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CREDITS
Copyright Holder: Masashi Kishimoto, Shueisha, Viz Media,
Shonen Jump and all affiliated partners
Art: Masashi Kishimoto, Naruto
Cover Illustrator: Masashi Kishimoto, Naruto
Interior Illustrators: Masashi Kishimoto, Naruto

Designer: Kingsare4ever (Tommie)


Editor: Kingsare4ever (Tommie)
Template: Simple Microsoft Word Template by Laura
Hirsbrunner
Special Thanks: Elease, Denziel, Lauren for being the first play
test dummies and allowing me to ruin your lives with this
little idea of mine. Hope you guys stay on for the long haul.
Play testers: Elease, Denziel, Lauren, Tommie, Jaden, Keenan,
Jared, David, Antonio, Jackson, Taylor, Julia and over 100
Naruto fans who are taking the time to help make this game
infinitely better
ON THE COVER

This is how you can give more information about your pretty
cover art and interior art, a la Wizards hardcovers. In this case,
the lovely typewriter photo was taken by Wild0ne.
To replace the picture inside the above frame (while keeping
the frame), click on the picture, then select the Picture Format
tab. Click Change Picture, and you can select a new picture to
put in its place.

1
TABLE OF CONTENTS Back-Up Plans, Back-up ................................................. 43
Botany.................................................................................. 43
Drinker ................................................................................ 43
Credits ................................................................................ 1 Habitual Researcher ......................................................... 43
Horror Films ...................................................................... 43
Table of Contents............................................................... 2
Hyper Critical Eye ............................................................. 43
Genjutsu Specialist .................................................................... 5
Illicit Literature ................................................................. 43
Character Inspirations........................................................5
Kleptomaniac ..................................................................... 43
Creating a genjutsu specialist ...........................................5
Martial student .................................................................. 43
Class Features ...................................................................... 6
Ninja Info Card Addict ..................................................... 43
Jutsu Casting ........................................................................ 6
Overprepared ..................................................................... 43
Chakra Disruption .............................................................. 6
Practiced Combatant ........................................................ 43
Actualization ........................................................................ 6
Pre-Planned route ............................................................ 43
Genjutsu Pledge .................................................................. 6
Reviewing Tactics ............................................................. 44
Malleable Mirages .............................................................. 6
Smoker ................................................................................ 44
Genjutsu Inception ..............................................................7
Stalker.................................................................................. 44
Ability Score Improvement/Feat ......................................7
Intelligence Operative ........................................................... 45
Real World Conversion .......................................................7
Character Inspirations ..................................................... 45
Keen Awareness ...................................................................7
Creating an Intelligence Operative ............................... 45
The Turn ................................................................................7
Class Features ....................................................................46
Master of Illusion ................................................................7
Jutsu Casting ......................................................................46
The Prestige ..........................................................................7
Strategic Timing ...............................................................46
Genjutsu Pledges .......................................................................8
Exploit Weakness ..............................................................46
Beguiler ................................................................................. 8
Master Planner .................................................................. 47
Corrupt Thoughts ............................................................... 9
Expertise ............................................................................. 47
Illusionist ............................................................................ 10
Master Strategist............................................................... 47
Layered Reality ................................................................... 11
Ability Score Improvement/Feat ................................... 47
Misty Distortionist ............................................................ 12
Tactical Scheme................................................................. 47
Time Slipper ........................................................................ 13
Helpful Operative .............................................................. 47
Siren ...................................................................................... 14
Sabaki .................................................................................. 47
Genjutsu Inception.................................................................. 15
Declaration of War ............................................................ 48
Elemental Manifestation ................................................. 15
Tsume .................................................................................. 48
Hallucinatory Instrument [Changed, Again] .............. 15
Checkmate .......................................................................... 48
Illusionary Weapon ........................................................... 15
Master Strategies .................................................................... 49
Phantasmal Force .............................................................. 15
Azure Analyst .....................................................................49
Reality Marble .................................................................... 15
Calculated Strategist ........................................................ 50
Temporal Stopwatch ......................................................... 15
Grave Controller ................................................................. 51
Malleable Mirages ................................................................... 16
Interrogationist ................................................................. 53
Hunter-Nin .............................................................................. 22
Mastermind Strategist ..................................................... 54
Character Inspirations..................................................... 22
Precognitive ....................................................................... 56
Creating A Hunter-Nin .................................................... 22
Sensory ................................................................................ 57
Class Features .................................................................... 23
Shadowhand ....................................................................... 58
Jutsu Casting ...................................................................... 23
Tactical Strategist .............................................................60
Swift Response .................................................................. 23
Operative Traps ................................................................. 61
Lethal Precision ................................................................ 23
Plans..................................................................................... 62
Lethal Attack ...................................................................... 23
Medical-Nin............................................................................. 64
Cunning Action.................................................................. 23
Character Inspirations .....................................................64
Hunters Patterns............................................................... 23
Creating A Medical-Nin...................................................64
Primary Target .................................................................. 23
Class Features .................................................................... 65
Hunter Creed ...................................................................... 23
Jutsu Casting ...................................................................... 65
Hunters Exploits ............................................................... 24
Medical Ninjutsu ............................................................... 65
Ability Score Improvement/Feat ................................... 24
Rejuvenating Rest ............................................................. 65
Uncanny Dodge ................................................................. 24
Channeled Healing ........................................................... 65
Expertise ............................................................................. 24
Tenets of Medicine ........................................................... 65
Hunted Target ................................................................... 24
Chakra Scalpel ................................................................... 65
Defensive Tactics .............................................................. 24
Medical Doctrine ...............................................................66
Elusive ................................................................................. 24
Ability Score Improvement/Feat ...................................66
Assassinate ......................................................................... 24
Preserve/Take Life ............................................................66
Hunters Creeds ....................................................................... 25
Advanced Medical Research ...........................................66
Blade Warden ..................................................................... 25
Gifted Healer ......................................................................66
Necrotic Hand .................................................................... 26
Supreme Healer .................................................................66
Grave stalker ...................................................................... 28
Tenets of Medicine ................................................................. 67
Arsenalist ............................................................................ 30
Adept Medic ........................................................................ 67
Undertaker ......................................................................... 32
Black Medicine................................................................... 68
Vice Agent ........................................................................... 34
Combat Medic ....................................................................69
Void Walker ........................................................................ 36
Natural Medicine............................................................... 70
Wolves Legacy ................................................................... 38
Shaman................................................................................. 71
Hunters Exploits ..................................................................... 40
Transmuter ........................................................................ 72
Hunters Patterns .................................................................... 43
Ninjutsu Specialist ................................................................. 73

2
Character Inspirations..................................................... 73 Evasion ............................................................................... 113
Creating A Ninjutsu Specialist ....................................... 73 Chakra Enhanced Strikes ............................................... 113
Class Features .................................................................... 74 Unbreakable will .............................................................. 113
Jutsu Casting ...................................................................... 74 Flow of Battle .................................................................... 113
Chakra Recovery ............................................................... 74 Master of Persistence ...................................................... 113
Refined Ninjutsu ............................................................... 74 Perfect Body ...................................................................... 113
Ninjutsu Tradition ............................................................ 74 Perfect Mind ...................................................................... 113
Efficient Molding .............................................................. 74 Taijutsu Style .......................................................................... 114
Ability Score Improvement/Feat ................................... 74 Disturbance ....................................................................... 114
Jutsu Breaker ..................................................................... 74 Ironclad .............................................................................. 115
Ninjutsu Master ................................................................ 74 Nin-Tai............................................................................... 116
Ninjutsu Focus .........................................................................75 Righteous Fury ................................................................. 118
Blaze Walker ...................................................................... 75 Ruin ..................................................................................... 119
Hijutsu Elitist ..................................................................... 76 Stancer ............................................................................... 120
Lightning Breaker............................................................. 77 Talent & Focus .................................................................. 121
Sanguine Master ............................................................... 78 Passionate Flame ............................................................ 122
Scribe Master ..................................................................... 79 Martial Techniques ......................................................... 124
Stone Crusher ..................................................................... 81 Weapon Specialist .................................................................125
Storm Terror ...................................................................... 82 Character Inspirations ................................................... 125
Summoner .......................................................................... 83 Creating A Weapon Specialist ...................................... 125
The Professor ..................................................................... 84 Class Features .................................................................. 126
Trace Talent ....................................................................... 85 Jutsu Casting .................................................................... 126
Tsunami .............................................................................. 86 Weapon Focus .................................................................. 126
Efficient Molding .............................................................. 87 Weapon Flurry ................................................................. 127
Scout-Nin ................................................................................. 88 Weapon Stance ................................................................ 127
Character Inspirations..................................................... 88 Weapon Form ................................................................... 127
Creating A Scout-Nin ....................................................... 88 Ability Score Improvement/Feat ................................. 127
Class Features .................................................................... 89 Extra Attack ...................................................................... 127
Jutsu Casting ...................................................................... 89 Enhanced Property ......................................................... 127
Fighting Stance ................................................................. 89 Critical Focus ................................................................... 127
Shinobi Adept .................................................................... 89 Enhanced Chakra Strike ................................................ 127
Scouting Technique .......................................................... 90 Battle Readiness .............................................................. 127
Ability Score Improvement/Feat ................................... 90 Superior Attack ................................................................ 127
Extra Attack........................................................................ 90 Superior Weapon Flurry ................................................ 127
Jack of all, Master of None .............................................. 90 Weapon Forms ...................................................................... 128
Signature Jutsu .................................................................. 90 Battle Dancer Form......................................................... 128
Signature Technique .........................................................91 Gungnir Piercer Form .................................................... 129
Scouting Technique ............................................................... 92 Obsidian Hammer Form ................................................ 130
Arbiter Scout ...................................................................... 92 Phantom Blade Form ...................................................... 131
Arbiter Maneuvers ............................................................ 93 Primal Weapon Form ..................................................... 132
Assault Scout ..................................................................... 94 Ranger Form .................................................................... 134
Assault Maneuvers ........................................................... 95 Samurai Form ...................................................................135
Cloning Scout ..................................................................... 96 Slayer Form ...................................................................... 136
Cloning Maneuvers .......................................................... 97 Puppet Master ........................................................................138
Defensive Scout ................................................................. 98 Character Inspirations ................................................... 138
Defensive Maneuvers ....................................................... 99 Creating a Puppet Master .............................................. 138
Elemental Scout .............................................................. 100 Class Features .................................................................. 139
Elemental Maneuvers ..................................................... 101 Jutsu Casting .................................................................... 139
Pathfinder Scout ............................................................. 102 Chakra Threads ............................................................... 139
Pathfinder Maneuvers ....................................................103 Puppet Tool ...................................................................... 139
Phantom Scout ................................................................ 104 Tactics of the Craft ......................................................... 140
Phantom Maneuvers ...................................................... 105 Puppet Technique ........................................................... 140
Tactical Scout .................................................................. 106 Puppet Upgrades ............................................................. 140
Tactical Maneuvers ........................................................ 107 Chakra Enhanced Retrofit ............................................. 140
Trickster Scout ................................................................ 108 Ability Score Improvement/Feat ................................. 140
Trickster Maneuvers ....................................................... 110 Extra Attack ...................................................................... 140
Taijutsu Specialist .................................................................. 111 Generalized Skill ............................................................. 140
Character Inspirations..................................................... 111 Tool Expertise .................................................................. 140
Creating A Taijutsu Specialist ........................................ 111 Always Prepared .............................................................. 140
Class Features ................................................................... 112 Puppet Master Tactics .................................................... 141
Jutsu Casting ..................................................................... 112 Black Technique ~ Puppeteer ....................................... 142
Martial Defense ................................................................ 112 Puppeteer Chassis ........................................................... 143
Unarmed Technique ........................................................ 112 Black Iron Upgrades ............................................................. 144
Taijutsu Stance ................................................................. 112 Wood Tier ......................................................................... 144
Martial Adept .................................................................... 112 Bronze Tier ....................................................................... 144
Enhanced Movement ...................................................... 113 Silver Tier.......................................................................... 145
Taijutsu Style .................................................................... 113 Gold Tier ........................................................................... 145
Ability Score Improvement/Feat .................................. 113 Platinum Tier ................................................................... 146
Extra Attack....................................................................... 113 Blue Technique ~ Warmaster ....................................... 147

3
Puppet Weapon Types ................................................... 148 Chakra Cell Enhancement .............................................. 191
Upgrades of War ................................................................... 149 Chakra Containment Device .......................................... 191
Wood Tier ......................................................................... 149 Scientific Ninja Tools ...................................................... 191
Bronze Tier ....................................................................... 149 Scientific Inquiry ............................................................. 191
Silver Tier ......................................................................... 150 Ability Score Improvement/Feat .................................. 191
Gold Tier ........................................................................... 150 Extra Attack ....................................................................... 191
Platinum Tier .................................................................... 151 The Right Tool ................................................................. 192
Green Technique ~ Marionettist ..................................152 Yhprum’s Law .................................................................. 192
Puppet Frameworks ........................................................ 153 Calculated Response ....................................................... 192
Magus Upgrades .................................................................... 154 Infused Genius ................................................................. 192
Wood Tier ......................................................................... 154 Mixed Studies .................................................................. 192
Bronze Tier ....................................................................... 154 Scientific Inquiry .................................................................. 193
Silver Tier ..........................................................................155 Alchemist .......................................................................... 193
Gold Tier ........................................................................... 156 Alchemist Elixirs ............................................................. 194
Platinum Tier .................................................................... 157 Shinobi-Ware .................................................................. 196
Purple Technique ~ Juggernaut ................................... 158 Shinobi-Ware Upgrades ................................................ 197
Unique Armor Properties .............................................. 159 Spyware ............................................................................ 200
Armorer’s Upgrades ............................................................ 160 Spyware Programs .......................................................... 201
Wood Tier ......................................................................... 160 Technobi ........................................................................... 203
Bronze Tier ........................................................................ 161 Technobi Mechanizations ............................................ 204
Silver Tier ......................................................................... 162 Ninjaneer ......................................................................... 206
Gold Tier ........................................................................... 163 Arsenal Modifications .................................................... 207
Platinum Tier ................................................................... 164 Mad Scientist .................................................................. 209
Red Technique ~ Performer ......................................... 165 Inversion Serums ............................................................ 210
Puppet Roles .................................................................... 167 Scientific Ninja Tools ............................................................212
Upgrades of the Theatre ..................................................... 168
Class Feats ..................................................................... 216
Wood Tier ......................................................................... 168 Archetype Class Feats .......................................................... 216
Bronze Tier ....................................................................... 168 Genjutsu Specialist ......................................................... 216
Silver Tier ......................................................................... 169 Hunter-Nin ...................................................................... 216
Gold Tier ........................................................................... 169
Intelligence Operative .................................................... 217
Platinum Tier ................................................................... 170
Medical-Nin ..................................................................... 217
White Technique ~ Weaver ............................................ 171 Ninjutsu Specialist .......................................................... 218
Interwoven Upgrades ........................................................... 172 Scout-Nin ......................................................................... 219
Wood Tier ..........................................................................172 Taijutsu Specialist .......................................................... 219
Bronze Tier ........................................................................ 173
Weapon Specialist ...........................................................220
Silver Tier ......................................................................... 174
Puppet Master ..................................................................220
Gold Tier ............................................................................ 175 Science-Nin ...................................................................... 221
Platinum Tier ................................................................... 176 Caster Class Feats ..................................................................221
Puppet Master Upgrades...................................................... 177 Genjutsu Specialist ......................................................... 221
Wood Tier .......................................................................... 177 Ninjutsu Specialist .......................................................... 222
Bronze Tier ....................................................................... 178
Intelligence Operative .................................................... 222
Silver Tier ......................................................................... 180
Medical-Nin ..................................................................... 223
Gold Tier ............................................................................ 181 Martial Class Feats ............................................................... 223
Cooking-Nin ........................................................................... 183 Hunter-Nin ...................................................................... 223
Character Inspirations....................................................183 Scout-Nin ......................................................................... 223
Creating a Cooking-Nin .................................................183 Taijutsu Specialist .......................................................... 223
Cooking Nin Moving Forward .......................................183
Weapon Specialist ...........................................................224
Class Features .................................................................. 184 Puppet Master ..................................................................224
Jutsu Casting .................................................................... 184 Tools to Carry On a Legacy............................................224
Cooking Tool Infusion ................................................... 184 The Moment I Understood ............................................224
Shinobi Snacks ................................................................ 184 The Certainty of Steel .....................................................224
Cooking Focus ................................................................. 185
Science-Nin ......................................................................224
Food for the Soul ............................................................. 185
Tool Expertise.................................................................. 185 Legacy Content .............................................................. 226
Ability Score Improvement/Feat ................................. 185 Passionate Youth [Legacy Content] ............................226
War and Food ................................................................... 185
Iron Stomach ................................................................... 185
Peerless Taste .................................................................. 185
Cooking Focus ....................................................................... 186
Battle Cook ....................................................................... 186
Entremetier Chef ............................................................ 187
Herbalist ........................................................................... 188
Pâtissier Chef ................................................................... 189
Science-Nin ........................................................................... 190
Character Inspirations................................................... 190
Creating a Science-Nin ................................................. 190
Class Features ................................................................... 191
Jutsu Casting ..................................................................... 191
Shinobi of Science ............................................................ 191

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

5
CLASS FEATURES CHAKRA DISRUPTION
As a Genjutsu Specialist, you gain the following class Starting at 1 st level, you have learned to restrain some of
features. your enemies Chakra when they are affected by your
Genjutsu. Once per rest, when a creature is affected by a
HIT POINTS Genjutsu that you cast, you can disrupt their chakra until
Hit Dice: 1d6 per Genjutsu Specialist level the end of their next turn. When you do, the next jutsu
Hit Points at 1st Level and beyond: 6 + your constitution they cast has its cost increased by an amount equal to the
modifier original cost of the Genjutsu used. If you would attempt
to use this feature an additional time after your limit,
CHAKRA POINTS you must spend 1 chakra die, allowing you to use this
feature as normal
Chakra Dice: 1d12 per Genjutsu Specialist level
Beginning at 5th level, you can choose to instead
Chakra Points at 1st Level: 12 + your constitution
completely disable a creatures ability to mold chakra. If
modifier
the target creature would fail their saving throw, they
Chakra Points at Higher Levels: 1d12 (or 7) + your
lose the ability to mold Chakra when casting jutsu of a
Constitution modifier per Genjutsu Specialist level
rank lower than the jutsu affecting them for the duration
after 1st.
of the Genjutsu cast.

PROFICIENCIES You gain an additional use of either of this features


effects at 7th and 14th levels.
Armor: Light armor
Weapons: Simple Weapons ACTUALIZATION
Ninja Tools: Disguise Kit, Poison Kit
Saving Throws: Constitution, Wisdom, Charisma Also, at 1st level, Genjutsu you cast may use Charisma
Skills: Illusions, Choose three from Chakra Control, instead of Wisdom for Attack and Damage rolls, as well as
Deception, History, Insight, Intimidation, Save DC calculation. Additionally, your talent and skill in the
Investigation, Perception, Persuasion, Stealth art of Genjutsu has granted you the ability to tap into a deep
reserve of creativity called Actualization Die, represented as a
EQUIPMENT D4. You have a number of Actualization Die equal to your
You start with the following equipment, in addition to proficiency bonus. You recover spent die on a short or long
the equipment granted by your background: rest.
When you cast a Genjutsu that would affect hostile
• 1 Simple weapon
creature(s), you may spend your Actualization die to do the
• (a) One Kunai stack or (b) One Shuriken stack following;
• Padded Armor, Poison Kit, and 1 smoke bombs
• Spend any number of Actualization Die, dealing additional

JUTSU CASTING psychic damage equal to three times the result.


• Spend up to 2 Actualization Die, add the result to any
NINJUTSU Wisdom or Charisma skill check.
• Spend up to 5 Actualization Die, reducing the target(s) save
Ninjutsu save DC = 8 + your proficiency bonus + your by -1 for each die spent.
Intelligence modifier
Ninjutsu attack modifier = your proficiency bonus + Your Actualization Die grows in power as you gain levels in
your Intelligence modifier this class. Increase Actualization Die size by 1 step, to a D6 at
9th, and a d8 at 17th level.
GENJUTSU Finally, you gain a 1d4 bonus on checks to Read the Enemy
using the Illusion skill. You can make an Illusion check with
Genjutsu save DC = 8 + your proficiency bonus + your
either Wisdom or Charisma.
Wisdom modifier
Genjutsu attack modifier = your proficiency bonus +
your Wisdom modifier GENJUTSU PLEDGE
Starting at 2nd level, the Genjutsu Specialist makes a pledge
TAIJUTSU towards the illusions & Genjutsu they intend to craft. The
Taijutsu save DC = 8 + your proficiency bonus + your pledge that you choose grants you features at 2nd, 6th, 10th,
Strength modifier 14th & 18th levels.

MALLEABLE MIRAGES
Taijutsu attack modifier = your proficiency bonus + your
Strength modifier
Starting at 2nd level, you have learned how to manipulate
fragments of reality itself imbuing you with unique
capabilities that some might even consider unnatural. At 2nd
level you learn two Mirages of your choice, found at the end of
this Class. You learn one additional Mirage at 4th, 6th, 8th, 10th,
12th, 14th, 16th, 18th, & 20th levels. Additionally, when you gain a
level in this class, you can choose one of the Mirages you
know and replace it with another Mirage that you could learn
at that level. A level prerequisite in a Malleable Mirage refers
to Genjutsu Specialist Level, not character level.

6
GENJUTSU INCEPTION ACTUALIZED POWER
When you could cast a Genjutsu targeting a single
Starting at 3rd level, you have learned to create a conceptual
creature that would inflict a condition of any type, and
basis for how to manipulate the perception of reality for
the target creature has resistance or immunity to the
anyone who stands in your way. You follow one of these
condition, you may spend 1 Actualization die to ignore
concepts detailed, at the end of the class.
that resistance or immunity for that jutsu’s casting.

ABILITY SCORE IMPROVEMENT/FEAT KEEN AWARENESS


When you reach 4th and again at 8th, 12th, 16th, and 19th,
For a Genjutsu Specialist, details are the foundations of
level, you can increase one ability score by +1 & a Feat of
constructing proper Genjutsu. At 5th level when you gain
your choice that they qualify for. As normal you can’t
this feature, you gain the ability to accurately recall
increase an ability score above 20 using this feature.
anything you’ve seen or heard within the last month.

REAL WORLD CONVERSION Additionally, when you would succeed a Saving throw
vs a Genjutsu cast by a hostile creature by 5 or more, you
Starting at 5th level, you have learned to infuse your regain 1 spent Actualization Die. When you do, you can
creativity with enough chakra to make things beyond the spend your reaction to cast 1 Genjutsu that you know
bounds happen. By tapping into your reserves of with the casting time of 1 Action.
Actualization die you are able to create a multitude of Additionally, you reduce the downtime needed to
additional effects based on the needs of the moment. These create or learn Genjutsu by half.
moments are known as Conversions. Select one Conversion
of your choice. You can select an additional Conversion THE TURN
beginning at 9th and 15th levels.
Beginning at 11th level, once per long rest, when a creature

ACTUALIZED ALTERATION would succeed on their saving throw, but not critically
succeed their saving throw against a Genjutsu you cast, you
When you would cast a Genjutsu that requires a saving
can force them to suffer the effects of a failure.
throw, you may spend 1 Actualization dice. When you do,
Starting at 15th level you may use this ability once per
you may change the required saving throw to either
short rest.
Intelligence, Wisdom or Charisma. You can use this
Finally, beginning at 20th level, when you would use
Conversion twice per long rest.
this feature they instead suffer the effects of a critical
ACTUALIZED DUPLICITY failure, if the jutsu cast has such a failure condition.

MASTER OF ILLUSION
You can spend 1 Actualization dice as an action to create an
illusory duplicate of yourself. This illusion is a perfect
duplicate of yourself that lasts for 1 minute or until you You have mastered most forms of Genjutsu. At 13th level,
lose your concentration (as if you were concentrating on a you immediately gain one of the following features. You
jutsu). The illusion appears in an unoccupied space that gain a second one at 20th level.
you can see within 30 feet of you. As a bonus action on your
• Greater Mastery: Creatures who’s saving throw result is
turn, you can move the duplicate up to 30 feet to a space
2 or more, lower than your Save DC, is treated as if they
you can see, but it must remain within 120 feet of you.
Critically Failed.
For the duration, you share all sense with your duplicate
• Higher Understanding: Creature must beat your save DC
and can cast Genjutsu as if you were in the duplicates
by 10 or more to be treated as if they Critically succeeded
space. Additionally, when both you and your illusion are
on a Genjutsu you cast.
within 5 feet of a creature that can see the illusion, you
• Subdued Illusion: The Genjutsu Specialists is able to
have advantage on attack rolls against the creature, given
increase the Illusion check DC made to identify his
how distracting the illusion is to the target.
Genjutsu by 5.

ACTUALIZED PERCEPTION • Genjutsu Flow: The Genjutsu Specialist doubles the


range of Genjutsu they cast. Genjutsu with “Touch”
When a creature that would fail a saving throw, but not
range now have a range of 30 feet.
critically fail, as a result of a genjutsu you cast, you may

THE PRESTIGE
spend up to 2 Actualization Die. When you do, roll the die
reducing their save by half the result (Min 1.), potentially
causing them to critically fail. Starting at 20th level, you have achieved the pinnacle of
illusionary skill and potential. Once per rest, when you cast
ACTUALIZED PERFECTION a genjutsu on a creature that would force them to make a
As a Bonus Action, you can spend 1 Actualization Die when saving throw of any type, they automatically critically fail
you would cast a Genjutsu of at least C-Rank or lower. the save.
When you do, if the Genjutsu requires you to roll dice in
any way, such as dealing damage, healing, damage
reduction, providing temporary hit points etc. You add the
actualization die to the roll, interpreting the results as
normal.

7
GENJUTSU PLEDGES TWISTED CASTING
Beginning at 10th level, select one genjutsu that you
Starting at 2nd level, the Genjutsu Specialist makes a
know. You may, as a bonus action to using the selected
pledge towards the illusions & Genjutsu they intend to
genjutsu make the genjutsu appear to originate from the
craft. The pledge that you choose grants you features at 2nd,
location of another creature you can see within the
6th, 10th, 14th and 18th levels.
jutsu's range. You can change the selected genjutsu for

BEGUILER this feature whenever you finish a long rest.

The Genjutsu Specialist who chooses to become a Beguiler BEGUILING FORCE


becomes a confusing adversary, misdirecting their foes Starting at 10th level, when you would cast a Genjutsu
and changing their perceptions seemingly at a whim. that would impose a penalty on a hostile creature, you
can spend 1 Actualization Die. When you do, for the
INSPIRED APPEARANCE duration for the jutsu cast, the target suffers a penalty to
When you choose this path at 2nd level, you gain the E- skill checks and attack rolls equal to your actualization
Rank Genjutsu Transform. If you already know this die.
Genjutsu, you gain another E-Rank Genjutsu you qualify
for. You can cast Transform at 0 Cost, as a bonus action. ILLUSORY SPACE
Additionally, when you are under the effects of Starting at 14th level when a creature you can see within
Transform, Charisma checks you make cannot be made at 30 feet of you makes an attack roll against you, as a
disadvantage and gains a 1d4 bonus to them when you reaction, you can create a genjutsu to change their
attempt interact with creatures whom is familiar with perspective of space. The attacker must make a Charisma
the subject of your transformation. saving throw against your Genjutsu save DC. On a failed
save, the attacker is teleported to a different space they
BEGUILING PRESENCE could have reasonably reached during their turn,
Starting at 2nd level, Genjutsu you cast with the Visual wasting their attack. On a successful save, you cannot
keyword, has its DC increased by +1. This bonus use this feature on the attacker again until you finish a
increases to +2 at 10th and +3 at 19th levels. long rest.
Also, creatures currently under the effects of a
Genjutsu you cast with the Visual keyword, see you BEGUILING INFLUENCE
vanish from their sight. Until the end of your next turn, Starting at 18th level you have learned to utilize your
you become invisible to any creature of your choice Genjutsu to bend your foes to your will. Once per casting,
affected by your genjutsu, as long as you aren't within 10 when a creature would fail a saving throw against a
feet of it. Genjutsu you cast, you can choose to spend 2
If you affect multiple creatures with the triggering Actualization Die. When you do, the affected creature can
genjutsu, you can become invisible to a number of no longer remake saving throws for the jutsu’s duration.
creatures equal to your Genjutsu ability modifier. Once you use this feature twice you must complete a long
You can do this twice per rest. You gain an additional rest before you can use it again.
use of this feature at 10th level.

BEYOND SIGHT
Starting at 6th level, your visual genjutsu is more potent
than most, even penetrating through some defenses
against it. When you cast a genjutsu with the Visual
keyword, you can ignore any effect or ability that would
allow a creature to automatically succeed against the
genjutsu, like true sight or tremor sense.
You can use this feature twice per rest. Alternatively, if
you would use this feature an additional time beyond
your use limit, you can spend 1 Actualization Die, using
this feature as normal.

8
CORRUPT THOUGHTS CORRUPT INFLUENCE
Starting at 18th level you have learned to utilize your
The Genjutsu Specialist who chooses to become a master of
Genjutsu to break your foes mind and shatter their
Corrupt Thoughts, becomes a user capable of downing
psyche. Once per casting, when a creature would fail a
powerful enemies without even moving, breaking their
saving throw against a Genjutsu you cast that deals
enemies before they even realize what's going on.
damage, you can choose to spend 1 Actualization Die.
Selecting this pledge grants you a Unique Genjutsu,
When you do, the affected cannot gain the benefit of
Vicious Mockery.
critically succeeding the save, and suffers a -1 penalty on

VICIOUS MOCKERY their saving throw against Genjutsu you cast targeting
them for the next minute. This penalty can stack up to 5
When you choose this path at 2nd Level, you learn to bend
times.
your words and make them affect the minds of your
adversaries. Select one creature you can see and as an
Action, unleash a string of words laced with subtle
genjutsu warping the mind of a creature. If the target can
hear you (Though it need not understand you), it must
succeed on Wisdom saving throw. On a failed save, they
take 2d4 psychic damage and gain a 1d4 penalty to their
next attack roll it makes before the end of its next turn.
At Higher Levels: This Ability increases in its potency as
you gain levels in this class. Beginning at 7 th level, this
ability increases its damage by 2d4 and the penalty to 1d4
(4d4/2d4). This increases again by 2d4 damage and 1d4
penalty at 13 th (6d4/3d4) and 16th (8d4/4d4) levels.

COLLAPSING YOUR WORLD


Additionally at 2nd level, Genjutsu you cast, that deal
damage increases the damage dealt by your Genjutsu
Modifier, if it doesn’t already.

NIGHTMARE INCARNATES
Starting at 6th Level, twice per rest, you can cast a
Genjutsu of C-Rank or lower that deals damage with the
Casting time of 1 action, as a bonus action. You gain an
additional use of this feature at 10 th and 13th levels.
Additionally, beginning at 13th level you can cast a B-rank
or lower genjutsu using this feature.

PSYCHE BREAKER
Starting at 10th level, select one Genjutsu that you know
that deals damage. As a Bonus action to casting the chosen
Genjutsu, affected creature(s) suffers a lingering mental
fragmentation resulting in a -1 penalty to their AC, for 1
minute. This penalty can stack up to 3 times on affected
creatures. This penalty can be removed with any Jutsu that
would remove mental conditions being cast at C-Rank or
higher.

CORRUPT PSYCHE
Beginning at 10th level, when you would cast a Genjutsu
that deals damage to no more than one hostile creature per
casting, you can spend 2 Actualization Die. When you do,
hostile creatures of your choice within 10 feet of the
original creature must make an Intelligence saving throw
vs your Genjutsu save DC. On a failed save, they take the
damage of the Genjutsu as if they were the original targets.
On a successful save, no further effects.

VINDICTIVE THOUGHTS
Starting at 14th Level, when a creature you can see
within 30 feet of you makes an attack roll against you. As
a Reaction you can create a Genjutsu aura to cause
intense pain to the activating creature. The attacker
must make a Charisma save vs your Genjutsu Save DC.
On a Failed Save, the attacker's attack is stopped and
they also take Xd8 Psychic damage, where X equal your
proficiency bonus. On a successful save you cannot use
this feature on the attacker again until you finish a long
rest.

9
ILLUSIONIST INSTINCTIVE GENJUTSU
Starting at 14th Level, when a creature you can see within
The Genjutsu Specialist who chooses to become an
30 feet of you makes an attack roll against you. As a
Illusionist, becomes a force able to bend reality and others
Reaction you can create a Genjutsu aura to divert the attack
perception of it to their whims.
to another creature within the attacks range. The attacker

SHAPING YOUR WORLD must make a Wisdom save against your Genjutsu Save DC.
On a Failed Save, the attacker must target a creature of
When you choose this path at 2nd Level, you gain the E-
your choice within range. On a successful save you cannot
Rank Genjutsu, Minor Illusion. If you already know this
use this feature on the attacker again until you finish a
genjutsu, you learn a different E-Rank genjutsu of your
long rest.
choice. The genjutsu you learn this way does not count
against your number of jutsu known. When you would cast
Minor Illusion, you can create both sound and an image
ILLUSIONARY INFLUENCE
Starting at 18th level you have learned to utilize your
with a single casting of the jutsu. Additionally, Minor
Genjutsu to control their perception of reality and
Illusion costs no chakra to cast.
invalidate their ability to differentiate real from fake.
Genjutsu you cast that do not deal damage has its DC
Once per casting, when a creature would fail a saving
increased by +1. This bonus increases to +2 at 10 th and +3 at
throw against a Genjutsu you cast that inflicts a Mental
19th levels.
Condition, you can choose to spend up to 5 Actualization

ILLUSIONARY ADEPT Die. When you do, increase the number of ranks of the
select Mental Condition that the jutsu inflicts by an
Also, at 2nd Level you gain the ability to passively detect
amount equal to the number of Actualization Die spent.
genjutsu affecting other creatures. Your passive Genjutsu
detection is equal to 10 + your illusions skill. If you
encounter a creature who’s under the effects of a Genjutsu
who’s DC is less than your Passive Genjutsu detection, then
you become aware of it and the rank of the Genjutsu in
question.
When you have noticed a genjutsu with your passive
genjutsu detection, the next time you would make a saving
throw to resist the effect of that Genjutsu, you make the
save at advantage. Once you have used this feature, you do
not gain this features bonuses to your saving throws effect
against the same Genjutsu until you complete a long rest.

