) and (Insight)
Range: Self (15 feet)
checks. You can see the Nature Affinities other creatures
Duration: Concentration, Up to 1 Minute
can use if any, you also gain 30 feet of Chakra sight able to
Components: HS, CM
see how much Chakra a creature has based on an aura they
Cost: 5 Chakra
exude.
Keywords: Hijutsu, Ninjutsu
Description: You create a whipping aura of elemental
Chakra that surrounds you and extends out up to 10 feet
C-RANK:
DRAGONS BOMB [CHANGED]
from you. For the duration, creatures within range take
damage equal to your Ninjutsu ability modifier each turn
Classification: Hijutsu
they begin inside the aura. Also, creatures who would
Rank: C-Rank
make a Saving throw while within your aura against a
Casting Time: 1 Action
jutsu of the same Nature release as the aura, they roll an
Range: 5 feet
additional 1d6, reducing their save by the result.
Duration: Instant
At Higher Ranks: For each rank you cast this jutsu
Components: HS, CM
above D-Rank, increase the cost of this jutsu by 3 and
Cost: 9 Chakra
the size of the aura by 5 feet. If this jutsu is cast at B-
Keywords: Hijutsu, Ninjutsu, Clash
Rank or higher, they instead roll a d8.
Description: (This jutsu deals the same damage type as the
nature release chosen by your Blood of the Dragon Clan
Feature) You collect Chakra into a sphere about the size
your body before compressing it into one about the size of
a golf ball. You take this super compressed ball of Chakra
and ram it into your target creating a shockwave that
affects creatures and objects near the target creature.
Make a melee ninjutsu attack. On a hit, you deal 4d10
damage. The target creature and all creatures, excluding
you, in a 15-foot radius around the target must make a
constitution saving throw, being pushed back 15 feet from
the shockwave. Creatures who fail the Constitution save
takes 3d6 damage and falls prone on a failed save or half
as much on a successful save.
At Higher Ranks: For each rank you cast this jutsu
above C-Rank, increase the cost of this jutsu by 3 and the
initial damage by 2d10, and the Shockwave damage by
1d6.

70
DRAGONS STRIKE B-RANK:
Classification: Hijutsu
Rank: C-Rank DESTRUCTIVE WAVE
Casting Time: 1 Action Classification: Hijutsu
Range: Self (Special) Rank: B-Rank
Duration: Instant Casting Time: 1 Action
Components: HS, CM, W (Katana) Range: Self (30-foot radius)
Cost: 8 Chakra Duration: Instant
Keywords: Hijutsu, Ninjutsu, Bukijutsu Components: HS, CM
Description: (This jutsu deals the same damage type as the Cost: 14 Chakra
nature release chosen by your Blood of the Dragon Clan Feature) Keywords: Hijutsu, Ninjutsu, Clash
You bathe your katana in your Chakra, so much so that it Description: (This jutsu deals the same damage type as the
vibrates and hums loud enough to sound like revolving fan nature release chosen by your Blood of the Dragon Clan Feature)
blades. You make a single decisive slash releasing the attack You collect your Elemental energy into your body and
and destroying everything in your path. You have two options compress it into a single spot like your mouth or hands and
for the size and shape of this attack. prepare to Fire in all directions by striking the ground
Horizontal Slash. You swing your sword from left to right creating a shockwave the Fires out in all directions
releasing a violent gale of your elemental energy catching all overwhelming all enemies. Each creature you choose within
creatures in a 25-foot cone. Creatures in range must succeed 30-feet of you must succeed a constitution saving throw or
a Dexterity saving throw taking 5d8 damage and being take 10d6 damage and be knocked prone on a failed save or
knocked prone on a failed save or half as much on a half as much on a successful one.
successful one. At Higher Ranks: For each rank you cast this jutsu
Vertical Slash. You swing your sword straight down above B-Rank, increase the cost of this jutsu by 3,
releasing a single beam of elemental energy from your damage by 2d6 and size of the area by 10 feet.
katana. The Beam flies down a straight line 60 feet long and
10 feet wide. Creatures in range must succeed a Dexterity DRAGON CLOAK
saving throw taking 7d6 damage and being knocked prone on Classification: Hijutsu
a failed save or half as much on a successful one. Rank: B-Rank
At Higher Ranks: For each rank you cast this jutsu above Casting Time: 1 Action
C-Rank, increase the cost of this jutsu by 3 and the Range: Self
Horizontal damage by 2d8 or the Vertical damage by 2d6. Duration: Concentration, up to 1 Minute
Components: HS, CM
DRAGONS WRATH [CHANGED] Cost: 14 Chakra
Classification: Hijutsu Keywords: Hijutsu, Ninjutsu
Rank: C-Rank Description: You cover your body in Chakra and mold it
Casting Time: 1 Action until its visible to the naked eye. Your Chakra then
Range: Self begins to bubble and boil until it takes the shape of a
Duration: Concentration, Up to 1 Minute dragon like shell the covers your entire form. You are
Components: HS, CM still visible inside the construct of Chakra. For the
Cost: 8 Chakra duration, you gain 30 Temporary Hit Points, your
Keywords: Hijutsu, Ninjutsu unarmed attacks deal an additional die of damage and
Description: You amplify your body with your Nature you gain a +2 bonus on Constitution and Wisdom saving
affinity, creating a light but harmless aura and effect throws while you still have temporary hit points from
symbolizing your Chakra. For the duration Increase your AC this jutsu.
by +2, increase your movement speed by +30 and you gain a If you cast this jutsu while you are gaining the benefits
+2 bonus on Strength and Dexterity saving throws for the of Dragons Rage or Dragons Wrath, you reduce the cost
duration. of this jutsu by 3 for each one currently active.
If you cast this jutsu while you are gaining the benefits Additionally, if you are gaining the benefits of
of Dragons Rage, you reduce the cost of this jutsu by 2. Dragons Wrath you no longer need to maintain
Additionally, if you are gaining the benefits of concentration on this jutsu but you still gain its benefits
Dragons Rage you no longer need to maintain for the duration of this jutsu.
concentration on this jutsu but you still gain its benefits At Higher Ranks: For each rank you cast this jutsu
for the duration of this jutsu. above B-Rank, increase the cost of this jutsu by 3 and
Temporary Hit points by 15.

71
A-RANK:
DRAGONS ASCENSION
Classification: Hijutsu
Rank: A-Rank
Casting Time: 1 Action
Range: Self
Duration: 1 minute
Components: HS, CM
Cost: 20 Chakra
Keywords: Hijutsu, Ninjutsu
Description: You keep all of your Chakra inside you not
allowing any of it to leak out enhancing your physical
attributes past their limits, matching your physical
prowess to that of a Dragons. Your Strength, Dexterity
and Constitution all becomes 24 for the duration. Your
speed is doubled and you gain more feral sounding
speaking patterns. You gain a +2 bonus on Intelligence
and Charisma saving throws. You lose the ability to cast
and concentrate on Non-Ryu Clan jutsu for the duration.
When this jutsu ends, make a constitution save vs a DC
20 + 1 for every round this jutsu remained active. On a
failure, you fall to the ground prone and stunned for a
number of minutes equal to rounds you had this jutsu
active.
If you cast this jutsu while you are gaining the benefits
of Dragons Rage, Dragons Wrath or Dragons Cloak you
reduce the cost of this jutsu by 4 for each one currently
active.
Additionally, if you are gaining the benefits of
Dragons Wrath and/or Dragons Cloak you no longer
need to maintain concentration on that jutsu but you
still gain its benefits for the duration of this jutsu.

72
SARUTOBI CLAN Advanced Chakra Control: Additionally, at 1st level,
Sarutobi are known for their ability to squeeze every
Altina stands in the center of the training field as her
ounce of efficiency out of every jutsu they have in their
teammates circle her. “You sure we should be all attacking
repertoire. Select between Ninjutsu, Genjutsu, Taijutsu
you simultaneously?” one asks while looking concerned as
or Bukijutsu, you can use Jutsu with the select Keyword
he gets into position. “Yeah, for the last time, I need to
with a level of efficiency others wish they had.
master this combination. Now do it!” Altina responds
If Ninjutsu, select between the following keywords;
irritated. Her 2 allies sigh as they redirect their trajectory
(Earth, Wind, Fire, Water, Lightning) Release or Medical.
and assault her with two different jutsu from two opposing
If Taijutsu or Bukijutsu, select between the following
sides. She quickly leaps into the air dodging them both while
keywords; Combo or Finisher.
weaving handseals and firing multiple motes of Lightning at
If Genjutsu, select between the following Keywords;
both her allies as she quickly weaves a second jutsu together
Auditory, Inhaled, Tactile, and Visual
firing jets of Water into the motes of Lightning as they
You may reduce the Chakra cost of jutsu with the
combine and beam towards her training partners...
select keyword by 1 (min 1). You may reduce Jutsu with
—Tatsunami Aburame
this Keywords Chakra cost by an additional 1 Chakra at
The Long Road, Ch. 4 excerpt.
7th and 15th levels.

BOUND BY A CODE OF HONOR At 11th level, you may select 1 additional Keyword from
the aforementioned Ninjutsu, Taijutsu or Genjutsu to
The Sarutobi Clan is an influential clan from Konoha. It reduce the cost of by the same amount. You cannot select
has produced several renowned members who have held the same keyword multiple times. If a Jutsu has multiple
positions of high authority, including the Third Hokage; selected Keywords the Cost reduction is only applied
whose son, Asuma, held membership in the Twelve once.
Guardian Ninja, while his other children served directly Inheritors of the Will of Fire: As a Sarutobi, you have
under the Hokage along with their spouse as Anbu. All inherited the Will of Fire from your forefathers.
known members have also been devout observers of the Beginning at 3rd level, you have found that Focus and
Will of Fire. This clan has the strength and influence to Determination is what makes a shinobi strong. You gain
tie other clans together and create long lasting bonds. a number of Focus points equal to your proficiency bonus
per long rest. These Focus Points can be spent to do the
SARUTOBI TRAITS following;
Ability Score Increase: +2 Str or Int, +1 Con
• Spend 1 Focus to gain a +2 Bonus on an Attack Roll
Speed: Your base walking speed is 30 feet.
• Spend 1 Focus to gain a +2 Bonus on a Saving Throw
Skill Proficiencies: Pick any two skills between:
• Spend 1 Focus to gain a +2 Bonus on a skill Check
Ninshou, Martial Arts, Illusions
• Spend 3 Focus to gain an Immediate reaction, even
General Literacy: All ability scores are counted as being
+1 higher, for the purpose of casting Higher Ranked with an ability or Jutsu that is an action.
• Spend 3 Focus to automatically Succeed a Death Saving
jutsu through any Ability score Restrictions (SHB, pg.
108) throw.
Advanced Nature Proficiency: As a Sarutobi, you have
SARUTOBI FEATURES advanced learning potential in your natural elemental
Advanced Nature Transformation [Changed]: affinity. At 1st level, you may select 1 D-Rank Ninjutsu
Sarutobi are known for their advanced innate knowledge that has a Nature Release selected as a part of your
in Chakra molding and nature release. Starting at 1st Advanced Nature Transformation clan feature, add that
Level, select one of the following special keywords Earth jutsu to your known jutsu list. You learn 1 additional C-
Release, Wind Release, Fire Release, Water Release, Rank Jutsu at 3rd Level, you learn 1 additional B-Rank
Lightning Release or Medical. You gain the ability to cast Jutsu at 7th Level, you learn 1 additional A-Rank Jutsu at
jutsu with the corresponding keyword. At 7th Level, you 15th Level.
select a second keyword from the previous list.

73
SENJU Sacred Body: Beginning at 3rd level, you learn to
leverage your stamina to manage your Senju Hijutsu.
The Genin stands on top of one of tallest tree’s just outside of
You may use Constitution as your Ninjutsu ability
the Leaf village. She claps her hands together focusing. The
modifier of Senju Hijutsu that you cast.
tree begins to shake, as it grows, slightly. She stops as she
Wood Release [Changed]: The Senju has a unique
realized she was already higher than the canopy. She hears
talent for Manifesting Wood Release, due to their close
the voice of someone below her. “Hey! Tsunanami, you sure
affinity to both Earth and Water Release.
you’re not over doing it?” The Girl standing on the tree, falls
Beginning at 7th level, you gain the second Nature
to the ground, taking the snacks the other girl brought her.
release you didn’t select from Wood Release Affinity and
“No, I think I’m making progress. Just this morning, this tree
when you would cast a jutsu with either Water or Earth
was only to my ankle. Now Look at its Tallest tree in this part
Release keywords that would deal damage, you can
of the forest. Sooner or later. I’m gonna make this the tallest
change the damage type to Earth. Additionally, a
tree in the world!”
creature restrained, grappled, or weakened as a result of
—Yuki Hyūga
a Jutsu that you cast with the Earth or Water Release
At Worlds End, Ch. 13 excerpt.
Keyword, cannot cast a Jutsu of a rank lower than or

THE LEAF’S PATRIARCHS equal to the rank of the jutsu you cast to inflict the listed
condition.
The Senju Clan is a clan that hails proudly from the Land Beginning at 15th level, once per turn, when you would
of Fire and is one of the founders of the Land of Fire. deal damage using a Senju Hijutsu, the creatures ability
Even three of its Hokage has been Senju by birth and to cast jutsu or spend Chakra is temporarily hindered,
each one brough about a new era of prosperity for the using the following to determine its effects. If an effect
leaf. Using Mokuton (or Wood release), a user is uses a Jutsu's rank to determine its value, use the
extremely versatile and able to control, restrict and even following
seal away an opponent’s Chakra. The power of Wood (D-Rank: 1, C-Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5.);
Release, and by extension the Senju are widely known, so • If used against a Minion Adversary, the minion cannot
much so that they were heralded as the strongest clan
cast jutsu for the next minute.
during the Warring states era. • If used against a Standard Adversary, deal Chakra damage

SENJU TRAITS equal to 5 times the rank of the jutsu cast.


• If used against an Elite Adversary, deal Chakra damage
Ability Score Increase: +2 Con, +1 Str
equal to 10 times the rank of the jutsu cast.
Speed: Your base walking speed is 30 feet.
• If used against a Solo Adversary, deal Chakra damage
Skill Proficiencies: Chakra Control, Ninshou.
equal to 15 times the rank of the jutsu cast.
Wood Release Affinity: You begin with either Earth or
Water Release Affinity. (Pick one) Blood of the Leaf: Beginning at 11th level, you have
mastered the art of communication and negotiating hostile
SENJU FEATURES terms. When you would make a Charisma check in an
Wood Techniques: The Senju Clan has access to a attempt to persuade or intimidate a hostile or unfriendly
separate list of Jutsu unique to their Clan. You can add creature, you can instead use your Strength or Constitution
these Jutsu to your jutsu list instead of selecting jutsu in place of Charisma as you exude the full force of your
from the Normal jutsu list(s). They do not need both physical presence in an attempt to make them understand
Nature Release’s to use their Clan jutsu. the situation they are in.
Built Different: Beginning at 1 st level, the Senju are Mokuton’s Suppression: Beginning at 18th level, at the
known for their downright gargantuan stamina. Increase beginning of a creatures turn who is restrained, grappled,
your Hit Point total by 2. Every level thereafter each weakened or within an area of difficult terrain
time you gain a level, increase your hit point created by a Senju Hijutsu that you casted must
total by 2. make a Constitution saving throw vs your
Mitotic Regeneration: Beginning at 1 st Ninjutsu Save DC. On a failure for
level, you learn to create a reservoir of the duration of their condition,
Chakra in form of Senju Cells. These cells they are unable to Mold
are a byproduct of your exceptional Chakra.
bloodline which allows you to remain
healthy and ready for battle. You
have a number of Senju Cells equal
to your level per long rest. You can
spend these cells to accomplish any
of the following;
• As a bonus action, you can spend any
number of cells, regaining 1d6 +
Constitution modifier hit points, per cell
spent. This increases to a d8 at 11 th level.
• As a bonus action, you can spend any
number of cells to remove 1 rank of any
Physical or Elemental condition you are
under the effects of, per cell spent.
• Beginning at 7th level, As a reaction to your hit
points falling to 0 or lower, you can spend 5
cells to instead fall to 1 hit point.

74
SENJU CLAN JUTSU WOOD RELEASE: PIERCING BARK
Classification: Hijutsu

D-RANK Rank: D-Rank


Casting Time: 1 Action

WOOD RELEASE: GREAT FOREST


Range: 60 feet
Duration: Instant
TECHNIQUE Components: HS, CM
Classification: Hijutsu
Cost: 4 Chakra
Rank: D-Rank
Keywords: Hijutsu, Ninjutsu, Earth Release, Water
Casting Time: 1 Action
Release
Range: 30 feet
Description: You clap your hands together as you inject
Duration: Instant
Chakra into the ground controlling a single root
Components: HS, CM
enhancing it until it listens to your mental command.
Cost: 5 Chakra
Make a ranged Ninjutsu attack, targeting a creature you
Keywords: Hijutsu, Ninjutsu, Earth Release, Water
can see within range as the root bursts forth from the
Release
ground, sharpening themselves to produce wood like
Description: You change the structure of your arms or
spears. On a hit, target creature takes 3d6 Earth damage.
legs into that of Chakra enhanced wood. You transform
A creature who takes 15 or more damage from this jutsu
your appendage into a fork of multiple branches.
must make a Strength saving throw as the impaled roots
Make a melee Ninjutsu attack against a creature you
take hold to the ground again, rooting them in place. On
can see within range. On a hit you deal 2d8 Earth damage
a failed saved the target creature is restrained for 1
and the target must make a Strength saving throw. On a
minute.
failed save, they are grappled by you until they either
A creature restrained by this jutsu makes a Strength
escape or you choose to release them.
(Athletics) check vs your Ninjutsu save DC to end this
A creature grappled by you can be pulled 10 feet closer
effect as an action on their turn, freeing themselves
towards you as a bonus action on each of your turns. A
from the rooted wood.
grappled creature can spend its action to remake its
At Higher Ranks: For each rank you cast this jutsu
saving throw to escape this grapple on a success.
above D-Rank, increase the cost of this jutsu by 3, and
At Higher Ranks: For each rank you cast this jutsu
the damage by 2d6.
above D-Rank, increase the cost of this jutsu by 3,
damage by 2d8 and range by 10 feet. WOOD RELEASE: FOO DOG HEADS
Classification: Hijutsu
WOOD RELEASE: WORLD OF TREES Rank: D-Rank
Classification: Hijutsu
Casting Time: 1 Action
Rank: D-Rank
Range: Self (15-foot Cube)
Casting Time: 1 Action
Duration: Concentration, Up to 10 minute
Range: Self (30-foot Cube)
Components: HS, CM, CS
Duration: 1 Minute
Cost: 5 Chakra
Components: HS, CM
Keywords: Hijutsu, Ninjutsu, Fuinjutsu
Cost: 5 Chakra
Earth Release, Water Release
Keywords: Hijutsu, Ninjutsu, Earth
Description: You clap your hands together
Release, Water Release
as you inject Chakra into the ground before
Description: You clap your hands
conjuring 4 Wooden pillars, one at each
together as you inject Chakra into the
corner of the cube. Each Pillar is both a
ground giving birth to a host of roots, and
structure and Earthen Construct that’s 10 feet tall, 5
plants that surge upwards filling a 30-foot
feet thick, made of wood, has an AC equal to your
cube originating from you with bulging
Ninjutsu save DC, and 20 hit points.
wood and roots. All creatures of
You do not spend Chakra to maintain this
your choice treat the area as
concentration jutsu. Creatures inside the cube of
difficult terrain and cannot take
your choice must make a Constitution saving throw
the dash or dodge actions while
taking 4d6 Chakra damage and 1 rank of weakened
inside the radius.
on a failed save or half as much and no further
Additionally, Senju clan Hijutsu you
effects on a success. Additionally, select creatures
cast while inside the area of this jutsu
must remake this save at the beginning of each of
ignores temporary hit points and
their turns taking 2d6 Chakra damage and
structures that would take damage in
gaining 1 rank of weakened on a failed save or
the targets place, instead directly
half as much on a success with no further
affecting the target.
effects.
At Higher Ranks: For each rank you
At Higher Ranks: For each rank you cast this
cast this jutsu above D-Rank, increase
jutsu above D-Rank, increase the cost of this
the cost of this jutsu by 3, and the size
jutsu by 3, the size of the cube by 10 feet and
of the cube by 10 feet.
the damage by 2d6.

75
C-RANK WOOD RELEASE: HOTEI TECHNIQUE
Classification: Hijutsu
WOOD RELEASE: GREAT SPEAR TREE Rank: C-Rank
Classification: Hijutsu Casting Time: 1 Action
Rank: C-Rank Range: 120 feet
Casting Time: 1 Action Duration: Concentration, Up to 1 minute
Range: 60 feet (15-foot Cube) Components: HS, CM
Duration: Instant Cost: 7 Chakra
Components: HS, CM Keywords: Hijutsu, Ninjutsu, Earth Release, Water Release
Cost: 8 Chakra Description: You clap your hands together as you inject
Keywords: Hijutsu, Ninjutsu, Earth Release, Water Chakra into the ground. You conjure multiple hands of wood
Release that jut from the ground and attempt to grapple up to two
Description: You clap your hands together as you inject creatures you can see within range. Target creature must
Chakra into the ground. You select a space you can see succeed a Dexterity saving throw, being grappled. On a
within range, where a large tree explodes from the successful save, no further effects.
ground without any leaves or foliage but instead A grappled creature must also make a Strength saving
sharpened wooden branches filling a 15-foot Cube. throw being pulled prone as the hands retract into the
Creatures within range of the massive tree makes a ground dragging the creature to the ground with it. On a
Dexterity saving throw, taking 8d4 Earth damage and successful save, they remain standing.
being restrained by the massive tree on a failed save, or A grappled or prone creature can make a Strength saving
half as much damage and no additional effects on a throw as an action on their turn to end the effect.
success. At Higher Ranks: For each rank you cast this jutsu above
Creatures restrained by this jutsu can make a Strength C-Rank, increase the cost of this jutsu by 3, and select one
(Athletics) vs your ninjutsu save DC to end the restrained additional creature for this jutsu to affect.
condition on themselves.
The tree that appears, remans for 1 hour before it wilts B-RANK
and turns to dust or is destroyed by other means. This
tree has an AC equal to your Ninjutsu Save DC and 20 Hit WOOD RELEASE: WOOD CLONE [CHANGED]
points and counts as an Earthen Construct. Classification: Hijutsu
At Higher Ranks: For each rank you cast this jutsu Rank: B-Rank
above C-Rank, increase the cost of this jutsu by 3, and Casting Time: 1 Action
summon a second tree in a difference space, within Range: Self
range. A creature can only be affected by one instance of Duration: Instant
this jutsu. Components: HS, CM
Cost: Special (10 Chakra)
WOOD RELEASE: HŌBI TECHNIQUE Keywords: Hijutsu, Ninjutsu, Earth Release, Water
Classification: Hijutsu Release, Clone
Rank: C-Rank Description: You clap your hands together as you inject
Casting Time: 1 Reaction, which you take when you or a chakra into the ground conjuring clones made of wood.
creature you can see within range would take damage or This is an even more advanced Version of the Shadow
make a Strength, Dexterity or Constitution saving throw. Clone Technique, where you manifest clones made of
Range: Self (10-foot Cube) hardened, malleable and dense wood known as a Wood
Duration: 1 Round Clone.
Components: HS, CM You can conjure up to 6 Wood Clones at once, each
Cost: 9 Chakra costing 10 chakra per clone. Wood Clones act at once and
Keywords: Hijutsu, Ninjutsu, Earth Release, Water all attempt to perform the same command give. If
Release commanded to perform the help action, they can only
Description: You clap your hands together as you inject help the Summoner. Wood Clones are conjured with a
Chakra into the ground. You conjure a massive wooden replica of any weapons you have on you at the time of
dome like structure of your design and description. All creation that is also made from chakra enhanced wood.
creatures of your choice are protected, while other When a Wood Clone makes an attack using this weapon
creatures whom you did not select are pushed out from or an unarmed attack it deals 1d10+Ninjutsu ability
the protection of this structure to the edge, on a space modifier earth damage regardless of the attack used. It
that can hold them harmlessly. The structure intercepts can make up to 2 attacks using its action.
all attacks except for Genjutsu. The structure does break All Wood Clones have 15 Hit Point and can use all
line of sight as it grants affected creature’s total cover. Senjutsu Hijutsu on your known list of C-Rank or lower
The structure splinters and dissolves at the beginning of up to twice, each. Wood Clones use your Constitution save
your next turn. A creature can leave the protection of the bonus for all saving throws.
structure, but cannot reenter it once they leave. After the clone reaches 0 Hit points, performs 2 Senju
The structure has an AC equal to your Ninjutsu save clan Hijutsu or is dismissed as a bonus action, the jutsu
DC, 30 Temporary Hit points. Any excess damage breaks ends.
through and affects the targeted creature as normal.
At Higher Ranks: For each rank you cast this jutsu
above C-Rank, increase the cost of this jutsu by 3, and
the Temporary Hit Points of the Structure by +10

76
WOOD RELEASE: WOOD DRAGON SUMMONING A restrained creature can use an action on its turn, to
Classification: Hijutsu make a Strength save vs your Ninjutsu save DC. Once they
Rank: B-Rank pass this check twice, they fully escape this jutsu’s bindings.
Casting Time: 1 Action A creature who’s hit points reach 0 while under the
Range: 30 feet effects of this jutsu becomes a part of the tree.
Duration: Concentration, Up to 1 minute The Tree conjured by this jutsu remains and does not
Components: HS, CM, CS dissolve. The Tree Conjured by this jutsu has 100 Hit
Cost: Special (14 Chakra) points and 21 AC.
Keywords: Hijutsu, Ninjutsu, Fuinjutsu, Earth Release,
Water Release
Description: You clap your hands together as you inject
Chakra into the ground conjuring a massive wooden Huge Construct, unaligned
serpentine dragon. You command the Dragon and it only
listens to you (no action needed), acting at the end of each Armor Class 13+ Your Ninjutsu Ability Modifier
of your turns. It is proficient in all saving throws, using your Hit Points 125 (10d10 + 70)
Ninjutsu ability modifier as its Proficiency bonus and uses Speed 40 ft.
your ninjutsu attack bonus or save DC for effects that
require it. STR DEX CON INT WIS CHA
You may as a Bonus action, or reaction cause the dragon
23 (+6) 10 (+0) 25 (+7) 1 (-5) 10 (+0) 1 (-5)
to use its Detonation ability. It rolls initiative as it has its own
turns, using your Ninjutsu Ability Modifier as its Initiative,
damage Immunities Poison, Psychic, Bludgeoning, Piercing and
and uses the following Statistics;
Slashing from non-Chakra enhanced weapons.

A-RANK
Condition Immunities Charmed, Exhaustion, frightened, paralyzed,
petrified, poisoned.
Senses Darkvision 60 ft., passive Perception 10
WOOD RELEASE: TREE BIND FLOURISHING
BURIAL Immutable Form. The Wood Dragon is immune to any Jutsu or
Classification: Hijutsu effect that would alter its form.
Rank: A-Rank
Elemental Weapons. The Dragons attacks are Chakra enhanced.
Casting Time: Full Round Action
Range: 90 feet (30-foot cylinder) Ineffable Makeup. The Wood Dragon cannot be dispelled by any
Duration: Until Dispelled or Destroyed jutsu of B-Rank or Lower.
Components: HS, CM, CS
Cost: Special (20 Chakra)
Keywords: Hijutsu, Ninjutsu, Fuinjutsu, Earth Release, Multiattack. The Wood Dragon can attack 2 times with its Bite.
Water Release Bite. Melee Weapon Attack: reach 10 ft., one creature. Hit: 2d8 + 6
Description: You clap your hands together as you inject Earth damage. On a successful hit, the target must succeed a
Chakra into the ground. Bringing a large surge of vitality Constitution saving throw, taking Chakra damage equal to half
into the foliage deep in the ground. Select a space you can of the damage dealt.
see within range. A massive tree, 90-feet tall and 30-feet Constrict. On a successful Bite attack, the wood dragon can forgo its
wide, made of roots, explodes upwards attempting to second attack to instead constrict the target. If it does, the target
capture all creatures in its path. This jutsu’s counts as an must succeed a Strength saving throw being grappled & restrained by
Earthen Construct. the Dragon. At the end of the dragons and restrained creatures turn,
All creatures in a 30-foot wide, 90-foot-high cylinder the creature loses 5 Chakra. A restrained creature can make a
must succeed a Strength saving throw, being restrained on a Strength (Athletics) or Dexterity (Acrobatics) check vs a DC 18 as an
failed save, as the tree completely captures, overtakes, and Action to end both conditions.
binds them inside it. On a successful save, they escape the
Detonation: The dragon explodes in a massive incendiary explosion of
binding of the tree’s roots.
Water and wood. All creatures within 15 feet of the Dragon when it
Creatures who failed the saving throw have total cover
explodes makes a Dexterity saving throw, taking 6d8 Earth damage
from all creatures both inside and outside the tree and begin
on a failed save, or half as much on a successful one. A creature
to feel immense pressure, as the tree begins to compress,
restrained by this dragon, when this ability is used instead takes
crushing them and feeding off of their biological mass as
double damage.
nutrients. Restrained creatures take 7d8 Earth and Chakra
damage at the beginning
of each of their turns.

77
SHAKUTON Scorching Aura: Starting at 3 rd level, when you would
deal Fire damage to structures or constructs made of
A Genin dashes through a thick brush of trees trying to
organic material (wood, grass, flesh etc.) they make
escape an ambush. She weaves handseals and Fires forth a
their saving throw at disadvantage and take triple
white-hot sphere of flame towards the brush in front of her,
damage.
completely burning way the brush in front of him without
Beginning at 11th level, you have learned to leverage
even a hint of smoke or soot. As they move through the forest
your Superheated Chakra to benefit your allies as well.
chasing her, they arrive to an opening in the forest. Seeing
When an allied creature within 30 feet of you would cast
their target, they move in to attack, but she responds by
a jutsu, you may spend a scorch die, giving their jutsu
conjuring a large, single sphere of Scorch flame and engulf
the Fire Release keyword for this casting. A creature
all of her enemies, turning them into mummified carcasses.
who’s jutsu you have augmented in this way, gains the
—Soren Uzumaki
benefit of your Scorching Heat clan feature as if they had
At Worlds End, Ch. 2 excerpt.
TOO HOT TO TOUCH
it, spending your scorch die, when they would spend any.
Beginning at 15th level, when you would spend at least
The Shakuton Clan is a clan that hails proudly from the two scorch die on a jutsu, either yours or an allies, you
Land of Wind. This clan has an extreme affinity for Fire increase the damage die of the jutsu cast by 1 step
& Wind Release able to create flames as hot as a small (D4>D6>D8>D10>D12)
sun that can burn away all moisture on impact. This clan Beginning at 18th level, when you would use this
has a famed history in the Land of Wind, but after one of feature on an allied creature, the next ninjutsu they cast
its famed members were killed in an ambush, they that would deal damage or force a creature to make a
scattered joining other villages to avoid the potential of a saving throw, its damage is increased by 1 step and it
clan massacre. also forces an affected creature to make a Constitution
saving throw, being burned on a failed save.
SHAKUTON TRAITS Scorch Release: The Shakuton has a unique talent for
Ability Score Increase: +2 Int, +1 Wis manifesting Scorch release, due to their close affinity to
Speed: Your base walking speed is 30 feet. both Wind and Fire Release. Beginning at 7 th level, you
Skill Proficiencies: Survival, Ninshou. gain the second Nature release you didn’t select from
Scorch Release Affinity: You begin with either Wind or Scorch Release Affinity.
Fire Release Affinity. (Pick one) Also, at 7th level, when you would cast a jutsu with
either Wind or Fire Release keywords that would deal
SHAKUTON FEATURES damage, you can change the damage type to Fire. Also, a
Scorch Techniques: The Shakuton Clan has access to a creature who has gained ranks of the burned condition
separate list of Jutsu unique to their Clan. You can add from a jutsu that you cast, or feature you use, must
these Jutsu to your jutsu list instead of selecting jutsu succeed a Constitution saving throw, gaining 1 rank of
from the Normal jutsu list(s). They do not need both weakened for the duration of the burned condition. Also,
Nature Release’s to use their Clan jutsu. all creatures within 60 feet of you who have the burned
Even Hotter [Changed]: Beginning, at 1st level, jutsu condition increases the DC to end the burned condition
you cast that deals Fire damage to a creature currently by +5.
under the effects of the burned condition takes 1d4 Immolation [New]: Beginning at 11th level, you can
bonus Fire damage, once each turn. Beginning at 11 th evolve a creatures burned condition to a new level, called
level, this bonus damage increases to 2d4. Beginning at Immolated. When a creature with 5 ranks of the burned
18th level, this bonus damage increases to 3d4. condition would gain another rank of the burned
Scorching Heat [Changed]: Beginning at 3 rd level, your condition, they instead become Immolated, losing all
super-heated Chakra has granted you the ability to super ranks of burned as it is replaced with 1 rank of
heat other jutsu with it. You gain a number of Scorch die, Immolated. An Immolated creature suffers the following
which are D4’s, equal to your proficiency bonus. When effects.
you would deal Fire damage, you may spend a number of
• An Immolated creature is counted as Burned for the
Scorch die, which when rolled is either; Added to the
total Fire damage dealt, ignoring resistances, or if a purposes of interacting with features, traits and jutsu
creature would make a saving throw of any type to resist and cannot gain ranks of burned condition while they are
an effect or condition imposed by a jutsu with the Fire or Immolated.
• An Immolated creature takes 5d10 Fire damage at the
Wind Release Keyword, they reduce their saving throw
by half of the result of your Scorch die (Min 1). You beginning of each of their turns.
• An immolated creature automatically fails concentration
regain spent scorch die when you
would take a rest of any type. checks.
• Creatures that are immune to Fire damage is immune to
this condition.
• A Creature can spend an Action to make a DC 20
Dexterity (Survival) Check to put out the
flames. On a successful check, the condition
ends or submerging themselves fully into a
body of Water.

78
SHAKUTON CLAN JUTSU SCORCH RELEASE: MURDEROUS
REVITALIZATION
D-RANK Classification: Hijutsu
Rank: D-Rank

SCORCH RELEASE: SCORCHING MURDER Casting Time: 1 Action


Range: Touch
Classification: Hijutsu
Duration: Instant
Rank: D-Rank
Components: HS, CM
Casting Time: 1 Bonus Action
Cost: 4 Chakra
Range: Self
Keywords: Hijutsu, Ninjutsu, Wind Release, Fire Release,
Duration: 1 minute
Medical
Components: HS, CM
Description: You conjure multiple globes of superheated
Cost: 5 Chakra
flame, revitalizing a creature you touch. They regain 3d6
Keywords: Hijutsu, Ninjutsu, Wind Release, Fire Release
hit points.
Description: You create 4 motes of superheated flame
If you spend 3 motes created by Scorch Release:
that circle around you like mini satellites. As a bonus
Scorching Murder, they also reduce their Exhaustion by
action on each of your turns, you can spend a mote,
1 rank. A creature who died as a result of 6 or more ranks
allowing you to make a ranged Ninjutsu attack, throwing
of exhaustion cannot have their exhaustion reduced by
it at a creature you can see within 30 feet. On a hit, target
this jutsu.
creature takes 3d8 Fire damage and must succeed a
At Higher Ranks: For each rank you cast this jutsu
Constitution saving throw, being burned on a failed save.
above D-Rank, increase the cost of this jutsu by 3, and
Once all motes have been expended this jutsu
hit points regained by 2d6.
immediately ends.
You can alternatively spend the motes created by this
jutsu to fuel other Scorch Release jutsu you cast,
SCORCH RELEASE: SLAUGHTERING FLAME
Classification: Hijutsu
enhancing their effects. If you would recast this jutsu,
Rank: D-Rank
you retain all unspent motes, adding them to your new
Casting Time: 1 Action
total.
Range: 60 feet (20-foot radius sphere)
At Higher Ranks: For each rank you cast this jutsu
Duration: Instant
above D-Rank, increase the cost of this jutsu by 3, the
Components: HS, CM
number of motes you create by 3 and damage of this
Cost: 4 Chakra
jutsu by 1d8.
Keywords: Hijutsu, Ninjutsu, Wind Release, Fire Release

SCORCH RELEASE: MURDEROUS FLAME Description: You conjure globes of superheated flame,
compressing it into a small sphere and throwing it
Classification: Hijutsu
towards a space you can see within range. The sphere
Rank: D-Rank
explodes when reaching its destination. All creatures in
Casting Time: 1 Action
the radius must make a Dexterity saving throw, taking
Range: Self (30-foot line)
2d8 Fire damage and gaining the burned condition on a
Duration: Instant
failed save, or only half as much damage on a successful
Components: HS, CM
save.
Cost: 4 Chakra
You can spend motes created by Scorch Release:
Keywords: Hijutsu, Ninjutsu, Wind Release, Fire Release,
Scorching Murder, for each mote spent, increase the
Clash
damage of this jutsu by 2d8. You can spend up to 3 motes
Description: You conjure multiple globes of superheated
this way.
flame, combining them into a single globe that you then
At Higher Ranks: For each rank you cast this jutsu
Fire as a beam of white flame in a 30 feet long, 5 feet
above D-Rank, increase the cost of this jutsu by 3, and
wide line. All creatures in its path must succeed a
the ranks of burned gained by +1.
Dexterity saving throw, taking 3d6 Fire damage and
being burned on a failed save or half as
much on a successful save.
You can spend 2 motes created by Scorch
Release: Scorching Murder, increasing the
damage die of this jutsu to a d10 and
creature(s) who fail the saving throw instead
gain 2 ranks of burned and creatures who pass
the save gain 1 rank of burned.
At Higher Ranks: For each rank you cast this
jutsu above D-Rank, increase the cost of this jutsu
by 3, and damage by 2d6.

79
C-RANK SCORCH RELEASE: PAINFUL VIOLENCE
Classification: Hijutsu
SCORCH RELEASE: BLAZING MURDER Rank: C-Rank
Classification: Hijutsu Casting Time: 1 Action
Rank: C-Rank Range: 5 feet
Casting Time: 1 Action Duration: Concentration, up to 1 minute
Range: 60 feet (15-foot cube) Components: HS, CM
Duration: Instant Cost: 9 Chakra
Components: HS, CM Keywords: Hijutsu, Ninjutsu, Wind Release, Fire Release
Cost: 8 Chakra Description: You cannot lose concentration on this jutsu
Keywords: Hijutsu, Ninjutsu, Wind Release, Fire Release as a result of damage. You conjure multiple globes of
Description: You conjure globes of superheated flame superheated flame and coat your fist and feet in them for
that you then compress into a sphere the size of a the duration.
basketball. You then throw this sphere into the air before When you first cast this jutsu and as an action on each
clapping your hands together to focus, releasing the subsequent turn for this jutsu’s duration, you can make
super-heated flames into the air like rain filling a 15- a single melee Ninjutsu attack. On a hit, you deal 4d6 +
foot cube you can see. Your Ninjutsu ability modifier in Fire damage and the
All creatures within range must succeed a Constitution target creature gains the burned condition.
saving throw. On a failed save they gain 2 ranks of the You can spend motes created by the Scorch Release:
burned condition. On a successful save they gain 1 rank Scorching Murder. For every three motes spent, you can
of the burned condition until the end of their next turn. make one additional melee ninjutsu attack as a part of
At Higher Ranks: For each rank you cast this jutsu this jutsu’s special action. You can spend 6 motes in this
above D-Rank, increase the cost of this jutsu by 3, and way.
the size of the cube by 5 feet.
B-RANK
SCORCH RELEASE: VIOLENT SLAUGHTERING
FLAME SCORCH RELEASE: HELLFIRE MURDER
Classification: Hijutsu Classification: Hijutsu
Rank: C-Rank Rank: B-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Self (30-foot cone) Range: Self (30-foot radius sphere)
Duration: Instant Duration: Instant
Components: HS, CM Components: HS, CM
Cost: 8 Chakra Cost: 12 Chakra
Keywords: Hijutsu, Ninjutsu, Wind Release, Fire Release Keywords: Hijutsu, Ninjutsu, Wind Release, Fire Release
Description: You conjure globes of superheated flame Description: You conjure globes of superheated flame
and create a stream of superheated flame, burning that you use to manifest a massive ball of super-heated
everything in your path. You Fire a 30-foot cone of flame flame about 8 feet in diameter. You then slam this ball
destroying everything in your way. Creatures in range, into the ground directly under you attempting to
must succeed a Dexterity saving throw, taking 5d8 Fire incinerate everything near you.
damage and being burned on a failed save or half as All creatures, excluding you, within the radius must
much on a successful save. succeed a Constitution saving throw. On a failed save,
Creatures who fail this saving throw by 5 or more also they take 10d8 Fire damage and gain 2 ranks of burned or
drop any metal items they are holding. If they would pick half as much damage on a success
up these items before the end of their next turn they take You can spend motes created by the Scorch Release:
1d8 Fire damage. Scorching Murder to enhance this jutsu. For every two
Creatures who fail this saving throw by 10 or more find motes spent this way, you select one creature to be
it hard to breathe as all the air evaporates from their unaffected by this jutsu and increase this jutsu’s damage
lungs as they become stunned until the end of their next by 2d8. You can spend up to 4 motes this way.
turn. At Higher Ranks: For each rank you cast this jutsu
You can spend motes created by Scorch Release: above B-Rank, increase the cost of this jutsu by 3, and
Scorching Murder, for each mote spent, all creatures the radius by 15 feet.
within range suffer a -1 penalty to their saving throw.
You can spend up to 5 motes this way.
At Higher Ranks: For each rank you cast this jutsu
above C-Rank, increase the cost of this jutsu by 3, and
damage by 2d8.

80
SCORCH RELEASE: VENGEFUL MIRAGE A-RANK
Classification: Hijutsu
Rank: B-Rank SCORCH RELEASE: MAJESTIC VIOLENT
Casting Time: 1 Action MURDERING HELLFIRE DESTROYER
Range: Touch Classification: Hijutsu
Duration: Concentration, up to 1 minute Rank: A-Rank
Components: HS, CM Casting Time: 1 Action
Cost: 11 Chakra Range: 120 feet
Keywords: Hijutsu, Ninjutsu, Wind Release, Fire Release Duration: Instant
Description: You conjure globes of superheated flame Components: HS, CM
and enhance the body of a creature you touch, increasing Cost: 25 Chakra
its reactionary speed significantly. For the duration you Keywords: Hijutsu, Ninjutsu, Wind Release, Fire Release,
do not need to spend Chakra to maintain this jutsu. Clash
The affected creature’s unarmed attacks are now Description: You conjure an innumerable number of
Chakra enhanced and now deal Fire damage instead of globes of superheated flame, fusing them, to create a
whatever it did previously. single massive sphere of super-heated flame.
Creatures who would make a melee attack against the Make a ranged ninjutsu attack against a target you can
affected creature, must succeed a Wisdom saving throw see within range, dealing 10d12 Fire damage on a hit.
as they see a mirage made from extreme heat. On a failed Regardless if you hit or miss, all other creatures
save they roll an additional 1d8 reducing their attack roll within 60 feet of the original target must succeed a
by the result. constitution saving throw taking 6d12 Fire damage and
being burned on a failed save.
Creatures who fail their saving throw or whose AC you
beat by 5 or more treat all 1’s and 2’s on the damage die
as 3’s. Creatures who fail their saving throw or whose AC
you beat by 10 or more take the maximum possible
damage.
Creatures who’s hit points are reduced to 0 as a result
of this jutsu are turned to dust and leave behind only a
shadow of their physique stained in ash on the ground or
wall.
You can spend motes created by the Scorch Release:
Scorching Murder to enhance this jutsu. For every two
motes spent, increase the damage by 2d12, and gain a +1
bonus to your attack roll and all affected creatures suffer
a -1 penalty to their saving throw. You can spend 15
motes in this way.

81
SHIKIGAMI Beginning at 7th level, when you would use a Breaching
Tag, Paper Bomb, Explosive Tag Ball, Flash Tag or Poison
A Jonin woman is flying through the clouds with wings made of
Gas Tag you can enhance them by infusing your chakra into
paper over her target fortress. She touches her neck and begins
them. When you do you spend 5 chakra for each bonus
to speak through a radio device. “I spotted them. Do I begin the
gained;
assault?” she speaks and awaits a response. “No, do not engage.
If you engage you will be alone!” a voice echo’s through her • Bonus Damage: If the enhanced item deals damage,
receiver. “I only asked for formalities darling. You never really increase the damage dealt by 2 damage die of each
had a choice in the matter.” She responds coldly before she flies damage type for each application of this bonus. If this
down and begins to weave handseals as shuriken and kunai bonus is used with a Flash Tag, you also deal 4d6
made of paper begin to fire downwards exploding on impact Lightning damage on a failed save or half as much on a
with the building. failed save. If used with a Poison Gas tag, you also deal
—Zozo Yamanaka 4d6 poison damage on a failed save or half as much on
At Worlds End, Ch. 18 excerpt. a failed save.

A WORK OF ART • Bonus DC: Increase the Items save DC by +2 for each
application of this bonus.
The Shikigami Clan is not a clan bound by blood as much as
• Bonus Radius: Increase the affected range or radius by
it is a clan bound by ideology. This Shikigami clan has no
10 feet for each application of this bonus.
surname, and do not share any connecting tissue outside of
the passed down secrets of Papercraft. This family works Paper Reservoir: At 7th level, you may reduce the chakra
more like a coven of members more so than a bloodline, cost of Jutsu with the Chakra Seal Component (CS) by 1. This
with senior and elder members teaching their children and reduction increases to 2 at 11th level and 3 at 15th level (Min
bringing in those from outside the clan into the fold. 1.)
Divine Shikigami: Beginning at 11th level, you may expend
SHIKIGAMI TRAITS paper-based ninja tools (Breaching Tag, Paper Bomb,
Ability Score Increase: +2 Int, +1 Dex Explosive Tag Ball, Flash Tag or Poison Gas Tag) to enhance
Speed: Your base walking speed is 30 feet. the power of your Hijutsu. When you would cast a Shikigami
Skill Proficiencies: Sleight of Hand, Performance Clan Hijutsu, you may spend one of the aforementioned
Tool Proficiencies: Weaponsmiths Kit, Demolitions Kit ninja tools, incorporating them into your jutsu. Your Jutsu is
enhanced using the following effects, based on the
SHIKIGAMI FEATURES following Ninja tools used. Some Enhanced effects will
Shikigami Techniques: The Shikigami Clan has access to require a saving throw of an affected creature, the Save DC is
a separate list of Jutsu unique to their Clan. You can add always your Ninjutsu save DC;
these Jutsu to your jutsu list instead of selecting jutsu from
• Breaching Tag: Your jutsu explodes on contact, dealing
the Normal jutsu list(s).
focused, localized damage. Your Jutsu’s Damage type
Papercraft: The Shikigami Clan learns to craft with
becomes Fire, deals an additional 2 damage die of
paper from a young age. Beginning at 1st level, when you
damage, and deals double damage to structures and
would gain the benefits of a short or long rest, you can
constructs.
craft up to two of the following with no additional
• Paper Bomb or Explosive Tag Ball: Your jutsu ignites with
resources required. Additionally, you reduce the ryo cost
reckless abandon creating an enhanced mobile bomb.
and downtime cost to craft the following Items during
Regardless of a hit or miss, you may trigger your jutsu to
downtime by half. This does not stack with other features
explode. All creatures within 25 feet of the original target
that reduce downtime cost to craft the following items.
creature must succeed a Dexterity saving throw, taking
• Breaching Tag 4d6 fire damage or half as much on a successful. If used
• Paper Bomb with a Jutsu that affects an area, you instead increase the
• Explosive Tag Ball Jutsu's range by 10 feet and all creatures who fail the
• Flash Tag jutsu’s saving throw take an additional 4d6 fire damage
• Poison Gas Tag or half as much on a successful one.
• Flash Tag: Your jutsu erupts into a violent flash of blinding
Ninja tools crafted this way do not have any bulk, and
last for 24 hours before becoming inert. Beginning at 11th white light. Regardless of a hit or miss, you may trigger
level when you would use this feature to craft a ninja tool, your jutsu to explode into this blinding light. All creatures
you instead can craft four. Beginning at 18th level this within 25 feet of the original target creature must succeed
increases to six. a Wisdom saving throw, being blinded for 1 minute on a
Additionally, if you have a Demolitions Kit, you can failed save. If used with a Jutsu that affects an area, you
spend 10 minutes and 1 use of it to create one of the listed instead increases the range of the jutsu by 10 feet and all
items at the Greater Quality. When you would gain the creatures within the target area who fail the Jutsu’s
benefit of this feature over the course of a short rest, you saving throw also become blinded for 1 minute on a failed
can spend 2 uses of your Demolitions Kit to create two save. A blinded creature makes Wisdom Saving throw vs
additional items. When you would gain the benefit of a long the Jutsu’s Save DC at the end of each of their turns to end
rest, you can spend 3 uses of your Demolitions Kit to create the blinded condition.
• Poison Gas Tag: Your Jutsu exudes a noxious purple gas.
five additional items. When you would gain the benefit of
Downtime to create the listed Items, you create twice the Regardless of a hit or miss, you may trigger your jutsu to
amount you would normally make. expel this poisonous gas. All creatures within 25 feet of
Paper Expert: You learn to draw out the power of paper- the original target creature must succeed a Constitution
based ninja tools. Beginning at 3rd level, when you would saving throw, being Poisoned for 1 minute on a failed
use a Breaching Tag, Paper Bomb, Explosive Tag Ball, Flash save. If used with a Jutsu that affects an area, this feature
Tag or Poison Gas Tag, the DC of these Tags are modified instead increases the range of the jutsu by 10 feet and all
and are now equal to your Ninjutsu Save DC, if your Ninjutsu creatures who fail the jutsu’s saving throw are Poisoned
save DC would be higher than the listed Ninja tools Save DC. on a failed save.

82
SHIKIGAMI CLAN JUTSU Keywords: Hijutsu, Ninjutsu
Description: You take a chakra seal, and infuse it with your

D-RANK
chakra, making it very similar to a breaching tag. Each time
you cast this jutsu, you create 2 of such tags. These tags must
be prepped and set on a solid surface and can only be
PAPER SHURIKEN activated as a Reaction. Each trap takes 10 minutes to prep
Classification: Hijutsu
and set.
Rank: D-Rank
You do not spend chakra to make such a paper trap, you
Casting Time: 1 Action
instead must spend 5 chakra to activate the trap. For every
Range: 60 Feet
trap you activate, you must spend 5 chakra. All creatures
Duration: Instant
within 30 feet of the trap when detonated must succeed a
Components: CS
Dexterity saving throw. On a failed save the creature takes
Cost: 4 Chakra
4d6 fire damage. A creature who fails a saving throw suffers a
Keywords: Hijutsu, Ninjutsu
-2 penalty to each subsequent saving throw they make
Description: You create 3 razor-sharp shuriken from
against other Paper traps (This penalty stacks). A creature
paper, and guide them with your chakra. Make a ranged,
can be affected by up to 10 Paper traps at once.
ninjutsu attack for each shuriken you create. You can make
the attack against one target or many. On a hit, you deal
1d4+1 slashing damage. A creature gains 1 rank of bleeding
C-RANK
for each shuriken that deals damage to them.
While under the effects of Dance of Shikigami, you can
PAPER DRIZZLE
Classification: Hijutsu
choose to cast this jutsu as a bonus action.
Rank: C-Rank
At Higher Ranks: For each rank you cast this jutsu above
Casting Time: 1 Action
D-Rank, increase the cost by 3, and create two additional
Range: 90 Feet (30-foot cube)
shuriken.
Duration: Instant

PAPER SUBSTITUTION Components: CS


Cost: 8 Chakra
Classification: Hijutsu
Keywords: Hijutsu, Ninjutsu
Rank: D-Rank
Description: You briefly form a pair of papery wings, which
Casting Time: 1 Reaction, which you take when you are
rain Senbon, made of paper on an area of your choosing, that
targeted or would take damage from an attack that targets
you can see within range. Each creatures in the target area,
you.
must succeed a Dexterity saving throw, taking 4d10 piercing
Range: Self
damage on a failed save, or half as much on a successful on.
Duration: 1 Round
While under the effects of Dance of Shikigami, you can
Components: HS, CS
choose to only affect hostile creatures within the area of
Cost: 5 Chakra
effect, and increase the radius of the jutsu to a 45-foot cube.
Keywords: Hijutsu, Ninjutsu
At Higher Ranks: For each rank you cast this jutsu above
Description: You turn your body into a mound of small,
C-Rank, increase the cost by 3 and the damage by 2d10.
paper squares, that upon impact scatter, nullifying a
significant amount of damage. You gain +5 bonus to AC
and resistance to Bludgeoning, piercing and slashing
ORIGAMI SERVITOR
Classification: Hijutsu
damage until the beginning of your next turn.
Rank: C-Rank
While you are gaining the benefits of Dance of the
Casting Time: 1 Action
Shikigami Hijutsu, you instead gain immunity to
Range: 500 Feet
Bludgeoning, Piercing and Slashing Damage.
Duration: 1 Hour

TRACKING TAG Components: CS


Cost: 7 Chakra
Classification: Hijutsu
Keywords: Hijutsu, Ninjutsu, Sensory
Rank: D-Rank
Description: You use origami to create a paper animal, such
Casting Time: 1 Action
as a crane or butterfly, and send it out to gather information.
Range: Touch
The Origami you create, is a tiny object with a flying speed of
Duration: 24 hours
60 feet and a stealth bonus equal to your Ninjutsu Save DC.
Components: CS
While this jutsu is active, you may spend an action to see and
Cost: 4 Chakra
hear as if you were in the same location as your origami.
Keywords: Hijutsu, Ninjutsu, Sensory
While doing this your body is incapacitated and unaware of
Description: You attach a paper tag with your chakra
its surrounding. Any damage to your body returns your
signature to a target, which changes color to blend in with
senses.
their clones or skin. You may detect the general location of
At Higher Ranks: For each rank you cast this jutsu above
this tag from up to a mile away. When you are within 500
C-Rank, increase the cost by 3, the range your Origami can
feet, you may detect its exact location.
travel by 250 feet, and increase their Stealth Bonus by +2. If
PAPER TRAP this jutsu is casted at B-Rank, increase the Duration to 8
Classification: Hijutsu hours and 24 hours at A-Rank.
Rank: D-Rank
Casting Time: 10 Minutes
Range: Self
Duration: Until Triggered or Dispelled
Components: CS
Cost: Special

83
PAPER CLONE [CHANGED] B-RANK
Classification: Hijutsu
Rank: C-Rank PAPER CHAKRAM
Casting Time: 1 Action Classification: Hijutsu
Range: Self Rank: B-Rank
Duration: Concentration, up to 1 Hour Casting Time: 1 Action
Components: CS Range: 5 feet (120 feet)
Cost: Special (8 Chakra) Duration: 1 minute.
Keywords: Hijutsu, Ninjutsu, Clone Components: CS
Description: You conjure a clone made of paper, similar Cost: 10 Chakra
to the Shadow Clone Technique, but more durable to a Keywords: Hijutsu, Ninjutsu
space it can occupy within 10 feet of you, known as a Description: You create an incredibly sharp chakram of
Paper Clone. Paper Clones are made of paper and weighs paper, which you mentally command to attack opponents
1/10th of the casters weight. You may create up to 2 Paper repeatedly for the duration or until you dismiss this jutsu.
Clones, each costing 8 chakra. Paper Clones have When you cast this jutsu, the chakram appears within 5
Immunity to bludgeoning, piercing and slashing feet of you, and you can move the chakram up to 30 feet
damage, Vulnerability to fire damage and can cast up to and make an attack against a target within 5 feet of the
two C-Rank and lower Shikigami Clan Hijutsu before chakram. On a hit, the target takes slashing damage equal
this jutsu ends. Paper Clones made using this jutsu to 6d6 + your ninjutsu ability modifier. The chakram has a
cannot create a Clones of its own. Paper Clones cannot critical hit range of 19-20. On a critical hit, the target also
concentrate on jutsu. gains the 4 ranks of the bleeding condition. As a bonus
If a Paper Clone casts a jutsu that requires more than 1 action on each of your turns, you may move the chakram
attack roll upon casting, it only makes one attack. If up to 30 feet and repeat the attack against a target within 5
multiple clones attack the same creature, you do not make feet.
multiple attack rolls. You instead choose a lead clone and it While under the effects of Dance of the Shikigami, when
gains a +1d4 bonus to its damage roll(s), for each moving the chakram, you may have it make an attack
additional clone that is aiding it. against each creature it passes during its movement. A
Paper Clones can change their color to blend in with creature can only be targeted by the chakram once per turn.
any surface as an Action. When it does it can make a At Higher Ranks: For each rank you cast this jutsu above
Stealth check using your Ninshou or Stealth, whichever B-Rank, increase the cost by 3, the damage by 1d6 and the
is higher. Paper Clones are automatically dispelled if it critical hit range by 1.
enters a body of water. Paper Clones can make a melee
weapon attack with its action. If it does it deals 1d8
slashing damage.
.

84
PAPER COFFIN A-RANK
Classification: Hijutsu
Rank: B-Rank DANCE OF THE SHIKIGAMI
Casting Time: 1 Action Classification: Hijutsu
Range: 80 feet Rank: A-Rank
Duration: Concentration, up to 1 minute. Casting Time: 1 Action
Components: CS Range: Self
Cost: 14 Chakra Duration: Concentration, up to 10 minute.
Keywords: Hijutsu, Ninjutsu Components: CS
Description: You cover a target in sheets of paper, with Cost: 18 Chakra
restrict their movements and plug their nose and mouth, Keywords: Hijutsu, Ninjutsu
suffocating them. You do not need to pay chakra, to Description: With your mastery of paper, you turn yourself
maintain concentration on this jutsu. A target creature you into a paper angel, with a body untouchable by mundane
can see within range must succeed on a Dexterity saving weaponry and the ability to take to the skies. Until this
throw or be covered by countless sheets of paper. On a jutsu ends, you gain the following benefits:
success, they avoid the paper, ending the jutsu.
• You gain Resistance to bludgeoning, piercing, and
While trapped by the paper, they are restrained, unable
slashing damage.
to cast jutsu that require Hand Signs (HS), draw or stow
• You gain a flying speed of 60 feet.
weapons or make complete complex body movements like
making a weapon attack. They also begin suffocating. At You can use your bonus action to select a space you can
the start of each of the suffocating creatures turns, it takes see up to 60 feet away. All creatures in a 15-foot cube
5d6+15 Necrotic Damage that cannot be reduced by any centered on this space must succeed a Dexterity saving
means. A creature that does not need to breathe cannot throw. On a failed save, creatures takes 4d8 piercing
take damage from this jutsu. During this time, the creature damage and gains the Bleeding condition, or half as much
cannot speak, but you can allow it to do so, halting the damage on a successful saving throw.
suffocation by one round. At the end of the creature's turn,
it can make a Strength saving throw, breaking free of the
paper on a successful save.
A creature can attempt to destroy the paper Coffin you
have created. Your Sokushinbutsu has an AC equal to your
Ninjutsu save DC, 25 Hit points and Vulnerability to Fire
damage. If your Sokushinbutsu’s hit points are reduced to
0, this jutsu ends.

85
SHOTON you complete a short or long rest. You can spend
Crystallization Die to increase the Damage, Hit Points, or
A Chunin female is trapped behind enemy lines as the
Damage Reduction of Ninjutsu you cast with the Earth
opposing force of mercenaries led by a prominent rogue
Release Keyword or Reduce the cost of Ninjutsu you cast
ninja are advancing towards her position. “Damnit, we need
with the Earth Release Keyword, by using the following
help! Where is Genkai!?” she exclaims as a fireball erupts at
criteria (This requires no additional action);
her location. She barely avoids it as her back is badly burned.
The rogue shinobi approaches her with a katana hanging • When you would deal damage with a Ninjutsu you cast
over his shoulder with a smug grin. “Any last word scum, with the Earth Release Keyword, you can spend up to
Before I send your head back to the Tsuchikage in a bag?” two Crystallization Die adding the result to the
He says confidently as he raises his sword ready to deliver damage. You can do this once per casting.
the final blow. “Yeah, I got one” a voice exclaims from the • When you would summon or create a creature or
tree’s. “You need to know how to treat a lady” the voice earthen construct using a Jutsu with the Earth Release
continues before the rogue ninja begins to see his forces Keyword, you can spend up to 3 Crystallization Die
slowly become overtaken by blue crystalline constructs as adding the result to the creatures or constructs Hit
they are frozen in time inside the beautiful crystal. Points. You can do this once per casting.
—Himari Hyūga • When you would reduce damage with a Ninjutsu you
The Never-Ending Wars, Ch. 11 excerpt. cast or are concentrating on with the Earth Release
DIAMONDS IN THE ROUGH Keyword, you may spend 1 Crystallization die adding
to the result. You can do this twice per turn.
The Shoton Clan is a clan that hails from the land of
• When you would cast a Ninjutsu with the Earth
Sound. A Clan without a clear family name, but one
Release Keyword, you can spend 1 Crystallization die,
which has produced many of prominent shinobi. This
reducing the cost of the jutsu cast by half of the result
clan has an extreme affinity for earth release allowing
(Min 1.) You can do this once per casting. This does not
them to convert any matter into crystals with enough
reduce the jutsu’s concentration cost.
chakra control. They have been known to serve the
Otokage at some point in history, but its members have
long since spread and assimilated into different villages
and formed a multitude of different family names,
becoming most prominent in the land of earth most
recently.

SHOTON TRAITS
Ability Score Increase: +2 Con, +1 Cha
Speed: Your base walking speed is 30 feet.
Skill Proficiencies: Nature, Survival
Crystal Release Affinity: You begin with Earth Release
Affinity

SHOTON FEATURES
Crystal Release: The Shoton Clan has access to a
separate list of Jutsu unique to their Clan. You can add
these Jutsu to your jutsu list instead of selecting jutsu
from the Normal jutsu list(s).
One with Earth: Shoton’s are known for being rash,
headstrong and stubborn. These personality traits tend
to bleed into their affinity for earth Release Jutsu.
Beginning at first level, you may use Charisma instead of
Intelligence for the attack rolls, damage rolls, and Save
DC of Ninjutsu you cast with the Earth Release Keyword.
Crystalline Stone: Beginning at 1st level, your
crystalline techniques allow you to reinforce any earth
based jutsu that produces Earthen Constructs
significantly. Ninjutsu, you cast with the Earth Release
Keyword that creates an Earthen Construct, reduces
incoming damage to the construct by -2 against all
damage types except Fire & Lightning Damage. This
becomes Resistance at 11th level.
Rock Hard Stability: Starting at 3rd level, when you
are concentrating on a Ninjutsu with the Earth Release
Keyword, you gain a +1 Bonus to your AC. This bonus
increased to a +2 at 11th level and a +3 at 18th level.
Crystalized Focus: Starting at 7th level, you have
learned how to reinforce the molecular structure of
Stone, Crystal and other earth-based materials. This
reinforcement is represented as a pool of d10’s called
Crystallization Die. You begin with 4 of these
Crystallization die. You gain more as you increase in
level. You gain 1 more when you reach 11th, 15th, and
18th level. You regain all expended uses of this die when

86
SHOTON CLAN JUTSU CRYSTAL RELEASE: CRYSTAL WHEEL
Classification: Hijutsu

D-RANK Rank: D-Rank


Casting Time: 1 Action

CRYSTAL RELEASE: CRYSTAL ARMOR


Range: Self
Duration: Concentration, Up to 1 Minute
Classification: Hijutsu
Components: HS, CM
Rank: D-Rank
Cost: 4 Chakra
Casting Time: 1 Action
Keywords: Hijutsu, Ninjutsu, Earth Release
Range: Self
Description: You manifest pink, blue, red, or green crystal
Duration: Concentration, up to 1 Minute
ring around yourself that you cause to spin like a buzzsaw
Components: HS, CM
around you.
Cost: 5 Chakra
For this jutsu’s duration, you increase your Movement
Keywords: Hijutsu, Ninjutsu, Earth Release
speed by 5 x your Ninjutsu ability modifier, you ignore
Description: You create a layer of crystalline chakra across
difficult terrain and creatures who would make an attack of
your body designed to act as a second skin protecting you
opportunity against you takes 10 earth damage as the crystal
from powerful blows and crippling attacks.
ring slashes into them as you pass them.
For the duration, you cannot gain the benefits of Armor
At Higher Ranks: For each rank you cast this jutsu above
you are wearing. You do not spend chakra to maintain
D-Rank increase the cost by 3 and the damage by 5.
concentration of this jutsu and this jutsu cannot end as a
result of failing a concentration check.
You gain a +1 Bonus to your AC, and reduce incoming
CRYSTAL RELEASE: JADE CRYSTAL BLADE
Classification: Hijutsu
damage by -2. This damage reduction does not count
Rank: D-Rank
against Lightning Damage.
Casting Time: 1 Action
While you are gaining the benefit of this jutsu, you are
Range: Self
counted as an Earthen Construct of your own creation.
Duration: Concentration, Up to 1 Minute
At Higher Ranks: For each rank you cast this jutsu above
Components: HS, CM
D-Rank increase the cost by 3. If this jutsu is cast at C-Rank
Cost: 4 Chakra
or higher, increase the damage reduction to 4. If this jutsu is
Keywords: Hijutsu, Ninjutsu, Earth Release
cast at B-Rank or Higher, increase the Bonus to AC by +1. If
Description: You manifest pink, blue, red, or green crystal
cast at A-Rank or higher, the duration, instead becomes 8
blades on either arm of yours.
hours, and can be concentrated on alongside two other Jutsu
As an action on each of your turns, you can make two
with the Earth Release Keyword. If cast at S-Rank or higher,
melee ninjutsu attacks against a creature you can see within
increase the damage reduction to 8.
5 feet of you. On a hit, you deal your unarmed damage + 1d8

CRYSTAL RELEASE: CRYSTAL NEEDLES


earth damage.
If you successfully hit a creature with both attacks, the
Classification: Hijutsu
target gains 2 ranks of bleeding.
Rank: D-Rank
At Higher Ranks: For each rank you cast this jutsu above
Casting Time: 1 Action
D-Rank increase the cost by 3 and the damage by 2d8.
Range: 60 Feet
Duration: Instant
Components: HS, CM
C-RANK
CRYSTAL RELEASE: HEXAGONAL CRYSTAL
Cost: 5 Chakra
Keywords: Hijutsu, Ninjutsu, Earth Release
Description: You manifest pink, blue, red, or green crystal SHURIKEN
rods that you then launch at a creature you can see in range. Classification: Hijutsu
Rank: C-Rank
Make two ranged ninjutsu attacks against a creature you
Casting Time: 1 Action
can see within range. On a hit, you deal 2d6 + Your Ninjutsu
Range: Self
ability modifier Earth damage.
Duration: Permanent, until used
If you deal 15 or more damage using this jutsu, the crystal
Components: HS, CM
expands on contact attempting to restrain the affected
creature. The target must succeed a Strength saving throw Cost: 6 Chakra
Keywords: Hijutsu, Ninjutsu, Earth Release
being restrained by crystals on a failed save. At the end of
Description: You manifest a d6 stack of pink, blue, red, or
the affected creatures turn, they remake their saving throw
green crystal shuriken. These shuriken have no bulk, and
ending the restrained condition on a success.
you can only ever have 1 Stack at a time. If you manifest
At Higher Ranks: For each rank you cast this jutsu above
D-Rank increase the cost by 3 and the damage by 1d6 and another stack, the previous stack dissolves.
These shuriken have the same range as normal shuriken,
the number of attacks by +1.
deals a d8 slashing damage and have the Deadly weapon
property.
These shuriken can be thrown using your Ninjutsu attack
bonus, and always count as components for bukijutsu that
require a ranged slashing weapon.
If you score a critical hit with these shuriken, they shatter
and splinter dealing half the damage dealt to all creatures
within 5 feet of the original target.
At Higher Ranks: For each rank you cast this jutsu above
D-Rank increase the cost by 3 and the size of the stack by 1
step (D6>D8>D10>D12)

87
CRYSTAL RELEASE: SHURIKEN WILD DANCE If this jutsu is cast targeting a willing creature, you
Classification: Hijutsu manifest the crystal dome around them almost instantly.
Rank: C-Rank This dome intercepts all attacks and damaging effects
Casting Time: 1 Action except Genjutsu.
Range: Self (5-Feet radius) If this jutsu is cast targeting an unwilling creature, that
Duration: Concentration, Up to 1 minute creature makes a Dexterity saving throw being encased in
Components: HS, CM the dome on a failed save. While inside the crystal dome, it
Cost: 7 Chakra intercepts all attacks and damaging effects except Genjutsu.
Keywords: Hijutsu, Ninjutsu, Earth Release The dome an AC equal to your Ninjutsu save DC,
Description: You manifest pink, blue, red, or green crystal Resistance to Cold Damage and Vulnerability to Lightning
shuriken that spin around your furiously, protecting you Damage and a number of Hit point equal to 6d8+15. A
from harm and damaging creatures that get too close. creature cannot willingly pass through the crystal, requiring
Ranged attacks against you deals reduced damage equal it to be destroyed, dispelled, removed in order to move from
to 2d6. This damage reduction doesn’t count against the creatures current space.
lightning damage. At Higher Ranks: For each rank you cast this jutsu above
If a creature begins or ends its turn within 5 feet of you, D-Rank increase the cost by 3 and the number of hit points
they must succeed a Dexterity saving throw, taking 3d6 the Dome has by 1d8+5.
earth damage and 3d6 Slashing damage on a failed save or
half as much on a success. CRYSTAL RELEASE: CRYSTAL PRISON
At Higher Ranks: For each rank you cast this jutsu above Classification: Hijutsu
D-Rank increase the cost by 3 and the damage by 1d6 of Rank: B-Rank
each damage type. Casting Time: 1 Action
Range: Touch
CRYSTAL RELEASE: JADE CRYSTAL Duration: Concentration, up to 1 minute
HEXAGONAL PILLARS Components: HS, CM
Classification: Hijutsu Cost: 14 Chakra
Rank: C-Rank Keywords: Hijutsu, Ninjutsu, Earth Release
Casting Time: 1 Action Description: You manifest a pink, blue, red, or green
Range: Self (60 Foot Radius) crystalline structure, completely encasing a creature you
Duration: Concentration, Up to 10 minutes touch within. This jutsu’s cost and concentration costs
Components: HS, CM cannot be reduced by any means except by Crystal Release:
Cost: 9 Chakra Jade Crystal Hexagonal Pillars.
Keywords: Hijutsu, Ninjutsu, Earth Release, Fuinjutsu Make a melee ninjutsu attack. On a hit, the target must
Description: You manifest five, large pink, blue, red or succeed a Constitution saving throw, on a failed save you
green crystalline pillars around yourself each on the edge of infuse your target with your Crystal Release Chakra for the
this jutsu’s radius, with you in the center. Each of these next minute. At the beginning of each of its turns must
pillars for the duration, counts as an earthen construct. succeed a Constitution (Chakra Control) check vs your
For the duration, you and creatures of your choice within Ninjutsu Save DC for the duration.
this jutsu’s radius gains the following benefits; Each time a creature fails, their cellular structure begins
to resemble that of a Crystal.
• Jutsu cast, with the Earth Release Keyword, of a rank
A creature who fails one or more times gains one rank of
equal to or lower than this jutsu ignore the Hand Seal (HS)
the Slowed Condition as it becomes hard to move the way
requirements.
they want.
• Jutsu cast, with the Earth Release Keyword, that requires
A creature who fails two or more times gains the
concentration, reduce concentration costs by -1. (Min 1.)
restrained condition as their cells begin to take on a
• Reduce all incoming damage, except Lighting and Psychic
crystalline make up solidifying and crystallizing them.
damage by 1d6+2.
A creature who fails three or more times becomes
• Creatures cannot gain the benefit of Stealth or being
incapacitated as their body is overtaken by crystalline cells.
hidden from you while within this jutsu’s radius.
A creature who fails five or more times becomes Petrified
At Higher Ranks: For each rank you cast this jutsu above permanently, until you recast this jutsu on them, or a
C-Rank increase the cost by 3 and the damage reduction by Ninjutsu with the medical Keyword that removes conditions
-3. If cast at A-Rank or above increase the cost reduction for of any type is cast on them at A-Rank or Higher.
concentrating on Earth Release jutsu to -3 (Min 1.) If their Petrified figure is damage or destroyed in anyway,
the creature petrified, is immediately killed, with no way to
B-RANK be revived.

CRYSTAL RELEASE: CRYSTAL FRUIT


Classification: Hijutsu
Rank: B-Rank
Casting Time: 1 Action or Reaction, which you take when a
creature you see would take damage.
Range: 90 Feet
Duration: Concentration, up to 1 minute
Components: HS, CM
Cost: 12 Chakra
Keywords: Hijutsu, Ninjutsu, Earth Release
Description: You manifest a pink, blue, red, or green crystal
dome around a creature of your choice within range
designed to protect or trap a creature.

88
A-RANK
CRYSTAL RELEASE: CRYSTAL IMPRISONMENT
WAVE
Classification: Hijutsu
Rank: A-Rank
Casting Time: Full Turn Action
Range: Self (30-Foot Radius sphere)
Duration: Concentration, up to 1 minute
Components: HS, CM
Cost: 25 Chakra
Keywords: Hijutsu, Ninjutsu, Earth Release
Description: As a part of casting this jutsu, you must know
the Crystal Release: Crystal Prison Hijutsu. You perform the
Crystal Release: Crystal Prison Hijutsu, but on a massive scale,
affecting all creatures within range.
This jutsu’s cost and concentration costs cannot be
reduced by any means except by Crystal Release: Jade Crystal
Hexagonal Pillars.
Each creature within a 30-foot radius, must succeed a
Dexterity saving throw. On a failed save, they fall under the
effects of the Crystal Release: Crystal Prison as if you hit them.

89
TSUCHIGUMO CLAN from your study of difference species of spiders. While you
are not wearing medium or heavy armor, your AC is
Ledio waits hiding in the darkness of the trees. His target
calculated as follows: 11 + Dexterity + Wisdom + Half
walking unassuming directly under him. He jumps into
proficiency.
action, weaving a web launching it at them capturing them
Exoskeleton: Beginning at 3 rd level, twice per rest, as an
almost instantly.
action, you can continuously conjure a thicker coat of
—Tatsunami Aburame
golden armor which can take far tougher impacts for the
The Long Road, Ch. 4 excerpt.
next minute. You gain 5 temporary hit points at the

ARACHNOPHOBIA beginning of each of your turns, which do not stack.


Beginning at 11th level, you instead gain 10 temporary hit
The Tsuchigumo Clan is a small clan from the land of points at the beginning of each of your turns.
Rice, which finds its home in the Sound Village. But ever Beginning at 18th level, you instead gain 15 temporary hit
since the destruction of the Sound Village, they have points at the beginning of each of your turns.
scattered and are known to work closely with the Grass
and Leaf Villages respectively. They are known for their
odd genetic makeup allowing them to create webs, and
TSUCHIGUMO CLAN JUTSU
D-RANK
biological matter that acts like Chakra resistant armor.