ILLUSIONARY FURY
Starting at 6th Level, when you cast a Genjutsu that has a
duration of 1 minute or longer that inflicts a Mental
Condition you can spend an actualization die to change the
keywords of that genjutsu (If the genjutsu has Auditory,
Inhale, Tactile or visual, you can switch one of them with any
of the other listed keywords).
Additionally, while using this feature, when you cast a
Genjutsu you can double its duration or double the ranks of
the Mental Condition inflicted. Once you use Illusionary
Fury in this way you cannot do so again until you finish a
long rest.

ILLUSIONARY RAGE
Starting at 10th Level, select one Genjutsu that you know
that imposes a Mental Condition. You may, as a bonus
action to using the selected Genjutsu, inflict 1 rank of the
condition to all hostile creatures within 5 feet of the
original target.
Once you use this feature twice, you cannot do so again
until you complete a long rest.

CORRUPT PSYCHE
Beginning at 10th level, when you would cast a Genjutsu
that inflicts a Mental Condition or imposes a penalty to a
creatures saving throws, skill checks, attack rolls or
saving throws, you can spend 2 Actualization Die. When
you do, Select one of the following Mental Conditions:
Berserk, Concussed, Confused or Slowed. The chosen
mental condition is inflicted on one affected creature
for 1 minute.

10
LAYERED REALITY BROKEN REALITY
Beginning at 10th level, when you would cast a Genjutsu
Genjutsu Specialist who pledge themselves to the art of
that inflicts a penalty on a hostile creatures skill checks,
Layered Reality, weave many Genjutsu and place them
attack rolls or saving throws, you can spend 2 Actualization
upon a single person, as that person’s reality is what you
Die. When you do, the penalty inflicted is increased by 1
make of it. When they think they have escaped the
Actualization Die for the duration (if any).
illusion, that in of itself, was just another illusion.

SYNCHRONOUS TECHNIQUE MASTER OF REALITY


Starting, at 14th level, when you use your action to cast a
When you choose this path at 2nd level, you gain the E-
Genjutsu that requires concentration, that affects
Rank Genjutsu Doubt, if you already know this Genjutsu,
creatures other than yourself, you may immediately cast
you gain another E-Rank Genjutsu you qualify for.
another Genjutsu that requires concentration, that
The Genjutsu you learn this way does not count against
affects creatures other than yourself, as a part of the
your Jutsu known. When you would cast Doubt, a
same action. The Genjutsu cast this way must have a
creature becomes incapable of realizing you cast it upon
casting time of 1 Action. A bonus Genjutsu can only be
them if neither of you are hostile towards one another at
cast this way twice per long rest.
the time of casting.
Also, if Doubt is cast on a creature currently under the
LAYERED INFLUENCE
effects of a Genjutsu you cast, its range increases to 60 Beginning at 18th level, when a creature takes an action
feet, and gains a special duration, which lasts as long as of any kind while under the effects of at least 2 Genjutsu
you are currently concentrating on a Genjutsu affecting that you cast, while within 60 feet of you, you may,
the same creature. While a creature is under the effect of spend 3 Actualization Die to vastly change the creatures
the Doubt Genjutsu, they have disadvantage on Insight perception of reality. The target creature must make an
Checks made against you, and once per turn, when they Intelligence Saving throw vs your Genjutsu Save DC. On a
would make an Intelligence saving throw against a failed save, they take 9d6 psychic damage and loses its
Genjutsu you cast, they reduce their result by 1d4. Action until the beginning of its next turn.

FALSE SECURITY
If the Action you reacted to was either an Elite Action
or Legendary Action and the creature failed this features
Also, at 2nd level, when a creature escapes a Genjutsu
saving throw, they only lose the Elite or Legendary
you had cast upon them, they are lulled into a false sense
Action attempted.
of safety.
Once per turn, when a creature would succeed on a
saving throw against a Genjutsu that you cast, until the
beginning of your next turn, other Genjutsu effects the
select creature is currently under cannot be ended by
them, as a result of a jutsu or succeeded saving throw.

SPLIT FOCUS
Beginning, at 6th level, you have learned to better
maintain and split your attention between your jutsu.
When you cast a Genjutsu that you must maintain
concentration on, you may choose to not have it count
against your Concentration limit. You can only have one
jutsu under this effect at a time. You may do this twice
per short rest.
Additionally, you may reduce the concentration cost to
maintain a Genjutsu by 1. (Min 1.). This increases to -2 at
10th and -3 at 19th levels.

CONCEALED UNEASE
Beginning, at 10th level, you have become
the ruler of any Genjutsu you cast, and
escape has become a fleeting dream. A
creature cannot have advantage on any
saving throw or skill check made
against a Genjutsu you cast.
Additionally, when you cast a
genjutsu that requires
concentration, while the target is
already under the effects of another
Genjutsu you previously cast, you
may as a bonus action, cause the
target of the Genjutsu to take psychic damage equal
to your Genjutsu Ability modifier at the start of
each of both your and its turns.

11
MISTY DISTORTIONIST VENOMOUS ILLUSIONS
Starting at 10th level, when you would cast a Genjutsu
Genjutsu Specialist who choose to become Misty
with the Inhaled keyword that has a casting time longer
Distortionists specialize in inhaled toxins, confusing the
than 1 Action, you can spend 3 Actualization Die. When
mind and weakening the body through the use of
you do you can cast the chosen jutsu as a Full-Turn-
poisonous inhalants. Their potent poisons even
Action.
penetrate barriers and can force even the strongest of
minds waver.
BLINDED BY VIOLENCE
ENHANCED INHALANT
Starting, at 14th level, you can use your poisons more
reactively, protecting yourself by creating a violent
When you choose this path at 2nd level, you gain the E-
monster on the battlefield. When you are targeted by an
Rank Genjutsu Release, if you already know this
attack you can see, you can expend a use of your Misty Kit
Genjutsu, you gain another E-Rank Genjutsu you qualify
to force the triggering creature to make a Constitution or
for. The Genjutsu you learn this way does not count
Wisdom Saving throw (Your Choice) vs your Genjutsu
against your Jutsu known.
save DC. On a failed save, the creature is blinded until the
When you would cast Release, it gains the NT
start of their next turn. At the start of their next turn,
(Alchemist or Poison Kit) Component, the Inhaled
they gain the berserk condition. This condition lasts for 1
Keyword, and its range becomes Self (5-foot radius).
minute. On a successful save you cannot use this feature
This radius increases in size as your levels in this class
on the same creature until you finish a long rest.
grows., becoming a 10-foot radius at 5th level, 15-foot
radius at 11th level, and 20-foot radius at 17th level.
DISTORTED INFLUENCE
Also, Genjutsu you cast that have the Inhaled Keyword Beginning at 18th level, when a creature currently
increase their Genjutsu Save DC by +1. This increases to poisoned, envenomed by you or under the effects of a
+2 at 10th, and +3 at 19th. Genjutsu you cast with the Inhaled keyword would

PHYSICAL IMITATIONS
attempt to cast a jutsu with the Hand Sign (HS) or
Mobility (M) keywords, you can cause them to
Also, at 2nd level, you gain proficiency with the
experience a massive distorted perception of reality.
Alchemist Kit. If you already have this proficiency,
By spending 2 Actualization Die, the target creature is
instead gain proficiency in another Kit of your choice.
forced to make a Constitution or Wisdom saving throw
Once per turn, you can spend one use/charge of either
vs your Genjutsu save DC. On a failed save they see all of
your Alchemist or Poison kit, giving the next Genjutsu
their allies as potential targets and they see your allies as
you cast the Inhaled Keyword for its duration.
if they were their own allies for this jutsu’s casting.
Also, you learn to infuse alchemist and poison kits
with your chakra, spending at least 1 hour pouring your
chakra into one, which can be done during a short or
long rest creating a Misty Kit. A Misty Kit retains the
effects of its original kit, but also interacts with other
features within this class. After completing this process,
your Misty Kit use/charge limit is represented with a d8.
Each time you would use the Misty Kit, you instead roll
this die. On a result of a 1 or 2, the die size is reduced by 1
step. (D8>D6>D4> 1 > 0)
You can only have one Misty Kit at a time. If you infuse
another alchemist or poison kit with this feature, the
previous Misty Kit’s contents loses its potency, becoming
completely unusable by any means.

PERMEATING INTOXICANT
Beginning, at 6th level, your inhalants can affects even
affect those who believe themselves to be immune,
soaking through the skin and permeating through their
defenses. Once per casting, when you cast a genjutsu
with the Inhaled keyword, creature(s) with resistance to
Poison damage or the Poisoned condition, you can
ignore that resistance.

POISONED MISTS
Beginning, at 10th level, your genjutsu initiated from
substances are even more dangerous than before. When
you cast a Genjutsu with the Inhaled Keyword, you can
reduce the die size of your Misty Kit by 1 step to force any
affected creature to make a Constitution saving throw vs
your Genjutsu save DC. On a failed save, a creature is
either envenomed or poisoned for the duration of the
Jutsu cast (Pick one). A creature envenomed or poisoned
this way also gains the weakened Condition.

12
TIME SLIPPER TEMPORAL DISASSOCIATION
Starting at 10th level, when you would cast a Genjutsu,
Genjutsu Specialist who choose to become a Time
that would grant you a bonus to your attack rolls, skill
Slipper, dedicate themselves to manipulating other
checks or saving throws that require concentration, you
creatures perception of time and space. Manipulating
can spend 1 Actualization Die. When you do you cannot
how they perceive a multitude of events and in which
lose concentration on the genjutsu cast and it does not
order their mind processes them.
count against your concentration limit. You can only

TEMPORAL SHIFT concentrate on one Genjutsu with this benefit, in this


way at a time.
When you choose this path at 2nd level, you gain the E-
Rank Genjutsu Feather Burst, if you already know this
Genjutsu, you gain another E-Rank Genjutsu you qualify
TEMPORAL MASTERY
Beginning, at 14th level, you have learned how to further
for. The Genjutsu you learn this way does not count
manipulate the flow of a creatures perception of time
against your Jutsu known.
using Actualization Die.
When you would cast Feather Burst, increase the die
When you would gain the benefit of the A Moment in
used to reduce damage to a d12, and after calculating
Time feature, you can spend an additional 1 Actualization
damage, you move 15 feet in any direction without
die to gain an additional effect. You can do this, once per
provoking attacks of opportunity. This movement
rest.
distances increases as you gain levels in this class,
becoming 20ft at 5th level, 25ft at 11th level and 30ft at
TIME’S INFLUENCE
17th level. Beginning at 18th level, when a creature currently under

TEMPORAL TECHNIQUE
the effects of a Genjutsu you cast that inflicts a penalty
on a hostile creatures saving throws, skill checks or
Also, at 2nd level, you learn how to further manipulate
attack rolls you can distort their perception of time.
other creatures perception of momentum and velocity
By spending 1 Actualization Die, the target creature
without even weaving handseals. You gain an additional
currently under the effects of the aforementioned
Malleable Mirage with the Temporal Stopwatch
Genjutsu they must make an Intelligence saving throw
Prerequisite, even if you do not have that Genjutsu
vs your Genjutsu save DC. On a failed save, their next
Inception. You must still follow level-based restrictions
turn, they decide on their series of actions, but don’t
(if any).
perform them until their following turn, targeting even

A MOMENT IN TIME creatures they may be unable to that they previously


could due to their delayed action(s).
Beginning, at 6th level, you learn to augment your own
movement, mobility, and speed by altering the
movement speeds of those around you. As a bonus action
you spend 1 Actualization Die. When you do you gain one
of the following benefits;
• You can take the Dash, Disengage or Hide Action.
• Roll your spent Actualization Die. Your Armor Class
increases by an amount equal to half of the result,
(Concentration)
• You add 1 Actualization die to your Dexterity saving
throws. (Concentration)
• You can immediately cast 1 Genjutsu that has a casting
time of 1 Action, but does not require Concentration.
If a benefit has (Concentration), you must concentrate
on it as if you were concentrating on a Jutsu, but it does
not cost chakra to maintain.

MISREAD CLOCKS
Beginning at 10th level, your understanding of how the
mind perceives time, has grown to extreme levels. When
you cast a Genjutsu that requires a Saving throw against
a single creature, you may, as a bonus action cause the
affected creature(s) to be unable to take a Reaction, in
response to the Genjutsu’s castings or effects. You can
gain this benefit twice per long rest.
Additionally, while they are under the effects of a
genjutsu cast with this feature, if they would attempt to
make a reaction in response to an effect from a creature
allied to you, they must first roll a 1d10. If they roll a 6 or
higher, they are unable to take their reaction as they
miss the timing needed.

13
SIREN WORDS OF RESONANCE
Starting at 10th level, when you would cast a Genjutsu
Genjutsu Specialist who choose to become a Siren
with the that would grant your allies a bonus to your
dedicate themselves to changing the hearts and minds of
attack rolls, skill checks or saving throws that require
their friends and adversaries alike. They specialize in
concentration, you can spend 1 Actualization Die. When
talking their way out of situations, even ones that have
you do you cannot lose concentration on the genjutsu
turned hostile with chakra infused words.
cast and it does not count against your concentration

ALLURING WORDS limit. You can only concentrate on one Genjutsu with
this benefit, in this way at a time.
When you choose this path at 2nd level, you gain the E-
Rank Genjutsu Affection, if you already know this
Genjutsu, you gain another E-Rank Genjutsu you qualify
WORDS OF REPENTANCE
Starting at 14th level, when a creature whom you can see,
for.
and whom can hear you makes an attack roll against you.
The Genjutsu you learn this way does not count
As a Reaction, you create an auditory Genjutsu causing
against your Jutsu known. When you would cast
the triggering creature to have thoughts of extreme self-
Affection, it loses the Hand Seal (HS) component
harm. The attacker must succeed a Wisdom saving throw
requirements. Also, the target creature does not notice
vs your Genjutsu Save DC. On a failed save, the attacker
you used a Jutsu to influence their mood.
attacks themselves as if they were the target of their own
Also, Genjutsu you cast that have the Auditory
attack, regardless of the attack used. On a successful save
Keyword increase their Genjutsu Save DC by +1. This
you cannot use this feature on the attacker again until
increases to +2 at 10th, and +3 at 19th.
you finish a short rest.

VISCERAL LANGUAGE SIRENS INFLUENCE


Also, at 2nd level, you can speak a words of harm or
Beginning at 18th level, when a creature currently under
hostility to creatures you are influencing. As a Bonus
the effects of a Genjutsu you cast with the Auditory
action, select one creature under the effects of a
Keyword they begin to suffer intense and disassociating
Genjutsu you cast, with the Auditory Keyword. For the
hallucinations.
duration of the Genjutsu you cast, the target takes 1d6
By spending up to 5 Actualization Die, all affected
psychic damage at the start of each of both your own and
creatures suffer a -1 for each die spent to all attack rolls,
their turns. This psychic damage increases to 2d6 at 6th
damage rolls, ability and skill checks. This penalty lasts
level, 3d6 at 10th, 4d6 at 14th and 5d6 at 18 th levels.
for the duration of the Genjutsu currently affecting
Additionally, you can speak words of mending to
them.
assist an allied creature you are influencing. As a bonus
action, select a one allied creature under the effects of a
Genjutsu you are concentrating on with the Auditory
Keyword. They gain 1d6 temporary Hit Points at the
beginning of your turn for the duration of the Genjutsu
cast on them. The increases to 2d6 at 6th level, 3d6 at
10th, 4d6 at 14th and 5d6 at 18th levels.
You can use this feature a combined number of times
equal to your Genjutsu Ability Modifier per long rest.

WORDS OF AFFIRMATION
Beginning at 6th level, you can spend 10 minutes
extending your chakra to all creatures within 10 feet of
you, who can hear you. Affected creatures gain
Temporary Hit Points equal to your level + your Genjutsu
ability Modifier, and gain advantage on the next Saving
throw made to resist a Genjutsu. Temporary hit points
granted by this feature can stack with temporary hit
points granted by the Visceral Language class feature.
Creatures cannot benefit from this feature more than
twice per short rest.

WORDS OF DETRIMENT
Beginning at 10th level, As a bonus action, when you
would cast a Genjutsu with any Sensory Keywords, it
loses all sensory keywords and gains the Auditory
Keyword in their place.
A Genjutsu casted this way creates a distortion in the
minds of its targets. Affected creatures must succeed a
Wisdom Saving throw vs your Genjutsu save DC being
Weakened and Slowed on a failed save for the next
Minute. A creature who failed this saving throw repeats
this Save throw at the beginning of each of their turns to
end this effect. Each time a creature fails this save after
the first, they suffer a -1 penalty to their next saving
throw, with this penalty stacking up to -5.
You can only use this feature twice per long rest.

14
GENJUTSU INCEPTION PHANTASMAL FORCE
You learn to solidify your illusions into gouts, beams,
ELEMENTAL MANIFESTATION daggers or any type of ranged attack you can envision of
You learn to intertwine the force of Nature Releases into your choice. As an Action, unleash a beam of shifting
your Genjutsu. Select a nature release from the following: Psionic of your design or description streaks towards a
Earth, Wind, Fire, Water or Lightning. You can now add creature within range. Make a ranged genjutsu attack
Ninjutsu with the chosen nature release keyword to your against one target no more than 60 feet away. On a hit, the
known list. When you do the chosen Ninjutsu loses their target takes 1d10 Psychic damage. This Genjutsu attack is
Ninjutsu keyword, and it is replaced with the Genjutsu, treated as if it is a Genjutsu with the Genjutsu and Tactile
Tactile, and Visual keywords. The damage you deal with this keywords for the purpose of interacting with features, feats
jutsu can be either its original damage type or psychic and Jutsu. If you are unable to mold chakra, you cannot use
damage. Beginning at 7th level you gain the Illusionary this feature.
Chronicle Malleable Mirage. Finally, starting at 11 th level At Higher Levels: This ability increases in its potency as
when a hostile creature would fail a Saving throw vs a you gain levels in this class. Beginning at 7 th level, this
Genjutsu you cast with your chosen Nature Release by 5 or ability fires up to two beams. This increases again to three
more, you regain 1 Spent Actualization Die. You can only beams at 13th and four beams at 16th levels. You can direct a
regain 1 Actualization die in this way per turn. beam at the same or different targets. Make a separate
attack roll for each beam. Additionally, beginning at 7th

HALLUCINATORY INSTRUMENT level, you gain the Agonizing Thoughts Malleable Mirage.

[CHANGED, AGAIN]
Finally, beginning at 11th level when you make a ranged
Genjutsu attack against a hostile creature and roll 10 or
Your Illusions are the result of an instrument you have higher than the targets AC, you regain 1 spent Actualization
an affinity for. Select an Instrument you like of your Die. You can only regain 1 Actualization die in this way per
description and design. You can, as a bonus action, when turn.
casting a Genjutsu with the Auditory keyword, that deals
damage or inflicts a penalty on a hostile creature, use REALITY MARBLE
your instrument to change it range from whatever is
The chakra cost of concentrating on genjutsu is reduced by
listed, to Self (15- Foot Cone) or Self (10-Foot Radius
an amount equal to its rank. (D-Rank: 1, C-Rank: 2, B-Rank:
Sphere). All creatures, excluding you, in the radius, are
3, A-Rank: 4, S-Rank: 5).
affected so long as they are not deafened. Starting at 7th
While you are concentrating on a genjutsu, as an action
level, you gain the Song of the End Malleable Mirage.
you can select a new target for that genjutsu. New targets
Finally, beginning at 11th level when a hostile creature
selected by this feature must make the original saving
critically fails a saving throw from a Genjutsu you cast
throw as if they were the original target of the genjutsu
with the Auditory Keyword, you regain 1 spent
when it was originally cast. This feature does not extend
Actualization Die. You can only regain 1 Actualization die
the duration of the genjutsu you are concentrating on.
in this way per turn.
Starting at 7th level, you gain the Persistent Genjutsu

ILLUSIONARY WEAPON
Malleable Mirage. Finally, beginning at 11th level, when 2 or
more hostile creatures would fail a saving throw against a
You begin to shape your illusions into a weapon of pure Genjutsu you cast or are concentrating on, you regain 1
psychosis. You can, as a Bonus action create an Illusionary Actualization Die. The hostile creatures do not need to fail
Weapon in your empty hand. You can choose the form that their saving throws at the same time, only fail their saving
this weapon takes each time you create it. You are proficient throws against the same Genjutsu that you have cast and
with it while you wield it and attacks made with the weapon are concentrating on, such as when you use this Inception
use your Genjutsu attack bonus. If you create a ranged feature. You can only regain 1 spent Actualization die in this
weapon, the maximum range for your weapon is 30 feet. This way per turn.
weapon deals Psychic damage and counts as a melee
Genjutsu attack for purpose of triggering other Malleable TEMPORAL STOPWATCH
Mirage effects. Your Illusionary weapon disappears if it is
Your Illusions are the result of a stopwatch you have made
more than 5 feet away from you for one minute or more. It
a distinct bond with. This stopwatch is mundane and can be
also disappears if you use this feature again, if you dismiss
in any form you choose, be it a wrist watch, a circular
the weapon (no action required), your chakra point reach 0,
pocket watch a necklace. As a bonus action, when you
you fall unconscious, or if you die. At 7th level, you gain the
would gain the benefit of a Genjutsu that would grant you a
Vicious Illusion Malleable Mirage. Finally beginning at 11 th
bonus to your to hit, skill checks, saving throws or AC, you
level, when you would make a melee Genjutsu attack against
can choose to activate your stop watch. When you do, at the
a hostile creature and roll 10 or higher than the targets AC,
beginning of each turn, roll 1d12, reducing this die by 1 step
you regain 1 spent Actualization Die. You can only regain 1
each time you would roll a 1, 2 or 3.
Actualization die in this way per turn.
(D12>D10>D8>D6>D4>0). While you have this die you are
treated as displaced. Conditions that you would gain from
hostile effects while you are displaced do not affect you
until you are no longer displaced. Once you use this feature
you cannot gain its benefits for 1 hour. Beginning at 7th
level, you gain the Pause Malleable Mirage. Finally,
beginning at 11th level when a hostile creature would fail a
saving throw vs a Genjutsu you cast that would inflict a
Penalty to their attack rolls, skill checks, saving throws, or
their AC by 5 or more, you regain 1 Actualization die. You
can only regain 1 Actualization die in this way per turn.

15
MALLEABLE MIRAGES BEWITCHING WHISPERS
You can cast Charming Dissonance as an Action once per
ACCELERATE rest at no cost. If you have already reached this mirages
Prerequisite: Temporal Stopwatch use limit, you can choose to cast the jutsu this Mirage
As an action, you can choose up to 3 willing creatures provides by spending 1 Chakra die.

BLACK FANGS
within 15 feet. For the next minute, each of the select
creatures can use a bonus action to take the Dash Action.
You can cast Shadow Bite as an action at no cost as if you
Additionally, they gain advantage on the next Dexterity
know the jutsu, at the highest rank you can cast, twice per
saving throw they make, immediately ending this
rest. If you have already reached this mirages use limit, you
features effect. You can use this Malleable Mirage once
can choose to cast the jutsu this Mirage provides by
per short rest.
spending 1 Chakra die.
AGNOSTIC MIND BLADE SONG
You can understand and communicate in any language or
Prerequisite: 9th level
dialect, so long as the creature you are communicating
You can cast Dancing Blades as an action at no cost as if you
with speaks a language.
know the jutsu, once per rest. When you do, you gain an
AGONIZING THOUGHTS additional +2 illusionary copies of a weapon you are
When you cast a Genjutsu that requires an attack roll, add currently holding. If you have already reached this mirages
your Genjutsu ability modifier to the damage it deals on a use limit, you can choose to cast the jutsu this Mirage
hit, if it doesn’t already. provides by spending 1 Chakra die.

ARMOR OF PSYCHOSIS BLINDING LIGHTS


Add your Genjutsu Ability Modifier instead of your You can cast Color Spray as an action at no cost as if you
Dexterity when calculating your Armor Class. know the jutsu, once per rest. If you have already reached
this mirages use limit, you can choose to cast the jutsu this
ASCENDANT IMAGE Mirage provides by spending 1 Chakra die.
You can, as an action, cast the Haze Clone Genjutsu at no
cost as if you know the jutsu once per rest. If you have BOOK OF STOLEN SECRETS
already reached this mirages use limit, you can choose to Whenever you are in conversation, you can take a scroll,
cast the jutsu this Mirage provides by spending 1 Chakra book or anything similar in hand and ask a creature one
die. question. The creature must make a Wisdom saving throw
vs your genjutsu save DC if it is unwilling to answer. If it
BATTLE READY MINDS fails or it decides to respond truthfully, the most accurate
You can, as an action, cast Bless twice per rest at no cost. If answer the creature could possibly give is immediately
you have already reached this mirages use limit, you can written in the book or scroll. Once you do this you can’t do
choose to cast the jutsu this Mirage provides by spending so again until you finish a short or long rest.
1 Chakra die.
CHAINED ELEMENT
BEAST SPEECH Prerequisite: Elemental Manifestation
You can cast Animal Companion as a Bonus Action at no When you would deal damage to a creature with one of
cost. your elemental jutsu granted from the Elemental
Manifestation Inception, you can choose one other
BEGUILING INFLUENCE creature of your choice within the jutsu's range. They
You gain proficiency in the Deception and Persuasion must make a Wisdom saving throw against your
Skills. If you have proficiency in both of the genjutsu save DC or take half as much damage as the
aforementioned skills already, you instead gain expertise original target. You can use this mirage twice per rest
in one of the Skills.
CHAINED MIND
BENEATH THE BOOT Prerequisite: 9th Level
th
Prerequisite: 9 level. You can cast Mind Spike as an action at no cost as if you
You can cast Psionics: Crush!, as an Action, at no cost, know the jutsu, once per short rest. If you have already
once per long rest. When you do you can target up to 3 reached this mirages use limit, you can choose to cast the
additional creatures. If you have already reached this jutsu this Mirage provides by spending 1 Chakra die.
mirages use limit, you can choose to cast the jutsu this
Mirage provides by spending 2 Chakra die.
CHAINS OF MADNESS
Prerequisite: 9th Level

BERSERK THOUGHTS You can cast Tree Binding Death as an Action at no cost as
if you know the jutsu, once per long rest. If you have
Prerequisite: 9th level
already reached this mirages use limit, you can choose to
You can cast Shadow Monsters as an action at no as if you
cast the jutsu this Mirage provides by spending 2 Chakra
know the jutsu, once per rest. When you do a creature who
die.
would make their saving throw as a result of injuring one
of their allies, suffers a 1d4 penalty to their check. If you
have already reached this mirages use limit, you can
choose to cast the jutsu this Mirage provides by spending 1
Chakra die.

16
CLASH OF WILLS DEVILISH VIGOR
Prerequisite: Illusionary Weapon You can, as an action grant yourself 1d4+Genjutsu Ability
Whenever you would deal damage to an enemy creature Modifier temporary hit points without expending any
with a genjutsu or weapon attack, you can use your bonus chakra. Your vigor increases at higher levels. The amount
action to disrupt their chakra. The target must make a of temporary hit points you gain increases by another d4 at
Wisdom saving throw against your genjutsu save DC. If 5th level (2d4), at 9th level (3d4), at 13th level (4d4), and at
they fail, their concentration saving throws are made at 17th level (5d4). This can only be done once every 10
disadvantage until the end of your next turn and if the minutes.
target is not maintaining concentration on a jutsu, it takes
1d4 psychic damage. DOUBLED WEAPON
Prerequisite: Illusionary Weapon
CLOAK OF CHAINS You can create a second illusionary weapon. Neither weapon
Prerequisite: Reality Marble Genjutsu pledge can have the two-handed property. You can create and
As a bonus action, by spending 5 chakra you surround summon both illusionary weapons to your hands at the
yourself with a Genjutsu aura that looks like a suit of same time.
chains. The aura extends 5 feet from you in every direction,
but not through cover. It lasts until you’re incapacitated, DREADFUL WORD
you dismiss it as a bonus action or your chakra points Prerequisite: 9th Level
reach 0. You can cast Effortless Paralysis as an Action at no cost as if
The aura grants you advantage on Charisma you know the jutsu, once per long rest. If you have already
(Intimidation) checks but disadvantage on all other reached this mirages use limit, you can choose to cast the
Charisma checks. Any other creature that starts its turn jutsu this Mirage provides by spending 2 Chakra die.
in the aura takes Psychic damage equal to your Genjutsu
ability modifier (Minimum of 0 damage). DREAMSCAPE
Once you use this, you can’t use it again until you This ability shapes a creature’s dreams, as an Action choose
finish a short or long rest. a creature known to you as the target of this Mirage as if
casting a Genjutsu. The target must be on the same plane of
CRITICAL CONFUSION existence as you. When you cast Dreamscape, you enter a
Prerequisite: 13th level. trance state acting as a messenger. While in the trance, the
Once per long rest, when a creature would critically messenger is aware of his or her surroundings, but can’t
succeed on a saving throw vs a Genjutsu you cast, you take actions or move.
can choose to instead make them suffer the effects of the If the target is asleep, the messenger appears in the
Genjutsu as if they Critically failed, only if the Genjutsu target’s dreams and can converse with the target as long as
has both a Critical success and Critical Failure effect. it remains asleep. The messenger assumes control over the
dream and can shape the environment of the dream,
CRITICAL MOMENT creating landscapes, objects, and other images. The
Prerequisite: 9th level. messenger can emerge from the trance at any time, ending
Once per long rest, as a Bonus action, you can increase the effect of Dreamscape early. The target recalls the dream
your critical threat range with Genjutsu attacks by +3. perfectly upon waking.
Once you do, you gain 3 ranks of concussed at the end of Alternatively, as an action you can choose to send a
the turn you use this feature. recording of up a 10-minute message to someone playing it
in their dreams.
DECEITFUL DUPLICATE If the creature is awake when you target them with
When you would cast a genjutsu, you can use your bonus Dreamscape, you know they are awake when you cast this
action to become invisible until the start of your next turn, Mirage. The target creature must not view you as a hostile
leaving an illusion of yourself standing in your place. You creature otherwise it makes a Wisdom saving throw vs your
can do this a number of times equal to your Genjutsu Genjutsu save DC to resist the dream.
ability modifier, and these uses recover when you finish a
long rest. DULLED MIND
Prerequisite: 9th Level
DECELERATE You can cast Slow as an Action at no cost as if you know the
Prerequisite: Temporal Stopwatch jutsu, once per short rest. If you have already reached this
As an action, you can choose 1 creature within 60 feet of mirages use limit, you can choose to cast the jutsu this
you, forcing them to make a Wisdom saving throw vs your Mirage provides by spending 2 Chakra die.
Genjutsu save DC. On a failed save, for the next minute,
they reduce their movement speed by half, cannot gain the ELEMENTAL TENACITY
benefits of any bonuses to speed, and makes Dexterity Prerequisite: Elemental Manifestation
saving throws at disadvantage. The creature can remake Whenever you would take damage from a jutsu with your
the Wisdom saving throw as an action on their turn to end nature release keyword, you can use your reaction to absorb
this effect. You can use this Malleable Mirage once per the jutsu. The damage is negated, and instead you gain
short rest. temporary hit points equal to half of the damage you would
have taken before resistances & immunities.
DEMON SIGHT The amount of temporary hit points received at one time
You can see normally in darkness and chakra-based cannot exceed three times your genjutsu ability modifier.
darkness, up to a distance of 120 feet. You can use this mirage twice per long rest.