TSUCHIGUMO TRAITS [CHANGED]


Ability Score Increase: +2 Dex, +1 Wis WEB BIND [CHANGED]
Speed: Your base walking speed is 35 feet. Classification: Hijutsu
Skill Proficiencies: Acrobatics, Perception Rank: D-Rank
Weapon Proficiencies: You are proficient with Casting Time: 1 Action
Shortbow’s and Longbows. Range: Self (15-foot cone)
Duration: 1 Minute
TSUCHIGUMO FEATURES [CHANGED] Components: HS, CM
Spider Techniques: The Tsuchigumo Clan have access to Cost: 5 Chakra
a separate list of Jutsu unique to their Clan. You can add Keywords: Hijutsu, Ninjutsu
these Jutsu to your jutsu list instead of selecting jutsu from Description: You knead sticky webbing in your mouth and
the Normal jutsu list(s). spit it out covering the target area in front of you.
Third Eye: The Tsuchigumo are widely known as Creatures in the target area must succeed a Dexterity
“Arachnoids” or “Spider people” from their seeming saving throw, being restrained on a failed save as the
closeness of the insects. But what most don’t know about sticky web restricts movement for the duration. A
are the third eye’s that reveal themselves on your forehead restrained creature makes a Strength saving throw at the
as the clansmen grow older. Beginning at 1st level, your end of each of their turns to end this jutsu’s effect on
third eye has reach maturity, and it opens at your them.
command. Once per rest, as an action for 1 minute, you At Higher Ranks: For each rank you cast this jutsu above
open your third eye, increasing your perceptive ability D-Rank, increase the cost of this jutsu by 3 and the size of
greatly. You gain a +5 to perception and attacks with the cone by 5 feet.
ranged weapons you are proficient in can be made at twice
the range. You add your wisdom modifier to the damage of WEB THROW [CHANGED]
ranged weapon and taijutsu attacks. Beginning at 11th level Classification: Hijutsu
damage you deal with ranged weapon or taijutsu attacks Rank: D-Rank
ignore resistance, and cannot have its damage reduced by Casting Time: 1 Action
more than 5. Starting at 18th level, you can add your Range: 60 feet
Wisdom modifier to all ranged attacks made with a ranged Duration: Instant
weapon, ranged taijutsu attacks as a result of a Bukijutsu, Components: HS, CM
and Hijutsu you cast. Cost: 4 Chakra
Web Traps [New]: Beginning at 3rd level you can produce Keywords: Hijutsu, Ninjutsu
spider webs by infusing your spit or sweat with Chakra. You Description: You knead sticky webbing in your mouth and
can use this web to create traps and even sense enemies. spit it out towards a creature you can see within range
You can use your webs to help with creating Restraining latching on to them and preparing to pull or throw them
and Hidden Pit Traps. When you would create this up to 30 feet from their original location. Target creature
trap, you add 1d6 to the skill check made to must succeed a Strength saving throw. On a failed save
create them, while also reducing the time choose a space up to 30 feet away from the target
needed to create them down to 1 minute. creatures current space as you use your web to forcibly
Web Weapons: Also at 3rd level, You can as throw them into the selected space. If the space you select
a bonus action, generate enough webbing would be impeded by a wall 5 feet thick or thicker, they
to create “Web weapons” which you have take falling damage as if they fell the remaining
proficiency with. You can create any distance they had to move. If the wall is less thick,
simple or martial weapon. Weapons then they take 1d6 bludgeoning damage for each
made this way always have the Light, foot of thickness the wall is and are thrown through
Multiattack, and Critical property and it.
lose the Heavy, Two-Handed and At Higher Ranks: For each rank you cast this
Loading properties if any. jutsu above D-Rank, increase the cost of this
jutsu by 3 and the distance you can throw a
Tsuchigumo Senses [New]: creature by 10 feet.
Beginning at 3rd level, you use your
innate senses, which you learned

90
SPIDER ART: TERRIBLE SHOT SPIDER WEB FLOWER
Classification: Hijutsu Classification: Hijutsu
Rank: D-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 120 feet Range: 60 feet
Duration: Instant Duration: 1 round
Components: HS, CM Components: HS, CM
Cost: 5 Chakra Cost: 9 Chakra
Keywords: Hijutsu, Bukijutsu Keywords: Hijutsu, Ninjutsu
Description: (As a requirement to cast this jutsu, you must Description: You spit several small nets of webbing from
have a Web Weapon Bow) You spin your webs reinforcing your mouth at up to 3 targets. Make a Ranged Ninjutsu
your bow to have enhanced tension strength able to attack against up to three targets you can see in range.
handle twice the normal tension put on a normal bow. Target creatures become restrained by the webbing until
Make a ranged taijutsu attack using your Web Bow. On a the beginning of your next turn unable to form handseals.
hit, roll double the weapon damage dice with your bow. At Higher Ranks: For each rank you cast this jutsu
At Higher Ranks: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3 and the
above D-Rank, increase the cost of this jutsu by 3 and the number of creatures you can target by +1.
dice multiplier by 1. (Double > Triple > Quadruple >
Quintuple > Sextuple) SPIDER WEB WALL [CHANGED]
Classification: Hijutsu
STICKY GOLD [CHANGED] Rank: C-Rank
Classification: Hijutsu Casting Time: 1 Action
Rank: D-Rank Range: 90 feet
Casting Time: 1 Reaction, which you take, when you Duration: 1 Hour
would take damage. Components: HS, CM
Range: Self Cost: 9 Chakra
Duration: Instant Keywords: Hijutsu, Ninjutsu
Components: CM Description: You anchor webbing between two solid
Cost: 5 Chakra masses (such as walls or trees). Creatures are heavily
Keywords: Hijutsu, Ninjutsu obscured from each other on either side of the webbing.
Description: Using the same philosophy and techniques Each creature that starts its turn in the webs or that
used to make your Exoskeleton, you are able to quickly enters them must make a Strength saving throw. On a
produce this armor at the point of contact. You reduce failed save the creature is restrained as long as it remains
damage 3d6 as you quickly layer the armor to negate the in the webs or until it breaks free. Attacks that pass
attack. You also become immune to Chakra damage until through the wall of webs are made at disadvantage.
the beginning of your next turn.
At Higher Ranks: For each rank you cast this jutsu B-RANK:
above D-Rank, increase the cost of this jutsu by 3 and
reduce damage further by 2d6. SPIDER ART: TERRIBLE SPLIT [CHANGED]
Classification: Hijutsu
C-RANK: Rank: B-Rank
Casting Time: 1 Action
SPIDER WEB AREA [CHANGED] Range: 150 feet
Classification: Hijutsu Duration: Instant
Rank: C-Rank Components: HS, CM
Casting Time: 10 Minutes Cost: 14 Chakra
Range: 120-foot radius sphere Keywords: Hijutsu, Bukijutsu
Duration: 12-Hours Description: (You must have a Web Weapon Bow, and have
Components: HS, CM your Third Eye Active in order to cast this jutsu.) You
Cost: 9 Chakra reinforce the bow string of your Web Bow, with an
Keywords: Hijutsu, Ninjutsu, Sensory enhanced string of silk able to handle up to ten times the
Description: (You must know the Web Bind Tsuchigumo normal tension put on a bow draw. While wielding this
Clan Jutsu to cast this jutsu) You take time to spread a enhanced bow, you brace yourself drawing the bow using
network of extremely thin and almost invisible webs your entire body, creating an arrow with a drill like tip.
called “Touch threads”. For the duration of this jutsu When you fully draw the bow, you release it with so
creatures who enter the radius of this jutsu immediately much force that the air around you is torn asunder. Make
alert you to their presence and location regardless of their a ranged taijutsu attack against one creature you can see,
stealth check. You can also as an action target one within range. On a hit, target creature takes 8d10
creature whom you can see while both you and them are piercing damage and must succeed a Strength saving
in the radius of your jutsu. By ending this jutsu you throw. On a failed save, their movement speed is reduced
attempt to ensnare the target by focusing on them and to 0 for 1d4 of their turns, as your web guided arrow
taking direct control of the webbing. The target creature spreads webbing around the target, restricting their
must succeed a Dexterity saving throw at disadvantage, movement slowing them down.
coming under the effects of the Web Bind Tsuchigumo
Clan Jutsu on a failed save and no further effects on a
successful one.

91
Large Creature, unaligned
SPIDER ART: BROOD MOTHER SUMMONING
Classification: Hijutsu Armor Class 14+ Your Ninjutsu Ability Modifier
Rank: B-Rank Hit Points 120 (12d8 + 36)
Casting Time: 1 Action Speed 45 ft
Range: 60 feet
Duration: 1 Minute STR DEX CON INT WIS CHA
Components: HS, CS, CM 20 (+5) 19 (+4) 20 (+3) 12 (+1) 21 (+5) 1 (-5)
Cost: 14 Chakra
Keywords: Hijutsu, Ninjutsu, Fuinjutsu damage Vulnerability Fire
Description: You weave handseals as you summon your damage Immunities Poison; Bludgeoning, Piercing and Slashing from Non-
clans ancestral protector, the Brood Mother Arachnid. Chakra enhanced weapons.
This is a Large creature that acts on its own at the end Condition Immunities Charmed, Exhaustion, frightened, paralyzed, petrified,
of each of your turns. You can give it direction as a poisoned.
bonus action on your turn, in which if you do it gains a Senses passive Perception 27
bonus 1d4 to any attacks, checks or damage it deals as a
result of receiving direction, otherwise it will act in Immutable Form. The Brood Mother Arachnid is immune to any Jutsu or
your favor attempting to cause harm to your enemies effect that would alter its form.
as seen in its stat block. It uses your Ninjutsu attack
Immutable Poison. Poison damage this creature deals cannot be resisted
bonus and Save DC when an effect calls for it.
and it treats immunity as resistance.
If it is killed, it is unsummoned and must spend at
least 1 week regenerating, before it can be summoned Spider Climb. The Brood Mother can climb or cross any surface suffering no
again. movement speed penalties.
At Higher Ranks: For each rank you cast this jutsu
above B-Rank, increase the cost of this jutsu by 3 and
the Brood Mothers Arachnids hit points by 25. Multiattack. The Brood Mother Arachnid can attack 2 times with its Bite and
once with its Web string or it can attack three times with its Web String
A-RANK: Bite. Melee Weapon Attack: reach 5 ft., one creature. Hit: 16 (2d10 + 5)
Poison damage. Creatures who take damage from this attack must
SPIDER NEST SUMMONING: RAIN OF make a constitution save, gaining 1 rank of envenomed on a failed save.
SPIDERS Web String. Ranged Weapon Attack: reach 30 ft., one creature. Affected
Classification: Hijutsu creature is grappled by the web. Affected creature can immediately
Rank: A-Rank spend its reaction in an attempt to break free making a Strength
Casting Time: 1 Action (Athletics) check vs the summoners Ninjutsu Save DC to escape. If it
Range: Self (60-foot cylinder) chooses to not spend its reaction to immediately escape, it must spend
Duration: 1 Hour its action on subsequent turns to make the Strength (Athletics) checks
Components: HS, CM to end the grappled condition.
Cost: 20 Chakra
Hatching Brood (Recharge 4~6): The Brood Mother Arachnid spends an action
Keywords: Hijutsu, Ninjutsu, Fuinjutsu
summoning a Broodling that acts at the end of the Brood Mother Arachnids
Description: You draw out one of your clans secret
action. It uses your Ninjutsu attack bonus, save DC or ability Modifier when
summoning scrolls, releasing a Large Nest of spiders
needed.
that all attack a 30-foot radius sphere centered on you.
Creatures in the target radius must succeed a Strength
saving throw, being Restrained & Incapacitated for the
duration, on a failed save as the newly born spiders
encircle them catching them in sticky spider webs
Small Creature, unaligned
ensnaring the creatures, cutting off their exits and
restricting movements. Creatures must also succeed a
Armor Class 15
constitution saving throw being poisoned on a failed
Hit Points 20
save as the newly hatched spiders begin biting into the
Speed 45 ft
targets poisoning them, weakening their prey in
preparation for being consumed later. Creatures
STR DEX CON INT WIS CHA
affected by this jutsu can make an Athletics check vs
16 (+3) 20 (+5) 1 (-5) 1 (-5) 16 (+3) 1 (-5)
your Ninjutsu save DC to escape.

damage Vulnerability Fire


damage Immunities Poison
Condition Immunities Charmed, Exhaustion, frightened, paralyzed, petrified,
poisoned.
Senses passive Perception 10

Spider Climb. The Broodling can climb or cross any surface suffering no
movement speed penalties.

Multiattack. The Broodling can attack 2 times with its Bite.


Bite. Melee Weapon Attack: reach 5 ft., one creature. Hit: 10 (2d4 + 5)
Poison damage. If a creature is poisoned or Envenomed, this damage is
increased by 1d4.

92
UCHIHA CLAN • Amplified Defense: While you are gaining the benefits
of your Sharingan feature, you may make a number of
Vale sits holding her fallen ally in her arms. As the enemy
reactions equal to your Sharingan’s Tomoe, per long
surrounds her. “This is it, Uchiha. It’s over, there is no way to
rest.
reconcile what you did. If you had just surrendered from the
• Amplified Flames [Changed]: When you would cast a
beginning, they would all be alive” the rogue shinobi says
Uchiha Clan Hijutsu with the Fire Release Keyword,
while placing his weapon on his shoulder looking down on
you reduce the cost by 1 for each Rank. (D-Rank: 1, C-
her. Vale begins to look up at them, but something is
Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5). When you
different. Her eyes are red with additional tome in them. The
would reach 13th level, you also increase the DC of such
rogue shinobi attack her but misses, she moves like she was a
jutsu by +1.
phantom, a ghost. She sees all of their movements before
• Feinting Attack: While you are gaining the benefits of
they even make them and will get vengeance for her fallen
your Sharingan feature, as a Bonus action you select a
allies. She feels her weakness being the sole reason for their
target. You have advantage on the next attack roll
defeat and she will rectify it, if it's the last thing she does.
against that creature. If the attack hits, you may add
—Tatsunami Aburame
half of your proficiency bonus to the damage done.
The Long Road, Ch. 15 excerpt.
You may use this feature a number of times equal to
THE CURSE OF HATRED •
your Taijutsu Ability Modifier per short rest.
Sharingan Advancement: You may select 1 additional
The Uchiha clan is one of the four noble clans of Sharingan Feature you qualify for. You may take this
Konohagakure, reputed to be one of the village's feature more than once.
strongest because of their Sharingan and natural battle • Maneuvering Shuriken: If you have the Uchiha
prowess. After helping found Konoha decades ago, the Shuriken Rain clan jutsu on your known jutsu list, if
Uchiha grew increasingly isolated from the village's you use both your action and bonus action to throw a
affairs, culminating in most of their deaths during the weapon with the multiattack property, you instead
Uchiha clan downfall. After the 4th great ninja war, they treat it as if you casted the Jutsu at D-Rank at no
began to find footing and regrow. There are quite a few Chakra Cost. Beginning at 9th level, you treat this
Uchiha now in the present day, though not as many who casting a C-Rank, and B-Rank at 13th level. You may
are shinobi. use this feature a number of times equal to your
Taijutsu Ability Modifier per short rest.
UCHIHA TRAITS [CHANGED]
Ability Score Increase: +2 Dex or Int, +1 Int or Wis (You
cannot choose Int for both ASI’s)
Speed: Your base walking speed is 30 feet.
Skill Proficiencies: Insight, Pick one between: Ninshou,
Martial Arts, Illusions
Passive Affinity: You have Fire Release affinity

UCHIHA FEATURES
Uchiha Techniques: The Uchiha have access to a
separate list of Jutsu unique to their clan. You can add
these Jutsu to your jutsu list instead of selecting jutsu
from the normal jutsu list.
Advanced Adaptation: Uchiha are known for their
extreme adaptation on the battlefield. Able to see,
comprehend, understand and react all in a hair’s breadth
with or without a Sharingan. At 1st level you gain one of
the following adaptations. You can select another of
these adaptations beginning at 7th, 15th and 18th level.
• Agile Stance: If you have the Uchiha Awaiting Stance
Clan Jutsu on your known Jutsu list, when a creature’s
attack would miss you, you are able to, as a reaction,
use the jutsu’s effects as if they missed you while you
had it casted at D-Rank, at no Chakra cost. Beginning
at 9th level, you treat this casting a C-Rank, and B-
Rank at 13th level. You may use this stance a number
of times equal to your Taijutsu Ability Modifier per
short rest.
• Aggressive Assault: If you have the Uchiha Great
Assault clan jutsu on your known jutsu list, if you hit a
creature with 2 or more unarmed attacks, you instead
of dealing unarmed damage can treat the attacks as if
you casted the Jutsu at D-Rank at no Cost. Beginning
at 9th level, you treat this casting a C-Rank, and B-
Rank at 13th level. You may use this feature a number
of times equal to your Taijutsu Ability Modifier per
short rest.

93
Sharingan: One of the Hidden Leaf Village’s 2 great 2-Tomoe Sharingan: Starting at 7th Level you gain
dojutsu. The Sharingan is an eye of extreme potential the ability to take the Search Action as a bonus Action
and flexibility. At 3rd level you gain access to the 1-Tomoe and one of the following abilities.
Sharingan. You gain access to more tomoe as you reach • Sharingan Dodge 2: You can only take this ability if you
higher levels. Activating your Sharingan costs 5 Chakra,
already have Sharingan Dodge 1. Your Sharingan Dodge
a bonus action and remains active for 10 minutes. You
bonus becomes +5. This does not consume a use of your
may only use abilities gained from this clan feature
Sharingan clan feature.
while it is active. You can use these abilities three times • Aggressive Foresight: As a reaction, you can make an
per activation. You gain an additional use per activation
insight check against a hostile creature when they target
at 7th and 11th levels. You may spend 5 Chakra while your
you or an allied creature within 30 feet of you with a jutsu
Sharingan is active to reset the number of uses you have.
you can see. (DC: 12+ Jutsu rank (D-Rank: 1, C-Rank: 2, B-
1-Tomoe Sharingan: Starting at 3rd level you gain 30
Rank: 3, A-Rank: 4, S-Rank: 5). On a success you become
feet of Chakra sight and two of the following abilities.
aware of the jutsu being used, its DC, attack bonus, and
• Sharingan Adaptation [Changed]: Select one jutsu damage. If you are the target, you gain an additional
type between genjutsu & taijutsu. For the duration of reaction. If the target is an ally, they gain a +2 AC bonus
your Sharingan, Your select jutsu casting ability score against this attack as you warn them.
is changed to the listed Score; • Aggressive Jutsu Augmentation 1: As a Bonus action,
o Genjutsu: Charisma when casting a Ninjutsu, Taijutsu or Genjutsu, you may
o Taijutsu: Dexterity spend additional Chakra equal to half of its total cost to
• Sharingan Agility: For the duration of your Sharingan, upcast the jutsu by 1 rank, ignoring rank restrictions. If
while wearing light or no armor, your AC equals 10 + you would attempt to upcast an S-Rank jutsu that deals
Dexterity + Intelligence + half your proficiency. (You damage, its damage is increase by 2 damage die or Save
do not add your Armor bonus from light armor) DC by +2.
• Sharingan Dodge 1: As a reaction by spending 3 Chakra, • Genjutsu Counter 2: You can only take this ability if you
add +3 to your AC and Dexterity saving throws until the already have Genjutsu Counter 1. You are always aware if
start of your next turn. This does not consume a use of your you are under the effects of a Genjutsu regardless of the
Sharingan clan feature. keyword. At the beginning of each of your turns, you can
• Copy Wheel 1: As a reaction, select one creature you can immediately make an additional saving throw to end their
see casting a jutsu whose rank is equal to or less than your effects.
Intelligence (or Wisdom) modifier. This jutsu cannot have
3-Tomoe Sharingan: Starting at 11th level you gain a
the Hijutsu keyword and you cannot copy a ninjutsu with
+5 bonus to your passive perception and one of the
a nature release or the medical keyword if you don’t have
following abilities.
access to them. This jutsu is temporarily added to your
jutsu list until you either copy another jutsu or take a rest. • Sharingan Dodge 3: You can only take this ability If

Alternatively, you can also attempt to learn the jutsu if you already have Sharingan Dodge 2. When targeted
you succeed on a DC (13 + Jutsu Rank) ability check using by an attack, by spending 10 Chakra as a reaction, you
the Jutsu’s corresponding ability score (Ninjutsu, instead can just cause the triggering attack to miss. If
Genjutsu, or Taijutsu ability score). On a success you you must make a Dexterity saving throw, you can
permanently add the jutsu to your known list. On a choose to instead succeed taking no damage and
failure, you don’t learn it and cannot attempt to again suffering no effect. This can only be done if you are not
until you complete a long rest. You can learn a number of restrained or prone.
jutsu this way equal to your proficiency bonus. If you • Copy Wheel 2: You can only take this Sharingan ability
attempt to learn a jutsu while you already have the if you have Copy Wheel 1. You can instead learn the
maximum possible learned from this feature, you unlearn jutsu, you’re attempting to copy permanently, if you
one of the jutsu learned this way, replacing it. (D- succeed a DC (15 + Jutsu Rank, D-Rank: 1, C-Rank: 2,
Rank: 1, C-Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: B-Rank: 3, A-Rank: 4, S-Rank: 5) ability check
5) using the jutsu’s corresponding ability score
• Genjutsu Counter 1: You are always aware (Ninjutsu, Genjutsu, or Taijutsu ability score).
when you are under the effects of a Genjutsu On a success you add the Jutsu to your known
who’s DC is equal to or less than your passive list. On a failure, you do not copy it, and cannot
illusion (Illusion bonus + 10) even if the reattempt to until you complete a long rest.
genjutsu has the Unaware keyword. Also, as an • Aggressive Jutsu Augmentation 2: You can only
Action or Reaction, while under the effects of a take this ability If you already have Aggressive
Genjutsu you are aware of, you can Jutsu Augmentation 1. You no longer need to
immediately make an additional saving spend additional Chakra to increase the jutsu’s
throw to end their effects. rank by one.
• Hypnotic Eye 1: As a bonus action when • Hypnotic Eye 2 [Changed]: You can
you cast a Genjutsu with the Visual only take this ability if you already have
keyword, you can increase the save DC Hypnotic Eye 1. As a Bonus Action when
by +1. you cast a Genjutsu with the Visual
Keyword, you can increase the Save DC by
+2.

94
UCHIHA CLAN JUTSU UCHIHA GREAT ASSAULT
Classification: Hijutsu

D-RANK: Rank: D-Rank


Casting Time: 1 Action

GENJUTSU: SHARINGAN!
Range: 5 feet
Duration: Instant
Classification: Hijutsu
Components: M
Rank: D-Rank
Cost: 4 Chakra
Casting Time: 1 Action
Keywords: Hijutsu, Taijutsu
Range: 30 feet
Description: Make a melee taijutsu attack against a
Duration: Instant
target creature in range. On a hit you deal 3d8
Components: CM
bludgeoning damage. You also gain advantage on your
Cost: 5 Chakra
next melee or Taijutsu attack against that creature on
Keywords: Hijutsu, Genjutsu, Visual
your next turn.
Description: As part of the requirements of this jutsu,
If this jutsu is cast as a result of Uchiha Awaiting
you must have the Sharingan clan feature active. By
Stance, it is automatically upcast to the same rank at no
making eye contact with a creature while your Sharingan
additional cost.
is active, you are able to cast any genjutsu of D-Rank or
At Higher Ranks: For each rank you cast this jutsu
lower that you could learn at no additional Chakra cost
above D-Rank, increase the cost of this jutsu by 3 and
that does not require mobility (M), a Chakra seal (CS), a
damage by 2d8.
weapon (W) or ninja tools (NT) components and cannot
have a range of self. The genjutsu cast must have a
casting time of 1 action or bonus action. The range of the
UCHIHA SHURIKEN RAIN
Classification: Hijutsu
genjutsu becomes the range of this jutsu and can only
Rank: D-Rank
affect the target creature you are looking at. This can be
Casting Time: 1 Action
done without breaking stealth.
Range: 30 feet (10-foot radius sphere)
At Higher Ranks: For each rank you cast this jutsu
Duration: Instant
above D-Rank, increase the cost of this jutsu by 4 and
Components: W (Shuriken or Kunai), NT, M
the rank of the Jutsu that can be cast by 1 (D>C>B>A>S)
Cost: 4 Chakra

UCHIHA AWAITING STANCE [CHANGED]


Keywords: Hijutsu, Bukijutsu
Description: You consume a stack of shuriken or Kunai,
Classification: Hijutsu
and launch them at once into the air. Creatures in the
Rank: D-Rank
target area, must succeed a Dexterity saving throw. On a
Casting Time: 1 Reaction, which you take when you are
failed save, the target creature(s) take 5d4 Slashing
targeted by an attack or would make a Dexterity saving
damage and become restrained in place until the end of
throw.
their next turn as they are pinned to the closest surface
Range: Self
to them or half as much damage and no additional
Duration: 1 Round
effects on a successful save.
Components: M
At Higher Ranks: For each rank you cast this jutsu
Cost: 4 Chakra
above D-Rank, increase the cost of this jutsu by 3 and
Keywords: Hijutsu, Taijutsu
damage by 2d4.
Description: As a reaction, you force the triggering
creature and all subsequent attacks targeting you, to roll
at disadvantage or you gain advantage on the triggering
UCHIHA EMBER BULLET [CHANGED]
Classification: Hijutsu
Dexterity saving throw and all subsequent Dexterity
Rank: D-Rank
saving throws until the beginning of your next turn.
Casting Time: 1 Action
When a creature misses you with an attack or you pass a
Range: 60 feet
Dexterity saving throw, you immediately make a melee
Duration: Instant
weapon attack or cast a D-Rank taijutsu or Bukijutsu
Components: HS, CM
that you know. If the jutsu cast is an Uchiha clan Hijutsu,
Cost: 5 Chakra
you may cast it at 0 Cost. You can attack or cast a jutsu,
Keywords: Hijutsu, Ninjutsu, Fire Release
in this way, once per casting of this jutsu.
Description: This is a unique variation of the “Fire
At Higher Ranks: For each rank you cast this jutsu
Release: Phoenix Fire” Jutsu. Make a Ranged Ninjutsu
above D-Rank, increase the cost of this jutsu by 3 and
attack against a target creature in range. On a hit, they
the rank of the jutsu cast by 1 (D>C>B>A>S).
take 5d6 + 5.
At Higher Ranks: For each rank you cast this
jutsu above D-Rank, increase the cost of this
jutsu by 3 and damage by 2d6+2

95
C-RANK: UCHIHA FLAME BALL [CHANGED]
Classification: Hijutsu
GENJUTSU: DEFLECT! [CHANGED] Rank: C-Rank
Classification: Hijutsu Casting Time: 1 Action
Rank: C-Rank Range: 60 feet (20-foot radius sphere)
Casting Time: 1 Reaction, which you take when you or Duration: instant
another creature you can see are under the effects of a Components: HS, CM
Genjutsu. Cost: 9 Chakra
Range: 30 feet Keywords: Hijutsu, Ninjutsu, Fire Release, Clash
Duration: Instant
Description: This is a unique variation of the “Fire Release:
Components: CM
Great Fireball” Jutsu. You Fire a stream of Fire 5 feet wide
Cost: 8 Chakra
Keywords: Hijutsu, Genjutsu, Visual and up to 60 feet long in a straight line originating from
Description: As part of the requirements of this jutsu, you. This Fire stops at a space of your choice along this
you must have the Sharingan active. You may attempt to distance and expands into a large 20-foot radius sphere of
make a Wisdom (Illusion) check at advantage vs the blazing orange flame centering on the selected space. All
Genjutsu save DC. On a success you end the Genjutsu creatures in both this Jutsu's stream and blazing sphere,
affecting you or another creature. When you do you must must succeed a Dexterity saving throw. On a failed save they
select another targeting within range, that you can see take 11d4+11 Fire damage and the burned condition on a
and make eye contact with. The target creature must failed save or half as much on a success.
succeed a Wisdom saving throw, being affected by the
At Higher Ranks: For each rank you cast this jutsu
Genjutsu you previously ended on a failed save as if you
above C-Rank, increase the cost of this jutsu by 3 and
had cast it. On a successful save, no additional effects.
damage by 2d4+2.
GENJUTSU: RED STAR [CHANGED]
Classification: Hijutsu B-RANK:
Rank: C-Rank
Casting Time: 1 Action UCHIHA FLAME FLOWER
Range: 30 feet Classification: Hijutsu
Duration: Concentration, up to 1 minute Rank: B-Rank
Components: CM Casting Time: 1 Action
Cost: 9 Chakra Range: 120 feet
Keywords: Hijutsu, Genjutsu, Visual, Unaware Duration: Concentration, up to 1 minute
Description: You attempt to put a group of creatures under a Components: HS, CM
unique and powerful Genjutsu. The sun turns red and begins Cost: 14 Chakra
to slowly approaching. Keywords: Hijutsu, Ninjutsu, Fire Release
Select a space you can see within range. All creatures in a Description: This is a unique variation of the Fire Release:
20-foot radius sphere centered on this space must make a Hot Sun Jutsu, where you create 8 smaller ruby red spheres
Wisdom saving throw. of Fire in the air and have them float midair no higher than
30 feet and no further than 120 feet from you. As a Bonus
Success: This jutsu ends and the target resists its effects.
action on your turn, you may command a single sphere to
Failure: creature gains 2 rank of fear against the sun and
attack a single creature. Make a Ninjutsu attack against a
will try to escape any source of light opting to move
single creature. On a hit they take 4d8+4 Fire damage and
into total darkness. It must spend its entire turn
the sphere is lost. If you miss you still lose one of the Fire
looking for cover or concealment from all light
spheres.
sources. A creature that begins its turn under any
source of light takes psychic damage equal
to 5d8 and remakes their save at the
end of each of their turns, ending
this genjutsu on a success.
Critical Failure: Same as failure, but the
target also takes 2d8
additional psychic damage
for each rank of fear they
have at the beginning of its
turn.

96
GENJUTSU: EPHEMERA [NEW] The Flaming tornados can be dispersed with enough
Classification: Hijutsu force. The Flaming Tornados has an AC equal to your
Rank: B-Rank Ninjutsu save DC, and hit points equal to ten times your
Casting Time: 1 Action Ninjutsu Ability Modifier. The Flaming Tornado counts
Range: 60 feet as a construct, has vulnerability to cold damage, and
Duration: Concentration, up to 1 minute when damaged by Wind damage, instead gains hit points
Components: HS, CM equal to the damage the jutsu would have dealt.
Cost: 12 Chakra
Keywords: Hijutsu, Genjutsu, Visual, Unaware
Description: As part of the requirements of this jutsu,
you must have the Sharingan clan feature active. You
look towards a target creature and attempt to place them
into powerful illusion designed to torture them if they
choose to not follow your command. You can give them
any 1-word command that they can reliably accomplish
in 6 seconds. If the command would cause harm to them
in some way, this jutsu automatically ends. If they
submit to the command they perform it and continue to
perform it, even if they already completed it. They would
repeat the same action forgetting that they already did
the task for the duration.
If they choose to resist the command they must make
a Wisdom saving throw.
Critical Success: This jutsu ends and the target becomes
immune to this jutsu for the next minute.
Success: This jutsu ends and the target resists its effects.
Failure: The target begin to experience a massive torrent
of torturous visions of your choice, that both you and
they can see. Their fears, concerns, desires and
regrets begin to materialize on the targets body in a
variety of different ways of your description. Each
turn they begin not completing your request, they
take 5d10 psychic damage, gain 1 rank of
Concussed and 1 rank of confused.
Critical Failure: Same as failure, but the damage die
instead becomes a d12.

A-RANK:
UCHIHA FLAME SPIRAL
Classification: Hijutsu
Rank: A-Rank
Casting Time: 1 Action
Range: 120 feet
Duration: Concentration, up to 1 Minute
Components: HS, CM
Cost: 20 Chakra
Keywords: Hijutsu, Ninjutsu, Fire Release
Description: The ultimate Uchiha Fire Release. As part
of the requirements of this jutsu, you must have the
Sharingan active. By making the necessary handseals
you conjure three flaming tornados. Each tornado is 10
feet wide and 30 feet tall. Creatures whose space the
tornado passes through must succeed a Dexterity saving
throw taking 10d10+10 Fire damage on a failed save or
half as much on a successful one.
Additionally, a creature who would make a Dexterity
saving throw to resist the effects of this jutsu must also
succeed a constitution saving throw, being burned on a
failed save.
Also, as a bonus action on each of your turns, you may
command each tornado separately, moving them up to
60 feet each. A tornado cannot occupy the same space as
another tornado normally. A creature cannot be affected
by more than 1 tornado a turn.

97
UZUMAKI CLAN Fuinjutsu Master: Also at 1st level, Uzumaki can
utilize jutsu with the Fuinjutsu keyword far better than
Ketsuki stands in the middle of the arena, his rival standing
most. One per rest, you can cast a jutsu you know with
opposite to him. “How are you still standing? I've closed so
the Fuinjutsu keyword that has a casting time of 1 action,
many of your Chakra points. Just fall over and give up
as a bonus action. This increases to twice per rest at 11 th
already Ketsuki!” his rival cried out. Ketsuki, stumbling but
level and three times per rest at 18th level.
resisting to fall over, begins to weave hand seals. “I don’t
Fundamental Difference: Uzumaki’s are known for
back down! You of all people should know that by now!” he
their incomprehensible stamina and they have adapted it
screams as he finishes his hand seals and creates a wave of
to allow them to magnify their sealing Techniques.
Fire from the ground as it rolls towards his rival, overcoming
Beginning at 3rd Level, you may use Constitution instead
him and defeating him as the crowds from the chunin arena
of Intelligence for the Attack and damage rolls as well as
screams in excitement.
Save DC of Ninjutsu you cast with the Fuinjutsu
—Tatsunami Aburame
Keyword.
The Long Road, Ch. 6 excerpt.
Draining Seals: Starting at 3 rd level, when a creature

NEVER BACKING DOWN fails a saving throw against a Ninjutsu you cast with the
Fuinjutsu keyword, they take Chakra damage equal to
The Uzumaki Clan was formerly a prominent clan in the twice your proficiency bonus. A creature can only lose
whirlpool country. Since its destruction, most of its Chakra in this way, once per turn. Beginning at 7 th level
members have resided in Konoha. Despite its past creatures instead take Chakra damage equal to triple
demise, over 100 years after the Fourth Shinobi World your proficiency bonus.
War the clan is once again active and prominent in the Inhuman Lifeforce: Uzumaki’s are known for having
land of Fire. Uzumaki's skill with Fuinjutsu earned them life forces that rival that of legendary shinobi. Starting at
both respect and fear throughout the ninja world. 11th level, you gain proficiency in Constitution saving
Uzumaki naturally possess incredibly strong life-forces. throws. If you are already proficient you instead add 1d6
As such, they have very long lifespans and likewise age to all Constitution saving throws.
slower. Incomprehensible Fortitude: At 18th level, when you roll
a Constitution Saving throw, you may succeed, regardless
UZUMAKI TRAITS of the roll. Upon Success, you ignore the effects of the Jutsu
Ability Score Increase: +2 Con, +1 Cha or ability that caused you to make the constitution safe.
Speed: Your base walking speed is 30 feet. This can only be done once, per long rest.
Skill Proficiencies: Chakra Control, Ninshou
Uzumaki Hijutsu: You know 1 additional Uzumaki clan
D-Rank jutsu, this does not count against your jutsu
known.

UZUMAKI FEATURES
Uzumaki Sealing Techniques: The Uzumaki have
access to a separate list of Jutsu unique to their clan. You
can add these jutsu to your jutsu list instead of selecting
jutsu from the normal jutsu list.
Wellspring of Chakra: Uzumaki’s are known for their
massive reserves of Chakra. Beginning at level 1, increase
your Chakra point total by 2, thereafter, each time you
gain a level, increase your Chakra point total by 2.
Chakra Reserves [Changed]: Uzumaki’s have a special
secondary network of Chakra all their own known as
their Chakra reserves. This reserve of Chakra
can be call upon at will to slowly revitalize
your normal Chakra pool. Starting at 1 st level,
you materialize this second pool of Chakra,
known as Reserve Cells. These cells are a product
of this special secondary network allows you
to remain fully charged and prepared for
battle. You have a number of Reserve Cells equal
to your level per long rest. You can spend these cells
to accomplish any of the following;
• As a bonus action, you can spend any number of
cells, regaining 1d8 Chakra points, per cell spent.
This increases to a d10 at 11th level.
• When you would take a rest, you can spend up to two
cells to regain additional Chakra per Chakra die spent
equal to your proficiency bonus.
• Beginning at 7th level, when you would take Chakra
damage, you can, as a reaction, spend up to 3 cells to
reduce damage taken by an amount equal to 1d10 +
constitution, per cell spent.

98
UZUMAKI CLAN JUTSU UZUMAKI ART: FLASH ANCHOR
Classification: Hijutsu

D-RANK: Rank: D-Rank


Casting Time: 1 Reaction, which you take when you

ADAMANTINE STRIKING CHAINS [NEW]


would take damage or make a saving throw or skill check
that would move you by any means.
Classification: Hijutsu
Range: Self
Rank: D-Rank
Duration: 1 Round
Casting Time: 1 Action
Components: CM, CS
Range: 30 feet
Cost: 5 Chakra
Duration: Instant
Keywords: Hijutsu, Ninjutsu, Fuinjutsu
Components: HS, CM
Description: You quickly deploy Chakra seals around you
Cost: 5 Chakra
to create an immovable defensive barrier. Until the start
Keywords: Hijutsu, Fuinjutsu, Ninjutsu
of your next turn, you cannot be moved by any means.
Description: You inscribe a Chakra seal onto the palm of
Additionally, you gain a bonus to your AC equal to your
your hand and manifest one large Chakra-based chain
Ninjutsu Ability Modifier until the beginning of your
from a location of your choice on your body. Make a ranged
next turn.
Ninjutsu attack against a creature you can see within
range, as your Chakra chain smashes into them, dealing
3d6 force damage and the target must make a constitution
C-RANK:
ADAMANTINE BARRIER
saving throw. On a failed save they increase the cost of
their next jutsu cast by 1d6.
Classification: Hijutsu
At Higher Ranks: For each rank you cast this jutsu
Rank: C-Rank
above D-Rank, increase the cost of this jutsu by 3,
Casting Time: 1 Action
damage by 2d6 and their next jutsu cost increase by 1d6.
Range: 60 feet.
UZUMAKI ART: BASIC SEAL [CHANGED] Duration: Concentration, up to 10 minutes
Classification: Hijutsu Components: HS, CM, CS
Rank: D-Rank Cost: 9 Chakra
Casting Time: 1 Action Keywords: Hijutsu, Fuinjutsu, Ninjutsu
Range: Touch Description: You expertly weave a net creating an
Duration: 1 Minute impregnable barrier using your adamantine sealing
Components: HS, CM, CS chains.
Cost: 5 Chakra The barrier appears at a point you can see within
Keywords: Hijutsu, Fuinjutsu, Ninjutsu range. It can be free floating or resting on a solid surface.
Description: You inscribe a Chakra seal onto the palm of You form it into a sphere with a 15-foot radius. It lasts
your hand and create a three-point seal formation and for the duration.
attempt to seal away a large portion of a target creature's If the wall cuts through a creature’s space when it
Chakra by slamming the seal onto the creature for a limited appears the creature is pushed to one side of the wall.
time. Make a melee ninjutsu attack. On a hit, the target is (You decided which side)
infused with three seal nodes. Whenever the target If a hostile creature attempts to move through the
creature attempts to cast a Ninjutsu or Genjutsu, all barrier without the caster’s permission, it must make a
remaining seal nodes activate and they increase the cost of charisma saving throw. On a failed save, it cannot push
the jutsu cast by +2 for each remaining seals and then through the barrier for the remainder of the turn.
make a Charisma saving throw. On a Successful save, they Additionally, for the duration of the jutsu, any
break one of the seal nodes placed. After 1 minute or all creatures outside the barrier who targets a creature
three seals are broken, this jutsu ends. inside the barrier with an attack or jutsu, must make a
Additionally, a sealed creature makes Constitution charisma saving throw. On a failed save the creature
(Chakra Control) checks at disadvantage. must choose a new target outside of the barrier, or lose
the attack or jutsu. Area of effects can still move through
UZUMAKI ART: FONT OF LIFE the barrier as if it wasn’t there.
Classification: Hijutsu At Higher Ranks: For each rank you cast this jutsu
Rank: D-Rank above C-Rank, increase the cost of this jutsu by 3 and
Casting Time: 1 Action increase the size of the barrier by 5ft.
Range: Touch
Duration: Instant
Components: CM
Cost: Special
Keywords: Hijutsu, Medical, Ninjutsu
Description: You sacrifice your blood, Chakra and
essence to mend the injuries of an ally. A willing
creature, other than yourself, may bite you, dealing 1
piercing damage, which cannot be reduced in any way.
When they do, you spend Chakra die up to your
remaining Chakra die. For each Chakra die spent, the
target regains hit points equal to the result of the Chakra
die rolled + your constitution modifier.