17
EVIL THOUGHTS HAUNTING MELODY
You can cast Mind Crunch at no cost as an action, twice Prerequisite: Hallucinatory Instrument
per rest. When you do increase the damage of the Jutsu When you cast a genjutsu with the auditory keyword that
cast by +1 damage die. Additionally on a critical failure, deals damage using your Hallucinatory Instrument, you
affected creatures AC is instead reduced by 3. If you have can force all targets to make a Wisdom saving throw
already reached this mirages use limit, you can choose to against your genjutsu save DC, gaining 1 rank of fear on a
cast the jutsu this Mirage provides by spending 1 Chakra failed save. A creature can remake this saving throw at
die. the end of each of their turns if they can no longer hear
you.
FADE INTO DARKNESS
You can take the disengage or hide actions as a bonus action. ILLUSIONARY BRAWLER
You can cast Psionics: Strike!, as an action twice per rest
FAST FORWARD FATE at no cost, targeting yourself. When you do, you do not
Prerequisite: Temporal Stopwatch, 10th level need to spend chakra to maintain concentration and
As an action, you can see a vision of a possible future as you when you make an unarmed attack, you can choose to
read the minds of an enemy. Select one creature you can see make a Melee Genjutsu attack. If you have already
within 60 feet of you, that creature must succeed a Wisdom reached this mirages use limit, you can choose to cast
saving throw vs your Genjutsu save DC. On a failed save, the the jutsu this Mirage provides by spending 1 Chakra die.
DM must inform you what that creature will spend its next
Action doing based on what it plans to do in the moment ILLUSIONARY BUKIJUTSU
this malleable mirage is used. You can use this Malleable Prerequisite: Supreme Illusionary Weapon
Mirage twice per long rest. Bukijutsu you cast with your illusionary weapon use your
Genjutsu ability modifier. Bukijutsu cast this way cannot be
FIGHTING MIRAGE above C-Rank.
Prerequisite: Illusionary Weapon
Choose one of the Fighting Styles located in Chapter 13: ILLUSIONARY CHRONICLE
Customization Options; You Can’t take a fighting style more Prerequisite: Elemental Manifestation
than once, even if you get to choose again later. You perform a meditative ritual during a short or long rest.
When you do so, choose either Dexterity or Strength saving
FREEDOM OF FRENZY throws. When you make a saving throw of this type, you can
Prerequisite: 9th level. use your reaction to gain advantage on that saving throw
You can cast Frenzy: Burst, as an action once per long rest and cast a D-rank Genjutsu, with a casting time of one
at no cost. When you do, you can select a second creature action. Once you use this mirage, you cannot do so again
as an additional target. If you have already reached this until you finish a short or long rest.
mirages use limit, you can choose to cast the jutsu this
Mirage provides by spending 2 Chakra die. ILLUSIONARY SMITE
Prerequisite: Illusionary Weapon
GAZE OF TWO MINDS Once per turn when you hit a creature with your Illusionary
You can use your action to touch a willing humanoid and Weapon you can spend 5 Chakra to deal an extra 2d8
perceive through its senses until the end of your next turn. Psychic damage. You can spend an additional 3 chakra to
As long as the creature is within one mile of you, you can use deal an additional 1d8. You can spend an additional 3
your action on subsequent turns to maintain this chakra to deal an additional 1d8 at 5th, 9th, 13th, and 17th
connection, extending the duration until the end of your levels.
next turn. While perceiving through the other creature's
senses, you benefit from any special senses possessed by ILLUSIONARY VIGOR
that creature, and you are blinded and deafened to your own You gain proficiency in the Athletics and Acrobatics Skills.
surroundings. If you have proficiency in both of the aforementioned skills
already, you instead gain expertise in one of the Skills.
GHASTLY MIST
Prerequisite: 9th level ILLUSORY ELEMENT
You can cast Fog of War as an action at half cost as if you Prerequisite: Elemental Manifestation
know the jutsu, once per rest. When you do, the cube is When you cast a genjutsu that deals damage, you can
instead increased to 45-feet in size. If you have already change the damage type to your chosen element.
reached this mirages use limit, you can choose to cast the
jutsu this Mirage provides by spending 1 Chakra die. IMPROVED ILLUSIONARY WEAPON
Prerequisite: Illusionary Weapon
GRASP OF COURAGE Your Illusionary Weapon gains a +1 bonus to its attack and
Once on each of your turns when you hit a creature with a damage rolls. If you create a ranged weapon, the maximum
Genjutsu that requires an attack roll, you force the target range of the weapon is now 60 feet and illusionary
creature to move up to 10 feet in a straight line closer to weapons you create lose the Heavy weapon quality.
yourself.

18
MADDENING PAIN NO LIGHT AT THE END
Prerequisite: Pain, Doubled Pain or Unlimited Pain Prerequisite: 13th level
Genjutsu, Phantasmal Force You can cast Word of The Lost as an action at half cost as if
As a bonus action, you can spend 5 Chakra, doing so can you know the jutsu, once per rest. When you do, reduce the
cause a crippling amount of mental pain to a creature number of fractures a creature requires to suffer any effect
affected with the Pain, Doubled Pain or Unlimited Pain this jutsu imposes, by 1. If you have already reached this
Genjutsu. mirages use limit, you can choose to cast the jutsu this
When you do, you deal the maximum damage with the Mirage provides by spending 3 Chakra die.
aforementioned Genjutsu affecting them. Additionally,
their effects can trigger from any attack, not just yours ONE WITH SHADOWS
until the end of your turn. Prerequisite: Reality Marble Genjutsu pledge
When you are in an area with Dim light or Darkness, you can
MAGNUM OPUS use your action to become invisible. While Invisible in this
Prerequisite: 13th level, Reality marble way you do not make sounds when you move. You lose the
As an action, you can cast Bringer of Darkness and Geas at benefit of this mirage when you move more than half your
no cost. You can cast one of these genjutsu once. After you movement speed in a single round, attack, or cast a jutsu.
do so you can’t do so again until you finish the long rest. If
you have already reached this mirages use limit, you can PAUSE
choose to cast the jutsu this Mirage provides by spending 3 Prerequisite: Temporal Stopwatch
Chakra die. You can cast False Pain as an action at no cost twice per
short rest. Additionally, creatures who would take
MENTAL PLACEBO Psychic damage as a result of this jutsu ending, instead
Prerequisite: Reality Marble takes half of the recorded damage. Additionally, this
Whenever you regain hit points, you gain temporary hit jutsu’s range is increased to 60 feet when cast using this
points equal to half of the hit points you regained. As malleable Mirage. If you have already reached this
normal this does not stack with itself. Temporary hit mirages use limit, you can choose to cast the jutsu this
points gained this way last for 1 minute. Mirage provides by spending 1 Chakra die.

MISTY THOUGHTS PERSISTENT GENJUTSU


As an action, you can cast the Cajolery of Glamour Genjutsu Prerequisite: Reality Marble
at no cost as if you know the jutsu, once per rest. If you When a hostile creature under the effects of a genjutsu you
have already reached this mirages use limit, you can casts, attempts to cast a jutsu of D-rank or higher, the cost
choose to cast the jutsu this Mirage provides by spending 1 of that jutsu is increased by 3. This cost increases by 2 for
Chakra die. each rank of the jutsu cast, above D-rank.

MISTY VISIONS PIECE OF MIND


Prerequisite: 9th level You can cast Mind Sliver at no cost as a bonus action.
You can cast Innocuous Aspect as an action at half cost as if When you do, the damage die is increased to a D8.
you know the jutsu, once per rest. When you do, this jutsu
cannot be broken as a result of Movement or Sound, and PROLONGED SONGS
instead only physical inspection. If you have already Prerequisite: Hallucinatory Instrument
reached this mirages use limit, you can choose to cast the When you cast a genjutsu with a concentration duration
jutsu this Mirage provides by spending 1 Chakra die. and the auditory keyword using your Hallucinatory
Instrument, you can choose to spend your bonus action
MUDDLED MOVEMENTS on each subsequent turn instead of spending chakra to
When you hit a creature with a Genjutsu that requires an maintain concentration.
attack roll, you reduce the target creatures speed by 10 feet
until the end of your next turn. This effect stacks up to PROTECTIVE SONG
twice. Prerequisite: Hallucinatory Instrument
When you cast a genjutsu with the auditory keyword that
MYRIAD FORMS adds extra dice to attack rolls, skill checks, or saving
You can cast the Transform Genjutsu at no cost. When using throws using your Hallucinatory Instrument, you can
the Transform Genjutsu you can now transform into small, also grant the affected creatures temporary hit points
medium or large objects. When you transform into a large equal to your genjutsu specialist level.
object your weight does not change and you still only
occupy your normal Space and you only look like you PSYCHE DRINKER
occupy a larger space. An Investigation or Illusion check vs Prerequisite: Phantasmal Force Genjutsu pledge
your Genjutsu save DC, will reveal it’s a disguise. When you Once on each of your turns, when you deal damage with a
transform into a smaller object you can occupy smaller Genjutsu, as a Bonus action, you can gain the damage dealt
spaces while transformed but you cannot move from the as Temporary Hit points until the end of your next turn.
place you transformed from, instead another creature who
can lift your normal weight can move you if you are willing.

19
RELENTLESS PAIN SUPERIOR THOUGHTS
Prerequisite: Pain, Doubled Pain or Unlimited Pain Prerequisite: 15th level.
Genjutsu, Phantasmal Force You can cast 1 S-Rank Genjutsu of your choice that you
You create a link of agonizing pain between you and the qualify for, as a Full-Turn-Action, at no cost, once per
target creature affected with the Pain, Doubled Pain or long rest. When you do you gain 3 Ranks of the Confused
Unlimited Pain Genjutsu. Whenever you take damage and are and Concussed conditions. If you have already reached
within 60 feet of the target and they can see you, as a this mirages use limit, you can choose to cast the jutsu
Reaction, you can spend 5 Chakra to deal Psychic damage this Mirage provides by spending 4 Chakra die.
equal to the Damage you just took.
SUPREME ILLUSIONARY WEAPON
REPELLING ILLUSIONS Prerequisite: Improved Illusionary Weapon, 9th level
When you hit a creature with a Genjutsu that requires an Your Illusionary Weapon gains a +2 bonus to its attack and
attack roll, you can push the target creature up to 10 feet damage rolls. Your Illusionary Weapon can now be up to 30
away from you in a straight line. Feet from you without dispersing. If you create a ranged
Weapon, the Maximum range of the weapon is its normal
RESILIENT GENJUTSU weapon range.
Prerequisite: 9th Level When you cast a Genjutsu you can infuse it into your
When a creature attempts to use Chakra Shatter or Genjutsu Illusionary weapon, and instead make a Melee Genjutsu
break on a Genjutsu you cast, or are maintaining attack with it. On a hit, target creature suffers the effects of
concentration on, as a reaction you can spend 1 Chakra die, the Illusionary weapon as normal, while also being affected
if you do, they must roll regardless of the rank they upcast by the Genjutsu you previously infused into it. If they have
their jutsu to, and they gain disadvantage on this roll. to make a Saving throw from the effects of the infused
Genjutsu, they roll an additional 1d4 subtracting it from the
SHAKEN UP result of their save.
You can cast Startle as an action at no cost as if you know
the jutsu, once per rest. If you have already reached this TENTATIVE ESCAPE
mirages use limit, you can choose to cast the jutsu this As a Reaction to failing a saving throw, you can cast Release.
Mirage provides by spending 1 Chakra die.
THIEVING CONFIDENCE
SHROUD OF SHADOWS As an action, you can cast Ineptitude at no cost as if you
Prerequisite: 13th Level know the jutsu, twice per short rest. If you have already
You can as an action, cast the Darkness ninjutsu. A jutsu cast reached this mirages use limit, you can choose to cast the
in this way loses its Ninjutsu keyword, instead being jutsu this Mirage provides by spending 1 Chakra die.
replaced with the Genjutsu & Visual keywords. You can use
this Mirage up to twice as if you know the Jutsu, before you TIME IN A BOTTLE
need a long rest. Prerequisite: Temporal Stopwatch, 17th level
As an action, you can select a space you can see within 90
SIGNATURE WORK feet. All creatures within a 5-foot radius sphere
Prerequisite: 9th Level centering on the selected space must succeed a Wisdom
You can, as an action, cast Programmed Illusions, at half cost. saving throw. A creature can willingly fail this saving
When you cast this genjutsu, you can choose a D-Rank or throw. On a failed save, you can make them perform one
lower genjutsu that you know, the illusion can cast the of the following;
genjutsu once per minute as a part of its programming. It
• Reverse: On the affected creatures next turn, they
uses your Genjutsu ability for attack rolls and saving throw
repeat the last set of actions they completed,
DC’s and treats your character level as your own.
regardless of what it was, even targeting the same
If you grant a genjutsu to the illusion and the illusion would
space, even if no creatures are occupying it.
suffer damage as if it were real, it is immediately dispelled.
• Pause: Creatures are stunned until the end of their
Once you cast this genjutsu using this mirage, you can’t do
next turn.
so again until you finish a long rest.
• Fast Forward: Creatures immediately perform their

SONG OF THE END turn as if it was their turn in the initiative order.
Prerequisite: Hallucinatory Instrument You can use this Malleable Mirage once per long rest.
You can cast Ringing Bell distortion as an action at no cost
twice per short rest, with only the Ninja Tool (NT) and
Weapon (W) components. If you cast this jutsu while
maintaining one instance of the Ringing Bell distortion
genjutsu already, the previous casting does not end. You
maintain both jutsu as if maintaining only one Jutsu. You
do not spend chakra to maintain this jutsu cast in this
way. If you have already reached this mirages use limit,
you can choose to cast the jutsu this Mirage provides by
spending 1 Chakra die.

20
TIME JAUNT
Prerequisite: Temporal Stopwatch, 14th level
As an action, you can select up to 2 willing creatures
within 30 feet of you. Select creatures gain one of the
following benefits of your choice;
• Adjusted Fate (Combat): The next attack the creature
makes, it scores a critical hit on a D20 roll of 1~5, in
addition to whatever their normal Critical threat range
is.
• Adjusted Fate (Protection): The next instance of
damage the creature takes is the minimal or lowest
possible damage possible.
• Adjusted Fate (Mobility): The next time the willing
creature moves, they instead appear to teleport to
their chosen location, not triggering attacks of
opportunities or reactions.

You can use this Malleable Mirage once per long rest.

ULTIMATE ILLUSIONARY WEAPON


Prerequisite: Supreme Illusionary Weapon, 13th level
Your Illusionary Weapon gains a +3 bonus to its attack and
damage rolls. You can cast Genjutsu from your Illusionary
weapon as if it is casting the Genjutsu.
As a reaction to an opponent missing, you with a melee
attack, you may quickly make an attack with your
Illusionary Weapon.

VAMPIRIC PAIN
Prerequisite: Pain, Doubled Pain or Unlimited Pain Genjutsu
When a creature under the effects of any of the prerequisite
genjutsu takes damage, they take chakra equal to the result
of the roll of the aforementioned jutsu, once per turn.

VICIOUS ILLUSION
Prerequisite: Illusionary Weapon
You can attack with your Illusionary
Weapon twice, instead of once,
whenever you take the attack action on
your turn.

VOICE OF AN OLD FRIEND


You can communicate
telepathically with a willing
creature up to 1 Mile away
from you. You must know
the creature’s general
location, and the target
creature can resist
this effect if they
choose.

21
HUNTER-NIN CREATING A HUNTER-NIN
A Uzumaki crawls beneath the floorboards of a despot’s When creating a Hunter-Nin consider a
fortress making her way into the despot’s private chambers. few things about the characters ideals,
Slyly and gracefully entering unseen and she raises from and how they approach their targets and
the floor counting the seconds in her head as she allies respectively. Do they have a
approaches the warlord and places a kunai to the man's rougher past than others? How
neck and slides it from side to side. A few moments later are their relationships with their
his concubines enter shocked and stunned as the man allies? Do you use your jutsu to
they came to see is now dead and they have been set free end fights immediately or do you
and the rebellion has ended. wait and see what exactly your
With a focused eye on the wanted criminal who fled the target can do before you approach?
village. A masked Hyūga activates his Byakugan and What set you down this path? Did
stalks his prey from over a mile away. As the sun sets and you train under another very
the wanted man turns into camp for the night, The skilled hunter and you picked up this
Hyūga silently enters his tent and presses a hand to the path from them? Do you take pity on
man's chest stopping his heart in his sleep and the your enemies or do you engage in
masked Hyūga is gone again before the camp fire even conflicts with no emotion?
goes out.
These shinobi, different as they might be are connected QUICK BUILD
by one common factor, they are masters of infiltrations, You can make a Hunter-Nin quickly by
stalking and assassination. following these suggestions. First, put
your highest ability score in Dexterity,
CHARACTER INSPIRATIONS followed by Intelligence or Wisdom.
Second, choose the Uchiha, Hyūga or
When designing this class, it was built with the intent to
Non-Clan, Clans.
allow the player to follow the examples set by characters
who do their best in regards to identifying a threat,
analyzing it and executing them in as few attacks as
possible. This also allows players to take the same
characteristics of a Rogue or other stealthy class and
garner some of their mechanics. Characters whom I
based the core concept of this class off of are: Kakashi
Hatake, Zabuza Momochi, Haku, Sai, Shisui Uchiha and
Minato Namikaze

22
CLASS FEATURES LETHAL ATTACK
As a Hunter-Nin, you gain the following class features. Finally, at 1st level, you know how to exploit a foes
distraction, drop in guard, and moment of hesitation.
HIT POINTS Once per turn, you can deal an extra 1d8 damage to one
Hit Dice: 1d10 per Hunter-Nin level creature you hit with an attack if you have advantage on
Hit Points at 1st Level and beyond: 10 + your the attack roll or if another enemy of the target is within
constitution modifier 5 feet of it, that enemy isn’t incapacitated, and you don’t
have disadvantage on the attack roll.
CHAKRA POINTS The amount of extra damage increases as you gain
levels in this class, as shown in the lethal attack column
Chakra Dice: 1d8 per Hunter-Nin level
of the Hunter-Nin Table.
Chakra Points at 1st Level: 8 + your constitution
modifier
Chakra Points at Higher Levels: 1d8 (or 5) + your
CUNNING ACTION
Constitution modifier per Hunter-Nin level after 1st. Beginning, at 2nd level, your quick thinking and agility allow
you to move and act quickly. When you would attempt to
PROFICIENCIES Conceal an object, Hide or Sneak you gain a +1d4 bonus to your
Armor: Light armor Dexterity (Stealth) check made to accomplish those tasks.
Weapons: All Simple Weapons, Broadsword, Iron Claw, Also, while sneaking you can move your full movement
Jitte, Katana, Odachi, Scythe, Battle Wire, Knuckle speed and you can choose to use your Dexterity (Stealth) check
Blades, Chakram, Longbow, Fuma-Shuriken result from your Hide attempt instead of making another
Ninja Tools: Disguise Kit, Forensics Kit, Forgery Kit check each time you would sneak.
Saving Throws: Dexterity, Intelligence, Wisdom Additionally, as a bonus action, you can take the Dash,
Skills: Stealth, Choose four other skills of your choice. Disengage, or Hide action.

EQUIPMENT HUNTERS PATTERNS


You start with the following equipment, in addition to Also, at 2nd level you have begun to develop patterns from
the equipment granted by your background: your mentors, heroes, enemies or even allies. These patterns
• Padded Armor manifest themselves in a multitude of ways. You begin with a
• (a) 2 Simple Weapons or (b) 1 Martial Weapon single learned pattern. You develop an additional Pattern at
• (a) One Kunai stack or (b) One Shuriken stack 9th and 15th levels.
• (a) 1 Flash tags or (b) 1 Paper Bomb
• 2 Kits of your Choice PRIMARY TARGET
JUTSU CASTING
Finally, at 2nd level, you have experience researching,
tracking, and hunting. You can effectively read and track
any creature you come across. Once when rolling
NINJUTSU initiative, you can select any creature you can see within
Ninjutsu save DC = 8 + your proficiency bonus + your 120 feet and mark it as your Primary Target at no action
Intelligence modifier cost. You can then spend a bonus action to mark another
Ninjutsu attack modifier = your proficiency bonus + creature you can see within range.
your Intelligence modifier You can only have one creature marked as your
Primary Target at a time. Creatures remain marked until
GENJUTSU they reach 0 Hp, or you mark another creature. While
marked, you gain the following benefits;
Genjutsu save DC = 8 + your proficiency bonus + your
Wisdom modifier • You become aware of one of the following in regards to
Genjutsu attack modifier = your proficiency bonus + a marked creatures;
your Wisdom modifier o Damage immunities they have and if it is the
result of a feature, jutsu or trait.
TAIJUTSU o Damage resistances they have and if it is the
Taijutsu save DC = 8 + your proficiency bonus + your result of a feature, jutsu or trait.
• For every condition of a different name a creature has
Strength modifier
Taijutsu attack modifier = your proficiency bonus + your as a result of a Jutsu or Feature you or a creature allied
Strength modifier to you has inflicted, the target suffers a -1 penalty to
its AC against attacks you make against it. This penalty
SWIFT RESPONSE can be no larger than -5.
• You have Advantage on Wisdom checks made to track
Beginning at 1st level, you learn to react with swift and or search for your Primary Target so long as they are
decisive action in combat. You ignore difficult terrain within the same countries borders as you.
and you add your full proficiency bonus to initiative rolls
instead of half.
HUNTER CREED
LETHAL PRECISION Beginning at 3rd level you begin to follow a Creed of the
Hunt, enabling you to shape your skillset further. Your Creed
Also, at 1st level, Select one between Taijutsu & grants you features at 3rd, 7th, 10th, 14th and 17th levels.
Bukijutsu. You can cast the chosen Jutsu type using
Dexterity in place of Strength for all calculations. You
cannot switch this choice later.

23
HUNTERS EXPLOITS DEFENSIVE TACTICS
rd
Also, at 3 level you learn to exploit your skills to the Also beginning at 6th Level, you learn how to fight
betterment of your hunt. You learn two exploits, as detailed defensively against your targets, leading them into a false
at the end of this class description. You learn an additional sense of security in confrontations against you. You gain
exploit at 10th and 17th level in this class. You can switch a one of the following features of your choice You gain a
learned exploit when you would complete a long rest. second choice at 11th level and a third choice at 17 th level.

ABILITY SCORE IMPROVEMENT/FEAT


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

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

24
HUNTERS CREEDS place. Additionally, a creature who’s charisma modifier is
equal to or lower than yours suffers a 1d4 penalty to all

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

25
NECROTIC HAND MEDICINAL BLADE
Also, at 3rd level, you learn to putrefy a weapon your
Some Hunters follow an offensive Medical teaching,
using making it sickening to the touch for a creature you
using the art of necrosis to fight off enemies. These
harm with it. Select one weapon you are proficient in,
Hunters are trained in taking their twisted Medical arts
coating it in a venomous and horrific black mist
and putting powerful enemies down with unmoving and
designed to harm a creatures cellular structure on
cold eyes, fit for a surgeon. These Hunters are known as
contact. Your weapon now deals necrotic damage and
the Necrotic Hand.
when you would deal at least 10 damage with a single

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

26
SWIFT RESUSCITATION MORTAL WOUND
Beginning at 10th level, you learn to make use of the Also, at 14th level, A creature who has 25% or less hit
Medical tools you have access to, in order to better points becomes exceedingly obvious to you. They begin
utilize them to help an injured ally. Your skill with the to glow a soft red color that only you can see, making it
Medicine Kit has accelerated to compensate for your lack difficult for them to hide or maintain invisibility.
of Medical Ninjutsu. Your new found skills are expressed You can see a creature with 25% or lower hit points
in the following ways; through Darkness, cover and up to 5 feet of material. You
• Medical Check Up: You reduce the time spent down to are treated as having True sight against this creature for
the purposes of always being able to see them at all
1 minute.
• Light Patch up: You increase the die size to a d6.
times, in an attempt to finish them off.

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

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

27
GRAVE STALKER SHADOW STALKER
Also at 3rd level, you gain Blindsight out to 20 feet. When you
Some Hunter-Nin become consumed by the thrill of the
would make an attack while in an area counted as total
hunt. Only heard and never seen, they revel in the violence
darkness until the end of that same turn, you produce no
of a silent battle. Followers of this Creed hone their abilities
sound or vibrations rendering you unable to be seen, noticed
to track others utilizing a variety of techniques: camouflage,
or tracked by creatures with Tremor sense or blind sight.
infiltration, surveillance, and target acquisition. Once done,
Additionally, while you are out of combat and
they work to ensure that they are always striking from the
following a creature marked as your Primary target
shadows and always have the upper hand in combat.
while you are Sneaking in Dim light or Darkness, you can

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

28
ONE WITH THE DARKNESS
Beginning at 10th level, you’ve become adept at evading
creatures that rely on their senses, regardless of what they
are. Your blindsight increases to 40 feet. While you are
lightly or heavily obscured, creatures that rely on any form
of vision or special senses such as; Chakra sight, Dark
vision, blind sight, true sight, tremor sense or jutsu with the
Sensory keyword cannot see or sense you by any means so
long as you don’t spend more than half of your base
movement on each of your turns. If you would move more
than half of your base movement or take damage while
gaining the benefit of this feature you lose this features
benefit until the end of your next turn.

FANG OF THE NIGHT


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

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

SHADOW ASSASSINATION
Starting at 17th level, if you would make an attack
against a creature marked as your Primary Target while
you are lightly or heavily obscured, increase your critical
threat range by +2.

29
ARSENALIST Arsenal Weapons: Increase the weapons damage die by
1 Step and they gain the Hidden Weapon property. The
Some Hunters treat their hunt like a game, one which
Weapon also gains a +2 bonus to damage from weapon
they come more than prepared to. They set traps,
attacks. This bonus increase to +4 at 10th and +6 at 17th
waiting for their prey to fall victim to them, capturing
level.
them and going in for the kill. They use Explosives, with
the intent to take out as many enemies as possible with a TOOLS OF THE TRADE
single explosion. These Hunters are Known as Also, at 3rd level, you become able to make use of a
Arsenalist’s series of items and Ninja tools that go rarely used,
catching enemies off guard or using tools much faster
ARSENAL’S PROFICIENCY than what they would expect. Select one of the following
At 3rd level, you gain proficiency in Crafting and one of
when you complete a rest of any type. You can use any of
the following; Alchemists, Demolitions or Trappers kits.
the below a number of times equal to your Proficiency
Additionally, you can make checks using the
bonus per rest.
aforementioned kits with Dexterity or Wisdom.
Finally, you gain exclusive access to the Sharp Rain
Also, you have learned to take the teachings of your
Hunter Exploit. This does not count against your Exploit
villages quartermaster or weapon master. You become
Limit.
very in tuned with a series of different weapons and
• Caltrops. As a bonus action, you can select a space you
tools. Select four of the following. You can select two
more at 10th level; can see within 30 feet of you. You throw caltrops
covering the ground equal to a 10 -foot cube. Any
• Manipulated Tools: Blade Kick
creature that enters the area of your caltrops while
• Manipulated Tools: Blade Rain
they remain, are treated as if you have marked them
• Manipulated Tools: Blade Wall
with your Primary Target feature while they remain
• Paper Bombs
within your target space. Also, the creature who enters
• Explosive Tag Ball’s
the space takes piercing damage equal to 1d6 + your
• Fire Bomb’s
Dexterity Modifier, and gain 1 rank of bleeding. Once a
• Flash Tag’s
creature exits your caltrops space, after being affected
• Ice Bomb’s
by them the caltrops remain, unless a creature spends
• Poison Tag’s
an action scattering them. Beginning at 10 th level the
• Shock Bomb’s
space you can fill, becomes a 20-foot cube.
• Weapons with the Thrown Keyword • Ball Bearings. As a bonus action, you can select a space
• Weapons with the Multiattack Keyword. you can see within 30 feet of you. You throw ball
• Weapons with the Light Keyword. bearings covering the ground equal to a 10 -foot cube.
• Weapons with the Finesse Keyword That space is treated as difficult terrain for anyone
If you select a jutsu, you learn it. Regardless of what other than yourself. A creature who is currently
you select, the chosen jutsu, items or weapons become a gaining the benefit of any bonus to speed such as from
part of your Arsenal. Weapons, items or jutsu that are a a jutsu or the Dash action, they immediately slip,
part of your Arsenal can be used in far superior ways falling prone. Beginning at 10th level the space you can
compared to other creatures. A Jutsu learned this way fill, becomes a 20-foot cube.
• Johyo: As a bonus action, you can swing this whip dart
cannot be taught to another creature and cannot be
customized, modified or augmented using the Jutsu targeting a creature up to 60 feet away. Make a ranged
customization options or any Non-Hunter-Nin class weapon attack as if you were proficient in this weapon.
features. On a hit, they are snared and can be pulled up to 20
Arsenal Jutsu: Reduce their cost to cast by -1. This cost feet in a straight line closer to you. This forced
reduction increases to -2 at 10th, and -3 at 17th. movement can trigger attacks of opportunities.
Additionally, if the jutsu would deal damage, it can Beginning at 10th level the distance you can pull a
trigger Lethal Attack even if it doesn’t require an attack creature increases to 40 feet.
roll. The trigger for Lethal Attack instead becomes failing • Hidden Weapon Launcher. Select one weapon you

the saving throw. have that has the Hidden property. As a bonus action
Arsenal Tools: At the end of a rest of any type, roll 1d4 + you can call upon this weapon instantly. As a part of
1. You gain a number of your Arsenal Tools equal to the this bonus action, you can make one weapon attack at
result. The items can only be used by you, they are of advantage. You must reset the launcher with a bonus
base quality and last until your next rest. Increase the action before you can use it again. Beginning at 10th
dice size by 1 step at 10 th and 17th levels. Additionally, if level it no longer requires a bonus action to reset the
the item would deal damage, it can trigger Lethal Attack Launcher, instead costing your object interact action
even if it doesn’t require an attack roll. The Lethal attack and you can make two weapon attacks instead of one.
triggering in this way, only affects one creature of your
choice. LETHAL WEAPONS
Beginning at 7th level, a creature who would take
o Paper Bombs/ Explosive Tag Balls: Increase damage from a trap you set, can trigger your Lethal
damage die by 1 Step. (This affects tools not Attack Class Feature. Lethal attack can only be triggered
created by this feature as well.) once using this feature. This does not spend your normal
o Fire/Ice/Shock Bomb’s: Increase the base once per turn limitation of Lethal attack.
range to 60 feet, instead of 30. (This affects Additionally, you can use any Arsenal Tool as an Action
tools not created by this feature as well.) or bonus action.
o Flash/Poison Tag’s: Increase the DC +2. (This
affects tools not created by this feature as well.)

30
HIDDEN TRAPS
Also at 7th level, you learn the secrets of hiding and
detecting traps of all kinds, even social ones. You have
advantage on Wisdom or Intelligence based skill checks
to detect hidden doors, mechanisms, and traps. Also, a
creature attempting to make a skill check to find Traps
you set makes their checks at disadvantage to detect
them.

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

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

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

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

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

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

UNLIMITED BLADE WORKS


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

31
UNDERTAKER TOXIC ASSASSINATION TECHNIQUE TABLE
Some Hunter-Nin focus on making those who stand in
their way suffer a long, slow and painful demise. Those
Assassination
who adhere to this creed are born killers, poison experts Technique Effect
and above all, Shinobi. Poison, Disguises and subterfuge Aconite On a hit or failed saving throw, once per turn, the target
help you eliminate your foes with deadly efficiency. loses the ability to speak or communicate effectively.
They also find it difficult to breathe suffering a -2 to
TOXIC PROFICIENCY Constitution ability checks and saving throws until the
At 3rd level, you gain proficiency in Deception and
end of its next turn.
Disguise & Poison Kits. Additionally, you can make
checks using the aforementioned kits with Dexterity or Akee On a hit or failed saving throw, once per turn, the target
Intelligence. gains the weakened condition until the end of its next
Also, you have learned to take the teachings of the turn. If the target takes a reaction before the end of its
Black Medics, the Bloody Devils and the Hebi Clan and next turn, the weakened condition does not end, instead
apply them to your unique form of Combat. You learn to lasting for 1 minute.
apply a unique poisonous chakra of your creation to both Belladonna On a hit or failed saving throw, once per turn, the target
your weapons and ninjutsu. This poison comes from loses the ability to discern allies from hostiles. If a jutsu or
combining a series of different poisonous substances
Area of effect would allow them to choose targets, they
within yourself and then exhaling it or infusing it into
cannot exclude their allies at will until the end of their
the attacking weapon or ninjutsu of your choice. Select
next turn.
one of the following Toxic Assassination techniques
augmenting your attacks with a vicious combination of Daphne On a hit or failed saving throw, once per turn, the target
toxins. As a bonus action on your turn, you can choose to gains the bruised condition.
activate this toxic chakra. When you do, select one Fire On a hit or failed saving throw, once per turn, the target
ninjutsu you know or one weapon you are holding. For Salamander gains one rank of the corroded condition.
the next minute that jutsu or weapon is infused with
your Toxic chakra, changing its damage type to Poison
Foxglove On a hit or failed saving throw, once per turn, the target
and gaining additional effects based on the Toxic gains two ranks of the bleeding condition.
Assassination technique(s) chosen. Frost Frog On a hit or failed saving throw, once per turn, the target
If a ninjutsu chosen would only trigger its effects with gains the chilled condition until the end of its next turn. If
a damage type other than Poison, it instead triggers said the target takes a bonus action on its turn, the chilled
effects with poison damage. Once you infused a weapon condition does not end, instead lasting for its listed
or ninjutsu with your Toxic chakra, you cannot infuse duration.
another weapon or jutsu until 1 minute has passed.
Hemlock On a hit or failed saving throw, once per turn, the target
Bukijutsu cast using your infused weapon do not gain
your Toxic Assassination techniques effects, as these gains the envenomed condition.
effects can only trigger with weapon attacks. You can Seizing Viper On a hit or failed saving throw, once per turn, the target
switch your Toxic Assassination Technique when you gains the shocked condition until the end of its next turn.
complete a rest of any type. If the target moves more than half its movement before
You can select a second technique when you reach 10th the end of its next turn, the shocked condition does not
level; end, instead lasting for its listed duration.

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

32
VENOMOUS ASSAULT THE PERFECT POISON
Also at 7th level, you have learned how to extend your Toxic Also at 14th level, when you would create vials of assassins
Assassination technique to your Bukijutsu. Select one blood, you can choose to instead half the amount of vials
Bukijutsu you know. This Bukijutsu can now be infused with you create. If you do, you instead create Kamizuru Venom.
your toxic chakra, and gain the benefits of your Toxic This venom’s DC becomes equal to your Ninjutsu save DC.
Proficiency class feature when you would activate it.
KISS OF DEATH
LICK OF VENOM Beginning at 17th level, when you would trigger the Lethal
Beginning at 10th level, you have closely adapted to the art of Attack class feature against a creature marked as your primary
poisonous combat. When a creature is poisoned by you, you target who has two or more conditions inflicted by you, treat
may choose to apply one of the additional effects: all damage die rolled a part of your Lethal Attack that are 4 or
• The creature cannot regain hit points until the end of their lower, as 5.
Additionally, a creature who fails a saving throw
next turn.
• The creatures speed is reduced by half, for the duration of
against a Poison of your creation, they take double the
Poisons damage.
their poisoned condition.
• If the creature is reduced to 0 hit points, it becomes stable.
• The creature gains a rank of weakened for the duration of
their poisoned condition.
• The creature is deafened for the duration of their poisoned
condition.

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

33
VICE AGENT VICE ASSASSINATION TECHNIQUE TABLE
Some Hunters fall under a grey area in their dealings and
Assassination
morals than most shinobi, but some choose to go even
Technique Effect
further than that, learning to use some of man’s cardinal
Sin’s and Vices as a weapon against them. These Hunters Anger This jutsu injects a feeling of malice and aggression
are known as Agents of Vice, or Vice Agents for short. into the target. Until the end of the targets next turn,
if they would make an attack or cast a jutsu that
SIN’S PROFICIENCY targets a creature, they must target the creature
When you choose this Creed at 3rd level, you gain closest to them. If two or more creatures are an
proficiency in Persuasion and Insight. Additionally, you equal distance, their target is chosen at random.
can make a skill check using either of the skills using
Wisdom or Charisma.
Arrogance This jutsu injects feelings of pride into the target.
Also, you have learned to take the teachings of the Until the end of the targets next turn, they cannot
greatest interrogators, silver tongues and Beguilers, take a reaction that would reduce damage or grant
blending them into your vile and sinful form of combat themselves temporary hit points.
allowing you to learn to pray on your enemies vices and Envy This jutsu injects feelings of jealously into its target.
take advantage of them. You learn the Shadow Bite Until the end of the targets next turn, when they
Genjutsu. When you do, it gains the Ninjutsu Keyword, would see an allied creature attempt to aid a
loses the Visual Keyword. If this jutsu would be cast creature other than themselves, then they must
using your Ninjutsu attack bonus, when you would deal
attempt to counter, negate or dispel the aiding
damage, you instead add your Ninjutsu ability modifier,
effect.
in place of your Genjutsu ability modifier for damage. If
this jutsu would be cast using your Genjutsu attack Gluttony This jutsu injects feelings of excess into its target.
bonus, you can choose to instead use your Charisma Until the end of the targets next turn, when they
instead of wisdom to calculate this. Finally, your would cast a jutsu that would aid themselves, they
teachings have also taught you how to blend in the sins must recast the same jutsu targeting themselves if
of man into this jutsu, making it far more deadly to be able, losing their ability to attack or cast a jutsu that
struck by it. Select one of the following Vice Assassination would target or affect another creature.
techniques augmenting the Shadow Bite jutsu when cast.
Greed This jutsu injects feelings of greed into its target.
A Jutsu with any of the following techniques cannot be
Until the end of the targets turn, when they would
taught to another creature and cannot be customized,
cast a jutsu that would allow them to aid their allies,
modified or augmented using the Jutsu customization
they instead can only aid themselves.
options or any Non-Hunter-Nin class features. You can
switch your Vice Assassination Technique when you Lust This jutsu injects feelings of desire into its target.
complete a rest of any type. You can select a second Until the end of the targets next turn, they gain 2
technique when you reach 10th level; ranks of Charmed.

GREED’S SHELL
Sloth This jutsu injects feelings of inactivity into its target.
Until the end of the targets next turn, they gain 1
Also, at 3rd level, On your turn as a free action you can
rank of Slow.
surround your skin in a sleek metallic looking coat of
chakra, that is a color and design of your choice. This
chakra like armor lasts for 1 minute.
ARROGANCE’S INFLUENCE
Beginning, at 7th level, you have a constant aura of
When you would activate this armor your skin hardens
influence around you designed to affect those of your
granting you protection from a limited amount of
choice with an arrogant mindset. Creatures of your
damage and making you far harder to harm. You can
choice within 30 feet of you, who would attempt to make
activate this protective armor a number of times equal to
a Charisma based check may add 1d6 to their check as
your Genjutsu ability modifier per rest.
their self-confidence aids them.
First, for the duration, while you are not wearing
Additionally, whenever a creature who is engaged in a
armor, your Armor Class (AC) is calculated as follows;
social encounter with you and who is not your ally,
10 + Dexterity Modifier + Genjutsu ability modifier + Half
would doubt your ability to accomplish a task no matter
Proficiency bonus (rounded down).
how simple or mundane, you gain a +5 bonus to any skill
Second, you gain a pool of temporary hit points equal
check made in attempt to accomplish the task.
to your level in this class + twice your Genjutsu ability
modifier.
Also, you gain exclusive access to the Fox’s Sin, Hunter
Exploit. This does not count against your Exploit Limit.

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

34
ENVIOUS THEFT EPITOME OF SIN
Beginning at 10th level, when a creature within 60 feet of At 17th level, you have begun to embody the very essence
your casts a jutsu you are eligible to learn or cast, you of man’s sin. You find it hard to be bested or challenged.
may use your reaction to try and steal it, for immediate You want more than you need. Your anger is unmatched
use soon after. Make an ability check using the relevant and you have tones of jealousy that has no rival and all
ability modifier for the jutsu type. The DC is: other hostile combatants deserve to be looked at with
13 + the rank of the jutsu (D-Rank: 1, C-Rank: 2, B-Rank: pity and not respect.
3, A-Rank: 4, S-Rank: 5). Select a one effect from the Vice Assassination table.
On a success, you steal the jutsu right before it is cast, You gain that effects when casting any Genjutsu.
storing it inside yourself. A jutsu stolen in this way is not
cast but the target spends its chakra as if it was. This
counts as jutsu negation or countering for the purposes
of interacting with features, jutsu or traits.
A jutsu stored within you in this way can be cast as if
you know it, ignoring all keyword limitations. A jutsu
cast this way uses your ability scores to calculate attack,
damage, save DC and any other effects dictated by the
casters statistics. You can store a number of jutsu this
way equal to your Charisma modifier. A jutsu stored
inside of you remains until your next rest, before
harmlessly dissipating.

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

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

35
VOID WALKER BLINK
Also, at 3rd level, you learn to use your chakra to slip
Some Hunters utilize Time & Space Ninjutsu, to get in
between points in space, teleporting short distances in
and out of combat as easily as blinking. These Shinobi
the blink of an eye. As a part of your movement, you can
specialize in hit and run tactics.
spend half of your movement to teleport a distance equal

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


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

VOID ASSASSINATION TECHNIQUE TABLE


Assassination
Technique Effect
Aether A creature marked with this jutsu who would make a saving throw against a jutsu with the Fuinjutsu keyword suffers a 1d4 pena lty, once
per turn. This penalty increases to 1d6 at 10th and 1d8 at 17th.
Arcane You can mark a construct, structure or surface of your choice (at no action cost). When you do, you can you teleport to a space within 5
feet of the marked construct, structure or surface as a reaction to taking damage. When you do, the seal breaks, needing to be reapplied.
You can only have 1 seal active in this way at a time.
Enigma A creature marked with this jutsu who would take damage from a Genjutsu, suffers a -1 Penalty to their first attack roll, before the end of
their next turn. This penalty increases to -3 at 10th and -5 at 17th levels.
Mystic A creature marked with this jutsu who would take damage from a Ninjutsu without a Nature Release Keyword that takes additiona l
damage equal to two damage die, once per turn. This damage increases by an additional die at 10 th and 17th levels.
Natural A creature marked with this jutsu who would take damage from a Taijutsu, suffers a 1d4 penalty to their next saving throw before the end
of their next turn. This penalty increases to 1d6 at 10th and 1d8 at 17th levels.
Rune You can mark a weapon or weapon stack with the thrown property (at no action cost). When you deal weapon damage with a ranged
weapon attack using the marked weapon, you can spend 10 feet of movement to teleport to a space within 5 feet of the damaged
creature.
36
VOID STEP SPATIAL DISPLACEMENT
Also at 7th level, when you take the Dash action, you can At 17th level, you are able to effortlessly move between
teleport whenever you move until the end of your turn. You space, even using this offensively or defensively.
can split up this teleportation just like you can with regular As an action, you can target one creature you can see
movement. If you end your movement within 5 feet of a marked as your Primary Target class feature or by your
hostile creature, you gain the benefits of the dodge action Chakra Mark ninjutsu. When you do, you teleport to
against that hostile creature. them, ignoring distance, cover or no space that can hold
you as if a space is occupied by another creature that you
SEALING ARTS would end your teleportation in they are forcibly
Beginning at 10th level, you learn of a variety of techniques teleported into your previous space. When your
that people use to seal, conceal or even hide the residual teleportation’s movement ends, you can make a weapon
effects of a chakra-based effect. attack as a part of this teleportation targeting the select
When you are within 60 feet of a chakra-based effect creature. On a hit you automatically score a critical hit.
created by a Ninjutsu you become aware of its existence. By You can perform this action twice per rest.
spending an action to make a Ninshou check vs the Ninjutsu Additionally, whenever you would be targeted by an
save DC of the caster. If there is no caster and this instead is attack, you may as a reaction, spend two vorpal seals to
a natural phenomenon then the DC is calculated as; 10 + The do one of the following;
Rank of the Mission this effect is taking place in or an
• Melee Attack: Teleport up to your Movement speed
equivalent jutsu rank effect; (D-Rank: 5, C-Rank: 9, B-Rank:
away to an unoccupied space dodging the attack.
13, A-Rank: 17, S-Rank: 21)
• Ranged Attack: Teleport the attack away, redirecting it
On a successful check, you are able to seal away this
to target another creature of your choice, making a
effect, effectively ending it temporarily for a duration of
Ninjutsu attack against the selected creature, on a
your choice for no longer than 10 minutes. You can only
success, the target takes the attack as if they were the
target a creature gaining the benefit of a chakra-based
original target.
effect twice per rest in this way.

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

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

37
WOLVES LEGACY Additionally, skill checks or jutsu cast against you in an
attempt to grapple, trip or push you are made at
Some Hunters find that hesitation is defeat. So, they forget
disadvantage and on a failed attempt, the triggering
what hesitation means. They train their body to a point
creature triggers an attack of opportunity from you that
where it breaks down, so they can build it back better and
does not spend your reaction.
stronger. These Hunters are known as Wolves.
Also, you gain exclusive access to the Deflection, Hunter
Violently efficient, Aggressively driven, and unhindered by
Exploit. This does not count against your Exploit Limit.
Fear.
POSTURE BREAK
WOLF’S PROFICIENCY Beginning at 7th level, a creature marked as your Primary
At 3rd level, you have learned to patiently wait for an
Target, who has 3 or more total ranks of any condition(s),
opponent to slip up and capitalize on it with unforgiving
cannot take reactions in response to an attack you make
accuracy. You gain proficiency in the Martial Arts and
or damage you deal. Additionally, if the marked creature
Insight skill. Additionally, you can make a skill check using
has 5 or more total ranks of any condition(s) your Lethal
either of the skills using Dexterity or Wisdom.
Attack damage die increases to a d10.
Also, you have willingly chosen to replace your
organic arm with that of a shinobi prosthetic. An arm EYES OF A SHINOBI
made of wood, metal and other synthetic martials that Also at 7th level, you have tapped into a latent skill that
you control using your chakra, that sits in place of your has been lost to most shinobi. The ability to sense a
original arm. This prosthetic is able to be fitted with a creatures presence, strengths and weaknesses. As a bonus
tool that can aid you in combat. Select two of the action you can activate your shinobi sense, allowing you
following Prosthetic Attachments. You can select two to sense the presence of all living creatures within 30 feet
more at 10th level. If a tool would require a creature to of you, with or without chakra until the end of your next
make a Saving throw, you would use your Taijutsu Save turn. All living creatures glow a soft blue hue allowing you
DC. You can use any of your Prosthetic Attachments a to even sense a creature through walls no more than 5 feet
number of times equal to your proficiency bonus per thick. While sensing a creature in this way, you also
rest. become aware of the gaps in their defenses if any,
You can switch your chosen Prosthetic Attachments allowing you to become aware of the AC of all creatures of
when you complete a rest of any type. your level or lower.
You can tap into this well of preternatural sensory
SHINOBI’S KARMA: BODY ability a number of times equal to your Wisdom ability
Also, at 3rd level, your strength of body has reached new
modifier per rest.
levels compared to other Hunters of your caliber.
Increase the number of failed death saves you need by 2,
before you die and you gain advantage on death saves.

PROSTHETIC ATTACHMENTS TABLE


Assassination
Technique Effect
Divine Your arm is outfitted with a fan you can quickly pull out to gain a boost to stealth. As an action you cloak yourself in divine winds,
Abduction giving yourself advantage on your next stealth check.
Elemental Vent In your arm you have equipped a small cannon that unleashes a blast of fire on your foes. As an action you can force every cr eature
15-foot cone make a dexterity saving throw, taking 4d6 fire damage on a failed save and half as much on a success. If you have access
to another nature release, you can instead use that elements corresponding damage type (Water = Cold). This damage increase b y
2d6 at 10th and 17th levels.
Loaded Your arm is fitted with exceedingly sharp shuriken, launched from a wheel bound with extreme tension. As a bonus action you may
Shuriken select a creature you can see and make a ranged weapon attack as if using shuriken, with double its normal range. On a hit, you deal
4d4 slashing damage and inflict 1 ranks of bleed. The damage die and ranks of bleed increase by 2 at 10 th and 17th levels.
Loaded Your arm is outfitted with an indestructible, iron ribbed umbrella made to absorb damage and disperse it harmlessly around yo u. As
Umbrella a reaction when you would take damage, you open this umbrella intercepting it and all other damage until the end of the current
turn and reducing each instance of damage you take by 4d8. The damage you reduce is increased by 3d8 at 10 th and 17th levels.
Mist Raven Your arm is fitted with a special feather that gives you the ability to teleport in a cloud of mist to avoid damage. As a reaction when
you would take damage, you teleport up to 30 feet away, while reducing the triggering damage you would take by 3d6. The damag e
you reduce is increased by 3d6 at 10th and 17th levels.
Sabimaru Your arm is equipped with a secret poison, with which you can coat your weapon to quickly poison your foes when you make a melee
attack with a weapon or make a melee Taijutsu attack as part of casting a Bukijutsu. As a part of the same action used to attack, you
can spend a use of your Prosthetic attachments. On a hit you deal an additional 3d6 poison damage. The target must make a
constitution saving throw. On a failed save, they gain the envenomed condition for 1 minute. If you score a critical hit with this attack,
the target instead gains 3 ranks of the Envenomed condition.
Shinobi Your arm is equipped with a firecracker that is made for disorienting your foes. As a bonus action you can force ev ery creature in a 10-
Firecracker foot cube originating from you to make a Wisdom saving throw. On a failed save, they become dazed and blinded until the begin ning
of their next turn.
Shinobi Rope Your arm is equipped with a 60-foot rope with a kunai and weight on one end, that is launched from a spring engine. As a bonus
action you can fire this rope towards a creature you can see within 60 feet of you. The target must make a Dexterity saving throw,
being restrained by you on a failed save. A Restrained creature makes a Strength save to escape at the end of each of their turns.
38
WOLF TECHNIQUES DEVOTION TO THE CREED
Beginning at 10th level, you have learned both to value Also at 14th level, your devotion to your creed has
patience, but at the same time that hesitation leads to exceeded all others. When you would complete a rest,
defeat. You have become privy to a series of elite select one Adversary Class (Caster, Controller, Defender,
techniques taught only to members of your creed who Lurker, Generalist, Striker or Supporter). You become
have survived as long as you have. Select 1 of the aware whenever an adversary with that class is within
following jutsu. The selected jutsu are now counted as 120 feet of you and where they are.
your Wolf Techniques. The jutsu selected are added to If you would engage them socially, your training has
your Jutsu known and also gain their listed effects. You led to you researching as much as possible in regards to
can cast a jutsu counted as your Wolf Technique, by interacting with them. You can choose to use your
spending two uses of your Prosthetic Attachment instead Wisdom in place of Charisma when making a Charisma
of spending chakra. A jutsu cast in this way ignores its based skill check. Additionally, you gain a 1d6 bonus to
component requirement, instead being able to be cast all such checks made to interact with them.
using any weapon and is always cast as if it were B-Rank.
• Kunai Assault: X always equals 8.
KAGES DIE TWICE
At 17th level, your sheer spirit and resolve to keep
• Weapon Deflect: Bonus damage increases to a d10.
fighting allows you to defy even death itself. Once per
• Weapon Break: Your weapon is treated as a B-Rank or a
long rest, when your hit points are reduced to 0, you can
+2, whichever is higher in the given scenario.
choose to slowly stand back up, regaining hit points
• Earth Breaker: Increase the saving throw damage die to
equal to twice your hunter-nin level, and gaining
a d10, and instead make two melee taijutsu attacks
resistance to all damage until the end of your next turn.
against a prone target.
Additionally, when you are revived this way, you
• Reapers Swing: The Jutsu’s casting cannot be reacted
immediately gain 2 failed death saving throws, which
to.
cannot be removed by any means until you complete a
• Triple Windmill Blades: The jutsu’s range is increased
long rest.
to 90 feet.
Alternatively, if you would die, prior to using this
• Ichimonji: Make one additional attack.
ability, once per full rest, you can choose to rise from the
• Judgement Cut: Reduce the additional cost to target the
ether, ignoring effects that would prevent you from
same space to 4 chakra.
being revived rising with half of your maximum hit

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

SHINOBI’S KARMA: WILL


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

39
HUNTERS EXPLOITS CHAKRA RECOIL
Skill: Chakra Control
Choose from the following exploits. In order to choose
You attempt to recover chakra for yourself after
an exploit, you must be proficient in the associated
casting a jutsu. When you would cast a jutsu, Make a
skill. You can use these feature a number of times
Chakra Control check vs a DC 8 + Rank of jutsu cast
equal to your proficiency bonus per short rest.
(D-Rank: 5, C-Rank: 9, B-Rank: 13, A-Rank: 17, S-Rank:
AIM 21). If you have expertise in chakra control, you
Skill: Perception instead add a +1d4 bonus in place of expertise. On a
When you make an attack, you attempt to line it up success, you reduce the cost of the jutsu by 1d6, down
against a creature you can see. Make a Perception to a minimum of 0. If you beat the DC by 5 or more,
check vs the targets AC. If you have expertise in you instead reduce the cost by 2d6.

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

CONFUSE BEAS
As a bonus action, you attempt to figure out who your
enemy is and what they are about. Make an Investigation
Skill: Animal Handling
check contested by the target’s Charisma Saving throw If
You attempt to confuse one beast on the battlefield.
you have expertise in investigation, you instead add a
Make an Animal Handling check contested by the
+1d4 bonus in place of expertise. On a success, you
target’s Wisdom saving throw. If you have expertise in
become aware of the targets Adversary role or Clan (your
animal handling, you instead add a +1d4 bonus in place
choice).
of expertise. If your check succeeds, the beast cannot
ANGLE take actions or reactions until the end of your next turn.

DEFLECTION
Skill: Perception
You attempt to predict the behavior of a creature you
Skill: Martial Arts
can see within 30 feet of you. Make a Perception check
Requirements: Wolves Legacy
contested by the target’s Dexterity saving throw. If
When you would take damage from a melee attack you
you have expertise in perception, you instead add a
can deflect the attack weakening the posture of your
+1d4 bonus in place of expertise. If your check
assailant, weakening their stance to allow you to strike
succeeds, the first attack roll the target makes before
them in response. While this does not cost an action to
the start of your next turn has disadvantage, and the
use, if you cannot gain the benefit of a Reaction, you
first saving throw the creature makes before the start
cannot use this exploit. Until the end of the current
of your next turn has disadvantage.
turn each time a creature would target you with an
BATTLE CRY attack or deal damage to you as a result of an attack,
Skill: Intimidation you make a Martial arts check contested by the targets
You attempt to demoralize one creature you can see attacking ability scores, saving throw. If you have
within 30 feet of you that can see and hear you. Make expertise in Martial Arts, you instead add a +1d4 bonus
an Intimidation check contested by the target’s in place of expertise. On a success, roll your Lethal
Charisma saving throw. If you have expertise in Attack dice, reducing damage by the result. If the
intimidation, you instead add a +1d4 bonus in place of deflected attack was a melee one, reduce the triggering
expertise. On a success, the target becomes creatures AC by 1d4, until the end of your next turn. If
demoralized, suffering a -2 penalty to all attack rolls, a creatures AC would be reduced by 10 or more as a
skill checks, saving throws and even their AC. A result of this exploit, the next attack targeting them
creature immune to fear cannot be affected by this automatically scores a critical hit.

DIPLOMACY
exploit. A demoralized creature can attempt to repeat
their saving throw vs your Highest save DC at the end
Skill: Persuasion
of each of their turns, ending the demoralized effect
As an action, you attempt to convince one creature you
on a success. A creature who is demoralized, can be
can see within 30 feet that can hear and understand you.
demoralized no more than twice at any single time.
Make a Persuasion check contested by the target’s
BRUTE Charisma saving throw. If you have expertise in
Skill: Athletics persuasion, you instead add a +1d4 bonus in place of
When you would score a hit with a melee attack, you expertise. If you have dealt damage to the creature in the
attempt to overwhelm them. Make an Athletics check last hour, it has advantage on its save. On a success, you
contested by the target’s Strength saving throw. If you are able to convince them to increase their disposition
have expertise in athletics, you instead add a +1d4 towards you. They may feel more willing to assist you
bonus in place of expertise. On a success, the target and your allies towards accomplishing a goal against
gains 1 rank of weakened. their better judgement.

40
DISTRACTION FOX’S SIN
Skill: Deception Skill: Persuasion
As a Bonus action or a Reaction when an allied creature Requirements: Vice Agent Subclass
would make an attack targeting a creature range, you When you would deal damage with your Shadow Bite
attempt to distract one creature you can see within 30 jutsu, you can entice the target to give you any
feet of you that can see and hear you. Make a Deception bonuses, boosts, or boons they are benefiting from.
check contested by the target’s Wisdom saving throw. If Make a Persuasion check contested by the targets
you have expertise in deception, you instead add a +1d4 Wisdom saving throw. If you have expertise in
bonus in place of expertise. On a success, the target Persuasion, you instead add a +1d4 bonus in place of
becomes surprised until the end of the current turn expertise. On a success, any one jutsu, feature or trait
against the chosen allied creature. (excluding Class mod or Clan Traits) that are granting
the target a bonus, boost or boon, you steal it, gaining
EMULATE PREDATOR its benefit for the remaining duration. If the jutsu
Skill: Nature stolen required concentration, you begin to maintain
You attempt to emulate the sounds of a natural predator concentration in place of the original target spending
of a creature you can see within 30 feet, that cannot see 0 chakra at the beginning of each of your turns. The
you. Make a nature check contested by the target’s target loses the jutsu as if it were dispelled. If the
Wisdom saving throw. If you have expertise in benefit stolen was from an Adversary trait, they lose
persuasion, you instead add a +1d4 bonus in place of the traits benefit until the end of your next turn as you
expertise. On a success, the target is spooked and must gain its benefit for the same duration. If you are not
take the Dash action and move away from you, using the aware of all of the jutsu, features or traits currents
safest available route on its turn, unless there is nowhere affecting a creature you randomly steal one, becoming
to move. aware of its effects. (Ex. Bless, Wind Release: Wind
Friction Shatter, or even Crushing thoughts)
FEINT
Skill: Deception HINDER
As a bonus action, you attempt to divert the attention of Skill: Sleight of Hand
a target you can see within 30 feet. Make a Deception As a reaction to a creature attempting to make an attack
check contested by the target’s Wisdom saving throw. If or cast a jutsu, you attempt to blind it, if it is within 30
you have expertise in deception, you instead add a +1d4 feet of you. Make a Sleight of Hand check contested by
bonus in place of expertise. On a success, the target is the target’s Constitution saving throw. If you have
incapacitated until the end of your current turn. expertise in Sleight of Hand, you instead add a +1d4
bonus in place of expertise. On a success, the target is
FESTERING SIPHONAGE blinded until the start of its next turn.
Skill: Medicine
Requirements: Necrotic Hand Subclass INCURABLE AFFLICTION
When you would deal damage with the Necrosis Skill: Deception
ninjutsu, you are able to siphon off a portion of your Requirements: Undertaker Subclass
targets strength. Select one ability score between; When a creature would take poison damage as a result
Strength, Dexterity, Intelligence or Wisdom. of an attack you make, jutsu you cast, or envenomed
Make a Medicine check contested by the targets condition you inflicted, you are able to reveal that the
Constitution saving throw. If you have poison isn’t any normal poison. It is virtually
expertise in medicine, you instead add a incurable. Make a Deception check contested by the
+1d4 bonus in place of expertise. On a targets Constitution saving throw. If you have
success, you reduce the targets chosen expertise in Deception, you instead add a +1d4 bonus
ability score by 1d6+1. You gain a bonus to in place of expertise. On a success, the target gains 1
the same ability score equal to rank of envenomed for the next minute and cannot
the value they lost. This have any ranks of the envenomed condition removed
drain lasts until the end of by any means until the end of your next turn.
your next turn or until they die,
whichever comes first. INSTRUCT
Skill: Investigation
As an action, you attempt to find a weakness in your
target. Make an Investigation check contested by the
target’s Wisdom saving throw. If you have expertise in
investigation, you instead add a +1d4 bonus in place of
expertise. If your check succeeds, all friendly creatures
next attack roll against the target is made at advantage.

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

41
SHADOW STEP VANISH
Skill: Stealth Skill: Stealth
Requirements: Grave Stalker Subclass You attempt to make your presence disappear. While
When you are in a space counted as Dim, Light, you are being observed by creatures. You can as an
Darkness or gaining the benefit of being Lightly or action, make a Stealth check contested by the creature
Heavily obscured, you can use this exploit. Select with the highest wisdom ability score, Wisdom saving
another space that would grant you any of the throw. If you have expertise, you instead add a +1d4
aforementioned environmental circumstances. You bonus in place of expertise. On a success, you are able
teleport to that space. to move up to your movement speed into a space that
When you do teleport, make a Stealth check contested would grant you partial or total concealment. When
by all hostile creatures passive perception. If you have you do, you treat your stealth check as if you
expertise in stealth, you instead add a +1d4 bonus in attempted to Hide. The image the observing
place of expertise. On a success, you becomes creature(s) were seeing begins to vanish into thin air
undetectable by jutsu with the sensory keyword until the revealing that you were never there in the first place.
end of your next turn, and your first attack with Weapons
of Darkness from stealth, automatically hits a creature. VOID ASSAULT
Skill: Ninshou
SHARP RAIN Requirements: Void Hunter
Skill: Crafting When you would trigger Lethal Attack on a creature
Requirements: Arsenalist Subclass marked as your Primary Target or marked by your
When you would deal damage using a weapon, jutsu or Chakra Mark ninjutsu you begin to blink around
tool that is a part of your Arsenal, you are able to targeting all other creatures marked by your Chakra
manifest a storm of needle like chakra in an attempt to Mark dealing significant damage to everyone. Make a
hinder the target. Make a Crafting check contested by Ninshou check and record the result. If you have
the targets Strength Saving throw. If you have expertise in Ninshou, you instead add a +1d4 bonus in
expertise in crafting, you instead add a +1d4 bonus in place of expertise. Compare the result of your check to
place of expertise. On a success, you aggressively the AC of all other creatures marked by your Chakra
restrict the mobility of the target creature, reducing Mark. You quickly teleport and strike each of them in
their movement speed to 10 feet, preventing them the blink of an eye dealing half of the triggering
from forming handseals or taking the Dash, Disengage attacks damage to all marked creatures. This does end
or Dodge actions until the end of your next turn. the Chakra Mark jutsu on all affected creatures.
Regardless, choose a space within 5 feet of a marked
STUDY creature that can hold you, as you teleport to that
Skill: History space after this exploits use.
You attempt to anticipate your target’s action. As a
reaction to a creature attempting to cast a jutsu or make WARDENS ASSAULT
an attack against you, make a History check contested by Skill: Athletics
the target’s Charisma saving throw. If you have expertise Requirements: Blade Warden Subclass
in history, you instead add a +1d4 bonus in place of As a part of the same action used to make a weapon
expertise. On a success, you have advantage on the first attack or taijutsu attack, You attempt a flurry of
of each, your skill check, attack roll and saving throw strikes that are impossible to track with your Warden
you make against that creature before the end of your Weapon. Make an Athletics check vs the targets AC. If
next turn. you have expertise in Athletics, you instead add a
+1d4, in place of the expertise bonus. On a success, you
SUNDER strike fast enough and with enough force to manifest
Skill: Craft multiple afterimages of the same attack. You can
You attempt to make a creatures armor virtually trigger Lethal Attack twice on the target creature the
pointless. As a bonus action, make a Craft check turn you use this Exploit.
contested by Strength saving throw. If you have
expertise in the craft skill, you instead add a +1d4 bonus TERRIFYING
in place of expertise. On a success, you ignore the bonus Skill: Intimidation
its armor grants to its AC until the end of the current You attempt to demoralize a creature, so as to give you
turn. a feeling of superiority over them. The reaction is
instant, and the effects positive. Make an Intimidation
TUMBLE check contested by the target’s Charisma saving
Skill: Acrobatics throw. If you have expertise in intimidation, you
As a part of your movement, you attempt to make a quick instead add a +1d4 bonus in place of expertise. On a
tumble. Make an Acrobatics check and record the result. success, the target gain 1 rank of fear against you for
If you have expertise in the acrobatics skill, you instead the next minute. Additionally, until the end of your
add a +1d4 bonus in place of expertise. Your AC becomes next turn, you gain a +1 bonus to all saving throws for
the result of your check. This only lasts against the first each rank of fear the target has against you.
attack made against you before the beginning of your
next turn, after which your AC goes back to normal.

42
HUNTERS PATTERNS ILLICIT LITERATURE
Patterns are the fully realized manifestations of the You have become an avid reader of illicit and inappropriate
multitude of trainers, teachers, peers and even rivals. texts meant for only the most refined of tastes. While reading
These manifestations take shape in the form of you learn to deal with your desires unlike most of the
patterns you have picked up. These patterns are things uncultured swine who are ignorant to your holy texts. You
you do throughout your day, when you are resting or gain Immunity to the Charmed condition and charm-based
even when fighting. effects.

BACK-UP PLANS, BACK-UP KLEPTOMANIAC


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

BOTANY MARTIAL STUDENT


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

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


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

HABITUAL RESEARCHER bring too much of the same thing, or are always more
prepared than the next person. When you would
You research the most remedial things. The number of complete a rest of any type. Roll one d20. Record the
useless facts and tidbits of knowledge has become results. Whenever you or another creature would make a
unbearable. But you never stop learning, no matter how skill check using Dexterity, Wisdom or Charisma you can
much time it takes out of your personal life. Select two skills. replace their original d20 result with the d20 you
You gain proficiency in the given skills. previously rolled, spending that roll.
You can select this Pattern multiple times, selecting
different skills. PRACTICED COMBATANT
HORROR FILMS You have practiced the martial arts all of your life,
studying new forms, techniques and skills. Even when
After your first fright film, you have become absurdly others would ask you to be a bit more social, you focused
addicted to them, finding ways to watch or read horror on the practical applications of your martial prowess.
related content. This gives you a multitude of ways to deal You gain one Taijutsu or Weapon stance from Chapter 13.
with the fear of being afraid. You gain immunity to the Fear
condition and Fear based effects. PRE-PLANNED ROUTE
HYPER CRITICAL EYE You have learned the value of always knowing how to, and
when to escape or run. You practice your escape routes the
You have always been super critical of the quality of the night before and in your dreams in order to avoid wasting
tools you are working with. Whenever you see weapons, time. When you would take the dash action, you instead are
armors or tools within 60 feet of you, you can, as an able to increase your movement speed by twice your base
object interact action, inspect them more closely when speed. Once you do this, you cannot gain the benefit of this
you do, you become aware of the quality, special effects, pattern again until you choose to reduce your speed to 0 at
features, or even seals placed upon them and what they the beginning of your turn or finish a rest.
can do.

43
REVIEWING TACTICS
You have taken up the teachings of the Samurai in how they
surround their enemies in combat. When you and an allied
creature are on opposite sides of a hostile creature, the
hostile creature suffers a -2 penalty to their AC against your
attack.