99
ADAMANTINE BINDING CHAINS B-RANK:
Classification: Hijutsu
Rank: C-Rank UZUMAKI STUBBORNNESS
Casting Time: 1 Action Classification: Hijutsu
Range: 30 feet Rank: B-Rank
Duration: Concentration, up to 1 minute Casting Time: 1 Reaction, which you take when you
Components: HS, CM would fall to 0 hit points.
Cost: 8 Chakra Range: Self
Keywords: Hijutsu, Ninjutsu, Fuinjutsu Duration: Instant
Description: Your body produces 4 large Chakra-based Components: HS, CM
chains from your back that you control as if they were Cost: Special (12 Chakra)
extensions of your body. They act on your order all at the Keywords: Hijutsu, Ninjutsu
same time, targeting the same creature. As a bonus Description: Your determination and Chakra reserves
action on your turn, you may have the Chakra chains act are powerful enough to keep you standing despite your
using either of the following abilities. body suffering grievous injuries. When you fall to or
• Whip: Make a Ninjutsu attack against a target below 0 hit points, you may as a reaction inject Chakra
creature, dealing 4d10 slashing damage on a hit. throughout your body forcing yourself to survive,
• Bind: Select one Creature you can see within range. instead dropping to 1 hit point. You gain an additional
The target creature must succeed a Strength Saving reaction which you can only use to cast this jutsu. This
throw. On a failed save, they are restrained and cannot additional reaction lasts until the beginning of your next
make hand signs (HS). Target suffers no additional turn.
effects on a successful save. A restrained creature may At the beginning of your next turn, you gain 1 rank of
repeat the saving throw at the end of each of their weakened for the next minute as the stress from
turns. maintaining consciousness and fighting through the
trauma takes its toll on you.
At Higher Ranks: For each rank you cast this jutsu
above C-Rank, increase the cost of this jutsu by 3, the
damage by 2d10 and the number of creatures you can
UZUMAKI BREAK [CHANGED]
Classification: Hijutsu
target with Bind by +1.
Rank: B-Rank
UZUMAKI ART: 5-PRONGED SEAL Casting Time: 1 Action
Classification: Hijutsu Range: 60 feet (10-foot cube)
Rank: C-Rank Duration: Instant
Casting Time: 1 Action Components: HS, CM, CS
Range: Touch Cost: 14 Chakra
Duration: Up to 1 Week Keywords: Hijutsu, Fuinjutsu, Ninjutsu
Components: HS, CM, CS Description: Using your knowledge of seals and
Cost: 9 Chakra Fuinjutsu, you surgically attempt to dismantle and break
Keywords: Hijutsu, Fuinjutsu, Ninjutsu all jutsu you see within range, that is currently being
Description: An advanced version of the Uzumaki Art: maintained or is active. As part of the activation of this
Basic Seal, requiring two Chakra seals layered on top of jutsu, select a space you can see with range make a
one another and reinforced with a 5-point seal of your Ninjutsu ability check against a DC (13+ rank of the jutsu,
design, made to lock away Chakra for powerful D-Rank: 1, C-Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5).
creatures. On a success you understand the inner workings of all
Make a melee ninjutsu attack against a creature within active Jutsu of the result rank or lower in range and how
range. On a hit, the target is infused with five seal nodes. to break them, immediately ending its effects. You
Whenever the target creature attempts to cast a Ninjutsu decide which jutsu you want to affect when you cast this
or Genjutsu, all remaining seal nodes activate and they jutsu.
double the cost of the jutsu cast and then they must
make a Charisma saving throw. On a successful save they
remove one of the seals. After 1 week, or all 5
seals have been broken, this jutsu immediately
ends.
Additionally, a sealed creature who would
make a Constitution (Chakra Control) check
automatically fails.
If this jutsu is currently affecting a creature
under the effects of the Uzumaki Art: Basic
Seal Uzumaki clan Hijutsu, any Saving
throw or skill check made to remove or
resist a Jutsu with the Fuinjutsu Keyword
(Excluding this one) is made at
disadvantage.
Additionally, Uzumaki Art: Basic Seal’s
duration is changed to match this jutsu’s
duration if they are under the effect of both
the above named jutsu, and this jutsu at the
same time.

100
A-RANK:
UZUMAKI ART: RIVER DAM SEAL
Classification: Hijutsu
Rank: A-Rank
Casting Time: 1 Action.
Range: Touch
Duration: Permanent
Components: HS, CM, CS
Cost: 25 Chakra
Keywords: Hijutsu, Ninjutsu, Fuinjutsu
Description: As a part of the activation of this jutsu. The
target must currently be under the effects of at least 1 or
more of the following conditions; restrained,
incapacitated, stunned, paralyzed, or any
number of seals as a result of either Uzumaki
Art: Basic Seal or Uzumaki Art: 5-Pronged
Seal. (Seals count as a single
condition for the purpose of this
jutsu, regardless the number of them on a
single creature.)
You generate an infamous seal that
grows in size so much so that it
encompasses up to a 300-foot radius
before instantly compressing down into
a 1 kanji seal that can say or mean
anything you wish.
Make a melee Ninjutsu attack against the target. On
a hit the seal wraps itself around the target. An affected
creature makes a Charisma saving throw as you attempt
to permanently place barriers and seals around their
Chakra network, removing their ability to even conjure
Chakra.
On a failed save, the target creatures Chakra is reduced
to 0, and they cannot regain, increase, or be given
Chakra by any means, for this jutsu’s duration as you
tightly bind and disconnect their Chakra network with 15
distinct seals throughout their body.
On a successful save, they instead reduce their current
Chakra by 8d8 + your Ninjutsu ability modifier, and no
further effects, becoming unable to be affected by this
jutsu for the next minute.
A creature currently under the effects of this jutsu can,
as an action make a Ninshou check vs your current
Ninjutsu save DC, to break one seal that you’ve
placed on them. A creature who is currently
affected by other Ninjutsu with the Fuinjutsu
keyword, reduces any saving throw or skill
check they make to remove this or any jutsu
with the Fuinjutsu keywords seal by -1 for
each one they are currently under the
effects of.
A creature who has succeeded 5
of their Ninshou checks can access
1/3rd of their Chakra total
(Rounded down)
A creature who has succeeded
10 of their Ninshou checks can
access 2/3rd of their Chakra total
(Rounded down)
A creature who has succeeded
15 of their Ninshou checks
immediately ends this jutsu’s
effect on them.

101
YAMANAKA CLAN Beginning at 11th level as a bonus action, you can
target one creature you can see within 60 feet and make
A bandit walks into his group's main tent and demands to
a Wisdom or Charisma (Insight) check vs a DC (8 + their
speak to their leader. The leader approaches him annoyed
level) to learn either the targets Wisdom or Charisma
and confused “What is the meaning of this Dan?” the bandit
score. You can do this a number of times equal to your
leader demands. “I just got word from our scouts that the
proficiency bonus per long rest.
shinobi posted just past the hilltops are moving out. They are
Master of Mental Alteration [Changed]: Yamanaka are
leaving! We need to act now boss.” he exclaims. The bandit
masters of mental afflictions and alterations. Starting
leader looks shocked but takes his underling at his word. He
11th level, when a creature would critically fail a saving
commands his officers to get everyone up and moving now.
throw against a Genjutsu you cast, you can inflict them
If the shinobi are gone then now is the time to move through
with one a unique Mental condition known as Stupefied.
the hill pass. Dan bows and begins to make his way out of
A Stupefied creature suffers the following effects.
the tent. As he exits, he holds his head and almost collapses
before catching himself and grumbling, “What happened?” • A stupefied creature suffers a -1 penalty to all
About 400 Yards away hidden in the brush of a large tree, Intelligence based ability checks, skill checks, attack
Leena begins to wake up looking at her 2 allies and raising a rolls, and saving throws.
thumb of success. “They took the bait, hook line and sinker.” • A stupefied creature increases the cost of jutsu they cast
She says as her allies inform the awaiting ambush party. by +2.
—Tatsunami Aburame, The Long Road, Ch. 14 excerpt. • A stupefied creature cannot concentrate on more than
one jutsu at a time.
IMPOSSIBLE TO PIN DOWN • A stupefied creature can be afflicted further with
multiple applications of this condition. If a stupefied
The Yamanaka Clan is a family of shinobi found in
creature suffers another rank of stupefied. They suffer
Konohagakure. They specialize in mind related
another penalty to Intelligence based ability checks, skill
techniques, and they own and run a flower shop in the
checks, attack rolls and saving throws and further
village. They traditionally lead the Konoha Barrier Team.
increase the cost of jutsu they cast.
The members of this clan specialize in mind-related
• At the end of a stupefied creatures turn, they make a DC
techniques which makes them experts at intelligence
15 check Wisdom ability check ending this condition on a
gathering, espionage and interrogation amongst other
success.
things. They have also displayed sensory abilities and
their techniques include transferring their Y AMANAKA B OONS [C HANGED ]
consciousness, reading minds and communicating
telepathically. The Yamanaka clan has a special Name Prerequisite Effect
relationship with the Akimichi and Nara clan. For Armored - When making a saving throw to resist a Genjutsu.
generations, members of these three families have Thoughts With the tactile keyword, add 1d4 to the result.
formed an "Ino–Shika–Chō Trio", named after the first
Awakened - You may telepathically connect with a number of
part of the names of the members.
Mind willing creatures equal to your proficiency bonus
YAMANAKA TRAITS [CHANGED] and communicate with them while they are within
Ability Score Increase: +2 Wis or Cha, +1 Int 120 feet of you. You don't need to share a
language to communicate.
Speed: Your base walking speed is 30 feet.
Skill Proficiencies: Illusions, Insight Efficient Mind - Reduce the cost of Yamanaka Clan Hijutsu by an
Yamanaka Hijutsu: You know 1 additional Yamanaka amount equal to its rank. (D-Rank: 1, C-Rank: 2, B-
Clan D-Rank Jutsu. Rank: 3, A-Rank: 4, S-Rank: 5)
Beguiling Mind body You gain Proficiency in Deception and Persuasion
YAMANAKA FEATURES Deception Transfer while inhabiting another creature’s body with
Yamanaka Techniques: The Yamanaka have access to
Hijutsu Mind Body Transfer.
a separate list of Jutsu unique to their Clan. You can add
these Jutsu to your jutsu list instead of selecting jutsu Bewitching Mind Body When using the Mind Body Disturbance Jutsu,
from the Normal jutsu list. Whispers of Disturbance Increase the DC by 1. On a Failure deal 1d6 of
Mental Connections: Beginning at 1st level, Yamanaka Madness Hijutsu additional psychic damage in addition to the
clan jutsu you cast can use Charisma in place of Wisdom normal effect for the jutsu.
as their Genjutsu ability modifier. Astute 7th Level When using Mental Clarity, you may increase the
Mental Boon: Beginning at 3rd level, your experience
Mindset die size to a d8.
with Yamanaka Jutsu grows. You gain 1 Mental Boon of
your choice. Your boon options are detailed at the end of Mental 7th Level Increase the DC of Yamanaka clan Hijutsu by +1.
the Clan description. You gain an additional boon, at 7th, Domination
11th, 15th and 18th levels. Each time you gain a level, you Massive 11th Level Double the range of Mind Body Transfer and Mind
can choose one of the boons you know and replace it displacement Body Disturbance.
with another boon you qualify for.
Mask of Many 11th Level When using the Mind Body Transfer, you have
Mental Clarity: The Yamanaka are adept at mind
Minds access to the memories of the creature whose
control, suggestion, alteration, and affliction, making
them far more suited to resist such attempts. Starting at
body you are inhabiting of the last 48 hours.
7th level, you gain a 1d4 bonus to all saving throws Overpowering 15th Level Increase the Damage of Yamanaka clan Hijutsu by
against Genjutsu with the Unaware keyword, and Mind +1 Damage die.
advantage on Insight checks against creatures
attempting to lie to you.

102
YAMANAKA CLAN JUTSU BESTIAL MIND DOMINATION
Classification: Hijutsu

D-RANK: Rank: D-Rank


Casting Time: 1 Action

MIND BODY TRANSFER


Range: 60 Feet
Duration: 1 minute
Classification: Hijutsu
Components: HS, CM
Rank: D-Rank
Cost: 4 Chakra
Casting Time: 1 Action
Keywords: Hijutsu, Genjutsu, Fuinjutsu
Range: 120 Feet
Description: You perform a less intense version of the Mind
Duration: 1 minute
body transfer technique on an animal or some creatures with
Components: HS, CM
less mental fortitude than a human. Select a single target
Cost: 8 Chakra
creature that you can see within range. Target creature must
Keywords: Hijutsu, Genjutsu, Fuinjutsu
succeed an Intelligence saving throw against your Genjutsu
Description: You perform the Yamanaka Clans most prolific
save DC, becoming friendly towards you and becoming more
jutsu invading the mind and body of a target creature and
inclined to complete tasks for you for the duration, on a
overwriting their consciousness with your own. Target one
failed save.
creature you can see within range with sentient thought
The affected creature will fight for you if asked. While they
such as another Human, animal, or anything that fits the
are friendly towards you, you can command them with both
previous sentient thought pre-requisite. Puppets,
verbal and non-verbal actions. You can also understand
inanimate objects and even some foreign creatures may be
things about them, such as them being happy, scared, or
immune to this jutsu such as Mutants or Demons. Be sure to
excited.
Check with your DM to see what may not be applicable.
The select creature must make a Charisma saving throw.
On a Failed save, you transfer your consciousness into your
MIND BODY DISTURBANCE
Classification: Hijutsu
target's body for 1 minute. Once you possess a creature's
Rank: D-Rank
body, you control it and act on its turns, using its body.
Casting Time: 1 Action
While you are inhabiting the body of another creature, you
Range: 60 Feet
gin the following;
Duration: Instant
• When making Attack rolls, skill checks or Casting Jutsu Components: HS, CM
you know that uses Strength, Dexterity or Constitution, Cost: 5 Chakra
you instead use the statistics of the creature who’s body Keywords: Hijutsu, Genjutsu, Fuinjutsu, Tactile
you are occupying. Description: You perform a modified version of the Mind
• When making Attack rolls, skill checks, or Casting Jutsu body transfer technique on a humanoid creature you can see
you know that uses Intelligence, Wisdom or Charisma, within range disassociating the mind and bodies activities
you continue to use your own statistics. and then forcing them to reset causing a significant amount
• You retain the benefit of your own class and clan features. of Psychic damage to the creature. Target creature must
You cannot activate or cast class features or jutsu that succeed a Charisma saving throw. On a failed save target
would inflict negative conditions on the host body, such creature takes 3d8 psychic damage or half as much on a
as Exhaustion. successful one.
• You gain access to any General or Clan traits the creature At Higher Ranks: For each rank you cast this jutsu above D-
may have that you are aware of. Rank, increase the cost of this jutsu by 3 and damage by 2d8
• You do not have access to any Class or Role
Traits/Features that the creature may have. MIND DETECTION TECHNIQUE
• You retain access to your own list of Hijutsu, Ninjutsu, Classification: Hijutsu
Taijutsu, Bukijutsu and Genjutsu. Rank: D-Rank
• You do not gain access to the host creatures list of Jutsu Casting Time: 1 Action
under any circumstances. But you can end concentration Range: Self (90 Feet)
on jutsu they were concentrating on or gaining the benefit Duration: 1 Minute
from. Components: HS, CM
• If the host body takes any damage, they immediately Cost: 4 Chakra
attempt another saving throw, ending this effect on a Keywords: Hijutsu, Genjutsu, Fuinjutsu, Sensory
successful save. On a successful save, you fall unconscious Description: Using the Yamanaka Clan family teachings, you
until the beginning of your next turn at which time your manifest a minor telepathic field around yourself. You
consciousness returns to your body. become aware of all creatures who are capable of sentient
• Your body is left where you last were before you cast this thought within 90 feet of you. While you are aware of a
ability. It is functionally unconscious until you end this creature presence it does not automatically reveal them from
technique in which case you leave the creatures body and stealth but you do become aware of the direction they are in
return to yours. If your body is damaged in any way while relation to you. Creatures whom you are not familiar with or
you are inhabiting another creature's body, you whom you have sensed before with this jutsu are
immediately return to it. immediately recognizable, being able to distinguish who they
are from memory alone.
At Higher Ranks: For each rank you cast this jutsu above
D-Rank, increase the cost of this jutsu by 3. If this jutsu is
cast at C-Rank, the duration becomes 10 minutes. If this jutsu
is Cast at B-Rank, the radius becomes 500 feet. If this jutsu is
cast at S-Rank, the radius becomes 1 mile.

103
C-RANK: B-RANK:
MIND CONNECTION TECHNIQUE MASS MIND BODY DANCE
Classification: Hijutsu Classification: Hijutsu
Rank: D-Rank Rank: B-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 500 Feet Range: 60 Feet
Duration: 10 minutes Duration: Concentration, up to 1 minute
Components: HS, CM Components: HS, CM
Cost: 8 Chakra Cost: 14 Chakra
Keywords: Hijutsu, Ninjutsu, Fuinjutsu Keywords: Hijutsu, Genjutsu, Fuinjutsu
Description: You create a temporary telepathic link Description: You issue a course of action (limited to a
between yourself and a willing creature with which you are sentence or two) and influence up to 6 creatures of your
familiar and within range. Until the jutsu ends, you and the choice that you can see and can hear you within range. Each
target can instantaneously share words, images, sounds, target must make a Charisma saving throw against your
and other sensory messages with one another and the Genjutsu save DC. On a failed save it pursues the course of
target recognizes you as the creature it is communicating action to the best of its ability. A creature cannot be ordered
with. The target must be able to understand the messages to harm themselves in any way or be made to perform an
and pictures you are sending it in order for it to action that they know would harm themselves as a result.
comprehend your intentions. The commanded action will continue to be attempted the
entire duration. If the activity is completed in a shorter time,
MIND CLONE TECHNIQUE the jutsu immediately ends. Creatures are fully conscious of
Classification: Hijutsu their actions, but cannot stop themselves for the duration of
Rank: C-Rank this jutsu.
Casting Time: 1 Action If a creature would take damage of any kind for the
Range: 120 Feet duration, they remake the Saving throw at Advantage.
Duration: 1 minute
Components: HS, CM MASS MIND BODY DISJUNCTION
Cost: 9 Chakra Classification: Hijutsu
Keywords: Hijutsu, Genjutsu, Fuinjutsu Rank: B-Rank
Description: You split your consciousness into two Casting Time: 1 Action
identical clones of each other. You then perform the mind Range: Self (30 Feet)
body transfer as normal on up to two target creatures you Duration: Instant
can see within range. Both creatures must make a Components: HS, CM
Charisma save against your Genjutsu save DC. On a failed Cost: 14 Chakra
save target creature, you transfer your consciousness into Keywords: Hijutsu, Genjutsu, Fuinjutsu
your target's body for 1 minute. They are controlled by you Description: Using the same principles as Mind body
as if their body was yours. On a successful save, you fall disturbance, you emit a wave of psychic chakra that resets
prone until the beginning of your next turn unable to move the connection of a creatures mind and body. All creatures of
or act otherwise until your consciousness returns to your your choice within 30 feet of you, must succeed a Charisma
body. Each body is controlled by a separate consciousness saving throw, taking 8d6 psychic damage and becoming
and therefore do not know what the other is thinking but dazed until the start of your next turn on a failed save or half
will act as you would for the duration. as much on a success.
At Higher Ranks: For each rank you cast this jutsu above
MIND BODY AUGMENTATION C-Rank, increase the cost of this jutsu by
Classification: Hijutsu 3 and the damage by 2d8.
Rank: C-Rank
Casting Time: 1 Action
Range: Touch
Duration: Concentration, up to 1 minute
Components: HS, CM
Cost: 7 Chakra
Keywords: Hijutsu, Genjutsu, Fuinjutsu
Description: Using the Yamanaka clans propensity for
mental exploration, you are able to enhance the mental
receptors of a willing creature you can touch, within range.
Pick one between Intelligence, Wisdom and Charisma. For
the duration, the affected creature gains proficiency in the
chosen ability score. A creature that already adds
proficiency to the chosen score instead gains a 1d4 bonus
to saving throws made with said score.
At Higher Ranks: For each rank you cast this jutsu above
C-Rank, increase the cost of this jutsu by 3. If this jutsu is
cast at A-Rank, you may select +1 additional creature.

104
A-RANK:
MIND PUPPET SWITCH: CURSED SEAL
Classification: Hijutsu
Rank: A-Rank
Casting Time: 1 Week
Range: 5 Feet
Duration: Permanent
Components: HS, CM, NT, CS
Cost: 20 Chakra
Keywords: Hijutsu, Ninjutsu, Fuinjutsu
Description: You take a puppet, doll, or an item of humanoid
shape, no smaller than 1 Size category of the target and place
a secret Yamanaka sealing jutsu on the item. You create
conditions and triggers for the seal beforehand and place
them on the item. Once placed, when a creature triggers the
chakra seal, the triggering creature must immediately
succeed a Charisma Saving throw against your Genjutsu or
Ninjutsu save DC (Whichever is higher). On a failed save, the
target creature's consciousness is sealed inside of the item
used. While sealed, the target creatures’ body immediately
becomes incapacitated as their consciousness is now locked
away inside of an object of the user’s choice. They do not
have the capacity to make any further resistance saves. If the
Doll is destroyed this jutsu ends and the creature's
consciousness attempts to re-enter their body. If the body is
dead, their consciousness is trapped wandering unable
to bind to anyone or anything, they are effectively
dead and cannot be revived.

105
YOTON Churning Magma [Changed]: Beginning at 3rd level, your
Chakra has the same density and heat produced by lava itself
A Chunin male is training in the desert tundra’s, of the land
granting you a slight resiliency to such damage. When you
of Earth. The Jonin Exams are quickly approaching and he
would take Fire damage, you reduce the damage received by
wants to be absolutely sure he is prepared. He has some of
your proficiency bonus. When you would reach 11th level,
his allies stand ready to assist him in this endeavor. One of
your magma release can evolve a creatures burned condition
his allies draws their Tetsubo and begins to attack with
to a new level, called Molten. When a creature with 5 ranks
reckless abandon. The Chunin quickly weaves handseals
of the burned condition would gain another rank of the
before conjuring a wall of Earth blocking his Tetsubo
burned condition, they instead become Molten, losing all
assault. His second sparring partner responds by conjuring a
ranks of burned as it is replaced with 1 rank of Molten. A
jolt of Lightning that the Chunin responds to in kind by
Molten creature suffers the following effects.
conjuring a mote of magma and firing it to clash with the
Lightning. • A molten creature is counted as burned for the purposes of
—Vale Uchiha interacting with features, traits and jutsu and cannot gain
At Worlds End, Ch. 21 excerpt. ranks of the burned or Chilled condition while they are

BLOOD OF THE EARTH •


Molten.
A molten creature takes 5d8 Fire damage at the beginning
The Yoton Clan is a clan that hails from the land of Earth.
of each of their turns.
A Clan without a clear family name, but one which has
• A molten creature takes an additional 15 Earth damage
produced many of prominent shinobi. This clan has an
when they would take Earth damage.
extreme affinity for Earth and Fire Release, mixing
• Creatures that are immune to both Fire and Earth damage
them, and creating the ability to conjure and use Lava as
is immune to this condition.
both an offensive and Defensive force. Their power is
• A creature can spend an Action to make a DC 21 Dexterity
well respected, with one of their members being chosen
save to put out the flames. On a successful save, the
as a jinchūriki for the Four-Tails.
condition ends or submerging themselves fully into a
YOTON TRAITS body of Water.
Ability Score Increase: +2 Int, +1 Con Lava Release [Changed]: The Yoton bloodline has a unique
Speed: Your base walking speed is 30 feet. talent for manifesting lava release, due to their close affinity
Skill Proficiencies: Nature, Survival to both Earth and Fire Release. Beginning at 7th level, you gain
Lava Release Affinity: You begin with either Earth or Fire the second nature release you didn’t select from Lava Release
Release Affinity. (Pick one) Affinity and you can safely walk across Lava and other
dangerous hazards without sustaining harmful effects while
YOTON FEATURES Water walking. Also, at 7th level, when you would cast a jutsu
Lava Techniques: The Yoton clan has access to a with either Earth or Fire Release keywords that would deal
separate list of jutsu unique to their clan. You can add damage, you can change the damage type to Fire. Also, when
these Jutsu to your jutsu list instead of selecting jutsu you cast a Yoton Hijutsu or Ninjutsu with the Earth Release
from the normal jutsu list(s). They do not need both keyword, it can take up to two qualities of the following, each
nature releases to use their clan jutsu. time you cast such a jutsu. You can use this feature to
Calcified Skin [Changed]: Beginning, at 1st level, your enhance your jutsu a number of times equal to your
molten Chakra has reinforced your physical body, proficiency bonus per long rest:
making it tougher than most other shinobi of similar
• Molten Rock: Increase your jutsu’s damage by +1 damage
capability. While wearing no armor or light armor, you
die. This bonus increases to +2 at 15th level.
reduce all incoming bludgeoning, piercing or slashing
• Acidic Mud: A creature who takes damage from or fails a
damage by -3. Beginning at 11th level, this damage
saving throw from a jutsu cast, they gain 1 rank of
reduction increases to -5. Beginning at 18th level, this
corroded.
damage reduction increases to -10.
• Corrosive Quicklime: As a part of casting this jutsu, you
may force an affected creature to make a Strength saving
throw. On a failed save the target creature(s) become
restrained, as they are frozen in place by hardening lava.
They can remake their save at the end of each of their turns
to end the restrained condition inflicted by this feature.
• Vulcanized Rubber: When you would summon a structure
or Earthen construct you can reinforce it, making it
resistant to Lightning damage and giving it bonus hit
points or temporary hit points equal to twice your
proficiency bonus.
• Malleable Onyx: As a bonus action, when you would cast a
jutsu that would create a construct or structure meant to
intercept damage for you or another creature you may
comprise it entirely of onyx. The structure reduces all
incoming damage by 2d6 + your proficiency bonus. This
increases to 3d6 at 11 th and 4d6 at 18th.
Molten Core: Beginning at 18th level, you ignore Immunity
to Fire damage, and creatures of your choice who would begin
their turns within 10 feet of you take Fire damage equal to
your proficiency bonus.

106
YOTON CLAN JUTSU LAVA RELEASE: RUBBER DEFENSE
Classification: Hijutsu

D-RANK Rank: D-Rank


Casting Time: 1 Reaction, which you take when you would

LAVA RELEASE: LAVA STREAM


take damage.
Range: Self
Classification: Hijutsu
Duration: Instant
Rank: D-Rank
Components: HS, CM
Casting Time: 1 Action
Cost: 4 Chakra
Range: Self (20-foot cone)
Keywords: Hijutsu, Ninjutsu, Earth Release, Fire Release
Duration: Instant
Description: The user quickly exudes a protective coating of
Components: HS, CM
rubber around them increasing their AC by +3 and gaining
Cost: 5 Chakra
15 temporary hit points until the beginning of your next
Keywords: Hijutsu, Ninjutsu, Earth Release, Fire Release
turn.
Description: You combine Fire and Earth Release Chakra in
At Higher Ranks: For each rank you cast this jutsu above
your mouth before releasing a stream of lava in a cone in
D-Rank, increase the cost of this jutsu by 3, and the
front of you. All creatures in the radius of this jutsu must
temporary hit points by 10.
make a Dexterity saving throw, taking 2d6 Fire and 2d6
Earth damage and being burned on a failed save or half as
much damage on a successful one.
C-RANK
LAVA RELEASE: RUBBER BALL
At Higher Ranks: For each rank you cast this jutsu above
D-Rank, increase the cost of this jutsu by 3, and damage by
1d6 of each damage type and the range by 10 feet. Classification: Hijutsu
Rank: C-Rank
LAVA RELEASE: LAVA ROCK Casting Time: 1 Reaction which you take when an ally or
Classification: Hijutsu object is targeted by an enemy
Rank: D-Rank Range: 30 feet
Casting Time: 1 Action Duration: 1 Round
Range: 60 feet Components: HS, CM
Duration: Instant Cost: 7 Chakra
Components: HS, CM Keywords: Hijutsu, Ninjutsu, Earth Release, Fire Release
Cost: 4 Chakra Description: You quickly spit out a blob of rubber designed
Keywords: Hijutsu, Ninjutsu, Earth Release, Fire Release, to protect your target. The target creature gains 20
Clash temporary hit points until the beginning of their next turn.
Description: You combine Fire and Earth Release Chakra in If they were targeted by a melee attack, the triggering
your palm conjuring a mass of lava, that you launch at a creature makes a Strength check vs your Ninjutsu save DC,
target you can see within range. Make a ranged ninjutsu being pushed back 15 feet on a failed check.
attack, on a hit you deal 2d8 Fire and 2d8 Earth damage and At Higher Ranks: For each rank you cast this jutsu above
the lava splashes outward. All creatures within 10 feet of the C-Rank, increase the cost by 3, and the temporary Hit points
original target must make a Dexterity saving throw taking by 10.
1d6 Fire and 1d6 Earth damage on a failed save.
At Higher Ranks: For each rank you cast this jutsu LAVA RELEASE: EXPANDING FLAME RINGS
above D-Rank, increase the cost of this jutsu by 3, and Classification: Hijutsu
the attacks damage by 1d8 and 1d6 of each damage type Rank: C-Rank
respectively. Casting Time: 1 Action
Range: 60 feet
LAVA RELEASE: QUICKLIME HARDENING Duration: Instant
Classification: Hijutsu Components: HS, CM, W (any Shuriken or Chakram)
Rank: D-Rank Cost: 7 Chakra
Casting Time: 1 Action Keywords: Hijutsu, Ninjutsu, Bukijutsu Earth Release, Fire
Range: 30 feet Release
Duration: Instant Description: You use Lava release Chakra to augment a
Components: HS, CM Shuriken or Chakram that you have turning it into a bright
Cost: 5 Chakra red glowing piece of metal that keeps the shape of the Ninja
Keywords: Hijutsu, Ninjutsu, Earth Release, Fire Release tool used. You then throw them with extreme force. Make a
Description: You gather Lava release Chakra in your mouth, ranged Ninjutsu (or Taijutsu) attack. On a hit, you deal your
before spitting out a glob of quicklime at a target. Make a weapons damage + 3d10 Fire damage.
ranged ninjutsu attack against a target you can see within All creatures within 10 feet of the original target
range. On a hit, you deal 3d6 Fire damage and the target (excluding you) must succeed a Dexterity saving throw,
must make a Constitution saving throw, gaining the burned taking 2d10 Fire damage on a failed save or half as much on
conditions on a failed save. a successful one.
If a creature burned by this jutsu, takes cold damage If a Shuriken is used for this jutsu, you reduce your
before the end of their next turn, they must succeed a ammunition die by 1 step.
Strength saving throw, being petrified for one of their turns. At Higher Ranks: For each rank you cast this jutsu above
At Higher Ranks: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3, and the damage
D-Rank, increase the cost of this jutsu by 3, and damage by by 2d10
2d6.

107
LAVA RELEASE: RUBBER WALL LAVA RELEASE: SCORCHING STREAM ROCK
ENHANCEMENT Classification: Hijutsu
Classification: Hijutsu Rank: B-Rank
Rank: C-Rank Casting Time: 1 Action
Casting Time: 1 Bonus Action Range: Self (60-foot line)
Range: 15 feet Duration: Instant
Duration: Instant Components: HS, CM
Components: HS, CM Cost: 14 Chakra
Cost: 9 Chakra Keywords: Hijutsu, Ninjutsu, Earth Release, Fire Release
Keywords: Hijutsu, Ninjutsu, Earth Release, Fire Release Description: You coat your hand in Lava release Chakra
Description: You slam your hands onto the ground where as you punch forward creating a super-heated
rubber erupts from the ground directly in front of you. The shockwave with enough heat to melt rock. All creatures
wall is 15 feet tall, 15 feet wide, and 10 feet thick. The wall is structures and constructs in a 60 feet long, 5 feet wide
an Earthen Construct, with an AC equal to your Ninjutsu line directly in front of you must succeed a Dexterity
save DC, temporary hit points equal to 5d8+15 and saving throw taking 8d8 Fire damage on a failed save
resistance to piercing and slashing damage, with immunity and gaining the burned and corroded condition. On a
to bludgeoning damage. successful save, you instead deal half damage.
If this wall is anchored to another structure, such as a All Structures that are destroyed by this jutsu melt
wall or tree, the wall and the structure it is attached to gains becoming a molting pool of fluid that acts like Lava. Its
additional temporary hit points equal to your Ninjutsu space becomes difficult terrain. A creature that attempts
ability score and gains resistance to piercing and slashing to move through the affected space takes 2d10 Fire
damage, immunity to bludgeoning damage and loses any damage and gains the burned and corroded conditions.
vulnerability to lighting damage, if any. At Higher Ranks: For each rank you cast this jutsu
At Higher Ranks: For each rank you cast this jutsu above above B-Rank, increase the cost of the jutsu by 3, and
C-Rank, increase the cost of this jutsu by 3, and the damage by 2d8.
temporary hit points by 1d8+5.
A-RANK
B-RANK
LAVA RELEASE: PLANET-BRANDING BLAST
LAVA RELEASE: LAVA CHAKRA MODE Classification: Hijutsu
Classification: Hijutsu Rank: A-Rank
Rank: B-Rank Casting Time: 1 Action
Casting Time: 1 Action Range: Self (45-foot Cube)
Range: Self Duration: Instant
Duration: Concentration, up to 1 minute Components: HS, CM
Components: HS, CM Cost: 20 Chakra
Cost: 11 Chakra Keywords: Hijutsu, Ninjutsu, Earth Release, Fire Release
Keywords: Hijutsu, Ninjutsu, Earth Release, Fire Release Description: You punch the ground and conjure an
Description: You coat your body in lava release Chakra, eruption of lava and magma, enough to fill a 45-foot
gaining a multitude of benefits. You cannot lose cube originating from you. All creatures in range, must
concentration on this jutsu as a result of damage; succeed a Dexterity saving throw taking 10d10 Fire
damage and gaining 1 rank of burned, corroded and
• You gain a +2 bonus to AC.
bruised on a failed save and half as much on a successful
• You gain 10 temporary hit points at the beginning of each
save.
of your turns.
Additionally, the affected area becomes filled with
• You gain Immunity to Fire and Earth damage.
lava, pooling until it is covered in a thin sheet of it. For
• You gain resistance to bludgeoning, piercing, slashing
the next 10 minutes, this area is treated as hazardous
and Wind damage
terrain filled with lava. Creatures, structures and
• You gain Vulnerability to cold damage.
constructs that would begin their turn, end their turn or
• You count as an Earthen construct.
would enter for the first time on their turn, this
• At the end of each of your turns, adjacent creatures of
hazardous area takes 1d10 Fire damage and gains 1 rank
your choice takes 5 Fire damage.
of burned and weakened.
• Your unarmed damage becomes 2d6 Fire damage.
At Higher Ranks: For each rank you cast this jutsu
• Successful melee attacks against you deal 10 damage to
above A-Rank, increase the cost of this jutsu by 3,
the attacking creature.
damage by 2d10, and the cube size by 15 feet.
• Yoton clan Hijutsu increases their damage die by 1 step.
(D4>D6>D8>D10>D12).
• When you would create difficult terrain using a jutsu with
only the Earth Release keyword, the affected spaces
become lava pools, dealing 1d10 Fire damage to creatures
who begin their turns in them.
• When you would create an area of effect using a Jutsu with
only the Fire Release keyword, the affected space becomes
superheated with molten stone. Creatures who begin their
turn in this area gain 1 rank of the burned condition.
At Higher Ranks: For each rank you cast this jutsu above
B-Rank, increase the cost of this jutsu by 3 and temporary
hit points by +5.

108
YUKI CLAN Ice Release [Changed]: The Yuki clan has a unique
talent for manifesting Ice Release due to their close
A masked shinobi stalks a group of Shinobi. They get pretty far
affinity to both Water and Wind Release. Beginning at
before they settle in for a rest. While resting the shinobi sense
7th level, you gain the second Nature release you didn’t
that something is off before they attempt to perform evasive
select from Ice Release Affinity clan trait. Also, at 7th
maneuvers. Ice erupts from the ground creating ground spikes
level, when casting a jutsu with either Wind or Water
that point upward, skewing a few of the wandering shinobi. It
Release keywords, you can change the damage type to
doesn’t take long before the Masked shinobi confronts the
cold. Whenever you would deal cold damage, deal an
panicking group. “You have wronged the Village hidden in the
additional damage equal to Proficiency.
Mist. You have stolen more than a fair share of village secrets
Additionally, each time you would deal damage to a
and by order of lady Mizukage, you have been sentenced to
creature with a Yuki Clan Hijutsu, they must make a
death.” The words come out cold, and unfeeling. Sharp and dry
Constitution saving throw vs your Ninjutsu save DC or
at the same time. The shinobi realizes the risk in dealing with a
when a creature would fail a saving throw against a Yuki
Member of the Yuki Clan, but they know that if they do
Clan Hijutsu, they gain 1 rank of Chilled for the next
nothing, it’s already over. So, they draw their weapons and
minute. A creature can only gain 1 rank of Chilled per
move in to confront this foe. The Yuki behind the mask smirks
turn as a result of this feature.
before all falls below subzero in the immediate area.
Beginning at 11th level, your ice release can evolve a
—Tatsunami Aburame, The Long Road, Ch. 16 excerpt.
creatures chilled condition to a new level, called
COLD TO THE BONE Frostbite. When a creature with 5 ranks of the chilled
condition would gain another rank of the chilled
The Yuki Clan is a family of shinobi found in the Land of
condition, they instead become Frostbitten, losing all
Water. They were almost wiped out due to a massive Kekkei
ranks of chilled as it is replaced with 1 rank of Frostbite.
Genkai revolt held in the country. Many died, and because
A Frostbitten creature suffers the following effects.
of this their bloodline splintered. They no longer share a
• A Frostbitten creature is counted as five ranks of Chilled for
common family name, and are generally known as a family
that in combat are nigh unbeatable. the purposes of interacting with features, traits and jutsu
and cannot gain ranks of Chilled or Burned while they are
YUKI TRAITS [CHANGED] Frostbitten.
Ability Score Increase: +2 Dex or Int, +1 Int or Cha (Int • A Frostbitten creature remains Frostbitten for 10 minutes.
cannot be chosen as the +1 ASI, if it was chosen for the +2 ASI.)
• A Frostbitten creature takes 5d6 cold damage at the start of
Speed: Your base walking speed is 30 feet.
each of their turns.
Skill Proficiencies: Chakra Control, Ninshou • A Frostbitten creature cannot cast Jutsu with the Hand Seal
Ice Release Affinity: You begin with either Wind or Water (HS) component.
Release Affinity. (Pick one)
• A Frostbitten creatures speed is reduced to 5 feet and they
YUKI FEATURES •
cannot gain bonuses to speed for the duration.
Ice Techniques: The Yuki clan have access to a separate A Frostbitten creature takes a -5 penalty to Dexterity saving
list of Jutsu unique to their clan. You can add these Jutsu to throws, ability checks and skill checks
your jutsu list instead of selecting jutsu from the normal
jutsu list(s). They do not need any Nature Release to use
their clan jutsu.
Frigid Cold [Changed]: Beginning at 1st level, your
ability to produce a combination of Wind and Water release
takes shape. Whenever you would attempt to Water walk,
you can choose to freeze the surface of the Water you are
standing on creating a 5 by 5 patch of ice. This frozen
surface counts as difficult terrain for other
creatures, but not for you and can be converted back
to whatever liquid it was prior when you would cast a
jutsu with the Water Release keyword that can gain
additional benefits from being near a sufficient source of
Water.
Beginning at 7th level, your frigid Chakra begins
to affect you and your enemies in chilling ways.
Your body can no longer be detected by heat
sensing methods. Additionally, for every 2 ranks of the
chilled condition a creature has, they gain a -1d4 penalty to
attack and damage rolls that rely on Dexterity.
Chilled Body [Changed]: Beginning at 3 rd level you have
a high resistance to cold weather and find it rather inviting.
You are resistant to cold damage. Beginning at 11th level
this resistance to cold expands. You gain immunity to the
Chilled condition. Beginning at 18th level this resistance to
cold becomes far more potent, you gain immunity to cold
damage and effects caused by jutsu that deals cold damage.