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

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

44
INTELLIGENCE OPERATIVE CREATING AN INTELLIGENCE
An Aburame directs his allies to take very specific positions OPERATIVE
and tells them how to win this upcoming battle. After they When creating an Intelligence
take a position, they act according to his plans, each Operative consider a few things about
event happening in sequence like he planned, all how the character thinks and acts. Do
culminating into the confrontation with the Warlord. they plan ahead or do they plan in the
With a trained eye for detail, Sarutobi looks over the moment? How are their relationships
room he and his allies are trapped in. After a few seconds with their allies and how do they
he figures it out. He walks directly through the wall after interact with them both on and off of
figuring out that they were trapped within a Genjutsu missions? Do they actively take charge or do they only
and noticing the smallest off-center details. These act when it's a last resort? What made the character so
shinobi, different as they might be, are connected by one bound to strategy? Did they train under another very
common factor, they are geniuses in their own right, skilled tactician and never beat them in a game of chess
able to read the room, see the way it's built and figure (Shogi)? Or did you never lose a game and followed this
out that the room isn’t a room, but a cage or trap. The path in order to get a real challenge?
Intelligence operatives are the team leaders, planners,
and the brains behind the greatest teams in the shinobi
world.
QUICK BUILD
You can make an Intelligence Operative quickly by

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

45
CLASS FEATURES STRATEGIC TIMING
As an Intelligence Operative, you gain the following class Starting at 1 st level, the Intelligence operative may use
features. their Intelligence modifier in place of their Dexterity
modifier to roll Initiative.
HIT POINTS
Hit Dice: 1d8 per Intelligence Operative level EXPLOIT WEAKNESS
Hit Points at 1st Level and beyond: 8 + your constitution Also 1st level, you are able to analyze a target, develop a
modifier plan on how to best overcome any potential obstacles
and execute that plan with ruthless efficiency. As a
CHAKRA POINTS bonus action on your turn, you can analyze a target you
Chakra Dice: 1d10 per Intelligence Operative level can see within 60 feet of you. For the next minute, or
Chakra Points at 1st Level: 10 + your constitution until you analyze another target, when you analyze a
modifier hostile creature you gain the following benefits;
Chakra Points at Higher Levels: 1d10 (or 6) + your
• Melee weapon attack and damage rolls you make with
Constitution modifier per Intelligence Operative level
after 1st. weapons with the Light and/or Finesse property
against the analyzed target may use your Intelligence
PROFICIENCIES modifier in place of your Strength or Dexterity
modifier.
Armor: Light armor, medium armor • When a hostile creature would gain the benefit of a
Weapons: Simple Weapons, Fuma Shuriken, Knuckle
Jutsu or trait of D-Rank or lower that does one of the
Blades
following;
Ninja Tools: Pick four
o Grants them a bonus to their:
Saving Throws: Dexterity, Intelligence, Charisma
▪ Attack rolls
Skills: Investigation, Choose three from Chakra Control,
▪ Damage rolls
Crafting, Ninshou, Persuasion, Illusions, Insight,
▪ Skill checks
Intimidation, History, Perception, Martial Arts
▪ Saving throws

EQUIPMENT o Or Inflicts a Penalty to yourself or your allied


creatures to one of the following:
You start with the following equipment, in addition
▪ Attack rolls
to the equipment granted by your background:
▪ Damage rolls
• (a) Padded Armor or (b) Combat Jacket ▪ Skill Checks
1. (a) 1 Simple weapon or (b) 2 Knuckle ▪ Saving throws
Blades
• (a) One Kunai Stack or (b) 1 Fuma
You can attempt a Read the Enemy action,
once per turn, without spending an action,
Shuriken
when you do, you can choose to instead
2. One Tool Kit of your choice.
• 1 Paper Bomb
make an Intelligence (Investigation) check,
vs the targets Jutsu save DC or Level DC (if

JUTSU CASTING it is a Trait). On a success you gain the


benefits of the Read the Enemy action and

NINJUTSU
become aware of the traits effects and if it
can be dispelled, or suppressed in some
Ninjutsu save DC = 8 + your proficiency way. This rank-based limitation increases
bonus + your Intelligence modifier to C-Rank at 5th, B-Rank at 9th, A-Rank at
Ninjutsu attack modifier = your proficiency 13th and S-Rank at 17th. (Level DC = 10+
bonus + your Intelligence modifier target creatures Level.)
Beginning at 7th level, you learn how to
GENJUTSU analyze a friendly creature, informing
Genjutsu save DC = 8 + your proficiency bonus + them of their faults and assisting them in
your Wisdom modifier covering those. As a bonus action, you can
Genjutsu attack modifier = your proficiency target an allied creature Analyzing them
bonus + your Wisdom modifier for the next minute. While you are
analyzing them select one Statistic; Attack
TAIJUTSU Roll, Damage roll, Skill Checks, Saving
Throws or Armor class. They ignore any
Taijutsu save DC = 8 + your proficiency bonus
penalties they have as the result of a Jutsu,
+ your Strength modifier
Trait or condition while you are analyzing
Taijutsu attack modifier = your proficiency bonus
them. You can only analyze one allied
+ your Strength modifier
creature at a time.

46
MASTER PLANNER HELPFUL OPERATIVE
Starting at 2nd level, you have become adept at planning Also, at 5th level, the Intelligence Operative can use the
and learn Plans that can be used freely but are also help action as a bonus action, even with skills they are
enhanced by a special resource called Brave Orders. not proficient in. Additionally, when you use the Help
Plans: You learn two plans of your choice, which are action to aid an ally in attacking a creature, the target of
detailed in the plans Section at the end of this class. You that attack can be within 30 feet of you, rather than 5
earn more at higher levels as shown in the “Plans feet of you, if the target can see or hear you.
Known” Column of the Intelligence Operative Class Additionally, when you would roll initiative, you can
table. Many Plans may enhance attacks in some way, choose to activate a Plan by spending a brave order, as a
provide you with a unique action or reaction and each part of the initiative roll.
has a duration, listed in the Plans effect text. You may
activate a plan by spending one Brave Order as an action, SABAKI
bonus action or reaction. If you would activate a plan
Starting at 7th level, the Intelligence Operative begins to
while another plan is currently active, the previously
learn to incorporate the game of Shogi into their combat
active plan immediately ends. You may enhance an
strategies, including the technique of Sabaki in both
active plan by spending a Brave order (no additional
Combat and Social encounters.
action needed). You can end an active plan at any time in
Combat: At the beginning of each combat initiative
the same manner you could end concentration on a
count, you take notice of the status of each of your allied
Jutsu. When you would gain the benefits of a long rest
creatures and your adversaries. When you do roll 1d10.
you may switch the plans you know with another plan.
When you do record the result gaining benefits based on
You can only have one plan active at a time, unless
the result.
otherwise stated.
Social: At the beginning of each social encounters
Brave Orders: You can spend up to two brave orders per
initiative count or round, you take notice of all points
turn. You gain more brave orders at later levels, as
and focuses asserted during the last round. Roll 1d10.
shown in the Brave Order column of the Intelligence
When you do, record the result gaining an effect based
Operative class table. A Brave Order is expended when
on the results.
you use it. You regain all of your Brave Orders when you
finish a short or long rest.

EXPERTISE S ABAKI C OMBAT T ABLE


Result Effect
Starting at 2nd level, select one skill or toolkit. You gain
expertise in the chosen skill or toolkit. You gain 1 1-2 No Effect
additional expertise beginning at 9th and 16th levels. 3-5 Select one allied creature within 60 feet of you. It gains

MASTER STRATEGIST
a bonus 1d4 on its next saving throw made before the
beginning of your next turn.
Also, at 3 rd Level you dedicate your tactics towards a 6-8 Select yourself or one allied creature. The chosen
Type of Strategy which is detailed in the following creature gains a bonus 1d4 to its next attack roll before
section. The Strategy you choose grants you features at
the beginning of your next turn against a creature
3rd, 6th, 9th, 13th and 17th levels.
Marked with your Exploit Weakness class feature.

ABILITY SCORE IMPROVEMENT/FEAT 9-10 All allied creatures, including yourself, gains a bonus
1d4 to attack rolls and saving throw until the end of
When you reach 4th and again at 8th, 12th, 16th, and
your next turn.
19th, level, you can increase one ability score by +1 & a
Feat of your choice that they qualify for. As normal you
can’t increase an ability score above 20 using this S ABAKI S OCIAL T ABLE
feature.
Result Effect
TACTICAL SCHEME 1-2 No Effect
Beginning at 5th level, while you have a foe marked with 3-5 The next allied creature that attempts to make a skill
the Exploit Weakness class feature, you can begin to check to influence the social encounter makes their
design a scheme intended to defeat this enemy. check with a +2.
Roll a d20. If you or an allied creature before the 6-8 The next adversarial creature that attempts to make a
beginning of your next turn would make an attack roll
skill check to influence the social encounter makes
targeting the marked creature you can choose to use the
their check with a 1d4 penalty.
rolled result as their or your own d20 roll, skipping the
need for rolling. You or the receiving creature must 9-10 All allied creatures, including yourself, gains a bonus
decide on using the rolled die prior to rolling for the 1d6 to their next check intended to influence the social
attack in question. encounter.
If you would use this features die replacement for your
own attack you can choose to use your Intelligence
Modifier in place of your Strength or Dexterity for melee
or ranged Taijutsu attacks as a result of a Bukijutsu you
cast. Once you use this feature, you cannot use it again
until the end of your next turn.

47
DECLARATION OF WAR CHECKMATE
th
Starting at 11 level you may select 1 hostile creature you Starting at 20th level, after many battles and conflicts,
can see or hear. While you are within 60 feet of the you have mastered when to, and when not to reveal your
target, you may, spend one Brave Order to give that hand. As a bonus action, you may add your proficiency
creature disadvantage on any single Skill Check, Attack bonus to the damage roll of all attacks and jutsu you and
Roll or Saving throw. At 18th Level you may select a your allies make against the target of your Exploit
number of creatures equal to your Intelligence Modifier. Weakness until the start of your next turn. You may use
this feature twice before needing a rest.
TSUME
Starting at 14th level you have reached the pinnacle of
tactical planning and choice-based tactics. When you
would gain the benefit of a Plan or Sabaki class feature
while you have a hostile creature marked with Exploit
Weakness, you begin to move into end game.
All allied creatures, excluding yourself become marked
with your Exploit Weakness for up to 1 minute, gaining
the benefit of being analyzed. Additionally, allied
creatures who are analyzed by you as a result of your
Exploit Weakness gains an additional action on their
turns which can only be used to move or to interact with
an object. Finally, if all allied creatures you are currently
analyzing are adjacent to a hostile creature you have
marked with your Exploit Weakness, attacks against the
hostile creature are made with advantage, cannot be
made with disadvantage, and the hostile creature suffers
a -1 penalty to skill checks and saving throws
for each of your allied creatures adjacent to
it for the duration.
Once you use this feature to mark allied
creatures with your Exploit Weakness class
feature, you cannot do so again until you
complete a long rest.

48
MASTER STRATEGIES AZURE LOCKOUT
Starting at 6th level, you learn to lock your enemies out

AZURE ANALYST of their special traits and tactics.


While a hostile creature is marked with your Exploit
Some Intelligence Operatives find that knowing what Weakness and you have a trait it has access to, sealed into
your enemies know and use is far more critical than your Azure Scroll, as an Action, you can bind the chosen
having any high-powered techniques of your own. They trait. For the next minute, the marked creature cannot
believe that using your enemies strengths against them gain the benefits of the bound trait. You can only have
is a far less dangerous path than fighting fire with fire. one trait bound this way at a time. Yourself or allied
These Intelligence Operatives are known as Azure creatures cannot gain the benefit of traits bound in this
Analyst’s way as a result of Azure Hypothesis. Additionally, at the
end of the duration, the bound traits vanishes from your
AZURE RESEARCH [CHANGED] Azure Scroll.
When you choose this Strategy at 3rd level, you learn to This binding ability increases in strength as you grow
use your incredible insight to learn your enemies skills, in knowledge. Beginning at 13th level, you can bind up to
jutsu and abilities. You gain proficiency in Insight, if you two traits. Starting at 17th level, you can bind up to three.
weren’t previously. If you already proficient, you instead
gain Proficiency in another Wisdom based Skill. When SAPPHIRE INSIGHTS
you would make an Insight check, you can choose to Starting at 9th level, you learn how to spread the
instead use Intelligence in place of Wisdom knowledge of an analyzed trait and grant your allies its
Once per turn, when you would take the Read the power.
Enemy action as a result of your Exploit Weakness class As an action, you can spend 1 Brave order. When you
feature, you can choose to instead make an Intelligence do, select one trait in your Azure Scroll. All allies within
(Insight) Check. Regardless of the skill used, on a 30 feet of you gain the benefit of this Trait. This
success, you become aware of one of the following that activation is treated as a plan, and ends any plans you
this adversary has; currently have active if any, and ends if you activate any
• One random General trait and its effects. plans while this is active. This feature, when activated
• One random Affiliation trait and its effects. lasts a number of your turns, equal to your proficiency
• Beginning at 10th level, you can choose one random bonus. Once you use this feature you cannot do so again
Role trait and its effects. until you complete a rest and the trait vanishes from
your Azure Scroll.
You can use this feature on the same hostile creature
twice per long rest. SAPPHIRE THEORY
Beginning at 13th level, you can use this feature on the Beginning at 13th level, when you would succeed on a
same hostile creature twice per short rest. This increases Read the Enemy action, you can choose to also become
to three times at 17th level. aware of all Jutsu types and Jutsu Ranks that they have
on their known Jutsu list. (Ex. B-Rank Ninjutsu, D-Rank
AZURE HYPOTHESIS Taijutsu. You do not become aware of the Jutsu they know,
Also, at 3rd level, you learn how to take the knowledge only if they know jutsu of a certain Rank and Category).
you’ve gained and record it into a special Scroll, named When you do, you can then choose to bind a select
the Azure Scroll. When you successfully become aware of rank and category combination no higher than B-Rank.
a creatures trait, as a result of your Azure Research class (Ex. B-Rank Taijutsu, or C-Rank Genjutsu). Jutsu bound
feature, you can choose to seal it of them into your Azure this way, cannot be cast for the duration of the binding.
Scroll. While binding jutsu in this way, you must maintain
When you do, it occupies the Scroll in one of the Azure concentration on the binding as if concentrating on a
Scrolls slots. You begin with one slot. You gain an jutsu of the corresponding type.
additional Slot that you can store a named trait into at
6th, 13th and 20th levels. When you would attempt to AZURE CONCLUSION
seal a named trait into your Azure scroll while you have Beginning at 17th level, you have learned to take what
all of your slots filled, select one named trait currently you’ve learned and apply it with intriguing results and
sealed within your Azure Scroll and replace it with the potency.
newly sealed named trait. When you would use your Exploit Weakness to mark a
By spending 1 Brave order, you can infuse yourself hostile creature, you can choose mark one additional
with one trait currently sealed within your Azure Scroll. hostile creature and when you would gain the benefit of
You retain the benefits of this trait for up to 1 minute. your Azure Research class feature you can choose to
You can only gain the benefits of a sealed trait once per instead become aware of one random Clan trait and its
long rest, per trait. Beginning at 7th level, when you effects.
would use your Exploit Weakness to analyze a friendly Finally, when you would become aware of an
creature, you can choose to infuse that friendly creature Adversaries Clan Traits. If you would seal a clan trait
with a sealed trait. When you do, they retain the benefit into your Azure scroll, it occupies two slots and allied
of the trait for the duration of your Exploit Weakness, creatures who gain the benefits of a Clan Trait as a result
but at the end of the duration, the trait dissipates and it of your Sapphire Insights class feature, you must
vanishes from your Azure Scroll. maintain concentration on it as if you are concentrating
on a jutsu.

49
CALCULATED STRATEGIST CALCULATED TACTICS
Starting at 6th Level, you are able to utilize information
Some Intelligence Operatives are much more calculated
you have access to, in a far superior way compared to
than others. Their Plans are made both before and
others, capable of creature new and unique plans and
during combat. But requires much more information
tactics based around the known information.
than others to make much more fool proof plans making
When you have an Adversary whom you have marked
use of Ninja Info cards to figure out the full capabilities
with your Exploit Weakness class features; Affiliation,
of an enemy before they take direct action.
Clan or Role, recorded in your Conflict book, you can use

CONFLICT BOOK the known information to develop a new tactic based on


the information gathered. You can only gain the benefit
Starting at 3rd Level, you have created your own version
of one Tactic at a time.
of the Bingo Book. Within the pages of this book, you
have created specialized Ninja info cards, etching details • Affiliation: You become aware of the tactics of the
you surmise from those you analyze. You gain enemy if they have any, such as how they normally
proficiency in Perception, if you weren’t previously. If plan to engage in combat or social encounters and
you already proficient, you instead gain Proficiency in their highest attack bonus (Ninjutsu, Genjutsu,
another Wisdom based Skill. When you would make a Taijutsu, Weapon.
Perception check, you can choose to instead use • Clan: You become aware of up to three random Hijutsu
Intelligence in place of Wisdom. the creature has on their known list as you correctly
Once per turn, when you would take the Read the deduce what they possibly know or don’t know and
Enemy action as a result of your Exploit Weakness class what you should look out for.
feature, you can choose to instead make an Intelligence • Role: You become aware of the creatures AC and
(Perception) Check. Alternatively, you can choose to take highest Saving throw bonus.
the Read the Enemy action, as a bonus action on your
turn, instead of a Reaction. Regardless of the skill used ACCORDING TO PLAN
or action taken, on a success, you learn one of the Also, at 9th Level, you are able to enable an ally to push
following statistics as it is etched on a new page on a new the plan you’ve put together to success. As a bonus
Ninja info card. Starting at 9th Level, you may learn up action, you are able to spend one Brave Order to give one
to two statistics and three statistics at 17th. ally, who can see & hear you, within 60 feet an additional
action on their turn, which they can use to take the
• Adversary Affiliation
Attack, cast a Jutsu, Dodge, Dash, Disengage, Help or
• Adversary Clan
Hide Actions. An allied creature can only gain the benefit
• Adversary Role
of this feature, twice per long rest.

CALCULATED INSIGHT NOTHING IS A SURPRISE


Also, at 3rd level, your calculated assessments allow you
Beginning at 13th Level, you have truly planned for just
to see through a creature’s option’s. As a bonus action,
about every eventual outcome. While you are conscious,
Make an Intelligence (Perception) check vs a creature
you and allied creatures within 30 feet of you cannot be
marked with your Exploit Weakness’s passive Deception,
surprised and hostile creatures cannot gain advantage
that you can see within 60 feet. On a Success, you can see
against you or allied creatures within 30 feet of you as a
through their tactics, granting you one of the following
result of being hidden.
effects. You can use this feature twice per initiative. You
Finally, creatures attacks that would target you cannot
gain an additional use at 9th and 17th levels.
benefit from a bonus to hit as the result of a Jutsu. (Such
• Determine Attack: You can cause them to have as Advantage or any flat +X based bonus)
disadvantage on their next attack against a creature
that can see or hear you. 4-D CHESS
• Predict Movement: You deduce where they are Also, at 17th Level, you are already looking 20 moves
planning to move on their next turn. If they do move ahead while planning for the next battle two weeks from
at all before the end of their next turn, you can now. As a bonus action, by expending one Brave Order you
command an allied creature to move up to their full gain, one of the following effects:
movement plus 20 additional feet. You can only • Shift the Field: Up to 5 allied creatures
command one ally to move in this way as a result that can see or hear you can move their full
of this feature. movement speed without provoking attacks
• Outwit Response: You find an opening in their
of opportunities.
defenses negating any they may have. The • Bloody Victory: When you or an ally
target cannot gain the benefit of would reduce a hostile creature to 0 hit points
Damage reduction. before the end of your next turn, you and the allied
• Expose Weakness: The target does
creature gains Temporary Hit Points equal to the
not add its Armor Bonus to its AC dead creatures Level.
Calculation against Attacks, until • No One Left Behind: Allies within 60 feet of you, who
the start of their next turn. would make a Death saving throw on their turn, or who
have already died within the last minute, are instead
immediately stabilized at 1 Hit Point. Creatures who
gain this features benefits cannot benefit from it
again for 24 Hours.
• Absolution: All allied creatures within
60 feet of you gain a +1d4 bonus to attacks,
saving throws, skill and ability checks until the
end of your next turn.

50
GRAVE CONTROLLER CORPSE COLLECTOR
Starting at 6th level, you learn how to capture the
Some Intelligence Operatives seek mastery over each
essences of Adversaries that are classed as Minions. You
creature on the battlefield. Their plans seek to
can capture up to 4 Minions in this way using your Dead
manipulate the bodies of their foes using Forbidden
Soul Technique class feature, with the 4 Minion classed
Techniques, while also demoralizing and breaking the
creatures all occupying a unique slot, that only Minion
morale of their opponents.
classed adversaries can occupy.

TWISTED ANATOMY When you do, they become known as Bound Minions,
gaining the Bound Minion stat block found at the end of
When you choose this Strategy at 3rd level, you gain
this class. You can control up to 2 Bound Minions at a
proficiency in Medicine, if you weren’t previously. If you
time, commanding both at the same time with a Bonus
already proficient, you instead gain Proficiency in
action. They each get 30 feet of movement, and 1 Action,
another Wisdom based Skill. When you would make a
which they can use to cast 1 Jutsu they knew in life, up to
Medicine check, you can choose to instead use
twice per summoning.
Intelligence in place of Wisdom.

DEAD SOUL TECHNIQUE UNDEAD FORTITUDE


Starting at 9th level, when you summon a Bound Corpse
Starting, at 3rd level, you begin to walk down a dark
using the Dead Soul Technique class feature, you can
path, paved in failure and regret. When a creature you
spend 1 Brave Order to manipulate the bodies of foes
are currently analyzing with your Exploit Weakness class
near your Bound Corpse. All creatures of your choice
feature, dies within 60 feet of you, and are of a level
within 30 feet of your Bound Corpse must make a
equal to or less than your Intelligence Operative Class
Wisdom Saving throw vs your Ninjutsu save DC. On a
levels and is classed as a Standard Adversary, you can use
failure, each creature gains 2 ranks of Fear, originating
your reaction to bind their essence to yourself in the
from the Bound Corpse.
form of a blackened scroll named the Dead Soul Scroll.
Additionally, when the Bound corpse reaches 0
While you have at least one creatures essence bound to
temporary hit points, you can spend 1 Brave order. When
you in this way, as an Action you can spend 1 Brave Order
you do, it regains Temporary HP equal to your
to summon that creatures corpse to a space that can hold
Intelligence Operative level. You can use this feature
it, within 60 feet of you. It remains summoned for the
twice per long rest.
next minute, and is hereby referred to as a Bound
Corpse.
While you control a Bound Corpse, you can only
DARK MODIFICATION
Beginning at 13th level, you learn to capture the essences
concentrate on one jutsu at a time, regardless of what
of far more powerful creatures, becoming able to bind
other features state. You can only have one creatures
the essence of a hostile creature classed as an Elite
essence bound to you through your Dead Soul Scroll. As
Adversary.
you get stronger, you gain additional slot for creatures
Elite Adversaries, whose essence is bound to you gain 1
essences to be bound to you. Beginning at 9th and 17th
additional False Trait and additional hit points equal to
levels, you gain 1 additional slot for this purpose within
twice your Intelligence Operative Level.
your Dead Soul Scroll.
Additionally, you learn to enhance your Bound corpses
The corpse has the statistics of a Bound Corpse (X = the
to better interact with your Plans. When you would
creatures original Ability scores in life.)
complete a long rest, you can begin modifying a Bound
Bound Corpses summoned this way gain one of the
corpse in your possession. Make an Intelligence
following: One Random General, Role or Clan trait it had in
(Medicine) check vs a DC 20. On a success, you find out
life. You and the DM can figure the best way to decide on
what proficiencies the corpse had, up to 3 jutsu it knew
this randomly chosen trait. You can find the Bound
in life, at random and it gains two of the following
Corpse stat block at the end of this class.
effects the next time it is summoned. You can complete
Bound Corpses can be commanded as a bonus action.
this check, once per Bound Corpse;
When you do, they can move up to their original base
speed and can take 1 Action. Corpses can only use 2 jutsu • Increased Temporary Hit Points Equal to your
you are aware that they know of the highest Ninjutsu Save DC.
rank you can cast based on your class table. • It can cast one C-Rank or lower jutsu that you know.
When they cast a jutsu that requires chakra, • The corpse gains an additional attack when it makes a
they must spend your chakra. melee weapon attack.
All corpses turn to dust when they • The corpse gains a bonus action, and can
cannot mold chakra or run out of benefit from your Exploit Weakness class
temporary hit points. Corpses feature.
turned to dust are immediately • Select one ability score the Corpse has.
unbound from you. The Corpse becomes proficient in that
Jutsu your corpse casts uses saving throw using your proficiency, and
your Ninjutsu attack bonus or that ability score is increased to 20.
Save DC for their rolls and Save
DC calculation. IMPURE REANIMATION
Beginning at 17th level, you have learned
to make your Undead Corpses act more
independently. All Bound Corpses take
their turns immediately after you, and no
long require a bonus action to command, as
you learn to command them mentally (no
action required).

51
Medium Undead Medium Undead

Speed Creatures original Speed Speed Creatures original Speed

X (+X) X (+X) X (+X) 1 (-5) 1 (-5) 1 (-5) X (+X) X (+X) X (+X) 1 (-5) 1 (-5) 1 (-5)

Damage Immunity Psychic Damage Immunity Psychic


Condition Immunities All Mental, Poisoned Condition Immunities All Mental, Poisoned
Senses passive Perception 5 Senses passive Perception 5

False Traits. This Adversary has 1 Random General, Role or Clan Trait it Bound Minions. This Minion, as its reaction, when it sees that you would
had in life. take damage, while it is within 10 feet of you, will intercept the
False Traits (Elite). This Adversary has 1 Random General, Role or Clan damage on your behalf.
Trait it had in life.

52
INTERROGATIONIST MORALE BURST/BREAK
Starting at 9th level, your words and plans can make or
Some Intelligence Operatives seek to gain all knowledge
break any situation. When you enhance a plan, you can
available to them by any means. Their plans seek to
add your words to hinder your enemies or buffer your
capture and extract information from their targets,
allies. Select one effect when you would enhance your
while also demoralizing and breaking the morale of their
plan. You can only use this feature once per initiative.
opponents.
Morale Burse: All allied creatures within 30 feet of you

INFO WARS become analyzed by Exploit Weakness.


Morale Break: All hostile creatures within 30 feet of
When you choose this Strategy at 3rd level, your words
you make a contested Wisdom saving throw vs your
become a viable weapon in the heat of battle. You gain
Intimidation check. For every hostile creature whom
proficiency in Intimidation, if you weren’t previously. If
your check result is higher than, they gain 2 ranks of
you already proficient, you instead gain Proficiency in
Fear against you for 1 minute.
another Charisma based Skill. When you would make an
Intimidation check, you can choose to instead use
Intelligence in place of Charisma.
UNERRING EYE
Beginning at 13th level, your senses are impossible to
Additionally, you leverage your words to hold higher
fool. You gain a 1d4 bonus on any skill check or saving
influence over those in distress. You gain advantage on
throw made against Genjutsu with the Visual and/or
Charisma based skill checks against a creature with any
Auditory Keyword(s).
condition.
Additionally, as an action, you can sense the presence

SYSTEMATIC BREAKDOWN of Genjutsu within 30 feet of you, if you are not blinded
or deafened.
Also, at 3rd level, Genjutsu you cast targeting a creature
If the Genjutsu is of a rank you can cast or lower, you
marked by your Exploit Weakness, can use your
learn what it is and if the caster is within 120 feet of you.
Charisma Modifier instead of Wisdom.
If the Genjutsu you sensed as a result of this feature is on
Additionally, you gain proficiency with weapons with
your Known jutsu list, you can as a reaction, spend one
the grapple property and you would attempt to grapple a
Brave Order to Cast Genjutsu Break without expending
creature marked by your Exploit Weakness, you can use
Chakra, as if you know it.
Intelligence (Intimidation) in place of Strength
(Athletics) for any grapple checks. A creature grappled
this way is also restrained and makes checks to escape at
PERFECT MIND
Beginning at 17th level, your mind becomes an
disadvantage.
impregnable fortress. You gain proficiency in Wisdom or
Finally, you learn the Bane Genjutsu, if you do not
Charisma Saving throws (Pick one). If you already have
know it already. If you already know Bane then you
proficiency in both, choose one. You instead add twice
instead learn another Genjutsu of equal rank for which
your proficiency bonus to the chosen Saving throw.
you qualify for. When you would cast Bane, the Jutsu's
Additionally, when a creature you can see within 60
effects are altered in the following ways;
feet of you would be targeted by a Genjutsu, you can, as a
Success: Affected Creatures suffers a 1d4 penalty to all reaction, spend one Brave Order to cast Chakra Shatter
attack roll, saving throw, skill and ability checks it and automatically mark the triggering creature with
makes until the beginning of your next turn. your Exploit Weakness class feature.
Failure: Affected creatures suffers a 1d6 penalty to all
attack roll, saving throw, skill and ability checks it
makes for the duration. Additionally, it cannot gain
the benefit of the Bless jutsu for the duration. This
creature is treated as if they were under the effect of a
Mental and Sensory condition.
Critical Failure: Same as failure, but the affected
creature can now not gain the benefit of Jutsu that
would grant it a bonus to attack rolls, damage rolls,
saving throws, skill or ability checks.

CRYPTIC BREAKDOWN
Starting at 6th level, your pursuit of information
broadens your horizons. You learn 2 additional dialects
or languages, can read lips so long as you can see them
and understand the language spoken, and can create
written ciphers. Creatures other than you cannot
decipher a code you create, unless you tell them the code
to the cipher over a 10-minute period, or they succeed an
Intelligence Check vs your Ninjutsu (or Genjutsu) save
DC (Your choice).
Additionally, when a creature currently under the
effect of either a Mental or Sensory condition inflicted by
you would then fall under the effects of a physical
condition, you can choose to break an enemy down
further, by spending 1 Brave Order. When you, all hostile
creatures within 15 feet of the affected creature gains 1
condition currently affecting the original target. This
feature cannot trigger itself.

53
MASTERMIND STRATEGIST CONTROL THE FLOW
Starting at 9th level, you learn how to manipulate an
Some Intelligence Operatives are masterminds in their own
enemy’s reactions preventing them from interrupting
right focusing on themselves as the key parts of their
your master plan. Whenever you hit a creature with a
strategies. When they are prepared, they focus on singling
Jutsu. You can spend a Brave Order to force the creature to
out a single target and controlling all aspects of the
make a Wisdom save vs the attacks Save DC (Taijutsu,
conflict.
Ninjutsu, Genjutsu) On a failure, they cannot make any

CORE STRATEGY reactions until the end of their next turn.


When you choose this Strategy at 3rd level, you decide that
you, yourself are the most important part of all of your
WAR CRY
Starting at 13th Level, you become far more embroiled
plans, and you focus on one target at a time to whittle
into the conflicts you are a part of. When you would spend
down the opposition. All Attacks you make or Jutsu you
a Brave order to activate or enhance a plan you can choose
cast that would deal damage to a creature marked by your
to do one of the following;
Exploit Weakness, deals additional damage equal to your
Intelligence Modifier. • You gain a number of Temporary hit points equal to
Additionally, by Spending 1 Brave Order the next Jutsu the Highest Ranked hostile creature within 60 feet of
you cast that has a range of self, that only affects you you using the following; (E-Rank: 10, D-Rank: 20, C-
and grants you any bonuses or boosts to your ability Rank: 30, B-Rank: 40, A-Rank: 50, S-Rank: 75).
scores, attack bonus or damage rolls, is automatically Temporary hit points gained this way last for 1 minute.
upcast to the next appropriate rank where there would • You gain the benefits of the Weakness Abuse 3rd level
be a change to the jutsu’s effect, damage, range or Class feature, but instead you force all hostile
otherwise (Advantage counts as such a bonus). creatures affected by your jutsu to make their saving
throw against it at disadvantage.
WEAKNESS ABUSE Regardless of the choice, you can only use this feature
Also, at 3rd level, you are able to further capitalize on the
twice per long rest.
weakness an enemy shows. By spending 1 Brave order
when you would force a creature to make a saving throw, to
SELF-DECLARATION
resist a jutsu you cast that inflicts a condition, you force Starting at 17th Level you have arisen to become
one affected creature to make their saving throw at legendary in planning for the defeat of your enemies. So
disadvantage. much so that when you declare a victory others rarely see
At 9th level your fixation on abusing one’s weakness you suffer any wounds. When you activate a plan by
grows. When you would cast a Jutsu that causes one of the spending a Brave Order, you may spend an additional
following conditions, the condition gains additional effects Brave Order. When you do, the first time you would take
based on the Weakness Abuse table found at the end of this damage you instead gain Immunity to the triggering
class section. Damage type for a number of rounds equal to your
Intelligence Modifier.
CENTER OF ATTENTION
Starting at 6th Level, you learn how to master the art of
misdirection. As a reaction to an ally being targeted by an
attack, you may spend a Brave Order to make all hostile
creatures attacks targeting creatures other than you, be
made at disadvantage until the start of your next turn.

54
WEAKNESS ABUSE TABLE

Condition Bonus Effect Condition Bonus Effect


Berserk Double the distance creatures must be away Dazed Daze condition lasts for 1 additional round.
from creature to end condition.
Bleeding Double Damage from Condition. Increase DC to Dazzled Condition does not end every round, instead lasting for up
end condition by +5 to 1 minute.
Blinded Cannot cast jutsu with the Hand seal (HS) Deafened Can concentrate on one less jutsu, for the duration.
component.
Bruised -1d4 to damage rolls that use Strength of Envenomed Double damage from condition. Maximum rank of
Dexterity. Envenomed increased to 10.
Burned Double damage die from condition. Condition Maddened Target rolls the 2d8, taking the higher result.
can only be extinguished by fully submerging in
water.
Charmed When the affected creature would attempt to Fear When the affected creature would attempt to cast a Jutsu
cast a jutsu or use an effect to heal, aid or to heal or aid themselves or their allies they must roll a d10.
support themselves or allies, Roll 1d10. On a On a result of 1-7, they are afraid of the source of their fear
roll of 1-7, they heal or aid the source of their retaliating against them, causing them to fail to cast the
infatuations. On a roll of 8-10, they cast jutsu or jutsu or use the effect. On a result of 8-10, they cast the
use the effect as normal. jutsu or use the effect as normal.
Chilled Double damage from condition. Condition can Shocked Double damage from condition. -1 Penalty to Dexterity
only be ended by taking 10 or more fire saving throws for each rank.
damage in a single instance.
Confused Increase the DC needed to end condition by +5. Slowed Disadvantage on Strength and Dexterity saving throws and
skill checks.
Corroded -1 Penalty to AC for each rank. Weakened -1 Penalty to Save DC’s that use Strength, Dexterity, or
Constitution.