109
YUKI CLAN JUTSU ICE NEEDLE
Classification: Hijutsu

D-RANK Rank: D-Rank


Casting Time: 1 Bonus action

ICE DAGGERS
Range: Self
Duration: Concentration, up to 1 minute
Classification: Hijutsu
Components: HS, CM
Rank: D-Rank
Cost: 4 Chakra
Casting Time: 1 Action
Keywords: Hijutsu, Ninjutsu, Bukijutsu, Water Release,
Range: 30 feet
Wind Release
Duration: Instant
Description: You conjure Water into the shape of a thin
Components: HS, CM
sword like construct in your free hand. You do not spend
Cost: 4 Chakra
Chakra to maintain concentration on this jutsu. The blade
Keywords: Hijutsu, Ninjutsu, Water Release, Wind Release
is 5 feet long, the handle is 1 foot long. The design of the
Description: You collect Water particles from the air itself
blade can be whatever you decide. If you let go of the blade
and freeze them into daggers made of ice, before you throw
it disperses into Water again. You can use your action to
them at a target creature. Make a Ranged Ninjutsu attack
make a melee Ninjutsu or Taijutsu attack with the Ice
dealing 4d4 cold damage. Also, all creatures (except you)
sword. On a hit, the target takes 2d10+Ninjutsu ability
within 10 feet of the target must succeed a Dexterity saving
modifier cold damage.
throw, taking 2d8 piercing damage on a failed save or half
At Higher Ranks: For each rank you cast this jutsu above
as much on a success as the ice dagger splinters firing in all
D-Rank, increase the cost of this jutsu by 3. If this jutsu is
directions.
cast at C-Rank, increase the damage by 1d10. If this jutsu is
At Higher Ranks: For each rank you cast this jutsu above
cast at B-Rank, increase the number of attacks you can
D-Rank, increase the cost of this jutsu by 3 and the damage
make with this weapon to two. If this jutsu is cast at S-
by 2d4 & 2d8
Rank, increase the number of attacks you can make with

ICE PRISON this weapon to three.

C-RANK:
Classification: Hijutsu
Rank: D-Rank
Casting Time: 1 Action
Range: 60 feet CERTAIN-KILL ICE SPEARS
Duration: Concentration, up to 10 minutes Classification: Hijutsu
Components: HS, CM Rank: C-Rank
Cost: 5 Chakra Casting Time: 1 Action
Keywords: Hijutsu, Ninjutsu, Water Release, Wind Release Range: Self (10-foot radius sphere)
Description: You release a stream of jagged Ice crystals Duration: Instant
forward before they explode upward into a mist and Components: HS, CM
resolidify over a creature freezing them in place. Select one Cost: 9 Chakra
target creature in range. Target creature makes a Dexterity Keywords: Hijutsu, Ninjutsu, Water Release, Wind Release
save being stunned, gaining a rank of Chilled for the next Description: You slam your palms onto the ground
minute and being encased in ice on a failed save. An instantly freezing the air around you creating spears of ice
affected creature, while inside the ice, becomes deaf. The impaling everything around you, making the area this
ice surrounding the creature has an AC equal to your jutsu was casted in as difficult terrain. Creatures in this
Ninjutsu save DC and has 10 Hit points before it shatters. jutsu radius, excluding yourself, must succeed a Dexterity
Any excess damage is dealt to the target creature. The saving throw, taking 3d10 cold damage or half as much on
target creature on its turn, makes a Strength (Athletics) a successful save.
Check to break out of the ice at the end of its turns. At Higher Ranks: For each rank you cast this jutsu
above C-Rank, increase the cost of this jutsu by 3 and the
ICE DOME OF NOTHINGNESS damage by 2d10.
Classification: Hijutsu
Rank: D-Rank FROZEN CAPTURING FIELD
Casting Time: 1 Reaction, which you take when you would Classification: Hijutsu
take damage. Rank: C-Rank
Range: Self (5-foot radius) Casting Time: 1 Action
Duration: 1 round Range: self (30 feet radius cube)
Components: HS, CM Duration: Concentration, Up to 1 Minute
Cost: 5 Chakra Components: HS, CM
Keywords: Hijutsu, Ninjutsu, Water Release, Wind Release Cost: 7 Chakra
Description: You quickly materialize a dome of ice Keywords: Hijutsu, Ninjutsu, Water Release, Wind Release
protecting yourself and creatures within 5 feet of you. The Description: The ground erupts outward from you covering
dome of Ice intercepts all attacks until the start of your a 30-foot radius across the ground freezing the feet of
next turn absorbing the damage until it shatters. Any creatures in range. Creatures in range must succeed a
excess damage is transferred to you. The dome has an AC Dexterity saving throw, being restrained and gaining a
equal to your Ninjutsu Save DC and 25 Hit points. rank of chilled on a failed save. Creatures captured in this
At Higher Ranks: For each rank you cast this jutsu above jutsu can make strength saving throw as an action on their
D-Rank, increase the cost of this jutsu by 3 and the Domes turn to escape this jutsu. Creatures who enter the area of
Hit points by 10 this jutsu must make a Acrobatics check to avoid falling
prone on the slippery surface of the ice. The Ice remains
until melted or 1 hour has passed.

110
TEN THOUSAND ICE PETALS TWIN DRAGON WHIRLWIND
Classification: Hijutsu Classification: Hijutsu
Rank: C-Rank Rank: B-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 60 feet Range: Self (10-feet)
Duration: Instant Duration: Concentration, Up to 1 Minute
Components: HS, CM Components: HS, CM
Cost: 8 Chakra Cost: 12 Chakra
Keywords: Hijutsu, Ninjutsu, Water Release, Wind Keywords: Hijutsu, Ninjutsu, Water Release, Wind
Release Release
Description: You freeze Water and air in front of you Description: You freeze the air around you and swirl it
while launching it forwards creating an innumerable creating a localized ice storm. For the duration you
onslaught of ice daggers that tears through everything in become heavily obscured to ranged attacks and ranged
a 60-foot line that’s 10 feet wide. Creatures in the line attacks are made at disadvantage. Creatures who enter
must succeed a Dexterity save taking 4d8 cold damage the radius of your whirlwind without face covers or Eye
on a failure and half as much on a success. This jutsu protectors must succeed a Constitution saving throw,
deals double damage to structures and objects in its being blinded by the strong Winds and ice shards slicing
path. at their eyes for the duration or unless they leave the
At Higher Ranks: For each rank you cast this jutsu storm.
above C-Rank, increase the cost of this jutsu by 3 and the
damage by 2d8. A-RANK:
B-RANK: DEMONIC ICE MIRRORS [CHANGED]
Classification: Hijutsu
TEARING DRAGON, FIERCE TIGER Rank: A-Rank
Classification: Hijutsu Casting Time: 1 Action
Rank: B-Rank Range: Self (20-foot radius Sphere)
Casting Time: 1 Action Duration: Concentration, up to 1 minute
Range: 90 feet Components: HS, CM
Duration: Instant Cost: 20 Chakra
Components: HS, CM Keywords: Hijutsu, Ninjutsu, Water Release, Wind
Cost: 14 Chakra Release
Keywords: Hijutsu, Ninjutsu, Water Release, Wind Release Description: You create a dome of Chakra enhanced
Description: You conjure a large Tiger or dragon made of reflective Ice mirrors. This dome encompasses a 45-foot
snow or ice you make. Upon casting this jutsu choose which spherical radius and the enhanced mirrors line the
creature you summon which determines how the Jutsu radius of the dome. Each mirror is 3 feet wide and 7 feet
works and its range and effect radius. tall. Upon manifestation you create enough mirrors to
• Tiger: The Tiger forms and begins to rush at a target occupy the outside radius of the sphere leaving about 2
feet of space between each mirror on each side. You meld
creature. If there is any Water or Water Release Jutsu in
inside one of the Ice mirrors and gain the ability to
between you and the target creature, it immediately
teleport to any other ice mirror within this jutsu’s
freezes, ending the jutsu. Creatures submerged within
radius, by spending 5 feet of movement.
Water or gaining the benefits of a Water Release jutsu
While inside of your Demonic Ice mirrors you are
with a range of Self or Touch must succeed a Dexterity
nearly imperceptible, as your ice mirrors make perfect
save, gaining 2 ranks of chilled on a failed save. Upon
duplicates of yourself reflect on their surface. While in
reaching the target, the Ice Tiger then explodes firing ice
your ice mirrors, creatures are unaware of your location.
shards in a 30-foot radius centering on the target. All
Each time you make an attack, or use your movement to
creatures in the radius must succeed a Dexterity saving
teleport, each creature within the dome can make a
throw taking 12d4 cold damage and gaining 1 rank of
perception check at disadvantage against your Ninjutsu
Chilled on a failed save or half as much damage and no
Save DC at disadvantage, to find your location. Creatures
further effects on a successful save.
• Dragon: The Dragon forms and begins to rush at a target with Chakra Sight instead make this check at advantage.
You can as an action make a three ranged ninjutsu
creature. If there is any Water or Water Release Jutsu in
attacks, targeting all creatures within the radius of the
between you and the target creature, it immediately
Ice mirrors at once dealing 4d8 cold damage to all
freezes, ending the jutsu. Creatures submerged within
creatures.
Water or gaining the benefits of a Water Release jutsu
As a Reaction to creatures attempting to move more
with a range of Self or Touch must succeed a Dexterity
than 10 feet while inside the radius of the mirrors you
save gaining 2 ranks of chilled on a failed save. Upon
make two Ninjutsu attack dealing 4d6 cold damage to
reaching the target, the dragon slams into the target
the target creature, reducing their movement speed to 0.
creature. Creatures in a 90-foot long, 10-foot-wide line,
You gain 2 additional reactions which can only be used
originating from you, must succeed a Strength saving
for this jutsu’s reaction-based effect.
throw taking 8d6 cold damage, gaining 1 rank of chilled
While inside of your Demonic Ice mirrors you gain a
and are push back 10 feet on a failed save or half as much
+5 Bonus to AC and have advantage on Dexterity saving
damage and no further effects on a successful save.
throws.
Creatures inside the radius of your jutsu can move
freely throughout the radius of it. A creature who wishes
to leave the radius can make a Dexterity save attempting
to squeeze through your mirror.

111
SYMBIOTIC INSECTS [CHANGED]
CLAN FEATS Category: Clan
Prerequisite: Aburame Clan, Level 4+

BLOODLINE, LATENT [CHANGED] You provide more than just a home for your insects to
thrive, and they provide more than just combat utility.
Category: Clan, Rare You gain the following benefits;
Prerequisite: You must take your first instance of this
• Increase your Intelligence or Wisdom score by 1, to a
feat between levels 1 and 4. If you are level 5+, you
maximum of 20.
cannot take this feat for the first time.
• You gain 60 feet of Darkvision as insects who thrive in
You have the blood of a famous clan, granting you fleeting
total darkness impart on to you their extrasensory
usage of their secret techniques. You gain the following
abilities.
benefits:
• You can go for 1 week without food or Water as the
• Select any one clan except your current clan or Non-Clan.
insects inside your body pass on their survival
• You gain 10 Bloodline Points, which can be spent to capabilities. After 1 week without appropriate levels of
purchase bloodline abilities from the chosen clan. You can food or Water, you begin to gain 1 rank of exhaustion
find the listed abilities below. for every extra day you go without.
• You can take this feat no more than twice. • When you would complete a short rest, your insects
• You cannot take this feat a second time until you are level transpose their energy onto you. You roll a number of
12+. additional d4’s equal to your Ninjutsu ability modifier,
adding them to your Chakra points regained.
ABURAME
AKIMICHI
HIVE MINDED [CHANGED]
Category: Clan FOOD BORN HARDINESS
Prerequisite: Aburame Clan Category: Clan
Your insects treat you and your body as a hive, it's queen, Prerequisite: Akimichi
and its army. You gain the following benefits; You learn to store more calories in your fat, you gain the
• Increase your Intelligence or Wisdom score by 1, to a following benefits:
maximum of 20. • Increase your Constitution score by 1, to a Maximum
• When you would make a check to maintain of 20.
concentration on an Aburame clan Jutsu, you may • Increase your Calorie count by your character level.
instead make an Intelligence (Chakra Control) check. • Increase your calorie count by an additional +1 calories
• The Bug Host clan features bonus die is increased to a every level thereafter.
d8.
• When you would make an Intelligence or Charisma IMPROVED FAT CONVERSION [CHANGED]
saving throw to resist the effects of a Genjutsu, you Category: Clan
may use the bonus provided by your Bug Host feature Prerequisite: Akimichi Clan, Level 8+
for these saving throws. You have learned to better convert your Calories to
provide bigger benefits. You gain the following Benefits;
INSECT NEST INTEGRITY [CHANGED] • Increase your Strength or Constitution score by 1, to a
Category: Clan
maximum of 20.
Prerequisite: Aburame Clan
• Whenever you would gain the benefits of Fat
You learn to utilize the hive mind integrity of your
Conversion, you instead can convert 1 Calorie into 2
insects to cast and maintain Ninjutsu, you gain the
Chakra.
following benefits:
• Akimichi clan Jutsu you cast using Calories, have their
• Increase your Wisdom score by 1, to a maximum of 20. calorie cost reduced by 1.
• You can use your Wisdom as your Ninjutsu ability
modifier for Aburame clan Hijutsu. IRON GUT [CHANGED]
• You reduce the cost to maintain Aburame clan jutsu by Category: Clan
an amount equal to its rank. (D-Rank: 1, C-Rank: 2, B- Prerequisite: Akimichi Clan, Level 4+
Rank: 3, A-Rank: 4, S-Rank: 5) You have undergone rigorous training to condition your
• You learn one additional Aburame clan jutsu that you body to absorb nutrition from anything. You gain the
qualify for. following benefits;
• You can learn and create Aburame clan jutsu in half
• When you would eat a consumable, such as a Blood Pill,
the time.
Military Ration Pill, or any other ingestible consumable
item, you regain 1d4 calories. You can regain calories
this way twice per short rest.
• You have resistance to the Poisoned and Weakened
Condition rolling advantage on all saving throws and
checks made to resist such conditions.
• Poison damage you take from the Envenomed
condition is reduced by 1 step (D6>D4).
• You gain advantage on skill checks and Saving throws
to resist environmental Hazards & Conditions.

112
BAKUTON RAZORS EDGE [NEW]
Category: Clan
AUGMENTED EXPLOSIVES [CHANGED] Prerequisite: Fuma Clan, Level 8+
Category: Clan You have learned how to sharpen your weapons both
Prerequisite: Bakuton Clan, Level 4+ literally and metaphorically to a point where they can
The destructive potential of your explosions have even cut through chakra. You gain the following
increased significantly. You gain the following Benefits; Benefits;

• Increase your Constitution or Intelligence score by 1, • As a bonus action you can coat your ranged weapons in

to a maximum of 20. a razor thin chakra. Until the end of your next turn,
• You gain +2 additional shrapnel die. you deal maximum weapon damage to constructs and
• When you would spend a Shrapnel Die, you instead add structures created as a result of jutsu.
twice the result. • Whenever you would score a crit with a ranged weapon
attack, you instead triple your weapons damage die. You
ART IS AN EXPLOSION! [CHANGED] can do this twice per rest.
Category: Clan • Whenever you would roll the maximum value on an
Prerequisite: Bakuton Clan, Level 8+ ammunition die, you increase the die by 1 step, up to a
You have learned to feed into both forms of art. You gain d12.
the following Benefits;
• Increase your Constitution or Intelligence score by 1,
RANGED ARTILLERY [CHANGED]
Category: Clan
to a maximum of 20.
Prerequisite: Fuma Clan, Level 4+
• You gain the second clan Style that you did not pick at
You have expanded your mastery of Throwing weapons
1st level, gaining access to all of that Styles Hijutsu.
to also include other forms of ranged combat. You gain
• Your shrapnel die becomes a d10.
the following Benefits;

DETONATOR’S GAMBIT [CHANGED] • Increase your Dexterity or Wisdom score by 1, to a


Category: Clan maximum of 20.
Prerequisite: Bakuton Clan, Level 12+ • When you deal damage with a ranged weapon or
When something explodes, you just can’t contain Bukijutsu, reroll all 1’s and 2’s taking the second
yourself. You find that all explosions push you ever result.
closer to ecstasy. You gain the following Benefits; • Bukijutsu cast that requires a ranged attack roll,

• When you roll a Shrapnel die, you reroll all results


cannot be made at disadvantage and you also increase
the Ammunition die of all weapons with said property
between 1-3, using the new roll.
to a d12.
• You gain +2 additional shrapnel die.

FUTTON
• Whenever you roll the maximum damage on a
Shrapnel Die or a Bakuton clan Hijutsu damage die add
+3 Force damage to the total damage dealt.
• When you would cast Explosion Release: Tower of the BROILING BODY [CHANGED]
Category: Clan
Sun, you instead do leave behind a corpse. If you are
Prerequisite: Futton Clan, level 4+
revived after casting this jutsu, you are unable to cast
Your Chakra has a hard time not melting everything
that ever again.
around you from how hot it can get. You gain the

FUMA following Benefits;


• Increase your Strength score by 1, to a maximum of 20.

LETHAL ACCURACY [CHANGED] • You gain an additional +1 Boil points.


Category: Clan • When you would use your Boiling Body clan feature to
Prerequisite: Fuma Clan, Level 12+ increase your Strength or Dexterity score, increase
Your ability to never miss has become stuff of legends your unarmed damage die by +1 for the duration of the
that even other Fuma’s gossip about. You gain the Boiling Body boost.
following Benefits; • While you are gaining the benefit of Boiling Body,
when you would take damage from an attack, feature
• You gain two additional uses of your Razor-Sharp Senses
or jutsu that relies on Strength or Dexterity, you
clan feature, per long rest.
reduce the damage taken by 1d8 + your Taijutsu ability
• You can spend a use of Razor-Sharp Senses clan feature to
modifier.
maximize your weapons damage die.
• As a bonus action, you may call your next shot, by
selecting one creature whom you can see within 60 feet.
The first ranged weapon or taijutsu attack that deals
weapon damage from a weapon with the thrown
property that you make, is treated as a critical hit. You
may do this twice per long rest.

113
BROILING MIND [CHANGED] HATAKE
Category: Clan
Prerequisite: Futton Clan, level 4+ LIGHTNING ROD [CHANGED]
Your Chakra has a hard time not melting everything around Category: Clan
you from how hot it can get. You gain the following Benefits; Prerequisite: Hatake Clan
• Increase your Intelligence score by 1, to a maximum of 20. You learn to retain some of the Chakra spent, converting
• You gain an additional +2 Boil points. and molding it into white Chakra. You gain the following
• When you would use your Boiling Mind clan feature to deal benefits;
additional Acid damage, increase the features bonus • Increase your Intelligence or Charisma score by 1, to a
damage die by 1 step. (D4>D6>D8>D10) maximum of 20.
• When you would cast a jutsu with the Lightning Release
BROILING DETERMINATION [CHANGED] keyword without spending White Chakra, you may spend
Category: Clan a bonus action to gain White Chakra equal to the half of
Prerequisite: Futton Clan, level 4+ the jutsu’s cost. You can use this feature twice per long
Your Chakra has a hard time not melting everything around rest. White Chakra gained this way cannot surpass your
you from how hot it can get. You gain the following Benefits; maximum white Chakra available.
• Increase your Strength or Intelligence score by 1, to a • When you would take Lightning damage, you can, as a
maximum of 20. reaction, forcefully convert half of the damage taken into
• You gain an additional +2 Boil points. White Chakra. You can use this feature once per long rest.
• When you would use your Boiling Determination feature to
increase your jutsu’s damage die by 1, you also increase LIGHTNING TAMER [CHANGED]
the damage die by 1 step. You can use this effect twice per Category: Clan
rest. Prerequisite: Hatake Clan, Level 8+
Your ability to gauge the speed and trajectory of
BROILING RECHARGE [CHANGED] Lightning while also reacting to these movements is
Category: Clan unmatched. You gain the following benefits;
Prerequisite: Futton Clan, level 8+ • Increase your Dexterity or Intelligence score by 1, to a
You can boil, boil, and boil, and never run out of steam. You maximum of 20.
gain the following Benefits; • When you cast a Ninjutsu with the Lightning Release
• Increase your Strength or Intelligence score by 1, to a keyword, your movement is doubled until the end of
maximum of 20. your turn.
• You gain an additional +1 Boil points. • When you would make a Dexterity saving throw, you
• As an Action, you can convert your Chakra into boil may spend either 3 White Chakra or a reaction.
points. For every 10 Chakra you spend, you generate 1 Boil Whichever you choose, you enhance your agility by
Point. You cannot have more than your maximum number using Lightning Release, making that save at advantage
of Boil Points using this ability. and granting yourself resistance to Earth damage until
the end of that turn.
BROILING RAGE [CHANGED] • When you would be targeted by a jutsu with the
Category: Clan Lightning Release keyword or cast a Jutsu with a range
Prerequisite: Futton Clan, level 12+ of Self with the Lightning Release keyword, you may, as
You Chakra is constantly bubbling and seems to never have a reaction, increase your AC by half your Proficiency
a limit. You gain the following Benefits; bonus until the beginning of your next turn.

WHITE CHAKRA SURGE [CHANGED]


• You gain resistance to Acid and Fire damage.
• If you would deal Acid damage to a creature with ranks of
Category: Clan
Corroded, they must make a Constitution saving throw vs
Prerequisite: Hatake Clan, Level 4+
your Ninjutsu save DC. On a failed save, they gain 1 rank of
You have begun to master your White Chakra, increasing
corroded.
your potential with Lightning Release Techniques,
• When you would cast a Futton clan Hijutsu, you can spend
gaining the following benefits:
a bonus action, to gain temporary hit points equal to twice
the cost of the jutsu spent. These Temporary Hit points • Increase your Intelligence or Charisma score by 1, to a
last until the start of your next turn. maximum of 20.
• You gain additional White Chakra equal to your
character level. You gain an additional +1 white Chakra
every level after you gain this feat.

114
PURPLE LIGHTNING [CHANGED] SERPENTINE AFFINITY [CHANGED]
Category: Clan Category: Clan
Prerequisite: Hatake Clan, White Chakra Surge, Level 12+ Prerequisite: Hebi Clan, Level 4+
You have mastered your White Chakra, learning to You have mastered the art of converting Ninjutsu of
transform it into an even stronger form known as Purple certain nature affinities into that of a unique nature
Lightning. granting you the following benefits; release called Serpentine Release. You gain the following
• You can convert your White Chakra, into a new form benefits;
known as Purple Lightning at the end of any rest by • Select up to 3 Ninjutsu that you know, with a nature
spending multiples of 2 White Chakra. For every 2 release keyword. The jutsu loses all nature release
White Chakra spent in this way, grants you 1 Purple keywords and gains the Serpentine Release keyword.
Lightning (PL). You can have up to 10 Purple Lightning You can switch the jutsu affected by this feature when
in this way per rest. you would complete a Full-Rest. Ninjutsu cast with the
• Purple Lightning can be spent in the following ways; chosen keyword gains the following effects;
o Purple Surge (1 PL): By spending 1 Purple Chakra o Becomes treated as a Hebi clan Hijutsu.
when you cast a Jutsu with the Lightning Release o The jutsu cast can now deals Poison damage in
keyword, you add your proficiency bonus to your place of its normal damage. Any effects that
next two damage rolls. would trigger based on the jutsu’s original
o Violet Endowment (1 PL): By spending 1 Purple damage type as a result of class features still
Lightning, you cover one limb of yours with trigger.
purple lightning. Until the end of your next turn, o Poison damage inflicted by the chosen jutsu
weapon attacks you make deal lightning damage forces them to be unable to regain hit or chakra
and adds 3d6 Lightning damage to the first two points until the end of their next turn. This effect
damage rolls made from such attacks. counts as a conditions for the purposes of effects
o Amethyst Wave (2 PL): By spending 2 Purple jutsu and traits that interacts with conditions.
Lightning, when you would cast a jutsu with the o If you would clash with this jutsu, you add 1d8 to
Lightning Release keyword, you manifest and the result of the check.
create a shockwave of lightning from you. All
creatures of your choice within 30 feet of you SERPENTINE ALLY [CHANGED]
must make a Constitution save vs your Ninjutsu Category: Clan
save DC. On a failed save they gain 2 ranks of Prerequisite: Hebi Clan, Level 4+
shocked that cannot be removed by normal You have found an ally in a serpent gifted to you from
means, but lasts for 1 minute. your clan, or one that you've found on your adventures.
o Lilac Overcharge (5 PL): By spending 5 Purple You gain a Nin-Snake pet. This pet uses the statistics of a
Lightning, until for the remainder of combat, all D-Rank Snake summon and can be either Small or
Ninjutsu you cast with the Lightning Release Medium (Your Choice).
keyword gains their overcharge effects. If the This Nin-Snake pet is always counted as your level for
jutsu cast does not have an overcharge effect, figuring Hit Points & Jutsu Slots as well as Hit Die. Your
you instead upcast one of the cast jutsu by 1 rank, snake regains half of its spend Jutsu slots on a short rest,
ignoring rank limitations. Once you use this and all spent slots on a long rest. When your Nin-Snake
effect, you cannot gain the benefit of it again reaches 0 Jutsu slots, it is not unsummoned or dispelled.
until you complete a long rest. This Snake gains ASI's at the same time you do,
gaining +6 points to be distributed to any ability score up
HEBI to a maximum of 20.
This snake becomes treated as a C-Rank Snake at 10th
APEX HERITAGE [CHANGED] level gaining two of its C-Rank features. This snake
Category: Clan becomes treated as a B-Rank Snake at 16th level and
Prerequisite: Hebi Clan, Level 4+ gains two of its B-Rank features.
You consumed the knowledge passed down by your This Nin-Snake pet knows 6 Jutsu of your choice, that
ancestors about the truth of your blood right. You gain the follow the Snake Jutsu Specialty summon feature. When
following benefits; you would gain a level, you can switch your snakes jutsu
Known. Additionally, you can teach your snake new jutsu
• Increase your Strength, Dexterity or Constitution score by
by spending 3 weeks of downtime. Your Snake can learn
1, to a maximum of 20.
up to a maximum of 8 Jutsu.
• Your tremor sense range is increased to 45 feet.
If your pet Snake dies. You can perform a 1-week ritual
• Weapons enhanced with your Poison Potency clan feature,
to revive, replace, or find another one. This new Snake
deal an additional 1d4 Poison damage.
has the same statistics as the one that died.
• When you deal poison damage to a creature as a result of
weapon damage, until the end of their next turn they
cannot regain hit points.

115
HOSHIGAKI MONSTER OF THE MIST [NEW]
Category: Clan
APEX BERSERKER [CHANGED] Prerequisite: Hoshigaki Clan, Level 4+
Category: Clan You've grown more in touch with the primal side of your
Prerequisite: Hoshigaki Clan, Level 12+ bloodline and unlocked a terrifying transformation. You
You have learned to tap into this bestial ferociousness gain the following benefits;
within you. You gain the following Benefits; • Increase your Constitution score by 1, to a maximum
• Increase your Strength or Constitution score by 1, to a of 20.
maximum of 20. • You gain another use of Ravenous Chakra.
• While you are gaining the benefits of Shark Skinned • You can spend one use of your Ravenous Chakra clan
Predator, you can perform your Apex Gaze as a bonus feature to enter a primally enhanced state. This causes
action. your teeth to grow sharper, muscles to become denser
• While you are gaining the benefits of Shark Skinned and more other shark like qualities to become more
Predator, you are immune to the Fear and Charmed prudent. You remain in this primal state for 1 minute,
Conditions. once per long rest and gain the following;
• While you are gaining the benefits of Shark Skinned o You cannot use the Ravenous Chakra feature for
Predator, you have advantage with weapon attacks the duration of this form.
against targets with the bleeding condition. o All Ninjutsu you cast with the Water Release
• While you are gaining the benefits of Shark Skinned keyword are under the effects of Ravenous Chakra.
Predator, creatures who make contested grapple However, whenever you gain temporary chakra,
checks against you, make their checks at disadvantage. you only gain an amount equal to twice your
proficiency bonus.
LIFEFORCE CONNECTION [NEW] o All Ninjutsu you cast with the Water Release
Category: Clan keyword that would clash or interact with another
Prerequisite: Hoshigaki Clan, Wielder of a Legend, structure, construct or creature created as a result
Level 12+ of a jutsu deals additional damage to that target
You’ve put enough of yourself into your Apex Weapon equal to your level, once per casting.
that it has become part of you, resonating with your o Beginning at 11th level if you would enter this
chakra and becoming one with your body. You gain the primal state while you are benefiting from the
following benefits; Shark Skinned Predator clan feature, Ninjutsu you
cast with the Water Release keyword adds your
• Increase your Strength or Constitution score by 1, to a
Constitution and Strength modifiers to the
maximum of 20.
damage dealt up to twice per casting.
• You always know where your Apex Weapon is located
as long as it is within 10 miles of you. You can sense
everything within 10 feet of your weapon as if you
SHARK TOOTH [NEW]
Category: Clan
were there yourself.
Prerequisite: Hoshigaki Clan, Level 8+
• You can spend a use of Ravenous Chakra to consume
Your Body has begun to adapt to deep sea exploration
chakra through your weapon. For the next minute,
and the hunt. Your teeth grow sharper and more
once per turn, when you would deal weapon damage
serrated. You gain the following Benefits;
with your Apex Weapon, it deals chakra damage to the
target equal to the weapons damage die. You gain the • Increase your Strength or Constitution score by 1, to a

same amount as temporary chakra points. maximum of 20.


• When you would use your Ravenous Chakra clan • You gain proficiency in Strength saving throws while

feature on a creature whose level is greater than or you are submerged in water.
equal to your own, they are an Elite or Solo adversary • You gain access to a Bite Attack. You can replace one or

or if they have a higher Constitution ability score, more of your attacks made with the attack action, with
when you would deal chakra damage to them, you this bite attack. Your bite attack has the following
increase the damage dealt by 1 damage die. If the statistics and abilities;
target has multiple resources that can be spent like o Deals 3d4 + Strength piercing damage.
chakra (Such as White Chakra, Calories, or even Reserve o Creatures who take damage from your bite, must
Cells), you also reduce that resource by 2 for each make a Strength saving throw vs your Taijutsu
instance of chakra damage you deal. save DC, being grappled on a failed save. You can
only grapple one creature at a time this way.
o When you deal 15 or more damage with a single
bite attack, the target gains one rank of bleeding.

116
SYMBIOTIC SHARK [NEW] HOZUKI
Category: Clan
Prerequisite: Hoshigaki Clan GO WITH THE FLOW
You are one with the water and creatures that live inside Category: Clan
it. Like pieces of a puzzle in an ecosystem, you help each Prerequisite: Hozuki Clan
other survive. You gain the following benefits; You've adapted more to using Water jutsu, making yourself
• Increase your Intelligence score by 1, to a maximum of better at manipulating your own Water. You gain the
20. following Benefits;
• You can now command simple minded aquatic • Increase your Intelligence or Constitution score by 1, to a
creatures, such as fish or sharks. maximum of 20.
• When casting the Summoning Technique to summon a • You gain a swimming speed equal to your movement
Shark tribe member, you can increase the cost by +5. speed.
When you do you double their speed and they gain • You can concentrate on a third jutsu, but all jutsu you are
Temporary hit points equal to your level. concentrating on must have the Water Release keyword.
• When you would cast a jutsu with the Combination
keyword with the help of your summoned creature, HYDROFICATION EXPERT [CHANGED]
you can use your Constitution in place of your Category: Clan
Charisma when calculating any bonuses granted by Prerequisite: Hozuki Clan, Level 12+
the combination jutsu. When you would use your You adapted more to using Water jutsu, making yourself
Constitution in this way, the cost cannot be reduced as better at manipulating your own Water. You gain the
a result of having more creatures as a part of the following Benefits;
casting, only being divided evenly amongst all • Increase your Strength or Constitution score by 1, to a
creatures and not gaining any additional cost
maximum of 20.
reduction benefits. • Ninjutsu, you cast with the Water Release keyword and no

TAILLESS TAILED BEASTS [CHANGED] other nature release keyword, can use your Constitution as
your Ninjutsu ability modifier.
Category: Clan
• Your other Hijutsu gain the benefits of you Hydrofication
Prerequisite: Hoshigaki Clan
even when you are not concentrating on it.
Your stamina is unmatched. Increase your Hit & Chakra

HYŪGA
Point total by an amount equal to your level. Thereafter,
each time you gain a level, Increase your Hit & Chakra
Point total by +1.
BRANCH FAMILY TRAINING [CHANGED]
WIELDER OF A LEGEND [NEW/CHANGED] Category: Clan
Category: Clan Prerequisite: Hyūga Clan
Prerequisite: Hoshigaki Clan, Level 8+ You train with members of the other branch of your clan,
You’ve grown to love a specific weapon and take care of you gain the following benefits:
it daily. In the blood of your enemies, it will be tempered • Increase your Dexterity or Wisdom score by 1, to a
into something legendary. You’ve learned how to use the Maximum of 20.
unique qualities of a weapon to their full potential. Pick a • You can learn jutsu from the opposite branch. If you
weapon type (such as Katana). Weapons of that type are are a main branch, you can learn side branch Hyūga
treated as your Apex Weapon. When you are wielding it, Jutsu. If you are a side branch you can learn main
your Apex Weapon gains an ability based on up to two of branch Hyūga Jutsu.
its keywords of your choice (Once chosen, this cannot be • You learn one additional Hyūga clan Hijutsu that you
switch later); qualify for.
• Multiattack: You can make one additional weapon • You can create and learn Hyūga clan Hijutsu in half the

attack as part of your attack action. You cannot make a required time and with half the required cost.
weapon attack as part of your bonus action if you
make an additional attack in this way. EFFICIENT BYAKUGAN [CHANGED]
• Blocking: The bonus to AC increases to +2. Category: Clan
• Deadly: On a critical hit, you instead add +2 damage Prerequisite: Hyūga Clan, Level 4+
dice. You have found a way to Reduce the strain the Byakugan
• has on you. You gain the following benefits;
Trip, Grapple or Disarm: You can choose whether the
target makes an Athletics or Acrobatics check. • Increase your Wisdom score by 1, to a maximum of 20.
• Heavy: If you use Strength for the attack and damage • The cost of activating your Byakugan is 0, and cannot
roll of this weapon attack, you add an additional +2 to be increased further.
damage rolls made with this weapon. • You gain 1 additional Byakugan ability from the
• Two-Handed: This weapons damage dice increases by Byakugan clan feature.
1 step. (d4>d6>d8>d10>d12>2d6>2d8) • Your Byakugan can now tell when a creature is under
• Hidden: Provided you have room on your person to the effect of a Ninjutsu, Taijutsu, or Genjutsu, and
store this weapon out of sight, you do not need to roll when they are under the effects of a Jutsu, feature or
to conceal it. trait that costs Chakra of any type.
• Reach: The weapon gains another rank of reach.

117
PRECISE STRIKES [CHANGED] WEAPONIZED NIN-DOG [CHANGED]
Category: Clan Category: Clan
Prerequisite: Hyūga Clan, Level 8+ Prerequisite: Inuzuka Clan
You have learned to use your Gentle fist in conjunction Your Nin-Dog has passed specialized training that
with your Byakugan far more accurately than others of allows them to use conventional weaponry. They gain
similar level. You gain the following benefits; the following benefits.
• Increase your Dexterity or Wisdom score by 1, to a • Increase both your own and your Nin-Dog’s Strength
maximum of 20. or Dexterity score by 1, to a maximum of 20.
• You may use your Wisdom as your Taijutsu ability • Your Nin-Dog gains proficiency in simple and martial
modifier and in place of Strength or Dexterity for weapons, in addition, his mouth count as a hand for
unarmed attacks benefiting from the Gentle Fist stance. the purpose of holding weapons. A Nin-Dog can't use
• When you would deal chakra damage to a creature as a his bite attack while holding a weapon this way. A
result of a Hyūga Clan Hijutsu you may add your Nin-Dog can make a weapon attack in place of any Bite
Taijutsu ability modifier to the damage dealt. attack they would make.
• When you would choose to deal damage to a creatures • Your Nin-Dog learns up to two Bukijutsu following
hit points, you increase your unarmed damage to 2d4. your maximum rank known limitations. You and your
This increases to 3d4 at 11th level. dog can spend 1 week of Downtime switching these
jutsu with another.
INUZUKA • You can teach your Nin-Dog new bukijutsu this way,
by spending 3 weeks of downtime with them, being
NIN-DOG TRAINING [CHANGED] able to learn a maximum of 5 Bukijutsu in this way.
Category: Clan
Prerequisite: Inuzuka Clan JITON
You Train with your Nin-Dog enhancing its potential
and allowing it to last longer in a fight, you gain the IRON POISONING
following benefits: Category: Clan
• Increase both your own and your Nin-Dog’s Strength Prerequisite: Jiton Clan, Level 8+
You have learned to imbue deadly poison within your jutsu.
or Dexterity score by 1, to a maximum of 20.
• Your Nin-Dog's Hit Point maximum increases by your
You gain the following benefits
level. Their hit point maximum is increased by +1 each • Increase your Constitution or Intelligence score by 1, to a
time you would gain a level. maximum of 20.
• Your Nin-Dog can learn 1 Inuzuka clan Hijutsu that • When you cast a jutsu with either the Earth or Wind
you qualify for, without you needing to know it. release keywords, you can change the damage type to
• You and your Nin-Dog are always able to sense each poison, and increase the damage die by 1 step (to a
other’s location so long as you are both within 10 maximum of d12).
miles of each other. • When you deal poison damage, you can force the target
to make a Constitution saving throw vs your Ninjutsu
SPECIALIZED TRAINING [CHANGED] Save DC, becoming poisoned for 1 minute on a failed
Category: Clan save. You can use this feature a number of times equal to
Prerequisite: Inuzuka Clan your Ninjutsu ability modifier per long rest.
Your Nin-Dog has gone through intense training with
the clan, returning to you to show you the results; GUARDIAN SPIRIT
• Increase both your own and your Nin-Dog’s Strength Category: Clan
Prerequisite: Jiton Clan, Level 8+
or Dexterity score by 1, to a maximum of 20.
• Your Nin-Dog gains a feat. This feat must be from the
The metal dust or sand you manipulate has seemingly
gained a will of its own. The Absolute Defense, it guards
General, Chakra, Critical, or Taijutsu category (Except
your blind-spots and protects you from harm. You gain the
Taijutsu Archivist)
• Your Nin-Dog gains 1 Dog/Wolf Special feature that
following benefits;
they qualify for. • You have advantage on saving throws against effects
• Your Nin-Dog gains any one, nature release you have, that would move you against your will, and reduce the
and learns 1 Jutsu of C-Rank or lower with this Nature distance of any knock-back effects by half.
Release Keyword. This jutsu cannot have the Fuinjutsu • You gain a number of special reactions, you may use
Keyword or the Chakra Seal (CS) Component. You can these reactions even when surprised, and they do not
switch this jutsu over 1 week of downtime. count as using your reaction for the round. You may use
these features a number of times equal to your
proficiency bonus per long rest. Using this feature while
surprised expends two uses.
o When targeted by an attack roll, you can cause that
attack to have disadvantage against you.
o When making a saving throw against an effect that
would have a reduced effect on a successful save,
you can roll 1d6 and add the result to your save. If
you succeed, you instead take no damage and no
additional effects.

118
MAGNETIC PULL KAGUYA
Category: Clan
Prerequisite: Jiton Clan, Level 8+ ARMOR OF BONE [CHANGED]
You use your magnetic Chakra to pull attacks towards your Category: Clan
jutsu. You gain the following benefits; Prerequisite: Kaguya Clan
• When you cast a Jiton Clan Hijutsu that deals damage, You’ve learned to use your clan techniques not to just
you can give it the Clash Keyword. create extensions of your body but to fortify your body
• When you initiate a clash with a Jiton Clan Hijutsu, you itself;
roll an additional 1d6, adding it to the result of the clash • Increase your Strength or Constitution score by 1, to a
check. maximum of 20.
• When a creature you have marked with your Magnetic • As an action, you can line your skin with boney
Mark clan feature, casts a ninjutsu or Taijutsu, you can protrusions at will. While these protrusions are out
use your reaction to become the target of the jutsu and your unarmored AC is 11 + Dexterity modifier +
immediately cast a Jiton clan Hijutsu that deals damage, Constitution modifier + Half proficiency. You cannot
initiating a clash. You can use this feature twice per long gain the benefit of this feature while wearing any
rest. armor.
• Once per turn, while you are benefiting from your
JUGO Armor of Bone AC calculation, when you would take
damage from a melee attack from a creature within 5
JUGGERNAUT [CHANGED] feet of you, the attacking creature takes piercing
Category: Clan damage equal to your constitution modifier.
Prerequisite: Jugo Clan, Level 12+
Your potency in your Enhanced Form is so overwhelming CALCIFIED ARMORY [CHANGED]
you can alter your body's size; Category: Clan
• Increase your Strength or Constitution score by 1, to a Prerequisite: Kaguya Clan, Level 8+
You’ve perfected the art of creating bone weapons
maximum of 20.
• While you are gaining the benefits of Raw Chakra Form, rapidly to overwhelm foes. You gain the following
Benefits;
you become large sized, your reach increases by 5ft and
your bulk limit is multiplied by 2. • Increase your Strength or Dexterity score by 1, to a
• While you are gaining the benefits of Raw Chakra Form, maximum of 20.
you reduce incoming damage by an amount equal to your • Weapons you create using your Bone Weapons clan
Raw Chakra die + Proficiency bonus. feature gain the Calcified property. Weapons with the
Calcified property cannot be broken, disarmed from
NATURE’S ALLY you, and adds your constitution modifier to their
Category: Clan weapon and Taijutsu attack damage rolls.
Prerequisite: Jugo Clan • When you would score a critical hit with a weapon
Your raw Chakra has connected you to the animal attack or Kaguya clan Hijutsu, the target gains 1 rank
kingdom; of bleed.
• Increase your Wisdom score by 1, to a maximum of 20. • When you would take the attack action while using a

• You have ability to communicate with animals and Bone Weapon, you can spend your bonus action to
understand what they are saying. Animals are inclined to make 2 weapon attacks using such weapons. You can
be friendly towards you, and will often assist in helping only make 2 weapon attacks in this way as a bonus
you complete tasks. Furthermore, you are able to cast the action, once every other turn.
Beast Senses jutsu at no cost as if you knew it.
BATTLE HARDENED [NEW/TEAM 7]
SHAPESHIFTER’S ARSENAL [CHANGED] Category: Clan
Category: Clan Prerequisite: Kaguya Clan, Level 4+
Prerequisite: Jugo Clan Through many battles, you have developed strategies to
You have learned to transform your arms into weapons to overwhelm your enemies with frightening accuracy. You
utilize in combat, freeing the need to wield any ever; gain the following Benefits;

• Increase your Strength or Constitution score by 1, to a • Increase your Strength or Dexterity score by 1, to a

maximum of 20. maximum of 20.


• As a bonus action, you can transform one or both of • You can gain advantage on a Kaguya clan Hijutsu’s

your arms into a melee weapon you are proficient in. If attack if you are targeting a creature who has targeted
the weapon is two-handed, you must use both your you within the last round. You can gain advantage in
arms. this way twice per rest.
• Weapons made this way count as unarmed strikes for • When you make a melee weapon attack against a

the purposes of the Jūgo Clan's abilities and jutsu creature where your attack result is 5 higher than the
• By spending 2 Raw Chakra die, you may grant one of target AC, on a successful hit where you deal damage,
your weapon hands a melee weapon property it does you reduce the targets speed by half, until the end of
not normally possess and increases its damage by the their next turn.
• You have learned to maneuver in a way that increases
result until the end of your next turn.
your combat range. All attacks made with your Bone
Weapons gain the Reach property. If the weapon
already has the Reach property, it instead gains a
second rank of Reach.

119
KURAMA REALITY BENDER [CHANGED]
Category: Clan
ADVANCED COILS [NEW] Prerequisite: Kurama Clan, Level 16+
Category: Clan You have deepened your control of the perceived reality. You
Prerequisite: Kurama Clan, Level 10+ gain the following benefits.
Your ability to manifest Onijutsu coils have become • Your Genjutsu Resistance bonus is increased by +2.
almost untethered from this reality. You gain the • The cost reduction from Genjutsu Specialty is increased to:
following benefits. (D-Rank: 2, C-Rank: 3, B-Rank: 4, A-Rank: 5,
• You gain +3 Onijutsu Coils. S-Rank: 6.)
• You learn one more Onijutsu. • You treat successes as Critical successes when you pass a
• When you would complete a short rest, you regain a Genjutsu save.
number of Onijutsu Coils, equal to your Genjutsu ability • If you pass a Genjutsu save, you may as a reaction attempt
modifier. You can only regain coils in this way, twice to cast the jutsu back on the caster. Make a Wisdom
per long rest. (Illusions) check vs the targets Genjutsu save DC. On a
success, you cast the jutsu right back at them. Attempting
GENJUTSU MATRIX [CHANGED] this reaction requires you to have all the necessary
Category: Clan keywords and components associated with the jutsu.
Prerequisite: Kurama Clan, Level 8+
Your understanding of Reality, has allowed you to see KURU
through any and everything that could even be assumed as
illusionary. You gain the following benefits. EFFICIENT KURUGAN [CHANGED]
• Increase your Wisdom or Charisma score by 1, to a Category: Clan
maximum of 20. Prerequisite: Kuru Clan, Level 4+
• You learn two more Onijutsu. You have begun to master your Kurugan through intense
• You can use three different Onijutsu at once. You can do training. You gain the following benefits;
this twice per long rest. • Increase your Constitution or Wisdom score by 1, to a
maximum of 20.
ILLUSORY FOCUS [CHANGED] • Reduce the cost of your Kurugan to 0.
Category: Clan • You can use your Kurugan features a number of times
Prerequisite: Kurama Clan, Level 4+ equal to twice your Wisdom Modifier.
You have trained yourself to the point where you can • You can spend 1 Chakra die to regain all uses of your
concentrate on genjutsu almost subconsciously. You Kurgan Clan feature.
gain the following benefits.
• Increase your Wisdom or Charisma score by 1, to a YANG CHAKRA ADEPT [CHANGED]
maximum of 20. Category: Clan
• When you make a Constitution (Chakra Control) check Prerequisite: Kuru Clan, Level 12+
to maintain concentration on a Genjutsu, add your You have begun to master the other half of your Yin/Yang
Genjutsu Resistance die to the check. Release. You gain the following benefits;
• You can concentrate on up to 3 Genjutsu of C-Rank or • Increase your Constitution score by 1, to a maximum of
lower at once. If you are concentrating on any Jutsu 20.
that isn’t a Genjutsu of C-Rank or lower, you can only • Taijutsu and Bukijutsu you cast ignore damage reduction
concentrate on 2 jutsu as normal. effects.
• Taijutsu and Bukijutsu you concentrate on cannot be
MIND OVER MATTER [CHANGED] ended as a result of failing a concentration check, by
Category: Clan spending 5 Chakra, when you would make a concentration
Prerequisite: Kurama Clan, Level 4+ check.
Your genjutsu has become more deadly, due to repeated
use. You gain the following benefits. YIN CHAKRA MASTERY [CHANGED]
• Increase your Wisdom or Charisma score by 1, to a Category: Clan
maximum of 20. Prerequisite: Kuru Clan
• Genjutsu you cast that deals damage ignores damage You've mastered the imitation of nature release jutsu with
reduction. your Yin Chakra. You gain the following Benefits:
• Add your Genjutsu ability modifier to damage dealt • Increase your Constitution or Wisdom score by 1, to a
with Genjutsu you cast, even if it already adds it. maximum of 20
• Reduce the Chakra cost of your Onijutsu by 1 for each • Choose one of the 5 nature releases: Earth, Wind, Fire,
Onijutsu used at once. (Ex. If you use 2 Onijutsu at once, Water, Lightning. You can add jutsu of the corresponding
you reduce the cost of each, by 2, resulting in a final cost of Keyword to your jutsu list. However, when you do so, the
6, instead of 10.) jutsu loses the nature release keyword, gaining the Yin
Release keyword.
• Ninjutsu with the Yin Release keyword deals necrotic
damage in place of any damage types they list. Any effects
that would trigger based on the jutsu’s original damage
types still trigger.
• Ninjutsu with the Yin Release keyword are treated as
Kuru clan Hijutsu, for the purpose of interacting with
Kuru clan features.

120
NAMIKAZE NARA
SUPERIOR SPEED [CHANGED] INTELLIGENT DESIGN [CHANGED]
Category: Clan Category: Clan
Prerequisite: Namikaze Clan, Level 4+ Prerequisite: Nara Clan, Level 4+
You learn to use your innate speed and jutsu to better Your genius is so great, that it sometime scares you. You
protect yourself. You gain the following Benefits; gain the following Benefits;
• Increase your Dexterity score by 1, to a maximum of 20. • Increase your Intelligence score by 1, to a maximum of
• You gain a +2 bonus to Dexterity saving throws you 20.
make. • You may select two skills to gain proficiency in.
• Your speed Increased by 10 feet. • When you would use your Master Tactician clan feature,
• You gain an additional +2 Speed Die. the creature who you give a tactical die, they instead
add twice the result of their roll to the Ability or Attack
SWIFT SHIELD [CHANGED] roll.
Category: Clan
Prerequisite: Namikaze Clan, Level 8+ LAZY SAVANT [CHANGED]
You move so fast, that you become virtually immune to Category: Clan
damage when you choose to be. You gain the following Prerequisite: Nara Clan
Benefits; You’re a prodigy, yet lazy. You know how to win the game,
• Increase your Dexterity score by 1, to a maximum of 20. but playing it is just too much trouble. You find yourself
• You gain resistance to Wind and Lightning damage.
taking longer to get ready, though this laziness brings out
• When you would make a Strength saving throw, you can
your best. You gain the following Benefits;
instead make a Dexterity saving throw. You can switch • Increase your Intelligence or Constitution score by 1, to
saving throws in this way twice per long rest. a maximum of 20.
• As a reaction, you can spend 3 Speed Die, to cause an • When you would take a short rest, you may double the
attack to automatically miss. length of time it takes you to finish. When you do, you
may roll 2 bonus Hit and Chakra die and regain the
SPEED BLITZ result. (You gain this benefit when you complete a Long
Category: Clan rest as well.)
Prerequisite: Namikaze Clan, Level 4+ • Over the course of a short or long rest, you may make a
After intense training you learn to use your speed to grant flat DC 15 Intelligence check. On a success, roll two
you additional techniques. You gain the following d20’s, record the result. When a creature you can see or
Benefits; hear would make an attack, skill check or saving throw,
• You gain the following Supernatural Speed Options. you may switch their d20 result, with your previously
o Soaring Rush: When you roll initiative, you can recorded result. You may gain the benefit of this feature
spend any number of Speed Die, adding the result twice per Full-Rest.
to your Initiative. If you are the first to go in
initiative as a result of this, you have advantage on OVERWHELMING INTELLECT [CHANGED]
Category: Clan
the first attack roll you make.
Prerequisite: Nara Clan, Level 8+
o Reflexive Assault: As a reaction at the end of your
You mind is so potent; your thoughts alone include ways to
turn, you can spend 3 Speed Dice to gain an
supersede those around you. You gain the following
additional action. Doing this more than once per
Benefits;
long rest, increases your exhaustion by 1 rank.
o One with the Wind: After casting a Jutsu with the • Increase your Intelligence score by 1, to a maximum of 20.
Wind Release keyword, you can spend 1 speed die • You may select a skill to gain expertise in.
increasing your speed by 5 times the result until • You can spend 10 minutes coming up with a plan that
the end of the current turn, you also ignore all involves a number of allies equal to your Intelligence
difficult terrain until the end of the current turn. modifier. At the beginning of your next combat, select
allies, gain a bonus to their initiative equal to your
Intelligence modifier, and can take the Help Action as a
bonus action on the first round of combat. You can do this
twice per long rest.

121
RANTON RYU
STORM CURRENT [CHANGED] D-FIGHTER [CHANGED]
Category: Clan Category: Clan
Prerequisite: Ranton Clan, Level 4+ Prerequisite: Ryu Clan, Level 12+
You learn to more masterfully control Storm Release. You When you enter your Dragons Rage, the tips of your hair also
gain the following Benefits; gains the color of your dragons elemental affinity and
• Increase your Dexterity or Intelligence score by 1, to a begins to stand up on its own and exhibit properties similar
to that of your chosen affinity such as sparks of electricity or
maximum of 20.
• Ranton Hijutsu you cast gains a bonus to attack rolls
embers of fire jumping off of. You gain the following
benefits;
equal to 1/3rd of your proficiency bonus.
• Ranton Hijutsu you cast reduces their cost by an • Ryu clan jutsu you cast that grants you temporary hit
amount equal to their rank. (D-Rank: 1, C-Rank: 2, points or deals damage of any type, increases their total
B-Rank: 3, A-Rank: 4, S-Rank: 5.) results by your Proficiency bonus.
• Your Dragon Claws damage die and all Ryu Clan jutsu you
STORMING RAIN [CHANGED] cast increases their damage die by 1 step. (D4>D6>D8>
Category: Clan D10>D12).
Prerequisite: Ranton Clan, Level 12+ • While you are gaining the benefits of Dragons Rage, you
You have become a master of Water and Lightning around do not need to spend Chakra to maintain concentration on
you. You gain the following Benefits; Ryu Clan Hijutsu, but you also cannot concentrate on
• You become resistant to Cold and Lightning damage. anything except Ryu Clan Jutsu.
• Ranton Clan Hijutsu you cast have their range increased • Twice per long rest, as an action, while gaining the

by twice its original range. If the jutsu creates an area of benefits of Dragons Rage you can begin to charge your
effect, it instead increases the side of the area by 10 feet. Draconic Chakra. Until the end of your next turn, the next
Ryu Clan jutsu you cast increases the number of die rolled
STORMING WAVES by an amount equal to half of your proficiency bonus.
Category: Clan
Prerequisite: Ranton Clan, Level 4+ DRAGON’S BLOOD [CHANGED]
You learn to more masterfully control the Water half of Category: Clan
Water Release. You gain the following Benefits; Prerequisite: Ryu Clan, Level 4+
You have learned to tap into the blood of the dragons that
• Increase your Dexterity or Intelligence score by 1, to a
run through your veins, controlling it like you would any
maximum of 20. normal chakra flowing through you. You gain the following
• Ninjutsu you cast with the Water Release keyword are
Benefits;
exponentially more conductive. A creature with the
• Increase your Strength, Dexterity, or Constitution score
Chilled condition as a result of a jutsu you cast, takes
additional lightning damage equal to your proficiency by 1, to a maximum of 20.
• You can use Intelligence in place of Strength for unarmed
bonus when they would take damage from the Chilled
condition. attacks and damage, using your Dragon Claws damage die.
• Ninjutsu you cast with the Water Release keyword are • While you are wielding a Katana, you can spend 1 Chakra

passively charged with storm release chakra. Once per die. When you do, for the next minute your Katana
turn, when you would cast a jutsu with the keyword, becomes bathed in Draconic chakra, increasing its
you can spend1 Chakra die. When you do, you increase damage die by +1.
• Ryu clan Hijutsu you cast, that initiate a clash, you always
the damage die by 1 step (D4>D6>D8>D10>D12).
roll at Advantage.

TRUE DRAGONS BLOOD [CHANGED]


Category: Clan
Prerequisite: Ryu Clan, Level 8+
The power of the Dragon’s rage within you has bubbled
forth manifesting in ways other Ryu Clan members could
only dream of. You gain the following Benefits;
• Increase your Strength, Dexterity, or Constitution score
by 1, to a maximum of 20.
• Select a Second nature release from the Blood of the
Dragon clan feature. Ryu Hijutsu now deal half of your
original nature releases damage and half of your new
dragon’s damage. If the damage value is odd, your
original damage type will always deal the most damage
between the split.
• All Ryu clan jutsu and your Dragon Claws damage deals an
additional die of damage, while you are benefiting from
Dragons Rage clan feature. (If they deal damage)
• When you activate Dragons Rage, you may roll a Chakra
die, gaining three times result as both Temporary Hit and
Chakra points for the duration of your Dragons Rage.
Temporary hit points gained in this way can be added to
Ryu Clan Hijutsu that grant Temporary hit points.

122
SARUTOBI GUARDIANS OF WILL [CHANGED]
Category: Clan
BEACON OF FIRE [NEW] Prerequisite: Sarutobi Clan, Level 4+
Category: Clan You have enhanced your jutsu to further protect the will
Prerequisite: Sarutobi Clan, Level 8+ of Fire. You gain the following Benefits;
Your presence on the battlefield is felt by all, and your • Increase your Strength, Intelligence, or Wisdom score
sheer willpower to push through a tough situation helps by 1, to a maximum of 20.
other find confidence within themselves as well. You • Once per turn, when you would deal damage with a
gain the following Benefits; Jutsu, you may add a bonus to your damage roll equal
• Increase your Charisma score by 1, to a maximum of to your Proficiency, if you do not already.
20. • Jutsu you cast that are gaining the benefit of your
• When you would spend Focus Points, all allied within Advanced Chakra Control clan feature, ignore
30 feet of you, gain a +X bonus to their next attack roll, resistance.
saving throw or skill check before the end of their next • When you spend Focus Points on a jutsu you cast, you
turn, where X equals the number of Focus Points spent increase the number of die the jutsu rolls by 1, for each
in a single instance. point spent.
• By spending an additional +1 Focus Point when you
activate an ability granted by your Inheritors of the Will HOST OF FLAMES [CHANGED]
of Fire clan feature, you may select one ally within 30 Category: Clan
feet of you. They gain the same bonus or effect until Prerequisite: Sarutobi Clan, Level 4+
the end of their next turn. The Fire inside you begins to grow, even affecting those
• As a reaction, you can spend 2 Focus Points to reroll around you, making your will infectious. You gain the
any saving throw or skill check, against any 1 following Benefits;
condition you are currently suffering from. • Increase your Strength, Intelligence, or Wisdom score
by 1, to a maximum of 20.
COMBINATION MASTER • You can spend 2 Focus Points to automatically upcast a
Category: Clan jutsu without spending Chakra if able.
Prerequisite: Sarutobi Clan, Level 8+ • You can spend 4 Focus Points to regain a number of hit
Through hard work, training, and sheer luck, you are points equal to 4d10+ Your level.
able to imitate a Kekkei Genkai using your natural born • You can spend 5 Focus Points to automatically succeed
Nature Affinities. You gain the following Benefits; a saving throw.
• Increase your Intelligence score by 1, to a maximum of
20. SENJU
• You may learn or create jutsu with both nature Release
Keywords granted by your Advanced Nature HASHIRAMA’S LEGACY [CHANGED]
Transformation clan feature. Select one clan, whose Category: Clan
Hijutsu have both nature releases you have as a result Prerequisite: Senju Clan, Level 4+
of your Advanced Nature Transformation clan feature. The blood of the First Hokage, runs through your veins,
You can learn their Hijutsu, but they lose the Hijutsu providing you unmatched vitality. You cannot take this
keyword for you only. Jutsu learned in this way can feat if you have another Legacy Senju clan feat. You gain
only be learned through spending downtime. the following Benefits;
• You can spend 2 Focus Points to forcefully combine • Increase your Strength or Constitution score by 1, to a
Nature Releases. A jutsu you cast with only 1 Nature maximum of 20.
Release, gains another nature release that you can • Whenever you would regain hit points as a result of
cast, dealing an additional 3 damage die worth of spending Hit die, targeting yourself with jutsu,
damage of the second nature Releases damage type. features or Items that restore hit points, or using the
Mitotic Regeneration clan feature, you regain
ELEMENTAL FLUX [NEW] additional hit points equal to your proficiency bonus
Category: Clan
per casting, item use or feature activation up to twice
Prerequisite: Sarutobi Clan, Level 12+
per rest.
Your mastery of the elements expands beyond that of • Increase your Hit Point total by your level. Whenever you
even other Sarutobi clan members. Having now learnt or
would gain a level here after increase your hit point total
mastered up to 3 elements, your arsenal of jutsu far
by +1.
wider. You gain the following Benefits; • Constructs, Structures and creatures summoned or made
• Select one nature release you do not have. You gain the by your Senju clan Hijutsu gain a +1 bonus to their AC
chosen nature release and it gains the benefits of your and bonus hit points or temporary hit points equal to
Advanced Chakra Control clan feature. your Ninjutsu ability modifier.
• You learn 1 additional D-Rank, C-Rank and B-Rank
jutsu with the same nature release chosen by this
feature. These jutsu do not count against your jutsu
known limitation. Beginning at 16 th level, you learn 1
additional A-Rank jutsu following the same
limitations.

123
PERSONIFIED LEADERSHIP [NEW] TOBIRAMA’S LEGACY [CHANGED]
Category: Clan Category: Clan
Prerequisite: Senju Clan, level 8+ Prerequisite: Senju Clan, level 4+
Your lineage has always been leaders for their own and The blood of the Second Hokage, runs through your veins,
previous generations. People follow you for both your providing you unmatched Wisdom. You cannot take this
heritage and your strength. Your ancestors would be proud. feat if you have another Legacy Senju clan feat. You gain
You gain the following Benefits; the following Benefits;
• Increase your Strength or Charisma score by 1, to a • Increase your Intelligence or Wisdom score by 1, to a
maximum of 20. maximum of 20.
• As an action on your turn, you can embolden all allied • When you would deal Earth damage with your Wood
creatures who can see or hear you within 30 feet. Make a Release clan feature, you can choose to instead deal Cold
Strength or Charisma check vs a DC 15. On a success you Damage.
embolden all allies around you with the will of the Senju. • Effects that would trigger as a result of dealing Earth
Each allied creature of your choice within range gains 2 damage from Hijutsu you cast now triggers when you
Senju Cells which they can use in any way listed under the would deal Cold damage.
Mitotic Regeneration clan feature, using your level and • Select a number of Ninjutsu with the Water release
constitution modifier to determine die sizes and keyword that you know, equal to your Proficiency Bonus,
benefits. A creature can only gain the benefit of this that does not have the Hijutsu keyword. Those Jutsu
feature twice per long rest. gains the Hijutsu keyword and counts as a Senju Hijutsu
• As an action on your turn, you can inspire all allied for the purpose of triggering Senju Clan Features. You
creatures who can see or hear you within 30 feet. Make a can switch these jutsu when you would complete a long
Strength or Charisma check vs a DC 17. On a success all rest.
allied creatures of your choice within range gains 1
additional bonus action or an additional reaction until TSUNADE’S LEGACY [CHANGED]
the end of their next turns. A creature can be in spired in Category: Clan
this way once per long rest. Prerequisite: Senju Clan, Level 4+
• When you would make a Saving throw against a jutsu The blood of the Fifth Hokage, runs through your veins,
with the Fuinjutsu keyword or a creature attempting to providing you unmatched fortitude and intellect. You
seal or teleport you in any way, you can choose to switch cannot take this feat if you have another Legacy Senju clan
the saving throw to a Strength save. You can switch saves feat. You gain the following Benefits;
in this way twice per long rest. • Increase your Strength or Intelligence score by 1, to a
maximum of 20.
PROGENITOR OF WILL [NEW] • You can learn and create jutsu with the Medical keyword
Category: Clan
that does not deal damage.
Prerequisite: Senju Clan, level 8+ • You have found alternative uses for your Senju Cells. You
You have a will that isn’t formed through training, events
can spend them in the following alternative ways.
or circumstances. This will be born as a result of your
creature in the following ways based on the action spent;
lineage. Your will is passed down from generation to
o As an action, by spending 2 Senju Cells, you remove 1
generation. You gain the following Benefits;
rank of any Physical or Elemental condition a willing
• Increase your Constitution or Wisdom score by 1, to a creature other than yourself that you touch is
maximum of 20. afflicted by.
• When you would cast a Senju Hijutsu using your o As an action, you can spend any number of cells you
Constitution as your Ninjutsu ability modifier, you add it have on a willing creature other than yourself that
to your damage rolls. you touch. For every 2 Senju Cells you spend, the
• You cannot have your memories of your allied creatures creature regains 1d6 + Your Ninjutsu ability modifier
altered or manipulated in any way. A creature who would hit points.
attempt to do so finds it impossible to alter them by any
means. SHAKUTON
• You cannot be forced to harm or betray your allies as the
result of a Jutsu that would normally cause you to act ENDLESS SPIRAL OF BURNING DEATH AND
against your will. If a creature would forcefully NEVER-ENDING HATRED
command or control you to act against your will, in an Category: Clan
attempt to betray or harm any creature you consider an Prerequisite: Shakuton Clan, Level 4+
ally, you are able to ignore those commands and Your flames become more powerful, as you inject more
automatically prevent yourself from acting towards such Wind Release Chakra into them. You gain the following
a goal, regardless of the rank of jutsu cast. Benefits;
• Increase your Intelligence score by 1, to a maximum of
20.
• All Shakuton Clan Hijutsu deals additional damage equal
to your Ninjutsu ability modifier, once per turn.
• Your Scorch Die increase in size by 1 Step.
(D4>D6>D8>D10>D12)

124
MURDERING HELLFIRE OF MAJESTIC ORIGAMI [CHANGED]
VIOLENCE AND DESTRUCTION [CHANGED] Category: Clan
Category: Clan Prerequisite: Shikigami Clan, Level 8+
Prerequisite: Shakuton Clan, Level 4+ The things you make, are far more deadly than most gives
The motes of flame you manifest increase in intensity. You them credit for. You gain the following Benefits;
gain the following Benefits; • Increase your Intelligence or Dexterity score by 1, to a
• Increase your Intelligence score by 1, to a maximum of maximum of 20.
20. • When you cast a Shikigami Hijutsu, you may spend 5
• Your Score Die increase in size by 1 Step. Chakra. If you do, that jutsu can gain the benefit of one
(D4>D6>D8>D10>D12) of the Paper Expert clan features 7th level effect, as if the
• When you would cast Scorch Release: Scorching Murder, jutsu cast was one of the chosen Ninja tools (Select one of
increase the number of motes you create by an amount the ninja tools when you use this Feat, you do not spend a
equal to the rank it was cast at. (D-Rank/C-Rank: 1, bonus action or any additional chakra to satisfy the
B-Rank/A-Rank: 2, S-Rank: 3) requirements of this Feat.) This bonus can only be applied
once per casting.
LIFE ENDING VIOLENCE [NAME/CHANGED] • Paper based ninja tools listed within your Papercraft Clan
Category: Clan feature, has their save DC increase by 1, and deal an
Prerequisite: Shakuton Clan, Level 8+ additional die of damage.
The motes of flame you manifest can burn away anything • When you would create ninja tools using the Papercraft
in their path. You gain the following Benefits; clan feature, you may always create 2 additional of any
• Increase your Intelligence score by 1, to a maximum of one tool.

FOLDING PETALS [CHANGED]


20.
• Your Scorch Die increase in size by 1 Step.
Category: Clan
(D4>D6>D8>D10>D12)
Prerequisite: Shikigami Clan, Level 12+
• Creatures who are suffering from the burned condition
The most beautiful folds are often those most unassuming.
as a result of a jutsu you cast, who are within 30 feet of
You gain the following Benefits;
you increase the damage die of the burned condition to a
d10 and the Immolated condition to a d12 • When a Shikigami clan jutsu you cast, that requires an
• Creatures who submerge themselves in Water, cannot attack roll, would benefit from the Divine Shikigami clan
end the burning or Immolated condition. feature, you may spend 5 Chakra. If you do, increase the
critical threat range of the jutsu cast by 1d4 until the end
SHIKIGAMI of the current turn. You can do this twice per long rest.
• When a Shikigami Clan jutsu you cast, that forces a

KIRIGAMI [CHANGED] creature to make a saving throw, would benefit from the
Category: Clan Divine Shikigami clan feature, you may spend 5 Chakra. If
Prerequisite: Shikigami Clan you do, reduce the affect creatures saving throw by 1d4.
You learn to rapidly craft with paper, even faster than your If a creature would fail the save by 5 or more, double the
peers. You gain the following Benefits; damage die. If they would fail by 10 or more, triple the
damage die. You can do this one per long rest.
• Increase your Intelligence or Dexterity score by 1, to a
• Paper based ninja tools listed within your Papercraft Clan
maximum of 20.
feature, has their save DC increase by 1, and deal an
• When you would gain the benefits of a long rest, you may
additional die of damage.
create a number of paper-based items listed within your
Papercraft clan feature equal to your proficiency bonus.
Due to them being hastily created, they become inert
SHOTON
CRYSTAL EMPOWERMENT [CHANGED]
when you would take a short rest.
• Paper based Ninja tools listed within your Papercraft clan
Category: Clan
feature, has their save DC increase by 1, and deal an
Prerequisite: Shoton Clan, Level 4+
additional die of damage.
Your Crystal release techniques become empowered to do
more than they could normally. You gain the following
Benefits;
• Increase your Constitution or Charisma score by 1, to a
maximum of 20.
• Jutsu you cast with the Earth Release keyword increases
their damage by 1 damage die.
• Ninjutsu you cast with the Earth Release keyword that
has, gains or grants vulnerability to Lightning Damage,
lose that vulnerability.

125
CRYSTAL SOUL [CHANGED] WEB-WEAVING PREDATOR [NEW]
Category: Clan Category: Clan
Prerequisite: Shoton Clan, Level 8+ Prerequisite: Tsuchigumo Clan, Level 8+
Your Crystal release chakra, is so solid, that it becomes the Creatures caught in your webs are far more vulnerable to
basis of your soul and fighting spirit. You gain the your attacks as they find themselves totally defenseless.
following Benefits; You gain the following benefits;
• Increase your Constitution or Charisma score by 1, to a • Increase your Strength, Dexterity or Intelligence score
maximum of 20. by 1, to a maximum of 20.
• Ninjutsu you cast with the Earth Release keyword that • Hostile creatures currently restrained, grappled or
creates an earthen construct, that requires concentration, within difficult terrain as a result of a Tsuchigumo
no longer counts as being concentrated on. clan Hijutsu you cast are far more vulnerable than they
• Shoton clan Hijutsu you cast, that requires believe they are, suffering a -2 penalty to their AC
concentration, no longer require chakra to maintain against you for the duration of the aforementioned
concentration. effects.
• When you make a melee or ranged weapon or Taijutsu
CRYSTAL ASCENSION [NEW] attack targeting a creature currently restrained,
Category: Clan grappled or within difficult terrain as a result of a
Prerequisite: Shoton Clan, Level 12+ Tsuchigumo clan Hijutsu you cast, if your attack
Your Crystal release chakra has grown to produce more results are 10 or greater than the targets AC, you
power and provide you with additional. You gain the increase the attacks damage by +2 damage die. This
following Benefits; bonus damage die is not multiplied if you score a
• Increase your Constitution or Charisma score by 1, to a critical hit.

UCHIHA
maximum of 20.
• You gain +1 Crystallization Die. You gain an additional die
at 16th and 20th levels.
• Your Crystallization Die becomes d12’s. CONSTANT PROGRESSION [CHANGED]
Category: Clan
TSUCHIGUMO Prerequisite: Uchiha Clan, Level 4+
You've trained yourself to constantly evolve past your
WEB-WALKING HUNTER [CHANGED] current limitations, you gain the following benefits:
Category: Clan • Increase your Dexterity or Intelligence score by 1, to a
Prerequisite: Tsuchigumo Clan, Level 4+ maximum of 20.
You are a nimble combatant, skilled in the underhanded • You gain an additional adaptation from the Advanced
ways of your people. You gain the following benefits; Adaptation clan feature that you qualify for.
• Increase your Dexterity or Wisdom score by 1, to a • You can create and learn Uchiha clan Hijutsu in half

maximum of 20. the required time.


• Your wall walking speed no longer costs an additional • You can take this feat up to three times.

foot of movement.
• You gain a climbing speed equal to your movement MADARA’S HATRED [NEW]
Category: Clan
speed when climbing on surfaces that are Chakra
Prerequisite: Uchiha Clan, Level 8+
retardant. Additionally, you ignore difficult terrain
The blood of the ghost of the Uchiha, runs directly through
created by jutsu you cast and automatically succeed on
your veins. Be it a decedent or some other direct blood
their saving throws ignoring their effects (if any)
• When using the Third Eye clan feature, you gain 120
relation, providing you with unmatched passion, pride and
arrogance. You gain the following benefits;
feet of Darkvision.
• While you are gaining the benefit of the Sharingan clan
6-ARMED PREDATOR feature, you can choose to, as an Action, spend 1 Chakra
Category: Clan die, to enter a state of fervor until the end of your next
Prerequisite: Tsuchigumo Clan, Level 4+ turn. This is known as the Curse of Hatred. While you are in
Your body begins to become more arachnid like when this state of fervor, you can spend 1 Chakra die at the end of
needed. You gain the following benefits; the turn it would expire to extend its benefits until the end
• Increase your Strength or Dexterity score by 1, to a of your following turn. You can extend its duration in this
maximum of 20. way until you have expended all Chakra die. If you would
• As a bonus action, through body augmentation, you attempt to extend its duration while you have no Chakra
grow an additional 4 arms, 2 on either side in front die, you can choose to instead spend 2 Hit die in its place.
and behind your original arms. With these additional You gain the following effects;
arms, you can wield additional Web Weapons, o You gain a +1d4 bonus to Taijutsu attacks targeting a
occupying each hand, when applicable. hostile creature.
• When you take the attack action, you can make an o When you would deal damage to a creature using an
additional attack using one web weapon you are Uchiha clan Hijutsu or a weapon attack, you add your
holding. You can make this additional attack once per proficiency bonus to the damage dealt, twice per turn.
turn. o You gain a +2 bonus to your AC
o You gain a +2 bonus to all saving throws.
o You gain a +2 bonus to all ability checks
o You gain a +4 bonus to all skill checks.

126
MASTERED SHARINGAN [NEW] • You may use your Charisma instead of Wisdom as your
Category: Clan Genjutsu ability modifier.
Prerequisite: Uchiha Clan, Level 12+ • You gain a Yamanaka Boon that you qualify for.
Through intense training, you can push the limits of your • You can learn and create Yamanaka Hijutsu in half the
Sharingan beyond the pale. You gain the following Benefits; time.

THOUGHT BREAKER [CHANGED]


• The cost to activate your Sharingan, is reduced to 0. You
must still spend 5 chakra to reset the number of charges
Category: Clan
you have to use abilities.
Prerequisite: Yamanaka Clan, Mind Body Disturbance,
• You gain 1 additional ability from your 1-Tomoe Sharingan.
Level 8+
• You gain 1 additional ability from your 2-Tomoe Sharingan.
You’ve learned how to break the thoughts and minds of

UZUMAKI
those who are the target of your psychological combat.
You gain the following Benefits;

CHAKRA TENACITY [CHANGED] • Increase your Wisdom or Charisma score by 1, to a

Category: Clan maximum of 20.