55
PRECOGNITIVE EXPECTED ASSAULT
Starting at 9th level, you have become an expert at
Some Intelligence Operatives are of keener mind than
reading a creature's next movement. You and allied
most, able to plan and strategize in the heat of battle.
creatures within 20 feet of you that can hear you cannot
Able to predict the movement of both friend and foe
lose their reaction due to a jutsu or feature and when a
without much difficulty, some might even say they can
creature within 20 feet of you makes an attack, you may
see glimpses into the future.
use your reaction and spend 1 Brave Order to give them

PRECOGNITION advantage or disadvantage on their next attack before


the end of the current turn.
When you choose this Strategy at 3rd level, you have
learned to use your chakra to see brief glimpses into the
future. You and allied creatures within 30 feet of you are
DAY AHEAD
Beginning at 13th level, when you finish a long rest, roll
immune to being Surprised.
two d20s and record the numbers rolled. You can replace
Additionally, as an action you may spend 1 Brave Order
any attack roll, saving throw, skill check or ability check
while looking at a creature within 60 feet of you. You
made by you or a creature that you can see with one of
gain far more detailed glimpse into their own future. For
these precognitive rolls. You must choose to do so before
the next hour, you have advantage on Investigation,
the roll, and you can replace a roll in this way only once
Insight, and History checks made to track them or learn
per turn.
about them. You may use your Intelligence modifier for
Each precognitive roll can be used only once. When
Insight checks made against them.
you finish a long rest, you lose any unused precognitive
You also ignore bonuses to AC as a result of Jutsu, but
rolls.
not a change in calculation.

MOMENTARY PAUSE OMNISCIENT CLAIRVOYANCE [CHANGED]


Beginning at 17th level, you may expend 1 Brave Order to
Also, at 3rd level, as a Bonus Action, by spending 1 Brave
enter into a trance of sorts, calling upon all of your
Order, you may use your ability to perceive possible
chakra to see into the future of the battle currently
futures into a manifestation and manipulation of time.
playing out.
At the end of your turn, you may take another turn. You
All attacks, ability checks, skill checks and saving
can use this feature once per long rest.
throws you make are at advantage. Attacks against you
Beginning at 9th level, you may instead use this
are made at disadvantage. This lasts for 1 minute, but
feature on an allied creature analyzed by your Exploit
requires concentration as if you were concentrating on
Weakness.
an S-Ranked jutsu. You may only do this once per long

CONVERGING TIMELINES rest.


Starting at 6th level, you can perceive multiple possible
outcomes and futures in a but a moment, and make a
gamble on which is the most likely. At the start of your
turn, you may roll 1d6, gaining an effect based on the
result as shown below.
You may spend 1 Brave order when you use this feature
to give an allied creature within 30 feet of you the effect
of this feature as well.
Regardless, you can use either effect of this feature a
number of times per long rest, equal to your proficiency
bonus.

C ONVERGING T IMELINES T ABLE


Result Effects
1 You perceive the worst possible outcome, and unfortunately, it seems likely. However, you prepare for it. You gain a +2 Bonus
to AC and your next Saving throw made, until the beginning of your next turn.
2 You glimpse momentarily into the future, seeing an assault upcoming, but you are able to react in more than enough time.
You gain 1 Additional reaction which you can use before the beginning of your next turn.
3 In the next few moments, you see a future where your opponent’s strike with renewed power and vigor, but are desperate to
strike. Hostile attacks made against you from a creature marked with your Exploit Weakness are made at disadvantage until
the beginning of your next turn.
4 Your sight is occupied by a pool of swirling chakra and you prepare to stop it. Once, if a creature within range is casting a
jutsu, you may cast Jutsu you know of C-Rank or lower without spending a reaction.
5 The future you perceive is one of domination. Twice per action taken, you gain a bonus to the damage of attacks you make or
jutsu you cast equal to your proficiency bonus, until the end of the turn.
6 You perceive a future of greatness, and you know just how to make it happen. You gain advantage on all attack rolls and
ability checks until the end of the turn.

56
SENSORY • Allied Perceptions: Creatures cannot gain advantage
against you as a result of being Grappled or
Some Intelligence Operatives find that knowing your
Restrained. Additionally, creatures features, jutsu or
enemies positions and locations relative to the party, will
traits grant them no benefits as a result of being
make for a much more compelling combat strategy and help
adjacent to you or any of their allies while within 5 feet
support their team in both combat and investigating
of you.
Situations. • Allied Shielding: You gain a +1 Bonus to AC.

PRETERNATURAL AWARENESS ENHANCED SENSORY SEALS


When you choose this Strategy at 3rd level, you realize the
Beginning at 6th level, when you would use your Sensory
innate ability to maintain awareness on things that would
Seals feature, you can choose to spend an additional use
normally be out of scope for your normal senses.
of your Sensory seals to either target a second willing
You can spend 1 Brave order as a bonus action gaining the
creature within range, or to amplify a single creatures
following benefits for the next minute;
sensory seal granting you both with enhanced effects.
• You become aware of all creatures, objects or If you select another creature this features bonuses are
structures within 15 feet of you that can use or has in effect when you and another creature with the mark
chakra. are within 30 feet or when two creatures with the mark
• You know what nature releases a creature has, if any. are within 30 feet. The following are enhanced effects;
• You can tell when a creature is concentrating on, or is
• Allied Casting: Bonus increased to +4.
under the effects of a Jutsu. • Allied Combination: Reduction increased to -10.
This level of awareness grows as you grow. Beginning at • Allied Defense: Bonus increased to +4.
9th level, you may select one of the following preternatural • Allied Harmony: Bonus increased to +5.
senses to supplement your already potent sensory • Allied Offence: Bonus increased to +4.
capabilities. You may select another at 17th level. • Allied Perceptions: Additionally, creatures cannot

• Creatures currently marked by your Exploit Weakness gain a bonus to hit you as a result of a jutsu.
• Allied Shielding: Bonus increases to +2.
class feature cannot gain the benefits of bonuses to

SQUAD AWARENESS
skill Checks or Saving throws against you.
• Creatures currently marked by your Exploit Weakness
Starting at 9th level, you learn to enable your team to
class feature take a -5 Penalty to any skill checks made
become more aware of their surroundings and their
against you.
enemies while working together.
• Creatures currently marked by your Exploit Weakness
While an ally is marked with your Exploit Weakness
class feature cannot gain advantage on attacks against
feature, they gain the benefits of your Preternatural
you or allied creatures under the effects of your plans.
Awareness class feature for the same duration as you.

SENSORY SEALS Also, when you would activate a plan, you may treat
your marked ally as if you were in their space when you
Starting at 3rd level, you bind your extra sensory
activated it.
capabilities to a special sealing tag of your creation. You

SITUATIONAL AWARENESS
have a number of Sensory Tags equal to your Proficiency
bonus. You regain spent sensory seals at the end of a long
Beginning at 13th level, all allied creatures within 30 feet
rest.
of you are treated as if they have proficiency to their
As a bonus action or when you would analyze a creature
Perception. If they already have proficiency, they instead
with Exploit Weakness, you can select a willing creature you
are treated as if they have proficiency to their insight. If
can see within 60 feet of you and mark them with it, for the
they already have proficiency in both Perception and
next minute.
Insight, then they instead gain a +5 bonus to both their
When you and a creature marked with this seal would roll
passive perception and Passive Insight.
initiative or are within 30 feet of each other, you both gain
one of the following benefits. (You must choose which
benefit when you activate this feature as this cannot change
NOTHING ESCAPES US
Beginning at 17th level, you have learned to augment
later.) If you would attempt to use this feature on a second
both your own and your allies senses to their zenith.
creature while you currently have another creature marked,
When you mark a creature with your exploit weakness,
the previous creature loses all benefits of this feature and
you make a Perception or Insight check using
the newly marked creature gains them in its place.
Intelligence or Wisdom vs a DC 8 + The targets Level. On
• Allied Casting: You gain a +2 bonus to Ninjutsu, a success, you become aware of all Jutsu of a single
Genjutsu and Taijutsu attack rolls. Nature Release the creature is capable of casting. You
• Allied Combination: When you and an ally cast a Jutsu may use this feature twice per rest.
with the Combination keyword, you reduce the cost of
the jutsu by -5 (Min 1.)
• Allied Defense: When you and an ally are adjacent to
the same creature, you gain a +2 Bonus to AC and
Saving throws against that creature.
• Allied Harmony: You gain a +3 Bonus to either all
Physical (Strength, Dexterity, Constitution) or all
Mental (Intelligence, Wisdom and Charisma) Skill
Checks. Select one set at activation.
• Allied Offence: When you and an ally are adjacent to
the same creature you gain a +2 Bonus to attack &
damage rolls against that creature.

57
SHADOWHAND
Some Intelligence Operatives find that their outward persona
doesn’t carry enough authority or weight to execute or take Medium Construct, unaligned
hold of the things they want. So, they craft a Chakra Based
Construct known as their Shadowhand, to act alongside them
giving credence and authority to their orders in battle.

SHADOWHAND MANIFESTATION Speed Equal to yours


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

58
SHADOWHAND EVOLUTION SIGIL OF PSYCHOSIS
Starting at 17th Level, you have learned to conjure the best
• Your Shadowhand gains advantage on Intelligence or
version of your Shadow Hand which, by extension is the
Wisdom Saving throws as a result of Genjutsu. Pick one.
physical manifestation of your best self. When you would
• A creature under the effect of a Genjutsu your shadow hand
activate a Brave order while your Shadowhand is active, that
casts that doesn’t deal damage, must make a concentration
brave orders effects also originate from the Shadow hand as if it
check at the beginning of each of its turns to maintain
has activated the brave order as well. A creature can benefit
concentrating on any jutsu it is currently concentrating on.
from both Brave orders if the radius of both overlap over a
On a failed check, it loses concentration of all jutsu it is
single creature.
concentrating on. Additionally, that creature cannot cast
SHADOWHAND SIGILS jutsu that require concentration.

STRIKING SIGIL SIGIL OF FOCUS


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

59
TACTICAL STRATEGIST SQUAD TACTICS
Starting at 6th Level, you learn to enable your team to
Some Intelligence Operatives pride themselves on their
act with more unity and combine their efforts together.
tactical approach to their Plans, focusing on playing the
You may spend a Brave Order granting up to two allies
long game, setting both basic and advanced traps to aid
within 60 feet of you, 1d6 to add to their next skill check,
their allies and destabilize their enemies.
Attack Roll, or Saving throw so long as they can both see

FAVORED PLAN and hear you.


Creatures you originally targeted with this feature, can
When you choose this Strategy at 3rd level, you become a
use the help action as a bonus action until the end of
master at a singular type of plan. Select 1 Plan at the end
their turns. If an affected creature uses the Help Action
of this class section that you do not know. This Plan does
on another creature, they gain the benefit of Squad
not count against your Plans known and becomes known
Tactics as if they had the feature, as well as pass the
as your Favored Plan. By expending 1 Brave Order, you
bonus onto the creature they Helped. If a creature gains
can use this plan while another plan is active, granting
the benefits of this feature in this way, they instead gain
you both plans effects.
2d6.
Starting at 9th level you may select a second plan that
you don’t know. This plan is also treated as your Favored
Plan. When you would activate this chosen plan, while
ADEPT TRAPS
Beginning at 9th Level, traps you set as a result of a
your Favored Plan is active or when you would active
Trappers Kit are treated as B-Rank, gaining their B-
your Favored Plan while this chosen plan is active, you do
Rank effects. Additionally, Traps you set using a
not need to spend a Brave Order to swap them. You can
Trappers Kit, can use your Ninjutsu or Taijutsu Save DC
swap them in this way twice per long rest.
in place of their listed Save DC, if you choose.

TRAP SETTER ADVANCED TRAPS


Also, at 3rd Level, you master the art of Setting traps
Beginning at 13th Level, you may select 2 Traps you
while on the battlefield. Select 2 Operative Traps that you
currently know and upgrade their efficiency. These
have mastered from the tactical trap section at the end of
Traps Gain their second effect.
this class section. You learn one more trap at 6th Level,
and another at 9th Level.
IN PERFECT SYNC
You can set a number of Operative Traps equal to your Starting at 17th Level, you have learned to play off of any
proficiency bonus before you run out of resources and other person’s strengths and weaknesses, covering for
need to take a rest to prepare more. Traps require a one another forming the perfect team. By Spending a
bonus action to set and you can designate who can or Brave Order, all allied creatures of your choice within 30
can’t activate the trap, preventing your allies from feet of you, for the next minute, gain an additional 1d6 to
activating the trap. Operative Traps use your Ninjutsu (or one of the following; Attack Rolls, Skill Checks, Ability
Taijutsu) Save DC for all saving throws (Your choice). Checks and Saving throws. You can use this feature twice
Traps are hidden from normal view requiring a per long rest.
Wisdom (Perception) check contested by your traps save
DC to be seen.
Also, when creating and setting traps using a
Trappers Kit, reduce the DC
to set the Trap by -2
across all traps
and ranks.

60
OPERATIVE TRAPS SLEEPING GAS TRAP
After laying this Trap it sits unmoving in a singular spot.
CHAKRA SEALING TRAP This trap triggers when a small, or larger Creature
After laying this Trap it sits unmoving in a singular spot. moves onto the ground or the floor within 5 Feet. When
This trap triggers when a small, or larger Creature this trap is triggered, the triggering creature must
moves onto the ground or the floor within 5 Feet. When succeed a constitution saving throw being knocked
this trap is trigger, the creature must succeed a unconscious on a failed save for 10 minutes. Taking
constitution saving throw, having their chakra heavily damage immediately ends this traps effects.
restricted on a failed save. If this Trap is upgraded, all creatures within 5 feet
A Chakra Sealed creature increases the cost of the must make the saving throw.
jutsu it casts by +10 until the seal is removed. As an
action on the affected creatures turn, they can make a SMOKE TRAP
Strength check vs your save DC to remove the chakra After laying this Trap it sits unmoving in a singular spot.
sealing trap from themselves, after which the chakra This trap triggers when a small, or larger Creature
sealing effect ends. moves onto the ground or the floor within 5 Feet. When
If this Trap is Upgraded, The Chakra seal prevents this trap is triggered, it releases a Thick cloud of Black
chakra molding until removed. soot. All Creatures in a 15 Foot Cube centering on the
Trap are Blinded until they exit the cube.
EXPLOSIVE TRAP If this Trap is upgraded, The Smoke is mixed with
After laying this Trap it sits unmoving in a singular spot. Gunpowder, rendering it ignitable. All creatures in a 5-
This trap triggers when a small, or larger Creature foot radius of the smoke when it is ignited must succeed
moves onto the ground or the floor within 5 Feet. When a Dexterity saving throw, taking 6d6 Fire damage on a
this trap is triggered, All Creatures in a 15 Foot Radius failed save and half as much on a successful one. This
must succeed a Dexterity saving throw, taking 6d6 fire smoke can be ignited by either Fire or Lightning damage.
damage on a failed save and half as much on a successful
one. SNARING TRAP
If this Trap is Upgraded, increase the damage die size After laying this Trap it sits unmoving in a singular spot.
to a d12. This trap triggers when a small, or larger Creature
moves onto the ground or the floor within 5 Feet. The
KUNAI TRAP creature must succeed a dexterity saving throw or be
After laying this Trap it sits unmoving in a singular spot. immediately bound by metal wires. The creature is
This trap triggers when a small, or larger Creature restrained for up to one minute.
moves onto the ground or the floor within 5 Feet. When A Restrained Creature can make Strength (Athletics)
this trap is triggered, All Creatures in a 10 Foot Radius checks as an action of each of its turns to end the effect
must succeed a Dexterity saving throw, taking 7d4 on itself. Another creature who can touch the creature
Piercing damage on a failed save and half as much on a can make an Intelligence check against the Trap DC. On a
successful one. Success the effect ends
If this Trap is upgraded, Double the damage dice. If this Trap is Upgraded, all creatures in the radius of
the trap must succeed the Dexterity saving throw or be
NEUTRALIZING TRAP all restrained together, giving them disadvantage on
After laying this Trap it sits unmoving in a singular spot. future checks to escape.
This trap triggers when a small, or larger Creature
moves onto the ground or the floor within 5 Feet. When
this trap is triggered, the triggering creature must
succeed a constitution saving throw, being Stunned until
the end of their next turn on a failed save and Dazed
until the end of their next turn on a Successful one.
If this Trap is upgraded, all creatures in a 15-foot cube
must make the saving throw.

POISONOUS TRAP
After laying this Trap it sits unmoving in a singular spot.
This trap triggers when a small, or larger Creature
moves onto the ground or the floor within 5 Feet. The
creature must succeed a dexterity saving throw or be
immediately poisoned by the poisonous Darts that fire
upward. A Poisoned creature remains poisoned for 1
minute after failing the Dexterity save. After which this
poison effect ends.
If this Trap is Upgraded, a Poisoned creature also
gains 3 applications of Envenomed. The envenomed
condition lasts for 1 minute.

61
PLANS CONDITIONAL CONFLICTS
Base Plan: All hostile creatures within 60 feet of you that
BATTLE OF ATTRITION make an attack or cast a jutsu has their AC reduced by
Base Plan: All allied creatures within 30 feet of you gain 2, until the start of their next turn. This reduction can
Temporary hit points equal to your Ninjutsu (or stack, up to a maximum of -5. This lasts a number of
Genjutsu) ability modifier at the end of each of their rounds equal to your proficiency bonus.
turns (Your choice). This lasts for a number of rounds Enhanced Plan: If a Brave order is used to enhance this
equal to your proficiency bonus. Temporary hit points plan the triggering creature instead reduces their AC
gained by this plan stacks with itself by 5.
Enhanced Plan: If a Brave order is used to enhance this
plan allied creatures instead gain Temporary Hit CONTROLLED AGGRESSION
points equal to Your Ninjutsu and Genjutsu ability Base Plan: Allied creatures within 60 feet of you treats all
scores combined. When this plan is enhanced, you critical hit they take as a normal hits. This lasts a
retain the effects of the base plan. Temporary hit number of rounds, equal to your proficiency bonus.
points gained by this plan stacks with itself. You do Enhanced Plan: If a Brave order is used to enhance this
not lose Temporary Hit points gained by this Plan plan you can make the next attack one allied creature
when ending its effects. Temporary hit points are lost makes within 60 feet of you a critical hit if they hit.
after 1 minute.
CRIPPLING ENVIRONMENT
BISHOPS PLAN Base Plan: Hostile creatures within 60 feet of you who
Base Plan: All hostile creatures within 60 feet of you have are suffering from any Physical or Sensory condition
a 1d4 penalty when attacking a creature, you are allied has their movement speed reduced by 5 feet for the
with. This lasts for a number of rounds equal to your total number of ranks of conditions they have. This
Proficiency Bonus. lasts for a number of rounds equal to your proficiency
Enhanced Plan: By spending a Brave order to enhance bonus.
this plan, they also gain disadvantage on all attacks Enhanced Plan: If a Brave order is used to enhance this
until the end of your next turn. When this plan is plan, they also gain one rank of Weakened for each
enhanced, you retain the effects of the base plan. Physical or Sensory condition with a different name
they have. This lasts for the remaining time this plan
BREAKING BAD is active.
Base Plan: Hostile creatures within 30 feet of you, cannot
make attacks at advantage. This lasts for a number of DETRIMENTAL RETREAT
rounds equal to your proficiency bonus. Base Plan: Hostile creatures within 90 feet of you cannot
Enhanced Plan: If a Brave order is used to enhance this take or gain the benefit of the disengage or dodge
plan, allies within 30 feet of you also, cannot gain actions and cannot gain boosts to their speed in any
disadvantage. This lasts for the remaining time this way, while they are within 5 feet of a creature you are
plan is active. allied with. This lasts a number of rounds equal to
your Proficiency bonus.
CAUTION TO THE WIND Enhanced Plan: If a Brave order is used to enhance this
Base Plan: Allies within 30 feet of you have their AC plan, if a hostile creature is hit by an attack of
reduced by 1, but increase their first damage roll, each opportunity, their movement speed is reduced to 0
turn by your proficiency bonus. This lasts for a and they cannot take reactions until the beginning of
number of rounds equal to your Ninjutsu (or Genjutsu) their next turn. This brave order enhancement lasts
ability modifier. for the remaining time this plan is active.
Enhanced Plan: If a Brave Order is used to enhance
this plan, allies instead have their AC reduced by 3, EASY ESCAPE
but their first damage roll each turn is increased Base Plan: Allied creatures within 90 feet of you,
by three times your proficiency bonus for the increase their movement speed by +20 feet
remaining time this plan is active. when they are moving away from hostile
creatures. Hostile creatures within 90
CONDITIONAL AWARENESS feet of you have disadvantage on attacks
Base Plan: Hostile creatures within 60 feet of of opportunities against you and allied
you cannot gain the benefits of being creatures. This lasts a number of
hidden. This lasts for a number of rounds equal to your Proficiency
rounds equal to your proficiency bonus.
bonus. Enhanced Plan: If a Brave order is used
Enhanced Plan: If a Brave order is used to enhance this plan, you and allied
to enhance this plan, they also do creatures can use the Dash action as a
not gain the benefits of cover. bonus action and a reaction. This brave
This lasts for the remaining time order enhancement lasts for the
this plan is active. remaining time this plan is active.

62
FLOW OF BATTLE QUEEN PLAN
Base Plan: You may select one allied creature, who can Base Plan: Select one allied creature that can both see and
both see and hear you. You may move them up or hear you within 60 feet. The selected creature adds
down in the initiative order, by one spot. This plan your proficiency bonus to their damage rolls, for a
immediately ends unless enhanced. Allied creatures number of rounds equal to your proficiency bonus.
who have their place in the initiative order moved are Enhanced Plan: By spending a Brave Order to enhance
not moved back at the end of this plan’s duration. A this plan, they also add this bonus to their skill checks
creature affected by this enhancement cannot be and saving throws. This brave order enhancement
affected again until the end of their next turn. ends at the end of your next turn, this does not end the
Enhanced Plan: If a Brave order is used to enhance this base plans effect.
plan you instead select 1 hostile creature and move
them up or down in the initiative order, by one spot. RANGED OPPRESSION
This plan then immediately ends. A creature affected Base Plan: Allied creatures within 90 feet of you, that are
by this enhancement cannot be affected again until targeted by Ranged attacks are treated as if they have
the end of their next turn. partial cover, while within 10 feet of each other. This
lasts for a number of rounds equal to your proficiency
KICK THEM WHILE THEY’RE DOWN bonus.
Base Plan: All hostile creatures within 90 feet of you Enhanced Plan: If a Brave order is used to enhance this
must spend their full movement to stand up from plan, ranged attack rolls gain disadvantage. This lasts
being prone. All allied creatures within 90 feet of you for the remaining time this plan is active.
that would deal damage to a prone creature deals
additional damage equal to your Ninjutsu (or ROOKS PLAN
Genjutsu) ability modifier. This lasts for a number of Base Plan: All hostile creatures within 60 feet of you roll
rounds equal to your proficiency bonus. their damage dice twice, taking the lower result
Enhanced Plan: If a Brave order is used to enhance this against creatures you are allied with. This lasts for a
plan, all allies instead adds your Ninjutsu (or number of rounds equal to your Proficiency bonus.
Genjutsu) ability score to damage. This brave order Enhanced Plan: By spending a Brave Order to enhance
enhancement lasts for the remaining time this plan is this plan, they also suffer a penalty to damage rolls
active. equal to your proficiency bonus. This lasts for the
remaining time this plan is active.
KNIGHTS PLAN
Base Plan: All hostile creatures within 30 feet of you have SUPPORTIVE CONFLICTS
a -2 penalty to saving throws. This lasts for a number Base Plan: Hostile creatures within 60 feet of you, that
of rounds equal to your proficiency bonus. attack a creature you are allied with, provokes attacks
Enhanced Plan: By spending a Brave Order to enhance of opportunity from creatures you are allied with up to
this plan, they also gain disadvantage. This brave 30 feet away. This lasts for a number of rounds equal
order enhancement lasts until the end of your next to your proficiency bonus.
turn. When this plan is enhanced, you retain the Enhanced Plan: If a Brave order is used to enhance this
effects of the base plan. plan, when an ally would make an attack of
opportunity, they make one additional attack. This
MOBILITY ADVANTAGE lasts for the remaining time this plan is active.
Base Plan: All allied creatures within 60 feet of you
ignore difficult terrain, increase their movement WAR OF INFORMATION
speed by 15 feet and can move across Water and walls Base Plan: Select one hostile creature within 60 feet of
without a movement penalty. This lasts a number of you, all attacks against that creature made by your
rounds equal to your proficiency bonus. allies are made with an additional two damage die
Enhanced Plan: If a Brave order is used to enhance this added to their damage rolls. This lasts for a number of
plan, allies also cannot have their speed reduced by rounds equal to your proficiency bonus.
conditions or effects. This brave order enhancement Enhanced Plan: If a Brave Order is used to enhance this
lasts for the remaining time this plan is active. plan, your allies also add 1d6 to their attack roll. This
lasts for the remaining time this plan is active.
PAWNS PLAN
Base Plan: Hostile creatures within 90 feet of you have VICTORY THROUGH KNOWLEDGE
their movement speed reduced by 15 feet, for a Base Plan: Select one hostile creature within 60 feet of
number of rounds equal to your proficiency bonus. you, you and all allied creatures become aware of their
Enhanced Plan: By spending a Brave Order to enhance highest ability score and are able to maintain
this plan, they instead have their speed reduced by 30 knowledge on the % value of their Hit points. If their
feet. This brave order enhancement lasts for the highest ability scores are shared between two abilities,
remaining time this plan is active. you becomes aware of both. This lasts for a number of
rounds equal to your proficiency bonus.
Enhanced Plan: If a Brave Order is used to enhance this
plan, you also become aware of their lowest ability
score and maintain knowledge on the % value of their
Chakra points. If their lowest ability scores are shared
between two abilities, you becomes aware of both.
This lasts for the remaining time this plan is active.

63
MEDICAL-NIN CREATING A MEDICAL-NIN
A clanless girl with pink hair grips the heart of one of her
When creating a Medical-Nin consider a few things
allies while it’s still in his chest, and begins to massage it to
about how the character approaches situations. Are they
keep the blood artificially flowing in his body. Keeping
him alive long enough to remove him from the battle proactive or Reactive? How do they prioritize their allies
in dangerous situations? Do they actively take charge or
field.
do they only take orders in high pressure situations?
A Sarutobi clashes blades with her longtime rival. The
What made the character so bound to assisting their
battle intensifies as the rival is getting the upper hand,
party vs taking a primarily combat role? Did they train
leaving Sarutobi more wounded than she thought
normal. As the rival proclaims his victory, the Sarutobi under another very skilled Doctor and took in their drive
to save lives? Or did they lose someone right in front of
begins to giggle to herself as her wounds have closed,
them unable to help & vowed to never let that happen
and her rival's skin has turned purple from the poison
again?
she's infected him with.

These shinobi, different as they might be, are QUICK BUILD


connected by one common factor, they are prodigies in You can make a Medical-Nin quickly by following these
the field of Medical ninjutsu. While others are able to use suggestions. First, put your highest ability score in
the techniques to some degree, they are the masters of Intelligence, followed by Constitution or Dexterity.
the art, able to take the teachings they have and Second, choose the Uzumaki, Nara or Non-Clan, Clans.
accelerate it to new heights and unmatched levels.

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

64
CLASS FEATURES REJUVENATING REST
As a Medical-Nin, you gain the following class features. Also, at Level 1 you use your medical skills to revitalize
wounded allies during a short rest. When you or any friendly
HIT POINTS creatures who you can touch regain Hit points at the end of a
Hit Dice: 1d8 per Medical-Nin level short or long rest, they regain an extra 1d6 Hit points. This
Hit Points at 1st Level and beyond: 8 + your constitution amount of extra healing increases to 2d6 at 7th level, 3d6 at
modifier 11th, and 4d6 at 17th Level.

CHAKRA POINTS CHANNELED HEALING


Chakra Dice: 1d10 per Medical-Nin level Starting at 2nd Level you learn to passively enhance your
Chakra Points at 1st Level: 10 + your constitution modifier Medical Jutsu to greater Lengths. Whenever you use a
Chakra Points at Higher Levels: 1d10 (or 6) + your Jutsu with the Medical Keyword of D-Rank to restore hit
Constitution modifier per Medical-Nin level after 1st. points, the affected creature regains additional hit
points equal to +1 healing die. The rank of jutsu this
PROFICIENCIES feature affects increases to C-Rank at 5th level, B-Rank
Armor: Light armor, medium armor at 9th level, A-Rank at 13th and S-Rank at 17th.
Weapons: All Simple Weapons The bonus healing die this feature provides increases
Ninja Tools: Medicine Kit, Poison Kit as you gain levels as well, as seen in the Channeled
Saving Throws: Strength, Wisdom, Charisma Healing column of the class table. This healing bonus can
Skills: Medicine, Chakra Control, Choose two from only be applied once per turn.
History, Insight, Perception, Illusions, Ninshou Additionally, jutsu with the Medical Keyword you cast that
restores hit points or ends conditions, remove one failed
EQUIPMENT death saving throw from an affected creature, if any.
You start with the following equipment, in addition to the
equipment granted by your background: TENETS OF MEDICINE
• (a) Padded Armor or (b) Combat Jacket Starting at 2nd Level, you begin to focus on a Specific Tenet
• One Simple Weapon of Medicine that will enhance your abilities to support your
• (a) One Kunai Stack or (b) One Senbon Stack allies. These Tenets will provide you additional features at
• 1 Flash tags, 1 Medicine Kit 2nd Level, and again at 5th, 9th, 13th and 17th Levels.

JUTSU CASTING CHAKRA SCALPEL


Beginning at 3rd Level, you have learned to manifest a
NINJUTSU medical ninja’s signature technique, the Chakra Scalpel.
Ninjutsu save DC = 8 + your proficiency bonus + your As a bonus action you coat your hands in highly condensed
Intelligence modifier blades of Chakra, designed to slice muscle and flesh with
Ninjutsu attack modifier = your proficiency bonus + your surgical efficiency for one minute, while in combat or 1 hour
Intelligence modifier while not in combat. Regardless of which duration is applied,
while you have Chakra scalpel active, you can add your
GENJUTSU Wisdom modifier to all healing done as a result of a Jutsu
with the medical keyword. You can only activate this feature a
Genjutsu save DC = 8 + your proficiency bonus + your
3 times per long rest, you gain additional uses as you gain
Wisdom modifier
levels in this class as seen in the Chakra scalpel charges
Genjutsu attack modifier = your proficiency bonus + your
column of the Medical-Nin class table.
Wisdom modifier
While in Combat. For the duration, when you take the
TAIJUTSU attack action, you can replace attacks granted with said
action with a melee ninjutsu attack, as if casting a medical
Taijutsu save DC = 8 + your proficiency bonus + your ninjutsu. This attack deals 1d4 + your wisdom ability modifier
Strength modifier in slashing damage. This damage increases by an amount
Taijutsu attack modifier = your proficiency bonus + your listed in the Chakra scalpel column of the Medical-Nin class
Strength modifier table.

MEDICAL NINJUTSU • Beginning at 7th level, when you deal damage with
Chakra scalpel, the target creature must make a
Beginning at 1st level, as a Medical Ninja you gain the constitution saving throw, as if casting a Ninjutsu
ability to learn any jutsu with the Medical Keyword. with the medical keyword. On a failed save, creatures
Jutsu you cast with the Medical Keyword may use gain one rank of the weakened condition.
Wisdom for their attack and damage rolls, as well as Save • Beginning at 11th level, when you would deal damage
DC calculation. to a creature with temporary hit points with Chakra
Finally, Medicine checks you make can use Intelligence scalpel, you bypass the temporary hit points instead
or Wisdom. directly reducing their hit points.
• Finally, at 18th level, on a failed save the target also
gains the Lacerated condition.