Prerequisite: Uzumaki Clan, Level 8+ • Mind Body Disturbance’s damage die is increased to a

Your Chakra pool isn’t just vast, it’s also immensely resilient d10.
to attack. You gain the following Benefits; • Creatures who fail Mind Body Disturbances’ saving
throw also gains 1 rank of Concussed.
• Increase your Constitution score by 1, to a maximum of 20.
• When a creature would critically fail a Genjutsu you
• You gain resistance to chakra damage or chakra reduction-
cast on them, they lose concentration on all jutsu they
based effects.
are concentrating on.
• Your chakra cannot be absorbed by a hostile effect or
attack. PSYCHO MIND FLUX [NEW]
• Your chakra costs cannot be increased by hostile effects.
Category: Clan
• When you would attempt to cast jutsu while you are unable
Prerequisite: Yamanaka Clan, Mind Body Transfer, Mind
to mold Chakra, you can make a DC 10 + the rank of the Body Disturbance, Level 16+
jutsu, Constitution check to cast it, as if you could mold You’ve learned how to combine the two most prolific
Chakra. (D-Rank: 1, C-Rank: 2, B-Rank: 3, A-Rank: 4, S- jutsu in your clans history, manifesting a unique
Rank: 5.) capability with both. You gain the following Benefits;

MONSTROUS RESERVES • When you would cast Mind Body Transfer or Mind Body

Category: Clan Disturbance, you may cast the other as a part of the
Prerequisite: Uzumaki Clan, Level 12+ same action, but they must be cast at the same rank.
You've conditioned your body to generate more Chakra as You can cast them both in this way twice per long rest.
• When you would cast both Mind Body Transfer and
your push your limits, you gain the following benefits:
Mind Body Disturbance in the same action, you must
• Increase your Constitution score by 1, to a maximum of 20.
combine them both into a new jutsu known as Psycho
• Your Chakra point maximum increases by an amount equal
Mind Flux. The new jutsu cast is cast at the same rank
to twice your level.
as the previous two jutsu, and its cost is the combined
• When you gain a level and you benefit from the Wellspring
cost of them both.
of Chakra Clan feature, you double the bonus to your total
Chakra.

UZUMAKI SEALING ADEPT [CHANGED]


Category: Clan
Prerequisite: Uzumaki Clan, Level 4+
You have found some secrets regarding the Uzumaki
Clan Sealing techniques that you thought impossible.
You gain the following Benefits;
• Increase your Intelligence or Constitution score by 1,
to a maximum of 20.
• When you would cast a jutsu with the Fuinjutsu
keyword, your jutsu cannot be interrupted by an
opposing creatures jutsu.
• Ninjutsu with the Fuinjutsu you cast, that requires a
creature to make a saving throw of any type, increases
the save DC by +1.

YAMANAKA
MENTAL BOONS
Category: Clan
Prerequisite: Yamanaka Clan
You've learned to adapt your mental acuity to keep your
opponent’s guessing, you gain the following benefits:
• Increase your Wisdom or Charisma by 1, to a
maximum of 20.

127
YOTON YUKI
EARTHEN BLOOD [CHANGED] CHILLING REALIZATION [CHANGED]
Category: Clan Category: Clan
Prerequisite: Yoton Clan, Level 4+ Prerequisite: Yuki Clan, Level 8+
Earthen chakra runs through your veins, as you learn to You move so swiftly you seem to be gliding on Ice. You
balance the hardened nature release within. You gain the gain the following Benefits;
following benefits; • Increase your Dexterity score by 1, to a maximum of
• Increase your Intelligence or Constitution score by 1, to a 20.
maximum of 20. • Your speed while on any solid surface is increased by
• Select one damage type from the following; Wind, Earth 10 feet.
or Water. Your Calcified Skin clan feature now applied to • For each rank of Chilled a creature has as a result of the
the selected damage type. You cannot change this once Ice Release clan feature, they also gain 1 stack of
selected. Weakened for the same duration.
• Yoton clan jutsu you cast has their range increased by 10 • When you would make a Dexterity Saving throw, you
feet. If the jutsu affects a cube, radius, sphere or gain a 1d4 bonus to the save so long as you are
cylinder, then increase its size by 10 feet. standing on ice, snow, or water.
• You are immune to Environmental conditions and
hazardous traps related to Fire or Heat. FREEZING FAÇADE [CHANGED]
Category: Clan
BLAZING BLOOD [CHANGED] Prerequisite: Yuki Clan
Category: Clan You become accustomed to the cold and all that comes
Prerequisite: Yoton Clan, Level 8+ with it. You gain the following Benefits;
Blazing chakra runs through your blood, making you far • Increase your Intelligence or Constitution score by 1,
more powerful than anyone else could even fathom. You
to a maximum of 20.
gain the following benefits; • You can use your Intelligence for Stealth, Deception
• Increase your Intelligence or Constitution score by 1, to a and Persuasion checks.
maximum of 20. • You ignore difficult terrain created by cold weather
• Yoton clan Hijutsu you cast deals additional damage and cold environments. You also ignore any
equal to your Constitution modifier, once per casting. perception-based penalties they would inflict.
• When you would make a Strength or Constitution saving • You ignore difficult terrain created by jutsu with the
throw, you may add your Intelligence modifier. You can Water Release or Wind Release keywords.
do this twice per long rest. • When you would make a saving throw against a jutsu
• When you complete a short rest, you regain 2 uses of with the Water Release or Wind Release keywords and
your Lava Release abilities, once per long rest. fail, you can remake the save. You can do this twice per
long rest.
MOLTEN BLOOD [NEW]
Category: Clan FRIGID FROST [CHANGED]
Prerequisite: Yoton Clan, Level 12+ Category: Clan
Molten chakra has begun to bubble up and reinforce both Prerequisite: Yuki Clan, Level 4+
your strengths and defenses. People can’t stand being near You exert so much Ice release chakra when you cast your
you for long periods of time in combat or risk sustaining clan jutsu that it becomes impossible to dodge and must
more damage just from being near. You gain the following instead be resisted. You gain the following Benefits;
benefits; • Increase your Intelligence score by 1, to a maximum of
• Increase the DC to remove the Molten condition to 23. 20.
• A creature submerging themselves in water cannot end • Yuki clan Hijutsu you cast with a range of Self (Range),
the Molten condition. can have their size increased by 10 feet when cast.
• You can use up to three qualities on a single jutsu with • Yuki clan Hijutsu you cast that would force a creature
the Lava Release clan feature. to make a Dexterity saving throw, you can choose to
• You no longer need to spend chakra to maintain instead make them make a Strength saving throw.
concentration on Lava Release: Lava Chakra Mode. • Creatures who fail a Strength saving throw against a
Yuki clan Hijutsu you cast, become bruised.

128
L ATENT ABURAME
Bloodline Ability Bloodline
Name Point Cost Ability description
Latent Bug Host I 2 Beginning at 1st level, twice per long rest, you can add 1d4 to any constitution saving throw.
Latent Bug Host II 3 (You must have Latent Bug Host I) Beginning at 7th level, the bonus increases to a d6.
Latent Chakra Sense I 2 Beginning at 1st level, by spending 1 minute, you can sense creatures that can utilize chakra
within 500 feet of you, and what direction they are in.
Latent Chakra Sense II 3 (You must have Latent Chakra Sense I) Beginning at 11th level, The range increases to 1 mile.

Latent Chakra 2 Beginning at 3rd level, when you would cast an Aburame Clan Hijutsu, that deals damage, you
Consumption I can choose to instead reduce its damage by half and deal Chakra damage instead.
Latent Chakra 3 (You must have Latent Chakra Consumption I) Beginning at 11th level, when you would deal
Consumption II Chakra damage to a creature using your Aburame clan Hijutsu, you can choose to gain
temporary chakra points equal to your proficiency bonus.
Latent Insect 2 You gain a swarm of Nano-Insects. As an Action you can use the following;
Focus I Nano-Insect Swarm. Ranged Ninjutsu Attack, 60 feet range, dealing Xd6 poison damage on a
hit. (X = Half your proficiency bonus.)
Latent Insect 3 (You must have Latent Insect Focus I). Beginning at 7th level, your Nano insect Swarm adds half
Focus II of your proficiency bonus to damage dealt.
Latent Insect 5 (You must have Latent Insect Focus II) Beginning at 15th level, your Nano-Insect Swarm counts
Focus III as an Aburame Clan jutsu for the purpose of interacting with features that trigger when casting
or dealing damage with an Aburame clan jutsu.
D-Rank Hijutsu 2 You gain the ability to learn D-Rank Aburame Clan Hijutsu
C-Rank Hijutsu 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Aburame Clan Hijutsu
B-Rank Hijutsu 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Aburame Clan Hijutsu
A-Rank Hijutsu 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Aburame Clan Hijutsu
Clan Feats 5 You gain the ability to learn Clan Feats, with Aburame Clan as a Prerequisite

129
L ATENT AKIMICHI
Bloodline
Bloodline Ability Name Point Cost Ability description
Latent Calories I 3 Beginning at 1st level, you gain a number of calories equal to your level, up to a maximum of 5.
If you have less than 5 calories total, each time you gain a level you gain +1 Calorie, until you
reach a maximum of 5. You regain spent calories when you complete a long rest.
Latent Calories II 5 (You must have Latent Calories I) Increase the maximum number of calories you can have to
10.
Latent Food Conversion I 3 Beginning at 11th level, as an action, you can convert 1 calorie into 2 chakra points. You can
convert a number of calories, up to your remaining in this way.
Latent Food Conversion 4 (You must have Latent Food Conversion I) You can convert calories in this way as a bonus
II action, instead of an action.
Latent Food Pill I 2 Beginning at 7th level, As a bonus action, you can take the Green Spinach Pill. When you do, you
lose 2 calories and gain a +4 bonus to Strength and temporary hit points equal to your level for
1 minute. After 1 minute, you gain 2 ranks of weakened until you complete your next rest.
Latent Food Pill II 3 (You must have Latent Food Pill I) Beginning at 11th level, you can take the Yellow Curry Pill as
a bonus action. When you do, you lose 3 calories. You deal an additional 1d4 damage with
unarmed and Taijutsu attacks for 1 minute. After 1 minute, you gain 2 ranks of exhaustion.
Latent Food Pill III 5 (You must have Latent Food Pill II) Beginning at 15th level, you can take the Red Chili Pill as a
bonus action. When you do, you lose 5 calories. You increase all damage die of unarmed
attacks and Taijutsu you cast by 1 step for 1 minute. After 1 minute you fall unconscious for 1
hour.
D-Rank Hijutsu 2 You gain the ability to learn D-Rank Akimichi Clan Hijutsu
C-Rank Hijutsu 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Akimichi Clan Hijutsu
B-Rank Hijutsu 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Akimichi Clan Hijutsu
A-Rank Hijutsu 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Akimichi Clan Hijutsu
Clan Feats 5 You gain the ability to learn Clan Feats, with Akimichi Clan as a Prerequisite

L ATENT B AKUTON [C HANGED ]


Bloodline
Bloodline Ability Name Point Cost Ability description
Latent Branch Style 2 Beginning at 1st level, you gain the Reckless Style. If you can learn Bakuton Hijutsu, you can
learn jutsu with the chosen style keyword.
Latent Cataclysmic I 2 Beginning at 3rd level, you can deal double damage to structures, constructs and objects.
Latent Cataclysmic II 3 (You must have Latent Cataclysmic I) Beginning at 11th level, you can deal triple damage to
structures, constructs and objects.
Latent Concussive Blasts 3 Beginning at 7th level, Bakuton Clan Hijutsu, you cast adds half of your proficiency bonus to
I damage, once per casting.
Latent Concussive Blasts 4 (You must have Latent Concussive Blasts I) Beginning at 11th level, when you would cast a
II Bakuton clan Hijutsu that affects an area, you can spend Chakra die, increasing the damage
dealt by the result of the chakra die.
Latent Concussive Blasts 5 (You must have Latent Concussive Blasts II) Beginning at 18th level, when you would spend a
III Chakra die as a result of Latent Concussive Blasts II, you can also choose a creature for each
chakra die spent, making them immune to the jutsu’s effects until the end of the current turn.
Explosion Release I 2 Beginning at 7th level, if you have jutsu with either the Earth or Lightning Release keywords,
you can change the damage type to force.
Explosion Release II 4 (You must have Explosion Release I) Beginning at 15th level, jutsu you cast with the Earth or
Lightning Release keywords you can increase the jutsu’s range by 15 feet.
D-Rank Hijutsu 2 You gain the ability to learn D-Rank Bakuton Clan Hijutsu
C-Rank Hijutsu 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Bakuton Clan Hijutsu
B-Rank Hijutsu 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Bakuton Clan Hijutsu
A-Rank Hijutsu 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Bakuton Clan Hijutsu
Clan Feats 5 You gain the ability to learn Clan Feats, with Bakuton Clan as a Prerequisite

130
L ATENT F UMA
Bloodline Ability Bloodline
Name Point Cost Ability description
Latent Immaculate 0 Select one weapon between the following; Shuriken, Fuma Shuriken, Monster Shuriken. All Latent
Precision I features that reference Shuriken, will be referring to the chosen weapon specifically and only apply
effects or bonuses to the chosen weapon.
Latent Immaculate 2 (You must have Latent Immaculate Precision I) You may select a second weapon, that you did not
Precision II select with your Latent Immaculate Precision I feature.
Latent Immaculate 2 (You must have Latent Immaculate Precision I) Beginning at 1st level, ranged attacks with shuriken
Precision III gain a +1 bonus to damage rolls.
Latent Immaculate 2 (You must have Latent Immaculate Precision III) Beginning at 11st level, ranged attacks with shuriken
Precision IIII gain a +2 bonus to damage rolls.
Latent Immaculate 2 (You must have Latent Immaculate Precision IIII) Beginning at 18st level, ranged attacks with shuriken
Precision V gain a +3 bonus to damage rolls.
Latent Razor-Sharp 3 (You must have Latent Immaculate Precision I) Beginning at 3rd level, once per long rest, when you
Senses I would miss a weapon or Taijutsu attack with a shuriken or where a shuriken was used as a
component, you can remake the roll, taking the second result.
Latent Razor-Sharp 3 (You must have Latent Razor-Sharp Senses I) Beginning at 11rd level, you can now remake the attack
Senses II roll, twice per long rest.
Latent Working the 2 (You must have Latent Immaculate Precision I) Beginning at 11th level, When you would make a
Angles I weapon attack with a Shuriken, when you would roll a 1 or 2 on your ammunition die, you may reroll
it, taking the second result.
Latent Shuriken 3 (You must have Latent Immaculate Precision I) Beginning at 11th level, you add 1d4 to your shuriken’s
Master I damage. This bonus damage is always treated as part of the weapons damage die.
Latent Shuriken 3 (You must have Latent Shuriken Master I) Beginning at 18th level, the bonus damage increases to a d6.
Master II
Latent Lethal 3 (You must have Latent Immaculate Precision I) Beginning at 11th level, you critical threat range with
Precision I your shuriken is increased by +1.
D-Rank Hijutsu 2 You gain the ability to learn D-Rank Fuma Clan Hijutsu
C-Rank Hijutsu 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Fuma Clan Hijutsu
B-Rank Hijutsu 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Fuma Clan Hijutsu
A-Rank Hijutsu 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Fuma Clan Hijutsu
Clan Feats 5 You gain the ability to learn Clan Feats, with Fuma Clan as a Prerequisite

131
L ATENT F UTTON
Bloodline
Bloodline Ability Name Point Cost Ability description
Latent Boil Over I 1 Beginning at 1st level, Futton Clan Hijutsu you cast that doesn’t add your ability modifier to damage,
gains a +1 bonus to damage
Latent Boil Over II 2 (You must have Latent Boil Over I) Beginning at 7th level, Futton Clan Hijutsu you cast that doesn’t add
your ability modifier to damage, gains a +2 bonus to damage.
Latent Boil Over III 3 (You must have Latent Boil Over II) Beginning at 15th level, Futton Clan Hijutsu you cast that doesn’t
add your ability modifier to damage, gains a +4 bonus to damage.
Latent Boil Release I 2 Beginning at 3rd level if you would cast a jutsu with the Water Release or Fire Release keywords, you
can deal bonus 1d4 acid damage to corroded creatures, once per turn.
Latent Boil Release II 4 (You must have Latent Boil Release I) Beginning at 15th level, Acid damage you deal ignores damage
reduction twice per rest.
Latent Boiling Chakra I 3 Beginning at 7th level, You gain 2 Boil points, which you can spend on either Latent Boiling Body,
Latent Boiling Mind, Latent Boiling Determination.
Latent Boiling Body 4 (You must have Latent Boiling Chakra I) Beginning at 7th level, as an Action, spend a number of boil
points up to the number of boil points you have left. When you do, you can increase you Strength or
Dexterity score by 2 for each point spent, until the end of your next turn. You cannot select this feature
if you have Latent Boiling Mind or Latent Boiling Determination.
Latent Boiling Mind 4 (You must have Latent Boiling Chakra I) Beginning at 7th level, when you would spend a Chakra die as
a result of Latent Concussive Blasts II, you can also choose a creature for each chakra die spent,
making them immune to the jutsu’s effects until the end of the current turn. You cannot select this
feature if you have Latent Boiling Body or Latent Boiling Determination.
Latent Boiling 4 (You must have Latent Boiling Chakra I) Beginning at 3rd level, you can select between the following
Determination keywords; Earth Release or Lightning Release. You can learn and cast jutsu with the chosen keyword.
You cannot select this feature if you have Latent Boiling Body or Latent Boiling Mind.
Latent Boiling Chakra II 4 (You must have Latent Boiling Chakra I) Beginning at 15th level, You gain 3 additional Boil Points.

D-Rank Hijutsu 2 You gain the ability to learn D-Rank Futton Clan Hijutsu
C-Rank Hijutsu 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Futton Clan Hijutsu
B-Rank Hijutsu 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Futton Clan Hijutsu
A-Rank Hijutsu 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Futton Clan Hijutsu
Clan Feats 5 You gain the ability to learn Clan Feats, with Futton Clan as a Prerequisite

L ATENT H ATAKE [C HANGED ]


Bloodline
Bloodline Ability Name Point Cost Ability description
Latent White Chakra I 2 Beginning at 1st level, you gain a number of White Chakra equal to your level, up to a maximum of 5.
If you have less than 5 White Chakra total, each time you gain a level you gain +1 White Chakra, until
you reach a maximum of 5. You can spend white chakra in place of normal chakra to cast jutsu with
the Lightning Release keyword. You regain spent calories when you complete a long rest.
Latent White Chakra II 5 (You must have Latent White Chakra I) Increase the maximum number of White Chakra you can
have to 10.
Latent Lightning Release 2 Beginning at 3rd level, reduce the cost of jutsu with the Lightning Release keyword of D-Rank or
Adept I higher, by 1. This counts as Rank based reduction.
Latent Lightning Release 3 (You must have Latent Lightning Release Adept I) Beginning at 15th level, jutsu with the Lightning
Adept II Release keyword of C-Rank or higher cost is instead reduced by 2. This counts as Rank based
reduction.
Latent Lightning Release 5 (You must have Latent Advanced Chakra Control II & Latent White Chakra I) Beginning at 11th level,
Adept III When you would cast a jutsu with the Lightning Release Keyword and an Overcharge effect, you can
choose to spend an amount of White chakra equal to its rank to fulfill the Overcharge requirements
to gain their effects. (D-Rank/C-Rank: 1 White Chakra (WC), B-Rank/A-Rank: 2 WC, S-Rank: 3 WC)
Latent White Lightning I 3 (You must have Latent White Chakra I) Beginning at 11th level, jutsu you cast with the Lightning
Release keyword that deals damage by spending a certain amount of White chakra based on the
rank of the jutsu used, increase the damage dealt by an amount equal to its rank. (D-Rank: 1, C-Rank:
2, B-Rank: 3, A-Rank: 4, S-Rank: 5
Latent White Lightning II 5 (You must have Latent White Lightning I) Beginning at 15th level, when you would cast a jutsu of C-
Rank or lower, you can spend 2 White chakra. When you do it gains the Lightning release keyword
and its damage type becomes lightning.
Clan Feats 7 You gain the ability to learn Clan Feats, with Hatake Clan as a Prerequisite
132
L ATENT H EBI
Bloodline
Bloodline Ability Name Point Cost Ability description
Latent Serpent 1 Beginning at 1st level, you have either 60 feet of Darkvision or 30 feet of tremor sense, pick one.
Mimicry I
Latent Serpent 2 (You must have Latent Serpent Mimicry I) Beginning at 7th level, you gain the second special sense
Mimicry II you didn’t select from Latent Serpent Mimicry.
Latent Regeneration I 2 Beginning at 3rd level, as an Action, you can begin to slowly regenerate Hit points. For the next
minute, at the beginning of each of your turns, you can spend 5 chakra, to regain 2d4 hit points.
Latent Regeneration II 2 (You must have Latent Regeneration I) Beginning at 7th level, While you are regenerating hit points as
a result of Latent Regeneration I, you also gain advantage against the Poisoned condition..
Latent Regeneration III 3 (You must have Latent Regeneration II) Beginning at 11th level, while you are regenerating hit points
as a result of Latent Regeneration I, you also gain resistance to poison damage.
Latent Regeneration IV 3 (You must have Latent Regeneration III) Beginning at 15th level, increase the number of hit points
recovered by 1d4.
Latent Regeneration V 5 (You must have Latent Regeneration IV) Beginning at 18th level, increase the number of hit points
recovered by your proficiency bonus.
Latent Poison 2 Beginning at 7th level, twice per long rest, as a bonus action, you can coat your weapon in a vipers
Potency I venom. For the next minute, your weapon gains a +1 bonus to damage. This increases to a +2 at 18 th
level
Latent Poison 5 (You must have Latent Poison Potency I) Beginning at 15th level, once per turn, when you would deal
Potency II 20 or more poison damage to a creature with a weapon coated with vipers venom, they must succeed
a constitution save vs a DC (8 + Proficiency Bonus + Constitution Modifier), being envenomed on a
failed save for 1 minute.
D-Rank Hijutsu 2 You gain the ability to learn D-Rank Hebi Clan Hijutsu
C-Rank Hijutsu 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Hebi Clan Hijutsu
B-Rank Hijutsu 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Hebi Clan Hijutsu
A-Rank Hijutsu 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Hebi Clan Hijutsu
Clan Feats 5 You gain the ability to learn Clan Feats, with Hebi Clan as a Prerequisite

L ATENT H OSHIGAKI [C HANGED ]


Bloodline
Bloodline Ability Name Point Cost Ability description
Latent Commander of the 3 You can communicate with beasts that can breathe water. Beginning at 11 th level, you learn the
Deep Summoning Technique D-Rank ninjutsu with a contract with the Shark tribe. You can cast this jutsu
ignoring ability score restrictions. They are also summoned in a large bubble of Water that they use
for land travel. If they ever end their turns more than 60 feet away from you and they are not in a
body of water that is not the bubble, they are automatically unsummoned.
Latent Brute Strength I 2 You gain proficiency in weapons with the Versatile property. Beginning at 7th level, you always add at
least half of your Strength modifier to damage rolls of weapon attacks, even if you could not
normally.
Latent Brute Strength II 4 (You must have Latent Brute Strength I) Beginning at 11th level, you instead add your full strength
modifier instead of half.
Latent Ravenous 3 Beginning at 7th level, when you cast a jutsu with the water release keyword that deals damage also
Chakra I deals Chakra damage equal to half the result. You can do this twice per long rest.
Latent Ravenous 5 (You must have Latent Ravenous Chakra I) Beginning at 11th level, when you would deal chakra
Chakra II damage as a result of Latent Ravenous Chakra I, you also gain temporary chakra points equal to
half of the chakra damage dealt.
Latent Shark Skinned 8 Beginning at 15th level, you can transform into a shark like form gaining the benefits of the Shark
Predator Skinned Predator Hoshigaki clan feature as if you were an 11th level Hoshigaki. You do not gain the
ability to use your Constitution instead of Dexterity to calculate your Armor Class. You can transform
in this way once per long rest.
Clan Feats 7 You gain the ability to learn Clan Feats, with Hoshigaki Clan as a Prerequisite

133
L ATENT H OZUKI
Bloodline Ability Bloodline
Name Point Cost Ability description
Latent Lightning 0 You cannot learn or cast Ninjutsu with the Lightning Release Keyword. If the jutsu cast has the Hijutsu
Release Inability keyword, you can learn or cast the jutsu as normal.
Latent Made of Water 2 (You must have Latent Lightning Release Inability) Beginning at 3rd level your body counts as a
I sufficient source of water to reduce the cost of Water release jutsu. You cannot gain the alternative
effect of a Water release jutsu using this feature. You can use this feature a number of times equal to
your proficiency bonus per long rest.
Latent Made of Water 4 (You must have Latent Made of Water I) You can use Latent Made of Water I, effect a number of
II times equal to your proficiency bonus per short rest.
Latent Water 2 (You must have Latent Lightning Release Inability) Beginning at 7th level, you can store extra water in
Reservoirs I your body, giving you a separate resource that you can use twice per long rest. You can use this
resource to increase the damage die of a Ninjutsu with the water release keyword by 1.
Latent Water 3 (You must have Latent Water Reservoirs I) Beginning at 11th level, You can choose to instead spend
Reservoirs II your stored resource to increase the DC of a Ninjutsu with the water release keyword by 1.
Latent Water 4 (You must have Latent Water Reservoirs II) Beginning at 15th level, the bonuses for either increases to
Reservoirs III damage die or DC becomes 2
Latent Water 5 (You must have Latent Water Reservoirs III) Beginning at 18th level, the bonuses for either increases to
Reservoirs IV damage die or DC becomes 3
Latent Reflective 5 (You must have Latent Lightning Release Inability) Beginning at 18th level, whenever you cast a
Surface Ninjutsu with the Water Release keyword, you gain temporary hit points equal to the rank of the jutsu
used. (D-Rank: 5, C-Rank: 10, B-Rank: 15, A-Rank: 20, S-Rank: 25)
D-Rank Hijutsu 2 (You must have Latent Lightning Release Inability) You gain the ability to learn D-Rank Hozuki Clan
Hijutsu
C-Rank Hijutsu 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Hozuki Clan Hijutsu
B-Rank Hijutsu 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Hozuki Clan Hijutsu
A-Rank Hijutsu 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Hozuki Clan Hijutsu
Clan Feats 5 (You must have Latent Lightning Release Inability) You gain the ability to learn Clan Feats, with
Hozuki Clan as a Prerequisite

134
L ATENT H YUGA
Bloodline
Bloodline Ability Name Point Cost Ability description
Latent Branch Family 0 Being born with only a fraction of the Hyūga blood, you are treated as a Side Branch. If/When you
would learn Hyūga clan Hijutsu, you can only learn jutsu with the Side Branch Keyword.
Latent Byakugan I 2 (You must have Latent Branch Family) Beginning at 3rd Level, you can spend 10 chakra to activate your
latent Byakugan. It remains active for up to 10 minutes. You may activate and deactivate the Byakugan
during this time period with no additional cost. While active you gain 120 feet of Chakra sight while out
of combat and 60 feet of chakra sight while in combat. You can see through material up to 5 feet thick.
Creatures cannot be obscured to you in any way if you can see through the obstruction. Also, you can
see 360 degrees around you without having to turn your head or avert your eyes.
Latent Byakugan II 2 (You must have Latent Byakugan I) Beginning at 7th level, Select one of the following benefits from the
list provided under the Byakugan clan feature. If you choose Immense Distance, your chakra sight
range is doubled to 240 feet and you can see things up to half a mile away as if they were within 50-
feet of you.
Latent Byakugan III 3 (You must have Latent Byakugan II) Beginning at 15th level, Select one of the following benefits from
the list provided under the Byakugan clan feature, that you have not selected yet. If you choose
Immense Distance, your chakra sight range is doubled to 240 feet and you can see things up to half a
mile away as if they were within 50- feet of you.
Latent Byakugan IV 3 (You must have Latent Byakugan III) Beginning at 18th level, Select one of the following benefits from
the list provided under the Byakugan clan feature, that you have not selected yet. If you choose
Immense Distance, your chakra sight range is doubled to 240 feet and you can see things up to half a
mile away as if they were within 50- feet of you.
Latent Gentle Fist I 2 (You must have Latent Branch Family & Latent Byakugan I) Beginning at 3rd level, you have been
taught how to fight with the Hyuga’s legendary Gentle fist stance. You can roll a d6, in place of your
normal unarmed damage die. Additionally, your unarmed attacks deal Chakra damage. If targeting an
undead or construct you treat them as if they have resistance to your unarmed attacks while in this
stance.
Latent Gentle Fist II 3 (You must have Latent Gentle Fist I) When a creature you deal chakra too with your unarmed attacks
has 0 chakra, you instead deal 1.5x the damage result as force damage to the creatures hit points.
Latent Gentle Fist III 5 (You must have Latent Gentle Fist II) Beginning at 11th level, Your Gentle Fist unarmed damage
becomes 2d6.
Latent Gentle Fist IV 5 (You must have Latent Gentle Fist III) Beginning at 18th level, Your Gentle Fist unarmed damage
becomes 3d6.
D-Rank Hijutsu 2 (You must have Latent Branch Family & Latent Byakugan I) You gain the ability to learn D-Rank Hyuga
Clan Hijutsu
C-Rank Hijutsu 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Hyuga Clan Hijutsu
B-Rank Hijutsu 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Hyuga Clan Hijutsu
A-Rank Hijutsu 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Hyuga Clan Hijutsu
Clan Feats 5 You gain the ability to learn Clan Feats, with Hyuga Clan as a Prerequisite

135
L ATENT I NUZUKA
Bloodline
Bloodline Ability Name Point Cost Ability description
Latent Beast Master I 0 Being born on the outskirts of the Inuzuka clan you are gifted with a Young Inuit. Beginning at 3 rd level,
you have a Nin-Dog, using the stats of a D-Rank Dog/Wolf Summon from the Summoning technique
ninjutsu. Your dog is treated as a Young Inuit from the Inuzuka clan Beast Master clan feature. If your
Nin-Dog would die or get lost they act as described in the Beast Master Clan feature.
Latent Beast Master II 2 (You must have Latent Beast Master I) Your Nin-dog begins to learn to grow along side you. Your Nin
dog is always treated as being half your level. Additionally, each time it gains a level, it gains bonus
maximum hit points equal half your proficiency bonus.
Latent Beast Master III 2 (You must have Latent Beast Master II) Your Nin-dog begins to grow accustomed to growing along-
side you. When your Nin-Dog would reach levels 4, 6 and 8, they gain a +2 bonus to one of their ability
scores or +1 to two ability scores.
Latent Beast Master IV 3 (You must have Latent Beast Master III) Your Nin-dog begins to grow at an accelerated pace, growing
along-side you. When your Nin-Dog would reach levels 5 they can select one C-Rank Dog/Wolf Summon
tribe feature. When they would reach level 7, they can select one B-Rank Dog/Wolf Summon tribe
feature.
Latent Beast Master V 3 (You must have Latent Beast Master IV) Beginning at 18th level, you and your Nin-Dog have bonded in
such a way, where there is no need to verbally communicate. It continues to act on your turn as
normal, but no longer requires a bonus action to command.
Latent Wild Sense I 2 Beginning at 7th level, you have learned to imitate a Nin-Dogs sensory abilities. You can use Intelligence
for Perception and Investigation checks. When you do you gain a 1d4 bonus to your rolls.
Latent Wild Sense II 3 (You must have Latent Wild Sense I) Beginning at 11th level, your bonus to Perception and
investigation checks become 2d4.
Latent Savage Attack I 2 (You must have Latent Beast Master I) Beginning at 7th level, when you and your Nin-Dog are on
opposite sides of a creature, the first attack either of you makes each turn is at advantage.
Latent Savage Attack II 3 (You must have Latent Savage Attack I) Beginning at 11th level, when either yourself or your Nin-Dog
scores a critical hit, you deal an additional die of damage.
Latent Savage Attack III 3 (You must have Latent Savage Attack II) Beginning at 18th level, when either yourself or your Nin-Dog
deals damage to a creature under 50% of its maximum hit points, with an unarmed attack, weapon
attack or Inuzuka clan Hijutsu, increase the damage die by 1 step.
Latent Bestial Fury 2 Beginning at 11th level, you have advantage on initiative checks. If you already have advantage on the
check, you instead gain a +5 bonus to the result
D-Rank Hijutsu 2 (You must have Latent Beast Master I) You gain the ability to learn D-Rank Inuzuka Clan Hijutsu
C-Rank Hijutsu 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Inuzuka Clan Hijutsu
B-Rank Hijutsu 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Inuzuka Clan Hijutsu
A-Rank Hijutsu 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Inuzuka Clan Hijutsu
Clan Feats 5 You gain the ability to learn Clan Feats, with Inuzuka Clan as a Prerequisite

136
L ATENT J ITON [C HANGED ]
Bloodline
Bloodline Ability Name Point Cost Ability description
Latent Magnet 2 Beginning at 3rd level if you would cast a jutsu with the Earth Release or Wind Release keywords, you
Release I can, you deal a bonus damage die to creatures who’s movement speed is currently 0.
Latent Magnet 4 (You must have Latent Magnet Release I) Beginning at 15th level, Earth or Wind Release keywords
Release II you cast increases your AC by 1d4 until the beginning of your next turn, up to twice per rest.
Latent Dust Layer I 2 Beginning at 3rd level, the first time each turn you deal earth damage with a Jiton Hijutsu you cast, the
affected creature suffers a -1 penalty to skill checks until the end of your next turn. This penalty does
not stack.
Latent Dust Layer II 3 (You must have Latent Dust Layer I) Beginning at 7th level, the penalty now applies to Dexterity saving
throws.
Latent Dust Layer III 4 (You must have Latent Dust Layer II) Beginning at 15th level, the penalty now stacks up to 2 times and
each application resets its duration.
Latent Swirling Currents I 2 Beginning at 7th level select one between bludgeoning, piercing or slashing. You gain resistance to the
chosen damage type from ranged attacks.
Latent Swirling Currents II 3 (You must have Latent Swirling Currents I) Beginning at 15th level you gain resistance to
bludgeoning, piercing and slashing damage from ranged attacks.
Latent Magnetic Mark I 2 (You must have D-Rank Hijutsu) Beginning at 11th level, when you would deal damage or affected a
hostile with a Jiton Hijutsu, that creature is marked until the end of your next turn. You are always
aware of a marked creatures location and they cannot benefit from being hidden from you.
Latent Magnetic Mark II 3 (You must have Latent Magnetic Mark I) Beginning at 15th level, If a marked creature hits you or a
creature you can see within 5 feet of you with an attack, you can spend 10 chakra, reducing the
targets attack by the result.
D-Rank Hijutsu 2 You gain the ability to learn D-Rank Jiton Clan Hijutsu
C-Rank Hijutsu 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Jiton Clan Hijutsu
B-Rank Hijutsu 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Jiton Clan Hijutsu
A-Rank Hijutsu 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Jiton Clan Hijutsu
Clan Feats 5 You gain the ability to learn Clan Feats, with Jiton Clan as a Prerequisite

L ATENT J UGO
Bloodline
Bloodline Ability Name Point Cost Ability description
Latent Raw Chakra I 2 Beginning at 3rd level, you gain 2 Raw chakra dice, which are d4’s. You regain spent Raw chakra dice
on a long rest. Select 2 Raw chakra effects from the Raw Chakra Jugo clan feature that you can spend
your raw chakra on. You cannot change this selection later.
Latent Raw Chakra II 3 (You must have Latent Raw Chakra I) Beginning at 11th level, you gain 2 additional Raw chakra dice.
Latent Raw Chakra III 3 (You must have Latent Raw Chakra I) Beginning at 11th level, you can select one additional Raw
chakra effect from the Raw Chakra Jugo clan feature.
Latent Raw Chakra IV 4 (You must have Latent Raw Chakra II) Beginning at 18th level, you gain 2 additional Raw chakra dice.
Latent Raw Chakra V 4 (You must have Latent Raw Chakra III) Beginning at 18th level, you gain the final Raw chakra effect
from the Raw Chakra Jugo clan feature that you did not select before.
Latent Raw Chakra Form 3 (You must have Latent Raw Chakra I) Beginning at 7th level you can enter your Raw Chakra Form.
I Entering this form costs an action and you can enter this form once per long rest for 1 minute. While
in this form, you gain all the abilities of the Raw Chakra Form clan feature as if you were 3rd level.
Latent Raw Chakra Form 3 (You must have Latent Raw Chakra Form I) Beginning at 15th level you gain all the abilities of the Raw
II Chakra Form clan feature as if you were 7th level.
Latent Raw Chakra Form 3 (You must have Latent Raw Chakra Form I) Beginning at 15th level you can enter the form an
II additional time per long rest.
D-Rank Hijutsu 2 You gain the ability to learn D-Rank Jugo Clan Hijutsu
C-Rank Hijutsu 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Jugo Clan Hijutsu
B-Rank Hijutsu 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Jugo Clan Hijutsu
A-Rank Hijutsu 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Jugo Clan Hijutsu
Clan Feats 5 You gain the ability to learn Clan Feats, with Jugo Clan as a Prerequisite

137
L ATENT K AGUYA
Bloodline
Bloodline Ability Name Point Cost Ability description
Latent Bone Weapons I 2 Beginning at 3rd level, select one type of simple weapon. As a bonus action you can conjure this weapon
and it is treated as a Bone weapon for you. Additionally, choose between the following weapon
properties; Critical, Light and Finesse. Your chosen bone weapon gains the chosen property.
Latent Bone 3 (You must have Latent Bone Weapons I) Beginning at 7th level, your bone weapons damage die
Weapons II increases by one step.
Latent Bone 3 (You must have Latent Bone Weapons II) Beginning at 11th level, you can select one Martial weapon
Weapons III with which you can create as a Bone weapon.
Latent Shikotsumyaku 2 (You must have Latent Bone Weapons I & D-Rank Hijutsu) Beginning at 3rd level, you can use Dexterity
Stance I in place of Strength for Bone weapon attacks and D-Rank Kaguya clan Hijutsu.
Latent Shikotsumyaku 5 (You must have Latent Shikotsumyaku Stance I) Beginning at 11th level, when you make a Taijutsu
Stance II attack as a result of a Kaguya Clan Bukijutsu, your AC increases by +1 for each hostile creature within 10
feet of you, up to a maximum of +2, until the beginning of your next turn.
Latent Battle Hungry I 2 (You must have Latent Shikotsumyaku Stance I) Beginning at 7th level, you gain a +1 bonus to your
damage rolls as a result of a weapon attack using your bone weapons or a Kaguya Clan Hijutsu.
Latent Battle Hungry II 3 (You must have Latent Battle Hungry I) Beginning at 15th level, you gain a +3 bonus to your damage
rolls as a result of a weapon attack using your bone weapons or a Kaguya Clan Hijutsu.
Latent Calcified 5 Beginning at 111th level, when you would make a saving throw against a jutsu with the medical keyword,
Structure you gain a 1d4 bonus to the result.
D-Rank Hijutsu 2 You gain the ability to learn D-Rank Kaguya Clan Hijutsu
C-Rank Hijutsu 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Kaguya Clan Hijutsu
B-Rank Hijutsu 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Kaguya Clan Hijutsu
A-Rank Hijutsu 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Kaguya Clan Hijutsu
Clan Feats 5 You gain the ability to learn Clan Feats, with Kaguya Clan as a Prerequisite

L ATENT K URAMA [C HANGED ]


Bloodline
Bloodline Ability Name Point Cost Ability description
Latent Genjutsu Specialty 2 Beginning at 3rd level reduce the cost of Genjutsu that is D-Rank or Higher that requires concentration
I by 1.
Latent Genjutsu Specialty 4 (You must have Latent Genjutsu Specialty I) Beginning at 11th level, you instead reduce the cost to
II concentrate on Genjutsu by an amount equal to its rank; (D-Rank: 1, C-Rank: 2, B-Rank: 3, A-Rank: 4, S-
Rank: 5.)
Genjutsu Resistance I 2 Beginning at 7th level, when you are subjected to a Genjutsu that would force you to make an
Intelligence saving throw. You add a bonus 1d4.
Genjutsu Resistance II 2 (You must have Latent Genjutsu Resistance I) Beginning at 7th level, when you are subjected to a
Genjutsu that would force you to make a Charisma saving throw. You add a bonus 1d4.
Genjutsu Resistance III 2 (You must have Latent Genjutsu Resistance I) Beginning at 7th level, when you are subjected to a
Genjutsu that would force you to make a Wisdom saving throw. You add a bonus 1d4.
Latent Onijutsu I 4 Beginning at 7th level, you gain a number of Onijutsu coils equal to your proficiency bonus per long rest.
You can spend 1 coil to use any Onijutsu you have. Select two Onijutsu which you can use with this
feature.
Latent Onijutsu II 4 (You must have Latent Onijutsu I) Beginning at 11th level, select one more Onijutsu to learn.
Latent Onijutsu III 5 (You must have Latent Onijutsu II) Beginning at 18th level, select one more Onijutsu to learn.
Clan Feats 7 You gain the ability to learn Clan Feats, with Kurama Clan as a Prerequisite

138
L ATENT K URU
Bloodline
Bloodline Ability Name Point Cost Ability description
Latent Yin Chakra Adept 0 You are unable to learn or use jutsu with the Earth, Wind Fire Water or Lightning Release keywords. Any
I jutsu you currently know with a Nature release keyword that isn’t a Hijutsu, is removed from your
known jutsu list and you can replace them with new jutsu you qualify for.
Latent Yin Chakra Adept 2 (You must have Latent Yin Chakra Adept I) Beginning at 3rd level, you begin to become able to enhance
II jutsu without the nature release keyword. Once per turn, when you would cast a jutsu without a Nature
Release keyword, increase its Damage die by +1.
Latent Yin Chakra Adept 3 (You must have Latent Beast Master I) Beginning at 3rd level, you begin to become able to enhance
III jutsu without the nature release keyword. Once per turn, when you would cast a jutsu without a Nature
Release keyword, increase its Save DC by +1.
Latent Yin Chakra Adept 4 (You must have Latent Yin Chakra Adept II) Beginning at 15th level, you begin to become able to
IV enhance jutsu without the nature release keyword. Once per turn, when you would cast a jutsu without
a Nature Release keyword, increase its Damage die by +2.
Latent Yin Chakra Adept 5 (You must have Latent Yin Chakra Adept IV) Beginning at 15th level, you begin to become able to
V enhance jutsu without the nature release keyword. Once per turn, when you would cast a jutsu without
a Nature Release keyword, increase its Save DC by +2.
Latent Kurugan I 3 (You must have Latent Yin Chakra Adept I) Beginning at 7th level, you have learned activate your
Kurugan. As an Action you can spend 10 chakra to activate this latent Dojutsu for 1 minute. While
active, you gain a +1 bonus to your AC and can use any combination of the Kurgans action-based
abilities twice per rest.
Latent Kurugan II 3 (You must have Latent Kurugan I) Beginning at 11th level, when you would activate your Kurugan, you
can choose to also spend 1 chakra die. If you do, you can also cast the Pierce the Veil Kuru clan Hijutsu
as part of its activation without having the jutsu on your known jutsu list.
Latent Kurugan III 5 (You must have Latent Kurugan II) Beginning at 15th level, increase the number of times you can use
the Kurugan’s action-based abilities per rest to four times.
D-Rank Hijutsu 2 (You must have Latent Yin Chakra Adept I) You gain the ability to learn D-Rank Kuru Clan Hijutsu
C-Rank Hijutsu 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Kuru Clan Hijutsu
B-Rank Hijutsu 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Kuru Clan Hijutsu
A-Rank Hijutsu 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Kuru Clan Hijutsu
Clan Feats 5 You gain the ability to learn Clan Feats, with Kuru Clan as a Prerequisite

139
L ATENT N AMIKAZE [C HANGED ]
Bloodline
Bloodline Ability Name Point Cost Ability description
Latent Swift 2 Beginning at 3rd level, jutsu you cast with the Wind Release or Lightning Release increases your speed
Release I by +10 until the beginning of your next turn.
Latent Swift 4 (You must have Latent Swift Release I) Beginning at 15th level, this bonus speed is increased to +20.
Release II
Latent Swift 2 (You must have Latent Swift Release I) Beginning at 7th level, select one between Wind Release or
Release III Lightning Release. When casting a jutsu with the chosen nature release, reduce its cost by 1.
Latent Swift 3 (You must have Latent Swift Release III) Beginning at 18th level, once per turn when you would deal
Release IV wind damage to a creature, you can add +2 to the damage roll.
Latent Supernatural 1 Beginning at 3rd level you gain a +5 bonus to your speed.
Speed I
Latent Supernatural 2 (You must have Latent Supernatural Speed I) Beginning at 7th level, your super speed materializes
Speed II itself as speed die, which are d8’s, of which you have 3 of. You regain spent speed die on a long rest.
Select one ability from the Supernatural Speed clan feature which you can spend your speed die on.
Latent Supernatural 1 (You must have Latent Supernatural Speed II) Beginning at 11th level you gain a +5 bonus to your
Speed III speed.
Latent Supernatural 3 (You must have Latent Supernatural Speed II) Beginning at 11th level, you gain 1 additional speed die
Speed IV and can select one additional ability from the Supernatural Speed clan feature as if you were still 3rd
level.
Latent Supernatural 3 (You must have Latent Supernatural Speed IV) Beginning at 15th level, you may select one ability from
Speed V the Supernatural Speed clan feature as if you were 11 th level.
Latent Supernatural 3 (You must have Latent Supernatural Speed V) Beginning at 15th level, you gain 1 additional speed die.
Speed VI
Latent Supernatural 1 (You must have Latent Supernatural Speed VI) Beginning at 18th level you gain a +5 bonus to your
Speed VII speed.
D-Rank Hijutsu 2 You gain the ability to learn D-Rank Namikaze Clan Hijutsu
C-Rank Hijutsu 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Namikaze Clan Hijutsu
B-Rank Hijutsu 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Namikaze Clan Hijutsu
A-Rank Hijutsu 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Namikaze Clan Hijutsu
Clan Feats 5 You gain the ability to learn Clan Feats, with Namikaze Clan as a Prerequisite

L ATENT N ARA
Bloodline
Bloodline Ability Name Point Cost Ability description
Latent Coordinate I 2 Beginning at 3rd level, as an action, you can make an Intelligence check DC 12 + 1 for each ally you are
targeting. On a success, you provide a +1 bonus to their attack rolls and skill checks. This bonus lasts for
2 of your turns.
Latent Coordinate II 2 (You must have Latent Coordinate I) Your coordinate bonus now also applied to saving throws.
Latent Coordinate III 3 (You must have Latent Coordinate II) Beginning at 11th level, the bonus increases to a +3.
Latent Master 3 Beginning at 7th level, once per turn, as a bonus action, you can provide one allied creature a tactical
Tactician I die (D4). They can use this die and add it to any one attack roll, skill check or saving throw. This die lasts
for 1 hour and an ally can only have one tactical die at a time. You can provide tactical die in this way
twice per long rest.
Latent Master 5 (You must have Latent Master Tactician I) Beginning at 15th level, the die size increases to a d6.
Tactician II
Latent Master of 2 (You must have D-Rank Hijutsu) Beginning at 11th level, if you would restrain a creature using a Nara
Shadows I Hijutsu, while that creature is in bright light, increase the DC by 1.
Latent Master of 3 (You must have Master of Shadows I) Beginning at 11th level, if you would restrain a creature using a
Shadows II Nara Hijutsu, while that creature is in Dim light, increase the DC by 1.
Latent Master of 5 (You must have Master of Shadows II) Beginning at 18th level, the bonus to restrain a creature in bright
Shadows III or Dim light, increases by +1.
D-Rank Hijutsu 2 You gain the ability to learn D-Rank Nara Clan Hijutsu
C-Rank Hijutsu 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Nara Clan Hijutsu
B-Rank Hijutsu 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Nara Clan Hijutsu
A-Rank Hijutsu 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Nara Clan Hijutsu
Clan Feats 5 You gain the ability to learn Clan Feats, with Nara Clan as a Prerequisite
140
L ATENT R ANTON [C HANGED ]
Bloodline
Bloodline Ability Name Point Cost Ability description
Latent Twin Style 2 Being born with a fraction of storming chakra, you innately have the Storm Style. If/When you would
learn Ranton clan Hijutsu, you can only learn jutsu with the Storm Style Keyword.
Latent Shocking 3 (You must have D-Rank Hijutsu) Beginning at 7th level, when you would deal lightning damage with a
Wave I Ranton clan Hijutsu to a creature who are under the effects of or have taken damage from a jutsu with
the water release keyword, you deal an additional 1d6 lightning damage.
Latent Shocking 3 (You must have Latent Shocking Wave I) Beginning at 15th level, the bonus damage dealt increases to
Wave II 2d6.
Latent Storm 2 Beginning at 3rd level, jutsu you cast with the Lightning or Water Release keyword, you can choose to
Release I overcharge or enhance the jutsu as if near a sufficient source of water twice per rest.
Latent Storm 4 (You must have Latent Storm Release I) Beginning at 15th level, This limit is increased to three times
Release II per rest.
Latent Storm 3 (You must have Latent Storm Release I) Beginning at 7th level, when you cast a jutsu with either
Release III Water or lightning release keywords, increase the damage by 1 damage die, once per casting.
Latent Storm 3 (You must have Latent Storm Release III) Beginning at 18th level, the bonus damage increases to 2
Release IV damage die, once per casting.
Latent Galvanation 5 (You must have Latent Twin Style) Beginning at 15th level, you gain the Galvanation clan feature.
D-Rank Hijutsu 2 You gain the ability to learn D-Rank Ranton Clan Hijutsu
C-Rank Hijutsu 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Ranton Clan Hijutsu
B-Rank Hijutsu 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Ranton Clan Hijutsu
A-Rank Hijutsu 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Ranton Clan Hijutsu
Clan Feats 5 You gain the ability to learn Clan Feats, with Ranton Clan as a Prerequisite

L ATENT R YU [C HANGED ]
Bloodline
Bloodline Ability Name Point Cost Ability description
Latent Blood of The 5 Beginning at 3rd level, you have grown close to your latent dragons nature affinity. Select one nature
Dragon release you currently have access to. You gain the ability to learn and cast jutsu with the chosen
nature release and all Ryu clan jutsu you learn or cast gain the chosen keyword. This cannot be
changed.
Latent Dragon Claws I 2 (You must have Latent Blood of the Dragon) Beginning at 3rd level, unarmed attacks you make
become chakra enhanced and deals the same damage as your chosen Nature release. Your unarmed
damage becomes a d4.
Latent Dragon Claws II 3 (You must have Latent Dragon Claws I) Beginning at 7th level, your unarmed damage die becomes a
d6.
Latent Dragon Claws III 4 (You must have Latent Dragon Claws II) Beginning at 15th level, your unarmed damage die becomes
a d8.
Latent Dragon’s Rage I 2 (You must have Latent Blood of the Dragon & Latent Dragon Claws I) Beginning at 7th level, you can
as an Action, enter your Dragons Rage state. This transformation lasts for 1 minute and cannot be
ended early. For the duration, you gain a +1 bonus to your AC and can make unarmed attacks with
Dragon Claws using Constitution in place of Strength.
Latent Dragon’s Rage II 3 (You must have Latent Dragon’s Rage I) Beginning at 15th level, your bonus to AC increases to +2.
Latent Dragon’s 3 (You must have Latent Dragon’s Rage II) Beginning at 15th level, while within your Dragons rage
Rage III transformation, your Claw attack damage die increases by +1.
Latent Dragon’s 3 (You must have Latent Dragon’s Rage II) Beginning at 18th level, you gain resistance to your chosen
Rage IV nature releases damage type.
D-Rank Hijutsu 2 You gain the ability to learn D-Rank Ryu Clan Hijutsu
C-Rank Hijutsu 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Ryu Clan Hijutsu
B-Rank Hijutsu 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Ryu Clan Hijutsu
A-Rank Hijutsu 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Ryu Clan Hijutsu
Clan Feats 5 You gain the ability to learn Clan Feats, with Ryu Clan as a Prerequisite

141
L ATENT S ARUTOBI [C HANGED ]
Bloodline
Bloodline Ability Name Point Cost Ability description
Latent Advanced Nature 2 Beginning at 1st level, Select one nature release keyword from that you have access to. Jutsu you
Transformation I cast with the chosen keyword gains a +2 bonus to damage once per casting.

Latent Advanced Nature 3 (You must have Latent Advanced Nature Transformation II) Beginning at 11th level, Select a second
Transformation II nature release keyword that you already have access to, this nature release and the previously
chosen nature release deals a bonus +4 to damage once per casting.
Latent Advanced Chakra 2 Beginning at 3rd level, Select between the following; Ninjutsu, Genjutsu, Taijutsu or Bukijutsu, you
Control I can use Jutsu with the select Keyword with a level of efficiency others wish they had. You may
reduce the cost of the select combination of keywords by 1.
If Ninjutsu, select between the following keywords that you have access to; (Earth, Wind, Fire, Water,
Lightning) Release.
If Taijutsu or Bukijutsu, select between the following keywords; Combo or Finisher.
If Genjutsu, select between the following Keywords; Auditory, Inhaled, Tactile, and Visual.
Latent Advanced Chakra 3 (You must have Latent Advanced Chakra Control I) Beginning at 11th level, reduce the cost by an
Control II additional 1.
Latent Advanced Chakra 5 (You must have Latent Advanced Chakra Control II) Beginning at 15th level, select one additional
Control III keyword from the original list provided under Latent Advanced Chakra Control I
Latent Advanced Nature 2 Beginning at 3rd level, you may select 1 D-Rank Ninjutsu of a Nature release you have access to that
Proficiency I you qualify for, adding it to your known jutsu list.
Latent Advanced Nature 2 (You must have Latent Advanced Nature Proficiency I) Beginning at 7th level, you may select 1 C-
Proficiency II Rank Ninjutsu of a Nature release you have access to that you qualify for, adding it to your known
jutsu list.
Latent Advanced Nature 3 (You must have Latent Advanced Nature Proficiency II) Beginning at 15th level, you may select 1 B-
Proficiency III Rank Ninjutsu of a Nature release you have access to that you qualify for, adding it to your known
jutsu list.
Latent Advanced Nature 3 (You must have Latent Advanced Nature Proficiency III) Beginning at 18th level, you may select 1 A-
Proficiency IIII Rank Ninjutsu of a Nature release you have access to that you qualify for, adding it to your known
jutsu list.
Sarutobi Clan Feats 7 You gain the ability to learn Clan Feats, with Sarutobi Clan as a Prerequisite

L ATENT S ENJU [C HANGED ]


Bloodline
Bloodline Ability Name Point Cost Ability description
Latent Wood 2 Beginning at 3rd level, jutsu you cast with the Earth Release or Water Release keyword grant you +5
Release I Temporary hit points, once per casting.
Latent Wood 4 (You must have Latent Wood Release I) Beginning at 15th level, the temporary hit points gained
Release II increases to +10.
Latent Wood 3 (You must have Latent Wood Release I & D-Rank Hijutsu) Beginning at 11th level, creatures whom you
Release III restrain as a restrained, grappled or weakened as a result of a jutsu you cast with the Earth or Water
Release keywords, cannot cast jutsu of a rank lower than or equal to the rank of the jutsu cast to
inflict the listed condition.
Latent Wood 3 (You must have Latent Wood Release III) Beginning at 18th level, once per turn, when you would deal
Release IV damage using a Senju Hijutsu, the creatures ability to cast jutsu or spend chakra is hindered. You gain
the 15th level benefit of the Wood Release clan feature.
Latent Mitotic 2 Beginning at 3rd level, you learn to manifest a pool of Latent Senju Cells. You gain a number of Senju
Regeneration I Cells equal to your level, up to a maximum of 5 Senju cells which can only be spent as a Bonus action
on your turn, to regain 1d6 + Constitution in hit points per cell spent.
Latent Mitotic 3 Beginning at 11th level, your maximum number of Senju Cells increases to 10.
Regeneration II
Latent Sacred Body 5 (You must have D-Rank Hijutsu) Beginning at 7rd level, you can use Constitution as your Ninjutsu
ability modifier for Senju Hijutsu you cast.
Latent Blood of the Leaf 3 Beginning at 15th level, When you would make a charisma check to intimidate or persuade a hostile or
unfriendly creature, you can use constitution in place of charisma.
D-Rank Hijutsu 2 You gain the ability to learn D-Rank Senju Clan Hijutsu
C-Rank Hijutsu 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Senju Clan Hijutsu
B-Rank Hijutsu 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Senju Clan Hijutsu
A-Rank Hijutsu 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Senju Clan Hijutsu
Clan Feats 5 You gain the ability to learn Clan Feats, with Senju Clan as a Prerequisite

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L ATENT S HAKUTON [C HANGED ]
Bloodline
Bloodline Ability Name Point Cost Ability description
Latent Scorch 2 Beginning at 3rd level, jutsu you cast with the Wind Release or Fire Release keywords deals +3
Release I additional fire damage to creatures with the burned condition, once per casting.
Latent Scorch 4 (You must have Latent Scorch Release I) Beginning at 15th level, bonus damage is increased to +5.
Release II
Latent Scorch 2 (You must have Latent Scorch Release I) Beginning at 11th level, a creature whom you inflicted with
Release III ranks of burned, gains 1 rank of weakened for the duration.
Latent Scorch 3 (You must have Latent Scorch Release III) Beginning at 18th level, creatures whom you inflicted with
Release IV ranks of burned suffers a -5 penalty to ending the condition.
Latent Scorching 2 Beginning at 7rd level, you gain 3 Scorch die (d4). You can spend scorch die when you would deal fire
Heat I damage, adding the result to the damage dealt, and also ignoring resistances. You regain spent
scorch die when you would complete a long rest.
Latent Scorching 3 (You must have Scorching Heat I) Beginning at 11th level, You can spend scorch die to reduce a single
Heat II creatures saving throw by half the result.
Latent Scorching 4 (You must have Scorching Heat II) Beginning at 15rd level, you gain 2 additional Scorch die.
Heat III
Latent Immolation 5 Beginning at 15th level, you gain the Immolation clan feature.
D-Rank Hijutsu 2 You gain the ability to learn D-Rank Shakuton Clan Hijutsu
C-Rank Hijutsu 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Shakuton Clan Hijutsu
B-Rank Hijutsu 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Shakuton Clan Hijutsu
A-Rank Hijutsu 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Shakuton Clan Hijutsu
Clan Feats 5 You gain the ability to learn Clan Feats, with Shakuton Clan as a Prerequisite

L ATENT S HIKIGAMI
Bloodline
Bloodline Ability Name Point Cost Ability description
Latent Papercraft I 3 Beginning at 3rd level, whenever you would gain the benefit of a short or long rest, you gain the
benefit of the Papercraft clan feature.
Latent Paper Expert I 4 Beginning at 7th level, the DC of explosive tools become equal to your Ninjutsu save DC if your
Ninjutsu save DC would be higher than the Ninja tools save DC.
Latent Paper Expert II 5 (You must have Latent Paper Expert I) Beginning at 11th level, whenever you would use an explosive
tool, by spending 10 chakra, you gain the Bonus Damage effect of the Paper Expert clan feature.
Latent Paper 3 Beginning at 11th level, you may reduce the cost of jutsu with the Chakra Seal component (CS), by 1.
Reservoir I
Latent Paper 5 Beginning at 18th level, the cost reduction increases to -2.
Reservoir II
Latent Divine Shikigami 5 Beginning at 15th level, You gain the Divine Shikigami clan feature.
D-Rank Hijutsu 2 You gain the ability to learn D-Rank Shikigami Clan Hijutsu
C-Rank Hijutsu 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Shikigami Clan Hijutsu
B-Rank Hijutsu 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Shikigami Clan Hijutsu
A-Rank Hijutsu 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Shikigami Clan Hijutsu
Clan Feats 5 You gain the ability to learn Clan Feats, with Shikigami Clan as a Prerequisite

143
L ATENT S HOTON
Bloodline
Bloodline Ability Name Point Cost Ability description
Latent One with Earth 5 Beginning at 7th level, You may use Charisma as your Ninjutsu ability modifier for Ninjutsu with the
Earth Release Keyword.
Latent Crystalline Stone I 2 Beginning at 3rd level, Ninjutsu you cast that produces earthen constructs reduces all incoming
damage to the construct by -2.
Latent Crystalline Stone 3 (You must have Latent Crystalline Stone I) Beginning at 15rd level, the reduction transforms and
II becomes resistance.
Latent Rock-Hard 2 Beginning at 7th level, while you are maintaining concentration on a ninjutsu with the Earth Release
Stability I keyword, you gain a +1 bonus to your AC.
Latent Rock-Hard 3 (You must have Latent Rock-hard Stability I) Beginning at 15th level, your bonus to AC increase to a
Stability II +2.
Latent Crystalized Focus 2 Beginning at 11th level, you gain 2 Crystallization die. These die can be spent when you would deal
I damage with a ninjutsu with the earth release keyword, adding the die to the damage result OR when
you would reduce damage with a ninjutsu with the earth release keyword, adding up to 1 die to the
damage reduction result. Spent die are refreshed when you would complete a long rest.
Latent Crystalized Focus 3 (You must have Latent Crystalized Focus I) Beginning at 15th level, you gain 1 additional
II Crystallization die.
Latent Crystalized Focus 5 (You must have Latent Crystalized Focus II) Beginning at 18th level, you gain 1 additional
III Crystallization die.
D-Rank Hijutsu 2 You gain the ability to learn D-Rank Shoton Clan Hijutsu
C-Rank Hijutsu 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Shoton Clan Hijutsu
B-Rank Hijutsu 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Shoton Clan Hijutsu
A-Rank Hijutsu 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Shoton Clan Hijutsu
Clan Feats 5 You gain the ability to learn Clan Feats, with Shoton Clan as a Prerequisite

L ATENT T SUCHIGUMO
Bloodline
Bloodline Ability Name Point Cost Ability description
Latent Third Eye I 2 Beginning at 3rd level, as an action, once per long rest, for 1 minute, you can open your third eye. For
the duration, you gain a +2 bonus to perception checks and ranged weapon attacks.
Latent Third Eye II 3 (You must have Latent Third Eye I) Beginning at 7th level, the bonus to weapon attacks now also apply
to damage rolls.
Latent Third Eye III 5 (You must have Latent Third Eye II) Beginning at 15rd level, ranged weapon or taijutsu attacks ignore
resistance.
Latent Web Weapons I 3 Beginning at 7th level, select one weapon with which you have proficiency with. This weapon can be
manifested as a bonus action and be known as a Web Weapon. The created weapon always has the
Light and Multiattack property and loses the Heavy, Two-Handed and Loading properties if any.
Latent Web Weapons II 5 (You must have Latent Web Weapons I) Beginning at 11th level, your web weapon also gains the
critical weapon property.
Latent Exoskeleton I 2 Beginning at 7th level, one per rest, as an action, you can conjure a thick coat of golden armor. You
gain 5 temporary hit points at the beginning of each of your turns for 1 minute.
Latent Exoskeleton II 5 (You must have Latent Exoskeleton I) Beginning at 15th level, the amount of temporary hit points you
gain increases to 10 at the beginning of each of your turns for 1 minute.
D-Rank Hijutsu 2 You gain the ability to learn D-Rank Tsuchigumo Clan Hijutsu
C-Rank Hijutsu 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Tsuchigumo Clan Hijutsu
B-Rank Hijutsu 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Tsuchigumo Clan Hijutsu
A-Rank Hijutsu 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Tsuchigumo Clan Hijutsu
Clan Feats 5 You gain the ability to learn Clan Feats, with Tsuchigumo Clan as a Prerequisite

144
L ATENT U CHIHA
Bloodline
Bloodline Ability Name Point Cost Ability description
Latent Advanced 2 Beginning at 3rd level, select one ability from the Advanced Adaptation clan feature. You cannot
Adaptation I select Sharingan Advancement.
Latent Advanced 2 (You must have Latent Advanced Adaptation I) Beginning at 11th level, select one ability from the
Adaptation II Advanced Adaptation clan feature. You cannot select Sharingan Advancement.
Latent Advanced 3 (You must have Latent Advanced Adaptation II) Beginning at 18th level, select one ability from the
Adaptation III Advanced Adaptation clan feature. You cannot select Sharingan Advancement.
Latent Advanced 4 (You must have Latent Advanced Adaptation III & Latent Sharingan II) Beginning at 18th level, you
Adaptation IV gain the Sharingan Advancement, Advanced Adaptation.
Latent Sharingan I 2 Beginning at 7th level, you gain the 1 Tomoe Sharingan. You can activate this Sharingan as a Bonus
action and by spending 10 chakra. You may use abilities granted by your Sharingan twice per
activation. You may spend 10 chakra while your Sharingan is active to reset the number of ability uses
you have. Select one ability from the 1-Tomoe Sharingan list.
Latent Sharingan II 3 (You must have Latent Sharingan I) Beginning at 11th level, you gain the 2-Tomoe Sharingan. While
your Sharingan is active, you gain 30-feet of Chakra sight and a second ability from the 1-Tomoe
Sharingan list.
Latent Sharingan III 4 (You must have Latent Sharingan II) Beginning at 15th level, you gain the 3-Tomoe Sharingan. While
your Sharingan is active, you can perform the Search action as a bonus action and a one ability from
the 2-Tomoe Sharingan list.
Latent Sharingan IV 5 (You must have Latent Sharingan III) Beginning at 18th level, Select one Sharingan ability from any of
the Tomoe lists that you quality for.
D-Rank Hijutsu 2 You gain the ability to learn D-Rank Uchiha Clan Hijutsu
C-Rank Hijutsu 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Uchiha Clan Hijutsu
B-Rank Hijutsu 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Uchiha Clan Hijutsu
A-Rank Hijutsu 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Uchiha Clan Hijutsu
Clan Feats 5 You gain the ability to learn Clan Feats, with Uchiha Clan as a Prerequisite

L ATENT U ZUMAKI
Bloodline
Bloodline Ability Name Point Cost Ability description
Latent Fuinjutsu Master I 2 Beginning at 3rd level, once per rest, you can cast a jutsu with the Fuinjutsu keyword as a bonus
action.
Latent Fuinjutsu Master 4 (You must have Latent Fuinjutsu Master I) Beginning at 11th level, you can cast a jutsu with the
II Fuinjutsu keyword as a bonus action twice per rest.
Latent Fundamental 3 Beginning at 7th level, you may use Constitution in place of Intelligence for Ninjutsu you cast with the
Difference I Fuinjutsu keyword.
Latent Draining Seals I 2 Beginning at 7th level, when a creature fails a saving throw against a Ninjutsu with the Fuinjutsu
keyword, they take chakra damage equal to your proficiency bonus.
Latent Draining Seals II 4 (You must have Latent Draining Seals I) Beginning at 15th level, the chakra damage increases to twice
your proficiency bonus.
Latent Inhuman 5 Beginning at 15th level, you gain proficiency in Constitution saving throws. If you are already
Lifeforce proficiency, you instead gain a +1 bonus to your constitution saving throw bonus.
Latent Chakra 2 Beginning at 3rd level, you learn to manifest a pool of Latent Reserve Cells. You gain a number of
Reserves I Reserve Cells equal to your level, up to a maximum of 5 Reserve cells which can only be spent as a
Bonus action on your turn, to regain 1d6 + Constitution in chakra points per cell spent.
Latent Chakra 3 (You must have Latent Chakra Reserves I) Beginning at 11th level, your maximum number of Reserve
Reserves II Cells increases to 10.
D-Rank Hijutsu 2 You gain the ability to learn D-Rank Uzumaki Clan Hijutsu
C-Rank Hijutsu 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Uzumaki Clan Hijutsu
B-Rank Hijutsu 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Uzumaki Clan Hijutsu
A-Rank Hijutsu 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Uzumaki Clan Hijutsu
Clan Feats 5 You gain the ability to learn Clan Feats, with Uzumaki Clan as a Prerequisite

145
L ATENT Y AMANAKA
Bloodline
Bloodline Ability Name Point Cost Ability description
Latent Mental Boon I 2 Beginning at 3rd level, you gain 1 Mental boon of your choice from the Yamanaka Boons table, that
you qualify for.
Latent Mental Boon II 3 (You must have Latent Mental Boon I) Beginning at 11th level, you gain a second Mental boon, of
which you qualify for.
Latent Mental Boon III 5 (You must have Latent Mental Boon II) Beginning at 18th level, you gain a third Mental boon, of which
you qualify for.
Latent Mental Clarity I 2 Beginning at 11th level, you gain a 1d4 bonus to saving throws against Genjutsu with the Unaware
keyword.
Latent Mental Clarity II 3 (You must have Latent Mental Clarity I) Beginning at 15th level, you gain a 1d4 bonus to insight checks
against creatures attempting to lie to you.
Latent Mental 5 (You must have Latent Mental Clarity II) Beginning at 18th level, as a bonus action you can target one
Clarity III creature you can see within 60 feet and make a Wisdom or Charisma (insight) check vs a DC 10 + their
level. On a success, you learn the targets Wisdom or Charisma score. You can do this twice per long
rest.
Latent Master Mental 5 Beginning at 15th level, you gain the Master Mental Alteration clan feature.
Alteration
D-Rank Hijutsu 2 You gain the ability to learn D-Rank Yamanaka Clan Hijutsu
C-Rank Hijutsu 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Yamanaka Clan Hijutsu
B-Rank Hijutsu 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Yamanaka Clan Hijutsu
A-Rank Hijutsu 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Yamanaka Clan Hijutsu
Clan Feats 5 You gain the ability to learn Clan Feats, with Yamanaka Clan as a Prerequisite

L ATENT Y OTON
Bloodline
Bloodline Ability Name Point Cost Ability description
Latent Lava 2 Beginning at 3rd level, jutsu you cast with the Earth Release or Fire Release keyword that you cast
Release I grants you 3 DR until the beginning of your next turn against the first instance of damage you take.
Latent Lava 4 (You must have Latent Lava Release I) Beginning at 15th level, the Damage reduction is increased to
Release II 10 DR.
Latent Lava 2 (You must have Latent Lava Release I) Beginning at 11th level, select two qualities from the Lava
Release III Release clan feature. You can inflict these qualities on a creature you did damage to with a Ninjutsu
or Hijutsu with the Earth release keyword. You can do this twice per long rest.
Latent Lava 3 (You must have Latent Lava Release III) Beginning at 18th level, you can use the chosen qualities 2
Release IV additional times per long rest.
Latent Calcified Skin I 2 Beginning at 3rd level, while wearing no armor or light armor, you reduce all incoming bludgeoning,
piercing and slashing damage by -2.
Latent Calcified Skin II 4 (You must have Latent Calcified Skin I) Beginning at 15th level, the damage reduction increases to -5.
Latent Churning Magma 3 Beginning at 7th level, fire damage you deal, deals 1d4 additional damage.
I
Latent Churning Magma 5 (You must have Latent Churning Magma I) Beginning at 15th level, you gain the 11th level Churning
II Magma clan feature.
D-Rank Hijutsu 2 You gain the ability to learn D-Rank Yoton Clan Hijutsu
C-Rank Hijutsu 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Yoton Clan Hijutsu
B-Rank Hijutsu 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Yoton Clan Hijutsu
A-Rank Hijutsu 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Yoton Clan Hijutsu
Clan Feats 5 You gain the ability to learn Clan Feats, with Yoton Clan as a Prerequisite

146
L ATENT Y UKI
Bloodline
Bloodline Ability Name Point Cost Ability description
Latent Ice 2 Beginning at 3rd level, jutsu you cast with the Wind Release or Water Release deals +3 additional
Release I damage to creatures with the chilled condition, once per casting.
Latent Ice 4 (You must have Latent Ice Release I) Beginning at 15th level, the bonus damage increases to +5.
Release II
Latent Ice 2 (You must have Latent Ice Release I) Beginning at 11th level, each time you deal damage to a creature
Release III with a Yuki clan Hijutsu, they must make a Constitution saving throw vs your Ninjutsu save DC. On a
failed save they gain 1 rank of chilled.
Latent Ice 5 (You must have Latent Ice Release III) Beginning at 15th level, you gain the 11th level effect of the Ice
Release IV Release clan feature.
Latent Frigid Cold I 1 Beginning at 3rd level, when you would attempt to water walk you create a 5 by 5 patch of ice that you
can walk on that counts as difficult terrain for everyone excluding yourself.
Latent Frigid Cold II 2 (You must have Latent Frigid Cold I) Beginning at 11th level, for every two ranks of the chilled
condition a creature has as the result of a jutsu or feature you used, they suffer a 1d4 penalty to
damage rolls that rely on Dexterity.
Latent Frigid Cold III 3 (You must have Latent Frigid Cold II) Beginning at 15th level, the inflicted penalty now also applied to
attack rolls that rely on Dexterity as well.
Latent Chilled Body I 2 Beginning at 7th level, you gain resistance to cold damage.
Latent Chilled Body II 4 (You must have Latent Chilled Body I) Beginning at 15th level, You gain immunity to cold damage.
D-Rank Hijutsu 2 You gain the ability to learn D-Rank Yuki Clan Hijutsu
C-Rank Hijutsu 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Yuki Clan Hijutsu
B-Rank Hijutsu 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Yuki Clan Hijutsu
A-Rank Hijutsu 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Yuki Clan Hijutsu
Clan Feats 5 You gain the ability to learn Clan Feats, with Yuki Clan as a Prerequisite

147
CURSED SEAL (EXTRA) At the start of each of your turns, you gain 1 Temporary
This is a wholly unique Cursed Seal that is exclusive to
Raw Energy Die. You may only have one Temporary Raw
Jugo clansmen. If you are a Jugo, this is the only Cursed
Energy Die from this source at once.
seal available to you.
Being the original clan of whose DNA the Curse Seal S TAGE 3 (D EFAULT )
was created from, Jūgo clan members have access to Your cursed seal takes root deep within your very essence,
their own unique path with the Cursed Seal - They bonding with your DNA and completely reshaping your
cannot gain other Seals, as their Cursed Power is already genetic structure. Your current chakra is reduced by half.
within. You then gain bonus Cursed Chakra equal to the amount of
Firstly, they do not need to gain a patron or be gifted chakra reduced. You can only Cast Cursed Arts in this state.
the Cursed Seal. They can gain the ability themselves Additionally, you gain an additional action on your turns
through amassing power, primarily through levelling. which you can use to cast Cursed Arts.
A Jūgo clan member is their own patron. When they
develop the Cursed Seal, a second personality forms in S TAGE 3 (ALTERNATIVE )
their mind, one of a ferocious, violent animal that wants Your natural power fully develops to its brink. While you
to grow enough power to become the dominant side to activate your Sealed Release, you gain an additional
the clan member. amount of Raw Chakra equal to double your proficiency
The Same rules apply otherwise. A DM has full modifier. Additionally, you gain the ability to Frenzy.
authority over when a Jugo Clansmen unlocks their When in your Cursed Seal, you enter a Frenzy. Until
Cursed Seal, primarily chosen when the party begins to either you are knocked unconscious, die, or a minute
gain class mods themselves. passes, you gain the following features:

CURSED SEAL OF BIRTH


• You gain the Berserk condition, though you may still
mold chakra for Jugo Hijutsu and Corrupted Arts.
The truest form of the Cursed Seal, the Cursed Seal of
• Your Strength increases by +4.
birth manifests itself as a sprawling pattern that often
• Your AC lowers by 2, but you reduce all damage you
takes over half or more of your body, turning the skin a
would take by 3.
dull bluey-purple grey. The seal unleashes the ravenous
• You have an additional action per turn that can only be
beast within and further enhances the abilities of the
used to make a single melee attack.
Jūgo clan.
• When you spend Raw Chakra Die, the die is
PRIMARY ABILITY S CORE : maximized.
Dexterity or Constitution (Pick One, this cannot be
changed later.)

S ECONDARY ABILITY S CORE :


Strength

CURSED SEAL OF BIRTH, RELEASE


S TAGE 1
Half of your body changes to pure grey and a more violent
side of yourself unleashes itself. Further enhancing your
Nature Chakra and preparing your body to near constantly
embrace the beast. While in this state all Jūgo Hijutsu have
their cost lowered by 1.
Furthermore, your Raw Energy Die increase by 1 Step
(D4>D6>D8>D10) and when you use them, you roll
twice, taking the better result. You may use Raw Energy
Die features on Corrupted Jutsu, even if they are not a
Taijutsu, or Jugo Hijutsu. All Nature Chakra counts as
Cursed Chakra for the purposes of casting corrupted arts.
On top of that, you gain one additional Corrupted Art
that does not count against your normal Corrupted Art
limit, though it must be a Jūgo Hijutsu.

S TAGE 2
Your Cursed Seal fully envelops your body, granting you
access to your Raw Chakra Form and pushing it past its
limits. When you activate your Cursed Seal, you
automatically enter your Raw Chakra Form and it does not
consume a use of this feature. When entering Raw Chakra
Form this way, it is part of the same action to activate your
Seal. You are treated as 4 levels higher for Raw Chakra
Form features and, when activating your Cursed Seal as a
bonus action, can cast a Jugo Hijutsu that with a range of
self that is normally a bonus action as an action. When you
are concentrating on at least one Jugo Hijutsu, you may
concentrate on another. This goes above the normal limit.

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