65
While out of Combat. For the duration when you would ABILITY SCORE IMPROVEMENT/FEAT
make a Medicine check to stabilize a creature, you gain a +5
When you reach 4th and again at 8th, 12th, 16th, and 19th,
bonus to the result.
level, you can increase one ability score by +1 & a Feat of
• Beginning at 7th level you can spend one use of your
your choice that they qualify for. As normal you can’t
Chakra Scalpel to automatically end one Non-Jutsu increase an ability score above 20 using this feature.
based Condition.
• Beginning at 11th level, the +5 bonus is increased to a
+10-bonus made to stabilize a creature.
PRESERVE/TAKE LIFE
• Finally, at 18th level, you can spend a use of your Starting at 5th Level you have gained the experience needed
Chakra Scalpel to end any condition a creature is to save lives, even those in mortal danger or take them, even
suffering from regardless of its origin. the ones who are furthest from death's door. You learn both
Preserve Life and Take Life. Some Tenets grant you

MEDICAL DOCTRINE additional effect as you advance in this class. Regardless,


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

66
TENETS OF MEDICINE UNMATCHED MEDICAL RELEASE
Starting, at 9th Level, creatures who would recover hit

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

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

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

PRESERVE LIFE: MENDING PRESENCE


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

ADEPT M EDIC C HART

Level Jutsu Learned Jutsu Feature


5th Aid When you use this, the target creature also gains a number of temporary hit points equal to twice the
amount their maximum hit points are increased.
9th Revival You gain a 1d6 bonus to the check made to revive a creature using this jutsu.
13th Healing Wave Add twice your proficiency bonus to the hit points Healed to each creature.
17th Water Release: This jutsu loses its Water Release keywords, and instead gains the Medical keyword. This jutsu instead
Grudge Rain restores 10 hit points at the beginning of all creatures of your choices turns, instead of doubling the Chakra
cost.
67
BLACK MEDICINE TAKE LIFE: PLAGUE DOCTOR
Starting at 6th level, as an action, you release a green mist
Medical-Nin who follow the path of Black Medicine, focus
in one of the following areas originating from you; 15-foot
on the disastrous aspect of how Poison and toxins can break
Cone, 20-foot cube, 30-foot long (5 foot wide) line.
down an enemy
When you do, all creatures in the target area must succeed

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

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

B LACK M EDICINE C HART

Level Jutsu Learned Jutsu Feature


5th Medical Release: A creature who fails this saving throw also becomes deafened and envenomed.
Spore Caller
9th Medical Release: When you cast this jutsu, select additional creatures who would regain a number of hit points equal to the damage dealt.
Spores of Ruin
13th Crown of Stars This jutsu gains the Medical Keyword. If you hit with this jutsu, you instead reduce a targets Strength by 1d4 for the
duration. This is counted as poison damage for the purpose of resistance and immunities.
17th Medical Release: This summon gains Damage reduction vs all sources of damage, equal to your proficiency bonus plus your Ninjutsu abi lity
Supreme Poison modifier.
Deity 68
COMBAT MEDIC YIN SEAL: CHARGE
Also, at 5th level, you have begun to store medical release
Medical-Nin who become Combat Medics, pledge
Chakra into your muscles, prepping them for when it is time
themselves to always be present on the battlefield as one of
for you to release it in a single bout. This stored power has
the front lines, helping their Allies wade through the chaos
the potential to unleash massive shockwaves from the
of the battlefield keeping themselves and their allies alive
strength of your punches alone.
until the last man falls.
This stored power is manifested as Yin Motes. You have a

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

COMBAT MEDIC PASSIVE REGENERATION


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

Level Jutsu Learned Jutsu Feature


5th Pressure Point This jutsu gains the Medical Keyword. You can choose to make a second taijutsu attacks, but if you do, this jutsu does not
Barrage force any saving throw or inflict conditions.
9th Strength of 100 Add your Strength ability modifier to unarmed attacks for the duration. At the end of this jutsu’s duration, you do not gain
Technique disadvantage on any Saves or ability checks and you retain your movement speed. Finally, you cannot lose concentration of
this jutsu as a result of damage.
13th True Rakshasa’s This Jutsu gains the Medical keyword. You do not need Rakshasa’s Palm or Rakshasa’s Sole to cast this jutsu.
Palm
17th Creation Rebirth: At the end of this jutsu’s duration, you do not experience this shock and instead only gain 1 rank of Exhaustion. If you are
Strength of 1000 benefiting from this jutsu, while you have ranks of Exhaustion, you ignore the effects of exhaustion on you for the duration.
Finally, you cannot lose concentration of this jutsu as a result of damage.
69
NATURAL MEDICINE your Medical-Nin level. If your new forms hit points are
reduced to 0, you immediately revert back to your normal
Medical-Nin who follow the path of Natural Medicine, learn
form retaining your original hit points. You may assume the
to supplement modern medical techniques with natural
form of a C-Rank Summon at 9th level, B-Rank at 13th
cures and energy, learned from patient observation and sage
level, and A-Rank at 17th. You may transform using this
creatures. In the process, they become closer to the natural
feature twice per long rest.
world around them, even learning to shift their own bodies
into the form of their animal partners. PRESERVE LIFE: DAMPEN PAIN
Starting at 6th level, as an action, you release a greenish
SUMMONING APPRENTICE aura of medical Chakra, targeting one willing creature you
Beginning at 2nd level, you have contacted a tribe of animals
can reach.
that are willing to help you in your studies, and will even
For the next minute, each time the affected creature
fight by your side in defense of you, your comrades and your
takes damage it regains 4d6 hit points. Once one minute
pursuit of knowledge and wisdom.
has passed or the creature has had this feature trigger on
You learn the Summoning Technique Ninjutsu. This does
them 5 times, this feature ends.
not count against your Jutsu known limit. Creatures you
summon using this jutsu become able to cast Ninjutsu with GUARDIAN SUMMONER
the Medical Keyword as well. Starting at 9th level your summoned creature embodies
the entirety of their tribe to the fullest to further support
NATURAL HEALING you. You summon gains a second Role, unique to them.
Also, at 2nd level, you learn to use the natural veins of
Guardian: This summon grants all allied creatures in 20
Chakra found in the Earth itself and all through nature to
feet of it, a number of temporary hit points equal to its
heal yourself and your allies at range, though this method is
rank at the beginning of its summoners turns. (D-Rank: 5,
less potent than direct healing.
C-Rank: 10, B-Rank: 15, A-Rank: 20, S-Rank: 25)
You have stored a pool of this healing energy represented
by a number of d6’s equal to your Medical-Nin level. As a PROTECTOR OF NATURE
bonus action, you can choose one creature within 60 feet of Starting at 13th level, your connection to your summons
you and spend a number of those dice. Roll the spent dice have become so powerful that they stand ready to defend
and add them together. The target regains a number of Hit you even when separated by an infinite distance.
Points equal to the total. The target also gains 3 temporary If you are reduced to 0 Hit points or are Incapacitated
Hit Point per die spent. You regain all expended dice when against your will, you can, immediately as a reaction, before
you finish a long rest. the effects of reaching 0 Hit points or becoming
Beginning at 5th level, while you are gaining the benefits incapacitated take effect, use your Summoning Technique to
of your Chakra Scalpel Class feature, each time you would summon an S-Rank Creature ignoring normal restrictions.
deal damage with your Chakra Scalpel, you regain hit points If you do, reduce your Chakra to 0, if you have 30 or less
equal to your Chakra Scalpels damage + Your Ninjutsu Chakra, otherwise spend Chakra as per usual.
ability Modifier. You can only regain hit points this way once Once summoned, the summoned creature acts in your
per turn. defense, protecting you and your allies from harm,
prioritizing your survival over your allies. The creature
NATURAL TALENT summoned this way unsummons itself 10 minutes after
Starting at 5th level, you learn the techniques required to
being summoned or when the danger has passed. Once you
play a powerful role in the throes of battle. You learn the
use this feature, you cannot use it again until you complete a
following jutsu as you gain levels in this class according to
long rest.
the Natural Medicine Chart at the end of this class section.
Each jutsu learned also grants you an additional feature NATURES AVATAR
pertaining to the jutsu. Learned jutsu do not count against Beginning at 17th Level, you learn to embody all of your sage
your jutsu known as seen on your Medical-Nin Class Chart. beasts power in your base form. You can spend a use of
Additionally, you have learned to transform into a Natural Talent. When you do, you gain the benefit of all of
member of the tribe you selected from your Summoning your sage beast transformation features and you gain your
Apprentice class feature for short periods of time. As an chosen transformations ability scores if your ability scores
Action, you may assume the form of a D-Rank Summon of are lower. This transformation lasts for 1 minute.
your Tribe, replacing your own Strength, Dexterity,
Constitution, HP and AC with the summoned creatures.
(Your Chakra Point Maximum, and current Chakra point
total does not change.)
You also gain any traits the summoned creature you
transform into would have at the appropriate rank. You may
remain in this form for a number of hours equal to half of

N ATURAL M EDICINE C HART


Level Jutsu Learned Jutsu Feature
5th
Chakra Transfer Add half of your Medical-Nin level to the maximum amount of Chakra your target gains.
9th Gift of the Apex This jutsu gains the medical keyword. You may select a second effect, gaining half of the attribute boost
from it, in addition to your first selection.
13th Bestial Art Predator This jutsu gains the medical keyword. You may select a second target for this jutsu to effect, in addition to
yourself.
17th Chakra Distortion Field When casting this jutsu, increase the cost by 5, to increase the area of effect by 10ft (to 20ft radius sphere).
Additionally, it does not affect you or your Sage beasts.
70
SHAMAN BATTLE SHAMAN
Starting at 5th level, you learn the techniques required to
Medical-Nin who follow the path of the Shaman, focus on
play a powerful role in the throes of battle. You learn the
draining the life from their enemies, and transferring them
following jutsu as you gain levels in this class according
to their allies, controlling the flow of battle through Hex like
to the Shaman Chart at the end of this class section. Each
Genjutsu, and life draining Medical Ninjutsu.
jutsu learned also grants you an additional feature

SHAMAN’S HEX pertaining to the jutsu. Learned jutsu do not count


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

WARRIOR OF THE HEX


times equal to your proficiency bonus per rest.

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

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

S HAMAN C HART
Level Jutsu Learned Jutsu Feature
5th Vampiric Touch When you would regain hit points from Vampiric Touch, you can instead give those hit points to another creature
within 30 feet of you.
9th Phantasmal killer This jutsu gains the Medical Keyword. You may select a Creature within 30 feet of you to regain hit points equal to
half the damage dealt to the affected creature.
13th Aura of Power This jutsu gains the Medical Keyword. When a creature would attack an affected creature with an attack, reduce
the damage the affected creature takes by an amount equal to your Wisdom modifier.
17th Mental Prison This jutsu gains the Medical keyword. A creature that is moved out of the illusion, makes a melee attack through
it, or reaches any part of its body through it, also becomes weakened and frightened of you for the next minute.
71
TRANSMUTER TRANSMUTER
Also at 5th level, your Chakra Scalpel deals necrotic damage
Medical-Nin who follow the path of the Transmuter learn
and you may tear them apart at the molecular level. Once
to heal and fight with surgical precision, altering the very
per turn, when you deal damage with your Chakra Scalpel,
fabric of the creature, be it friend, foe, or themselves.
you deal additional Necrotic damage equal to your

TRANSFIGURED TECHNIQUE Proficiency bonus.


Beginning at 2nd level, you begin to learn to alter other
creatures cellular structure to their benefit or detriment.
PRESERVE LIFE: TRANSMUTED
Starting at 6th level, you can, as a bonus action touch one
When you would deal Acid, Poison or Necrotic damage to a
willing creature within range. When you do, you
creature with a Jutsu with the Medical Keyword, you may
temporarily change their biological make up into another
force them to make a constitution saving throw vs your
creature type of your choice for the next minute. When
Jutsu’s save DC. On a failed save, they gain 1 rank of
you do, they gain a passive benefit based on the type
Weakened until the end of your next turn. If they would
chosen for the duration, but they lose the humanoid
become weakened again as a result of this feature prior to
descriptor as well;
the end of your next turn, the Weakened conditions
duration becomes 1 minute. • Construct: resistance to B/P/S damage.
When you would heal a creature or grant them • Demon: resistance to Fire damage and Immunity to the
temporary hit points with a Medical-nin class feature or Charmed and Fear Conditions.
Jutsu with the Medical Keyword you may end one rank of • Plant: Gains Temporary Hit points equal to Constitution
any condition currently affecting them caused by a jutsu Modifier each start of turn (Min 1.)
of D-Rank or lower. This increases to C-Rank at 5th level, • Monstrosity: Advantage on Strength and Constitution
B-Rank at 9th, A-Rank at 13th, S-Rank at 17th. Saving throws.
• Mutant: You gain advantage on Intelligence and
ALTERED STRENGTH Wisdom saving throws.
Also, at 2nd level, you may alter a creatures physiology to
strengthen them in a number of ways. As an action, you REBUILT FORTITUDE
may touch a creature, giving them one of the following Starting at 9th level your ability to reinforce your allies
benefits for the next minute; has heightened even more. When you use your Altered
Strength class feature on a creature other than yourself,
• Once per turn, add your Ninjutsu ability Modifier to
they gain an additional benefit. Select one;
their damage roll.
• Gain 10 Temporary Hit points at the beginning of each • Once per turn, add your Ninjutsu ability modifier to
of your turns. While they have temporary hit points their attack roll.
granted by this feature, they gain resistance to one • Once per turn, when they cast a jutsu that deals damage
damage type of your choice. they roll 1 additional damage die.
• Gain a 1d4 bonus to one saving throws they don’t have • +2 bonus to their AC for the duration.
proficiency in.
• Gain a 1d4 bonus to skill checks they don’t have TRANSMUTED SELF
proficiency in. Starting at 13th level, your body can better handle your
• They reduce the cost of all jutsu they cast by 2. Chakra scalpels, allowing you to use them more
aggressively. Your Chakra Scalpel’s damage die increases
A creature can only gain one benefit from this feature at to a d8.
a time. You can only have two instances of this feature When a creature makes a constitution save against your
active on creature(s) at any given time. If you would try to Transfigured Technique class feature, they make it at
use this feature a third time, while two other instances are disadvantage.
currently active, one of the previous two instances stop at Finally, you may also use your Altered Strength class
your choice. feature as a bonus action, but when you do, you can only
Beginning at 5th level, you can spend 5 Chakra. When use it on yourself.
you do, you use an enhanced version of this feature. An
affected creature can gain up to two benefits of this TRANSMOGRIFIED BIOLOGY
feature this way. Starting at 17th level, you have transmuted your own body
A creature other than you can gain the benefits of this into one near perfection. When you would gain the benefit
feature twice per long rest. of your Altered Strength class feature, you can gain 3
benefits without spending any additional Chakra.
TRANSMUTER
Starting at 5th level, you learn the techniques required to
play a powerful role in the throes of battle. You learn the
T RANSMUTER C HART
following jutsu as you gain levels in this class according to
the Transmuter Chart at the end of this class section. Each Level Jutsu Learned Jutsu Feature
jutsu learned also grants you an additional feature
5th Restorative The creature also regains hit points
pertaining to the jutsu. Learned jutsu do not count against
equal to your Medical-Nin Class level.
your jutsu known as seen on your Medical-Nin Class
Chart. 9th Curse of Prey This jutsu gains the Medical Keyword.
Increase the Penalty to -6.
13th Reconstructive When you deal damage with this
Hand jutsu, the damage die becomes d12.
17th Red Lotus Gains the Medical Keyword, and you
may still concentrate on jutsu so long
as they have the medical keyword.

72
Orochimaru, Hiruzen Sarutobi (3rd
NINJUTSU SPECIALIST Hokage), Hashirama Senju, Tobirama Senju, Jiraiya
and Madara Uchiha.
A clanless boy quickly weaves handseals and places his
hands onto a large chakra seal, igniting the seals as the
door begins to open. The boy walks through the open
CREATING A NINJUTSU SPECIALIST
doors and after weaving a few seals with one hand he When creating a Ninjutsu-Specialist consider a few
conjures orbs of fire creating light for him to see. things about the character on a personal level? Think of
Ninjutsu as a tool? Do they use ninjutsu as a ring of keys,
An Uzumaki in the heat of battle creates a single hand
a way through every door or a sledge hammer, a way to
seal and conjures 10 Shadow Clones as they all surround pass through any obstacle? What made the character so
a single enemy. The Clones and the Uzumaki all weave
bound to learning so many powerful ninjutsu and what
handseals and each create a super dense blade of wind
drives them to learn more? Did they train under another
chakra that all converge on their target leaving him no
very skilled Shinobi? Or did they become enamored by
room to dodge or evade.
the people around them and want to emulate their skills
These shinobi, different as they might be, are connected and techniques?
by one common factor, they are masters in the field of
Ninjutsu. While others are able to use the techniques, QUICK BUILD
they learn with some level of mastery, the Ninjutsu You can make a Ninjutsu Specialist quickly by following
Specialists are able to draw out the true essence of the these suggestions. First, put your highest ability score in
Ninjutsu arts. They are able to take the concepts of the Intelligence, followed by Constitution or Dexterity.
Ninjutsu they have and accelerate it to new heights and Second, choose the Sarutobi, Uchiha, Uzumaki or Non-
unmatched levels. Clan, Clans.

CHARACTER INSPIRATIONS
When designing this class, it was built with the intent to
allow players to utilize ninjutsu in a variety of ways and
allows for a mastery of the techniques they have that
surpass others. Players would be able to have a larger
variety of ninjutsu at their disposal and in some cases
have access to different forms of ninjutsu before others
such as Elemental ninjutsu. Players should be able to
exemplify characters who embody this style of rapid fire
ninjutsu such as: Kakashi Hatake, Sasuke Uchiha,

73
CLASS FEATURES REFINED NINJUTSU
As a Ninjutsu Specialist, you gain the following class Also, at 1st level, you can select an amount of Ninjutsu
features. that you know equal to the number shown for Refined
Jutsu in the class table above, increasing the Save DC or
HIT POINTS the amount of either damage done by the chosen jutsu by
Hit Dice: 1d6 per Ninjutsu Specialist level 1 die. This feature happens once per casting of the
Hit Points at 1st Level and beyond: 6 + your constitution Refined Jutsu. You choose which benefit you gain each
modifier time you cast the jutsu, but before the jutsu would affect
a creature. You can change your Refined Ninjutsu when
CHAKRA POINTS you would take a long rest.
At 9th level, you increase the Save DC or die by 2
Chakra Dice: 1d12 per Ninjutsu Specialist level
instead of 1, and at 17th level, you increase Save DC or die
Chakra Points at 1st Level: 12 + your constitution
by 3 instead of 2.
modifier
Chakra Points at Higher Levels: 1d12 (or 7) + your
Constitution modifier per Ninjutsu Specialist level
NINJUTSU TRADITION
after 1st. Starting at 2nd level, you begin to Specialize in a
Tradition that enhances the style of ninjutsu that you
PROFICIENCIES focus on. The Tradition that you choose grants you
Armor: Light armor features at 2nd, 6th, 10th, 14th & 18th Levels.

EFFICIENT MOLDING
Weapons: All Simple Weapons
Ninja Tools: Alchemist Kits, Hackers Kit
Saving Throws: Intelligence, Wisdom, Charisma Starting at 3rd Level, you learn how to bend your chakra
Skills: Ninshou, Choose four from Insight, Investigation, to suit your needs while casting Ninjutsu. You gain two
History, Stealth, Perception, Chakra Control. of the following Efficient Molding options of your choice.
You gain another one at 5th, 9th, 13th and 18th Ninjutsu
EQUIPMENT specialist levels. You can only use one Efficient Molding
You start with the following equipment, in addition to option on a Ninjutsu when you cast it, unless otherwise
the equipment granted by your background: noted. You can use any combination of efficient
• Padded Armor. moldings you have 2 times per rest. You gain an
• 1 Simple Weapon additional use of your moldings at 9th, and 15 th levels. If
• (a) One Kunai stack or (b) One Shuriken stack you would use a molding any additional times more than
• Ninjutsu Scroll (D-Rank) your listed limitation, you must spend chakra listed as
the Alternate cost.
JUTSU CASTING
ABILITY SCORE IMPROVEMENT/FEAT
NINJUTSU When you reach 4th and again at 8th, 12th, 16th, and
Ninjutsu save DC = 8 + your proficiency bonus + your 19th, level, you can increase one ability score by +1 & a
Intelligence modifier. Feat of your choice that they qualify for. As normal you
Ninjutsu attack modifier = your proficiency bonus + can’t increase an ability score above 20 using this
your Intelligence modifier. feature.

GENJUTSU JUTSU BREAKER


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

74
NINJUTSU FOCUS INFERNO FURY
Starting at 10th level, Ninjutsu you cast with the Fire

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

FIRE RELEASE adversary would already have vulnerability, you do not


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

FIRE RELEASE MASTER


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

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

75
HIJUTSU ELITIST GENERATIONAL MOLDING
Also at 6th level, you learn a new and unique efficient
The Ninjutsu Specialist who chose to specialize in their
molding technique called Generational Molding. When
Hijutsu techniques provided by their clans are those who
you cast a Hijutsu with the ninjutsu keyword, you can
become living embodiments of their Families or clans’
embolden the jutsu cast. You can use this molding in
techniques in such a way that those who stand in their way
addition to any other moldings you are using and has an
will feel hesitance towards confronting them.
Alternate Cost of 5.

HIJUTSU SPECIALIZATION The jutsu cast cannot be Interrupted, Negated or


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

HIJUTSU ADEPT make your check at advantage.


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

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

76
LIGHTNING BREAKER Additionally, if a creature who is within this jutsu’s
range is an Aberration, Celestial or Mutant, they cannot
The Ninjutsu Specialist who chooses to become a Lightning
take a reaction to this jutsu casting, the damage dealt or
Breaker, becomes an unmatched force of unstoppable power
conditions inflicted and increase the damage the jutsu
greater than that of a Lightning storm when using
deals by 1 damage die.
Lightning Release Ninjutsu.
WRATHFUL JOLTS
LIGHTNING RELEASE Starting at 10th Level, Ninjutsu you cast with the Lightning
When you choose this tradition at 2nd level, you gain the
Release Keyword, that are currently benefiting from your
ability to learn ninjutsu with the Lightning Release
Refined Ninjutsu class feature gain additional benefits. You
Keyword. If you can already do this you learn 2
can use only one of these features once per casting.
additional Lightning Release ninjutsu that you qualify
• As a part of the same action used to cast the selected
for, one of which can be C-Rank or lower.
You also gain advantage on all Ninshou checks related Ninjutsu, the Jutsu scores a critical hit on an attack roll of
to ninjutsu with the Lightning Release keyword and you 18 through 20.
• As a part of the same action used to cast the selected
can learn and create Ninjutsu with the Lightning Release
Keyword in half the required time. Ninjutsu, the jutsu doubles its damage die against
Finally, when you cast a ninjutsu with the Lightning creatures who fail their saving throws by 5 or more.
Release keyword, you can do one of the following, once • When you initiate a clash with a Jutsu with the Wind

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

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

77
SANGUINE MASTER MACABRE TECHNIQUES
Also at 6th level, you learn a new and unique efficient
The Ninjutsu Specialist who chose to specialize in the
molding technique called Macabre Technique. When you
Hemomantic Traditions, learn to use the chakra
cast a Ninjutsu, you can embolden the jutsu cast. You can
inherent in a creatures blood, even their own, and often
use this molding in addition to any other moldings you
look upon with distrusting eyes. Practitioners of it know
are using and has an Alternate Cost of 5.
that the potential of this form of Ninjutsu can become
The ninjutsu now deals Acid, necrotic or poison
disastrous in the wrong hands, but it’s also extremely
damage (your choice), treats all 1’s and 2’s on the
helpful. It requires a stringent eye and adequate focus.
damage die as 3’s and ignores temporary hit points and

HEMOMANTIC SPECIALIZATION damage reduction.


When you choose this Tradition at 2nd level, you learn
the secrets behind blood and the alchemical properties
DESTRUCTIVE ICHOR
Starting at 10th level, Ninjutsu you cast without a Nature
behind it. You gain the ability to learn ninjutsu with the
Release Keyword, that are currently benefiting from
Medical keyword, but only those that deal acid, necrotic
your Refined Ninjutsu class feature gains additional
or poison damage. You learn one such jutsu with the
benefits. You can only use one of these features, once per
described limitation that you qualify for, which may be
casting.
C-Rank or lower.
You gain advantage on Ninshou checks relating to • As a part of the same action used to cast the selected
Ninshou with the Medical keyword, and can learn and Jutsu, you may add your ninjutsu ability modifier to
create ninjutsu that deal acid necrotic or poison damage one damage roll of the jutsu.
in half the time. • As part of the same action used to cast the jutsu, if the
Finally, when you would cast a ninjutsu that deals jutsu would force a saving throw, all creatures with the
acid, necrotic or poison damage you can do one of the bleeding, poisoned, or corroded conditions make their
following, once per turn; save at disadvantage.
• When you would initiate a clash, you can spend 1 blood
• Gain temporary hit points equal to the cost of the
vial to make your check at advantage.
jutsu.
• Impose a 1d4 penalty to remove a condition inflicted
SANGUINE ELITE
by your jutsu. This increases to a 1d6 penalty at 10 th
Starting at 14th level, your master of Hemomantic
level, and a 1d8 penalty at 18 th level.
ninjutsu is nearing its peak. When you use the Bloody

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

78
SCRIBE MASTER SEAL CONSUMPTION
Beginning at 6th level, you learn to capture and scribe
The Ninjutsu Specialist who chose to specialize in the art
jutsu mid combat.
of Storing and using Jutsu Scrolls, come to be known as
First, when you would take damage or are forced to
Scroll Masters, Chakra weavers known for always having
make a saving throw from a Ninjutsu a hostile creature
the right Jutsu on hand at any given time. Sealing Jutsu
cast, you may as a reaction tear open your Awakened
into your Scrolls and releasing them when the time is
Scroll. Make an Ability Check using your Ninjutsu ability
right.
modifier. The DC equals 13 + (D-Rank: 1, C-Rank: 2, B-

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


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

79
FUINJUTSU SENNIN
Starting at 14th level, your Awakened scroll has become
an inanimate doctrine of your psyche and personality. If
you so wish, your life story and memories are scribed
into its contents.
When you would use Seal Consumption to consume a
Jutsu, you can immediately as a part of the same reaction
used to consume it, cast it back at the triggering
creature. You may do this twice per long rest.
Additionally, when you would cast a Ninjutsu from
your Awakened Scroll that has a Nature Release Keyword
that also deals damage, you may double the cost of the
selected jutsu to switch the Nature Release keyword and
Damage type of the Jutsu cast to any other Nature
Release and Corresponding Damage type that you
currently have Sealed into one of your scrolls Jutsu
Compartments. When you would do this you also change
the casting time to 1 Bonus Action.
Finally, Ninjutsu you cast with the Fuinjutsu keyword
that deals damage of any type or inflicts any condition,
cannot be reacted to.

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

80
STONE CRUSHER Additionally, if a creature who is within this jutsu’s
range is a Demon, Monstrosity or Undead, they lose
The Ninjutsu Specialist who chooses to become a Stone
resistance and immunity to conditions and effects that
Crusher, becomes an unwavering force of power, earth-
your jutsu inflicts.
shattering destruction and mountain like toughness when
using Earth Release Ninjutsu. STONES TENACITY
Starting at 10th Level, Ninjutsu you cast with the Earth
EARTH RELEASE Release Keyword that are currently benefiting from your
When you choose this tradition at 2nd level, you gain the
Refined Ninjutsu class feature gain additional benefits.
ability to learn ninjutsu with the Earth Release Keyword. If
You can only use one of these features once per casting.
you can already do this you learn 2 additional Earth Release
• As a part of the same action used to cast the selected
ninjutsu that you qualify for, one of which can be C-Rank
or lower. You also gain advantage on all Ninshou checks jutsu, you gain Temporary Hit points equal to the Rank
related to ninjutsu with the Earth Release keyword and you of the jutsu cast that lasts until the beginning of your
can learn and create Ninjutsu with the Earth Release next turn, this would be in addition to temporary hit
Keyword in half the required time. points granted by Solid Gem’s if any. (D-Rank = 10, C-
Finally, when you cast a ninjutsu with the Earth Release Rank = 20, B-Rank = 30, A-Rank = 40, S-Rank = 50).
• As part of the same action used to cast the selected
keyword, you can do one of the following, once per casting;
jutsu constructs, structures and effects that would
• Reduce the next instance of damage done to you by 1d6.
grant you temporary hit points or reduce damage treat
• Summoned constructs or structures gain resistance to
critical hits as normal hits and ignore effects that would
the first instance of damage they take.
deal additional damage as a result of it being a

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

MOUNTAIN’S AEGIS STONE CRUSHER TECHNIQUE


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

TECTONIC PLATE TECHNIQUE


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

81
STORM TERROR • When you initiate a clash with a Jutsu with the Fire
Release Keyword, the user of the Fire Release Jutsu does
The Ninjutsu Specialist who chooses to become a Storm
not roll at advantage.
Terror becomes a ruthless natural disaster and unmatched
collateral destruction when using Wind Release Ninjutsu. WIND RELEASE MASTER
Starting at 14th Level, when you use Storm Herald to
WIND RELEASE trigger elemental and physical conditions, you double the
When you choose this tradition at 2nd level, you gain the
triggered conditions damage.
ability to learn ninjutsu with the Wind Release Keyword. If
Additionally, when you would cast a Wind Release
you can already do this you learn 2 additional Wind
Jutsu that is currently benefiting from your Refined
Release ninjutsu that you qualify for, one of which can be
Ninjutsu class feature, you can double the cost of your
C-Rank or lower.
jutsu to double the jutsu’s range and if it requires a
You also gain advantage on all Ninshou checks related
Saving throw, it deals double damage if the target
to ninjutsu with the Wind Release keyword and you can
creature fails is Saving throw by 5 or more. You may use
learn and create Ninjutsu with the Wind Release Keyword
this feature Twice per long rest.
in half the required time.
Finally, when you cast a ninjutsu with the Wind Release STORM TERROR TECHNIQUE
keyword, you can do one of the following, once per Starting at 18th level, you learn the ultimate molding
casting; technique for Wind release ninjutsu called Storm Terror.
• Increase the range or size of the area of the jutsu cast by When you cast a ninjutsu with the Wind Release keyword,
10 feet. you can embolden the jutsu cast. You can only use this
• Increase damage dealt by +1 damage die, once per molding by spending 10 chakra. You can use this
casting. molding in addition to any other efficient molding you
are using.
WIND ADEPT All affected creatures in your jutsu’s range gains 5
Also, at 2nd Level, your affinity with wind release has ranks of the Bleeding condition.
granted you a sense of mastery over powerful winds and
torrential storms.
Once per turn, when you would cast a jutsu with the Wind
Release keyword, you can mark one affected creature with a
Breeze Mark. A breeze mark remains for up to 1 minute, or
until spent. A creature can have up to 5 breeze marks at
once. Once per turn, when you would deal wind damage to a
Breeze marked creature you can trigger all marks causing
them to gain 1 rank of bleed per mark they had.

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

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

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

82
SUMMONER SUMMONING EXPERT
Starting at 10th Level, you gain the ability to summon and
The Ninjutsu Specialist who chose this Tradition to become
maintain up to two creatures at once. Both creatures must
a Summoner, walk the path closest to Sage hood, forming
remain within 120 Feet of you. If you want the second
bonds with the Sage beasts across the land and in different
summoned creature to act on your turn the same as the
worlds. Those who walk this path are best known for having
first you must use your action or reaction to command the
a wide arrangement of jutsu learned from the sage creatures
second creature, instead of a bonus action. The second
themselves.
Summoned creature cannot be of the same rank as the

EMPOWERED SUMMONING current creature summoned.


Additionally, summoned creatures you control can have
When you choose this tradition at 2nd level, you learn the
any combination of two Roles found in the Summoning
Summoning Technique Ninjutsu. The cost to cast this jutsu is
chapter, even Roles they don’t normally have.
reduced by an amount equal to the rank you cast it at. (D-
Rank: -1, C-Rank: -2, B-Rank: -3, A-Rank: -4, S-Rank: -5.)
You also gain advantage on all Ninshou checks related to
SUMMONING MASTER
Starting at 14th Level, your summoned creatures have
ninjutsu with the Fuinjutsu keyword and you can learn
grown to know your fighting style from countless battles.
Ninjutsu that summons a creature in half the required time.
Your Summoned creature enters the initiative directly after
Finally, when your summoned creature would cast a jutsu,
you. Your summoned creatures gain a bonus action that
you can do one of the following, once per casting;
they can be commanded to use just like their Action. They
• They gain a 1d4 bonus to attack rolls. cannot gain the benefit of additional bonus actions. The
• They gain a 1d6 bonus to damage rolls. summoned creatures can also perform any jutsu of C-Rank
or lower that you know, as if they knew the jutsu,
SUMMONERS WILL regardless of the jutsu’s listed keywords.
Also, at 2nd Level, your will is able to permeate through all Additionally, when you would cast a Jutsu with the
of your summoned creatures without fail. Combination keyword, and your Summoned creature has
Creatures you summon as a result of the Summoning not acted yet, they may perform the Combination jutsu
Technique Ninjutsu have a close bond with you that without spending their reaction.
cannot be emulated by anyone else with their Tribe. You
and your tribes wills bleed into one another, with very SYNCHRONIZATION TECHNIQUE
little able to break this bond. Starting at 18th level, you learn the ultimate molding
First, your summoned creatures cannot be dispelled. technique for combination ninjutsu called
Next, creatures you summon gain the benefit of both Synchronization Technique. When you cast a ninjutsu
Roles the tribe is known for. Both Roles presented on the with the Combination keyword, you can embolden the
tribes page found in Jiraiya’s Compendium. jutsu cast. You can only use this molding by spending 10
Finally, you can spend 1 of your Chakra die, to chakra. You can use this molding in addition to any other
recharge one spent Jutsu Slot for your summoned efficient molding you are using.
creature. You can spend Chakra die in this way, a number All allied creatures within 60 feet of you and your
of times equal to your proficiency bonus, per long rest. summoned creature can assist you in casting a
combination jutsu, regardless of keyword restrictions,
SUMMONING ADEPT treating each caster as if they had the needed keywords.
Starting at 6th Level, The Summoning Technique Ninjutsu Additionally, you treat your charisma modifier as being
becomes one of your Refined Ninjutsu if it was not before and +3 higher than it normally is for the purposes of
as a result, creatures summoned as a result of casting the enhancing the combination jutsu.
aforementioned jutsu gain the benefits of the Refined
Ninjutsu class feature. All of the jutsu they know are under the
effects of Refined Ninjutsu. They gain additional Jutsu Slots
equal to the Ninjutsu save DC granted by Refined Ninjutsu.
Also, you can cast the Summoning Technique to summon a
creature of C-Rank or lower as an action instead of a full-
turn-action. You can summon creatures of B-Rank or lower
as an action beginning at 10th level, and A-Rank at 18th level.
You can summon a creature in this way using this feature
twice per rest. If you would attempt to summon a creature as
an action after you have expended all uses of this feature,
you can do so by spending 1 chakra die.

COMBINATION TECHNIQUE
Also, at 6th Level, you learn a new and unique efficient
molding technique called Combination Technique.
When you would cast a Ninjutsu with the Combination
keyword, you can embolden the jutsu cast. You can use
this molding in addition to any other moldings you are
using and has an Alternate Cost of 5.
You and your Summoned creature can assist each other
in casting a jutsu with the Combination keyword regardless
of keyword restrictions. Additionally, you treat your or
your summoned creatures charisma modifier as being +1
higher than it normally is for the purposes of enhancing
the combination jutsu.

83
THE PROFESSOR This ninjutsu gains all nature release keywords that you
have access to and deals an additional 1d10 damage for
The Ninjutsu Specialist who chose to walk the path of
each nature release keyword it has, of that nature releases
The Professor are those who walk the long path of
affiliated damage type (Water = Cold).
elemental versatility and dominance. Only one other
shinobi has walked this path and reached the pinnacle, FORCE OF NATURE
he became known as the God of Shinobi someone who Starting at 10th level, Ninjutsu you cast with any Nature
surpassed his own and all previous Generations. Release keywords you are able to cast that are currently
benefiting from your Refined Ninjutsu class feature, gain
VERSATILE RELEASE additional benefits.
When you choose this tradition at 2nd level, you gain the
• As a part of the same action used to cast the selected
ability to learn ninjutsu with one of the following nature
release keywords; (Earth Release, Wind Release, Fire Ninjutsu, you gain 1 additional Elemental mote’s. You
Release, Water Release, Lightning Release). You must select can gain bonus motes in this way once per round.
• As a part of the same action used to cast the selected
a keyword you do not already have access too.
You also gain a 1d6 bonus on all Ninshou checks related Ninjutsu, you may deal additional damage equal to
to ninjutsu with nature releases that you have the ability your Proficiency Bonus.
to cast. • If you would lose a Clash with another creature you

Finally, when you cast a ninjutsu with any nature may spend a reaction to reroll the d20.
release that you know, you can do one of the following,
once per casting; SOSHIKAGE
Beginning at 14th level, you have attained elemental
• Gain a 1d4 bonus to damage rolls.
versatility beyond most all others, granting you your
• Reduce the cost of the second Ninjutsu cast before the
third Nature Release. Select one Nature Release you
beginning of your next turn with any Nature Release didn’t select with your Nature Release Adept or with your
keyword by 1d4. Twin Cast class features.
Your ability to weave vastly different chakra molding
ELEMENTAL ADEPT theologies in the heat of battle are an envy of shinobi
Also, at 2nd level, your frequent study of Ninjutsu has
across the land. When you would use your action to cast
granted you a keen awareness most others lack in
a ninjutsu with a nature release keyword, you may cast
elemental-based combat.
two ninjutsu with a different nature releases with a
Each time you would cast a jutsu with a nature release
casting time of 1 Action as a Bonus action. You may do
keyword, you can retain a portion of the chakra used and
this twice per long rest.
store it within yourself in the form of an Elemental mote.
Finally, when you would spend 5 Elemental motes at
An elemental mote remains stored for up to 1 minute, or
once to empower a jutsu you cast, you may add three
until spent. You can have up to 5 motes stored at once.
times your ability modifier to the damage dealt.
When you would cast a jutsu with a nature release
keyword you can spend any number of motes. If you do THE FINAL LESSON
you cannot gain a mote the turn you do. For each mote Starting at 18th level, you learn the ultimate molding
spent, you increase the potency of your jutsu cast. Select technique for casting multiple ninjutsu with different
from one of the following, of which you can only use one nature releases called Final Lesson. When you cast two
of when spending motes; ninjutsu with different nature release keywords in the
• Impose a -1 penalty to saving throws for every 2 motes same action, you can embolden the jutsu cast. You can
spent. only use this molding by spending 10 chakra. You can use
• Increase the damage dealt by 1d6 for every mote spent. this molding in addition to any other efficient molding
• Gain 2 temporary chakra points for each mote spent, you are using.
which stack with each other up to a maximum of 10. These jutsu both gain the benefits of any moldings
used with their casting, so long as the molding can
TWIN CAST reasonably be applied to it.
Beginning at 6th level, your focus on your Elemental
versatility has granted you the ability to learn an
additional Nature Release. Select one Nature Release you
didn’t select with your Versatile Release class feature and
you have gained a bonus to your initiative equal to your
Intelligence modifier
Additionally, you have learned how to make extended
use of your Elemental motes. As an action you can spend 5
Elemental motes. When you do you are able to cast two
ninjutsu with different nature release keywords in the
same action. You can only cast jutsu in this way twice per
long rest.

CHAKRA INFUSION TECHNIQUE


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

84
TRACE TALENT PURE CHAKRA
Starting at 10th level, Ninjutsu you cast without any nature
The Ninjutsu Specialist who follow the path of “Tracers”
release keywords that are currently benefiting from your
are quite simply, prodigies. But they lack formal training in
Refined Ninjutsu class feature gain additional benefits;
elemental techniques, instead opting to master jutsu
without elements and wielding them to great effect. The • As a part of the same action used to cast the selected
level of power they attain tends to be on par and in some Jutsu, you cleanse your target of any defenses. They
cases superior to elemental ninjutsu. lose any resistances it may have against its damage
type until the end of your next turn.
VOID SPECIALIZATION • As a part of the same action used to cast the selected
When you choose this tradition at 2nd level, you learn two jutsu, deal additional damage equal to your
ninjutsu that you qualify for one of which can be C-Rank. proficiency bonus.
The chosen jutsu cannot have any nature release • When you initiate a clash with the chosen jutsu, you
keywords. You also gain a 1d6 bonus on all Ninshou roll your Clash Check at advantage.
checks related to ninjutsu without nature release
keywords that you have the ability to cast. KIYO
Finally, when you cast a ninjutsu without any nature Starting at 14th level, your natureless chakra has reached
release, you can do one of the following, once per casting; a level of power and purity beyond what others could
conceive. When you use Limitless Casting to cast two
• Gain a 1d4 bonus to damage rolls.
jutsu in one action, you may cast the second jutsu at no
• Reduce the cost to cast the chosen jutsu by half of 1d4
additional cost.
(Min 1).
Additionally, when you cast a Ninjutsu without any

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

VOID BREAK TECHNIQUE


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

85
TSUNAMI • Earth Release: The creature becomes bruised.
• Wind Release: The creature has their speed reduced by 10
The Ninjutsu Specialist who chooses to become a Tsunami
feet for 1d6 turns.
embodies the force of such an event. Unphased by the power • Fire Release: The creature becomes weakened.
of the sea and all-encompassing just like an ocean when • Water Release: The creature gains 1 rank of chilled.
using Water Release Ninjutsu. • Lightning Release: The creature gains 1 rank of shocked.

WATER RELEASE AQUA SOUL


When you choose this tradition at 2nd level, you gain the
Starting at 10th Level, Ninjutsu you cast with the Water
ability to learn ninjutsu with the Water Release Keyword.
Release Keyword that are currently benefiting from your
If you can already do this you learn 2 additional Water
Refined Ninjutsu class feature gain additional benefits.
Release ninjutsu that you qualify for, one of which can be
C-Rank or lower. • As a part of the same action used to cast the selected jutsu
You also gain advantage on all Ninshou checks related you create a source of water capable of being used for
to ninjutsu with the Water Release keyword and you can water release ninjutsu of B-Rank or lower twice.
learn and create Ninjutsu with the Water Release Keyword • You may damage equal to your Proficiency bonus.
in half the required time. • When you initiate a clash with a Jutsu with the Earth
Finally, when you cast a ninjutsu with the Water Release Release Keyword, the user of the Earth Release Jutsu does
keyword, you can do one of the following, once per not roll at advantage.
casting;
• Gain a 1d4 bonus to damage rolls.
WATER RELEASE MASTER
Starting at 14th Level, when you use Frigid Deep to reduce
• Reduce affected creatures speed by 15 feet.
movement speed you instead reduce movement speed to 0.

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

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

86
EFFICIENT MOLDING POTENT NINJUTSU [CHANGED]
Alternate Cost: Chakra cost Rank based (D-Rank: 3, C-Rank: 5,
CAREFUL NINJUTSU B-Rank: 7, A-Rank:9, S-Rank: 12)
Alternate Cost: 5 Chakra Whenever you would deal damage with a Ninjutsu you cast,
When you cast a Ninjutsu that forces other creatures to without the Combination keyword, you can spend a bonus
make a saving throw, you can protect some creatures from action and instead deal maximum damage. You can use this
the Jutsu’s full force. Select up to 3 creatures. A chosen molding in addition to any other moldings you are using.
creature suffers no effect from your casted Ninjutsu. You can
spend an additional use of this feature or spend its alternate PRECISE NINJUTSU
cost to select another 3 creatures. Alternate Cost: 3 Chakra
When you cast a Ninjutsu that requires an attack roll, you
DISTANT NINJUTSU can gain advantage on one of the attacks. You can spend an
Alternate Cost: 3 Chakra additional use of this feature or spend its alternate cost to
When you cast a Ninjutsu, you can double the range of the make any additional attacks at advantage.
jutsu cast. If the you cast a ninjutsu with the range of touch,
you instead make the range of the jutsu 30 feet. QUICKENED NINJUTSU
Alternate Cost: 5 Chakra
DOUBLED NINJUTSU When you cast a Ninjutsu that has a casting time of 1 action,
Alternate Cost: Chakra cost Rank based (D-Rank: 4, C-Rank: you can change the casting time to 1 bonus action for the
8, B-Rank: 12, A-Rank: 15, S-Rank: 20) casting.
When you cast a Ninjutsu that targets only one creature and
doesn’t have a range of self, you can target a second creature REACTIVE NINJUTSU
in range with the same Jutsu. To be eligible for Doubled Alternate Cost: 9 Chakra
Ninjutsu, a Ninjutsu must be incapable of targeting more As a reaction, on another creatures turns, you can cast a
than one creature at the jutsu’s current rank. ninjutsu with a casting time of 1 action.

ECHOING NINJUTSU REDIRECTED NINJUTSU


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

87
SCOUT-NIN CREATING A SCOUT-NIN
An Uzumaki lies in wait as his target enters the brothel, he When creating a Scout-Nin consider a few things about
performs the transformation technique to turn into one of the character when they are on a team with others. Do
the many women within the building he’s seen in the they fill in any gaps or do they support others in their
past few days. endeavors enhancing that particular field their allies are
specializing in. Do they use their techniques as an
A Sarutobi in the heat of battle weaves together a great answer to the weaknesses of the team? What made the
wave of water blowing some enemies away, when some
character so bound to learning so many varied
leap over the wave avoiding it, the Sarutobi follows up
techniques and how do they plan on using them in the
with a powerful Genjutsu stunning the airborne shinobi
field? Did they train under another very skilled Shinobi?
as they come crashing down into the water.
Or did they become enamored by the people around
A Nara gets into a close combat battle with an enemy, them and want to emulate their skills and techniques
and holds his own while preparing to capture his enemy leaving nothing to chance?
within the Shadow possession technique.
QUICK BUILD
These shinobi, different as they might be, are You can make a Scout-Nin quickly by following these
connected by one common factor, they are Jack of all suggestions. First, put your highest ability score in
trades. While others are specialists of some sort in one
either Strength, Intelligence, or Wisdom followed by
form or another, a scout-nin is someone who by
definition is able to complete most tasks or fill most Constitution. Second, choose any clan that you find the
roles in a team with little trouble. Scout-Nin are able to most appealing, this
draw out their latent abilities in most fields while others class is flexible
cannot. enough to
support them.
CHARACTER INSPIRATIONS
When designing this class, it was built with the intent to
allow players to take on the role of a generalist, someone
who may not specialize in any particular field such as
ninjutsu, Genjutsu or Taijutsu. But someone who can use
them all to a varying degree and find success. While
other classes can use all 3 forms of jutsu, this class is
designed with the ability to enhance them on a case-by-
case basis using Superiority dice if needed. Characters
whom this class was designed after are as follows; Kid
Naruto Uzumaki, Kid Sasuke Uchiha, Kid Sakura Haruno,
Kid Kakashi Hatake and Kid Obito Uchiha.

88
CLASS FEATURES DEFT EXPLORER
Beginning at 1st level you are an unsurpassed generalist
As a Scout-Nin, you gain the following class features.
in most all environments. You gain the Canny benefit

HIT POINTS below, and an additional benefit when you reach 6th level
and 11th level in this class.
Hit Dice: 1d8 per Scout-Nin level
Hit Points at 1st Level and beyond: 8 + your constitution CANNY (1ST LEVEL)
modifier Choose any one skill. You gain proficiency in this skill. If
you have proficiency in this skill already, you instead gain
CHAKRA POINTS Expertise.
Chakra Dice: 1d10 per Scout-Nin level
Chakra Points at 1st Level: 10 + your constitution MOBILE (6TH LEVEL)
modifier Your wall and water walking speed is equal to your
Chakra Points at Higher Levels: 1d10 (or 6) + your walking speed. You also gain a Swimming and climbing
Constitution modifier per Scout-Nin level after 1st. speed equal to your walking speed.

PROFICIENCIES TIRELESS (11TH LEVEL)


You require less time to rest and recover. Once per long
Armor: Light armor, medium armor, heavy Armor rest you can spend a full turn Action recollecting yourself.
Weapons: All Simple and Martial Weapons When you do, you recover all spent superiority die that
Ninja Tools: Select Any two Toolkits. you would normally recover on a short rest.
Saving Throws: Strength, Constitution, Intelligence
Skills: Choose four from Ninshou, Illusions, Martial Arts,
Insight, Investigation, Nature, Acrobatics, Athletics,
SHINOBI ADEPT
History, Stealth, Perception, Medicine, Chakra Control. Beginning at 2nd Level, your ability as a Shinobi has
blossomed, granting you a breadth of optional paths for
EQUIPMENT you to decide between. You can choose between two of the
You start with the following equipment, in addition to the following features. Beginning at 13 th level, select two
equipment granted by your background: additional features you didn’t pick at 2nd level.
• (a) Padded Armor or (b) Combat Jacket or (c) Flak
SHINOBI’S TRAINING
Jacket
You can learn any D-Rank or lower Jutsu in half the time.
• (a) 1 Simple Weapon or (b) 1 Martial Weapon This does not stack with other features that reduce the
• (a) One Kunai stack or (b) One Shuriken stack time to learn jutsu. When you would reach 13 th level, this
• (a) 1 Paper Bomb or (b) 1 Flash Tag benefit extends to C-Rank jutsu as well.
• Select any one Toolkit.
SHINOBI’S TACTICS
JUTSU CASTING You learn to cover your tracks better than most other
people of your caliber. Creatures who would make a
NINJUTSU perception check to search for you, suffers a 1d4 penalty to
Ninjutsu save DC = 8 + your proficiency bonus + your this check if you are hidden from, or unseen by the
Intelligence modifier searching creature.
Ninjutsu attack modifier = your proficiency bonus +
your Intelligence modifier SHINOBI’S GENERAL LITERACY
You can count your ability scores as being 2 higher for the
GENJUTSU purposes of casting all jutsu of B-Rank or higher through
any ability score restrictions. This does not stack with
Genjutsu save DC = 8 + your proficiency bonus + your
other literacy features or traits.
Wisdom modifier
Genjutsu attack modifier = your proficiency bonus +
SHINOBI’S TOOL COMPETENCY
your Wisdom modifier You can select one tool between Chili Pepper Bombs, Paper
Bombs, Flash Tags or Smoke Bombs. The select tool can be
TAIJUTSU used by you as a bonus action instead of an action.
Taijutsu save DC = 8 + your proficiency bonus + your
Strength modifier SHINOBI’S PRECISION
Taijutsu attack modifier = your proficiency bonus + your Select one Keyword from the following; Ninjutsu, Taijutsu,
Strength modifier Bukijutsu, or Genjutsu. Jutsu you cast with the following
Keyword that requires an attack roll, reduces a creatures
FIGHTING STANCE Damage reduction by 5, once per casting.

Beginning at 1st Level you adopt a particular style of


fighting as your specialty. Choose one of the Fighting
SHINOBI’S EDGE
You have trained for countless hours, to become a more
Stances located in Chapter 13: Customization Options,
skilled shinobi. Select one between Ninjutsu, Genjutsu,
between Taijutsu Stance and Weapon Stance. You can’t
Taijutsu or Bukijutsu. The chosen jutsu type reduces the
take a Stance more than once, even if you get to choose
cost to maintain concentration on their jutsu by -1. (Min 1.)
again later.

89
SHINOBI’S DRIVE MOBILITY
Your perseverance can be called upon with the flick of the You gain a +10 bonus to your speed, and +1 bonus to Saving
wrist. When making a saving throw or ability check, by throws made to resist hostile effects. These bonus
spending 1 Hit die, you are able to call on your Shinobi increases to +15 and +2 at 11th level.
Drive, adding half of the spent Hit die’s result to your Additionally, while you are gaining the benefit of this
ability check or saving throw. generalization whenever you would make a saving throw
using an ability you are not proficient in to end a condition
SHINOBI’S FOCUS or effect placed on you by a hostile creature or
You have trained for endless hours to be considered a more environment, you gain a bonus 1d4 to the saving throw.
focused shinobi. When you would make a check, attack roll
or saving throw while you have disadvantage or are SKILL
suffering from a penalty of any type, imposed by a Jutsu, Select two ability score when you select this generalization.
feature or trait from a hostile creature, you can spend 1 In order to change this ability score, you must complete a
Chakra die to treat your d20 roll as if you have no penalties rest. You gain a +1 bonus to all ability checks and a 1d4
applied to it. bonus to all skill checks, made using the selected ability
score. These bonus increases to +2 and 1d6 respectively at
SCOUTING TECHNIQUE 11th level.
Additionally, while you are gaining the benefits of this
Starting at 3rd level, choose a technique that you strive to
generalization, Skill based actions you would take that
emulate in combat and style. The Scouting Technique you
require an Action (such as Maintain Focus, Sense Motive,
choose grants you features at 3rd, 6th, 9th, 14th, 17th and
Recall Knowledge, Demoralize, Administer Aid, etc.), you can
20th Levels.
perform these actions as a Bonus action.

ABILITY SCORE IMPROVEMENT/FEAT SUPPORT


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

JACK OF ALL, MASTER OF NONE Additionally, while you are gaining the benefits of this
generalization, creatures within weapon attack range who
Starting at 5th Level, you exemplify the ideal of would make an attack or cast a jutsu targeting an allied
generalized combat. Select one of the following creature triggers an attack of opportunity for you.
generalizations between Combat, Control, Mobility, Skill, and
Support. When you do, you gain its benefits. You can switch SIGNATURE JUTSU
which generalization you have when you complete a rest.
Beginning at 7th level, you have found a jutsu that you
Alternatively, you can spend one superiority die from your
specialize in better than anyone else who may have come
Scout-Nin Subclass to switch the Generalization you are
before. Select one Jutsu you know of B-Rank or Lower. You
benefiting from. You can only switch in this way, once per
gain one of the following benefits of your choice when
short rest.
using the chosen Jutsu. You may switch which jutsu this
COMBAT feature affects whenever you would learn a new jutsu from
You gain a +1 bonus to attack & damage rolls made with leveling up in this class. You can select a second Signature
Ninjutsu, Taijutsu, Genjutsu and Bukijutsu you cast. This effect and Jutsu to gain the benefits of both effects
bonus increases to +2 at 11th level. beginning at 15th level.
Additionally, while you are gaining the benefits of this
generalization, when you would take the attack action, you SIGNATURE POWER
When you use your chosen jutsu, you deal additional
can make a weapon attack as a bonus action, once per turn.
damage equal to your Jutsu Types Ability Modifier
CONTROL (Ninjutsu, Genjutsu or Taijutsu.), you also ignoring
Jutsu and Maneuvers you use that would inflict a condition resistance to your chosen jutsu’s damage type and the
on a creature are even more difficult to resist. Creatures jutsu cast cannot be negated or dispelled the turn it is cast.
who would make a saving throw to resist a condition
inflicted by a jutsu you cast or maneuver you use suffer a -1 SIGNATURE RAMPING
When you would upcast your chosen jutsu, If your upcast
penalty. This penalty increases to -2 at 11th level.
adds additional die of any type. Add one additional die, per
Additionally, while you are gaining the benefit of this
rank upcast, once per casting. Otherwise, increase the save
generalization you gain a 1d4 bonus to clash checks.
DC of the chosen Jutsu (If any) by +1 for every two ranks
upcast.

SIGNATURE CONTROL
When you would cast your chosen jutsu, reduce the cost of
the chosen jutsu by 2. If this would reduce the cost of the
jutsu to 0, it instead costs 1. If your chosen jutsu requires
concentration, reduce the cost to maintain the jutsu by 2
this can reduce the cost to maintain a jutsu to 0.

90
SIGNATURE TECHNIQUE
Beginning at 10th level, you temporarily commit to a
technique that assists you in dealing with a variety of
scenario’s. When you complete a rest, select one of the
following which helps in building out your already broad
skillset. Beginning at 18th level, you can instead gain the
benefit of two of these options.

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

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

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

91
SCOUTING TECHNIQUE BATTLEFIELD JUDICATION
Also, at 3rd level, you become the leader your team needs

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

5th 3 3 PARAGON’S PRESENCE


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

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

92
ARBITER MANEUVERS LEADERS AUTHORITY
Scout-Nin Keyword: Specialized
ASSISTED ACCURACY When you hit a creature with an attack, you can expend
You may spend a superiority die targeting one allied one superiority die. All hostile creatures within 15 feet of
creature within 30 feet of you. When you do, the next you must make a Wisdom saving throw vs your Save DC
time they would make an attack of any type, they add the (If Weapon or Unarmed, Taijutsu save DC), gaining 1
superiority die to the attack roll. On a successful hit of rank of fear of you for the next minute. A Creature
the allied creatures attack, if you make the same type of frightened by this effect remakes their saving throw at
attack, targeting the same creature, on your next turn, the end of their turns to end the condition.
you add the same superiority die to your attack roll.
LEADERS PRESENCE
ASSISTED CONTROL When you hit a creature with an attack, you can expend
You may spend a superiority die targeting one allied one superiority die. All allied creatures within 15 feet of
creature within 30 feet of you. When you do, the next you can feel your presence, automatically ending any 1
time they would force a hostile creature to make a saving Mental or Sensory based Condition currently afflicting
throw of any type using a Jutsu they cast, they add half of them, if any of your choice.
the result of the superiority die to the save DC (Min 1.). If
a hostile creature failed the saving throw of your allied LEADERS WILL
Creatures Jutsu, if you make an attack of any type, When you hit a creature with an attack, you can expend
targeting one of the failing creature(s), on your next one superiority die. When you do, if you are under any
turn, you add the same superiority die to your first effects that required you to make a saving throw of any
damage roll against that creature. type and you previously failed, causing you to suffer
those effects. You immediately remake the saving throw,
ASSISTED DEFENSE adding the superiority die to the result of your saving
You may spend a superiority die targeting one allied throw.
creature within 30 feet of you. When you do, the next
time they would make a saving throw of any type, they LEADERS ARBITRATION
add half the superiority die to the result. On a successful Scout-Nin Keyword: Specialized
save, you add the same superiority die to your next As an action, you can spend one superiority die,
saving throw before the end of your next turn. targeting all creatures of your choice within 60 feet of
you. All selected creatures must succeed a Wisdom or
ASSISTED POWER Intelligence saving throw (Your choice) vs your Ninjutsu
You may spend a superiority die targeting one allied (or Genjutsu save DC). On a failed save they become
creature within 30 feet of you. When you do, the next unable to willingly lie, deceive or even speak with a
time they would make an attack of any type, they add the hostile tone or nature towards you and other creatures
superiority die to the damage roll. On a successful hit of allied with you, instead preferring to find a middle
the allied creatures attack, if you make the same type of ground or one both sides can benefit from.
attack, targeting the same creature, on your next turn,
you add the same superiority die to your damage roll.

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

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

93
ASSAULT SCOUT DEVASTATING CRITICAL
Starting at 14th level, when you score a critical hit with a
Those Scout-Ninja who choose to become Assault
melee attack, you gain a bonus to that attack's damage
Specialists focus on the development of raw physical
roll equal to your Scout Nin level.
power honed to deadly perfection. Assault Specialist
When you score a critical hit with a ranged attack, you
Scouts combine rigorous training with physical
gain a bonus to that attack’s damage roll equal to half of
excellence to deal devastating blows.
your Scout Nin level.

SUPERIOR ASSAULT SURVIVOR


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

ASSAULT G ROWTH T ABLE 8th 4 4


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

BRUTISH DURABILITY 16th 6 6


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

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

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

94
ASSAULT MANEUVERS MENACING WEAKNESS
Spend one superiority die in an attempt to strike at the
AMPLIFIED FORCE target weakness. The next time you would make an
Scout-Nin Keyword: Specialized attack, add twice the number rolled to the damage of the
When you cast a jutsu, that forces a creature to make a attack. Select one creature you can see within 30 feet of
saving throw of any kind, you can expend one you. That creature must succeed on a constitution saving
superiority die, increasing the save DC by half the result. throw vs your Highest Jutsu DC, if tied pick one. On a
failed save select one damage type from the following;
AMPLIFIED CRIPPLING Bludgeoning, Piercing or Slashing. You deal double
When you hit a creature with an attack, you can expend a damage to the chosen creature with the chosen damage
superiority die to cripple its movement. Add twice the type the next time you would deal that type of damage.
number rolled to the damage rolls of the attack. The
creature must succeed on a Constitution saving throw vs MENACING PRECISION
your attacks save DC (If Weapon or Unarmed, Taijutsu When you make an attack roll of any type against a
save DC) or have its movement speed halved. A creature creature, you can expend one superiority die to add the
must spend an action to make a Constitution (Athletics) result to the roll. You can use this maneuver before or
check vs the save DC, regaining its full movement speed after making the attack roll, but before any effects of the
on a success. attack are applied. On a successful hit, you gain half of
the original bonus to the next attack you make before the
AMPLIFIED CRITICAL end of the current turn. On a successful hit of the second
Scout-Nin Keyword: Specialized attack, you gain half of the previous attacks bonus to hit,
When you declare an attack, you can expend a to the first attack you make at the beginning of your next
superiority die, recording the result. The first attack turn.
made increases its critical threat range by half of the
result (Rounded down). MENACING FEINT
When you would miss with an attack, you can spend one
AMPLIFIED KNOCK BACK superiority die, the next time you would make an attack
When you hit a creature with an attack, you can expend against the same creature before the end of the current
one superiority die to attempt to knock the opponent turn, you add twice the number rolled to the attack roll
back. You add twice the superiority dies result to the of that attack. On a hit, you gain the benefits of the
attack’s damage roll, and the target must make a Disengage action allowing you to move away from the
Strength saving throw vs your save DC (If Weapon or damaged creature without provoking opportunity
Unarmed, Taijutsu save DC). On a failed save, the target attacks.
is thrown back a number of feet equal to 10 x the result of
the superiority Die and falls prone. A creature who’s MENACING RETALIATION
movement is interrupted by a solid surface (such as a When you would take damage from an attack, from a
tree or wall) takes bludgeoning damage equal to 2d6 for creature within range of one of your unarmed, weapon
every 10 feet you would have thrown them. or Melee or Ranged Jutsu based attacks, you can spend
one superiority die and your reaction, to make one
AMPLIFIED STRIKES unarmed or weapon attack, or cast one jutsu that
When you would cast a jutsu that requires an attack roll, requires you to make no more than one melee or ranged
you can expend one superiority die, recording the result. attack roll, adding twice the spent superiority dies result
Select a number of creatures within 5 feet of your first to the damage dealt.
target. Add your superiority die to the first attack roll of
the jutsu cast. On a hit, the initial target and all selected
targets, suffer the damage of that attack as if they were
the original target. This does not inflict any effects the
jutsu would normally inflict to a creature hit by it, to
chosen adjacent creatures.

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

95
CLONING SCOUT SUPERIOR CLONES
Beginning at 9th level, when you use a ninjutsu to summon
Those Scout-Nin that choose to become Cloning specialist
clone(s) of any type, you gain 1 superiority die. The size of
employ superior numbers as their primary method of
this die is a d6. If you do not spend this die, it is lost when all
combat. They hone this skill through repeated use of their
clones are killed or dispersed or 1 minute has passed. You can
Clones in different situations allowing them to becomes
gain the benefit of this feature a number of times equal to
masters of duplicative combat. Not every scout has the
your proficiency bonus before a long rest.
ability to use Clones the way a Cloning Scout can and it
Additionally, clones you summon, can use maneuvers you
shows through their tactics and abilities available to them.
know spending your superiority die.

CLONING TACTICS CLONE RECOIL


Beginning at 3rd Level you learn maneuvers that are fueled
Starting at 14th level, if a clone dies to an attack, their
by a special dice called Superiority Dice.
remaining chakra is released in a violent show of force.
Maneuvers: You learn three maneuvers of your choice,
Creatures within 10 feet of your clone when it died must
which are detailed in the Clone Maneuvers Section at the
succeed a Dexterity saving throw vs Your Ninjutsu save DC,
end of this class. You earn more at higher levels as
taking force damage equal to your level on a failed save.
shown in the “Maneuvers Known” Column of the
Additionally, when a clone of yours dies you may spend
Superior Cloning table. Many Maneuvers enhance you or
your reaction to use your Clone Inclusive class feature
your clones in some way. You can only use one maneuver
summoning an additional clone of the same type.
per attack. When you take a long rest, you may switch
Summoning a clone in this manner does not spend a
one maneuver you know for another you qualify for.
superiority die. You can only summon a clone in this way,
Superiority Dice: You have three superiority dice, which
using this feature twice per rest. If you attempt to use this
are d8’s, you earn more at higher levels, as shown in the
feature any additional times after the first two it costs 1
Superiority Dice column of the Superior Cloning table. A
Superiority die or chakra die per use.
superiority die is expended when you use it. You regain
all of your expended superiority dice when you finish a
SELF SUFFICIENT CLONES
short or long rest Beginning at 17th level, you can use your reaction to spend a

SHADOW CLONE SEARCHING


superiority dice. When you do, all clones currently active
gains Hit points equal to three times the result of your
Starting at 3rd Level, you learn the Shadow Clone
superiority die + Your Ninjutsu ability modifier.
Technique, this does not count against your Known jutsu
limit for this class. Clones summoned using this jutsu
SUPREME CLONES
have their duration increased to 10 minutes. Beginning at 20th level, select one clone maneuver. Your
Additionally, when you would attempt to learn, clones can perform this maneuver without expending a
modify or create jutsu, your clones help reduce the time superiority die.
needed. Reduce the downtime cost to learn, create and
modify jutsu by an amount equal to the rank of the jutsu.
(D-Rank: 1, C-Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5)

CLONE INCLUSIVE
Also, beginning at 3rd Level, you can learn
any Ninjutsu with the Clone keyword,
excluding jutsu with the Hijutsu keyword. S UPERIOR C LONING T ABLE
Clones you summon which have restrictions
on jutsu keywords, no long have such
Scout-Nin Level Superiority Dice Maneuvers Known
restrictions and can cast any Jutsu you
know as if they were a Shadow Clone. 3rd 3 3
Also, you can spend 1 4th 3 3
Superiority die or chakra die
5th 3 3
to summon a Clone as if
casting any Ninjutsu you know 6th 4 3
that summons clones. When 7th 4 3
you do you do not spend
8th 4 4
chakra and treat the clone as
if you summoned it at the 9th 5 4
highest rank casting 10th 5 4
available to you. 11th 5 4

CLONES EVERYWHERE 12th 6 4


At 6th level, when you would summon 13th 6 5
clones as a result of a Ninjutsu with the
14th 6 5
Clone keyword, you always summon 1
additional clone at no additional cost. This 15th 7 5
does not work if a clone is summoned as a 16th 7 5
result of the Clones Inclusive feature.
17th 7 5
When a clone would deal damage,
increase the damage die used by 1 step. 18th 8 6
19th 8 6
20th 8 6

96
CLONING MANEUVERS CLONE FRENZY
If you have one or more clones active, you may spend a
CLONES AGILITY superiority die. The next time you command your clones to
When you use a bonus action to command a clone to attack, they add the result of the roll to the attack and
perform an action of any type, you can expend one damage rolls they make if any. Additionally, clones that
superiority die to allow a number of clones equal to half of would normally deal half damage instead, deals the full
the result to take an additional movement. When they take damage of the jutsu.
this additional movement, their movement speed is
doubled until the end of the current turn. This movement CLONES MORALE BOOST
does not provoke attacks of opportunities. Scout-Nin Keyword: Specialized
When you use a bonus action to command your clones to
CLONE SWAP perform an attack of any type, you can spend one
When you are hit with an attack, as a reaction, before the superiority die to increase the result of the attack roll of up
effect of the attack applied to you, you may spend a to 2 clones by the result rolled, or the Save DC by Half the
superiority die to switch places with a clone within 30 feet result rolled (Min 1).
of you. When you switch places, no movement is made, you
and the clone instantly swap places. PREPARED CLONE
When you or a clone would take damage from an attack, you
CLONE COMBO can spend your reaction, when you do, all clones currently
When you use a melee or ranged attack, if you have at least active casts a Jutsu targeting the triggering creature. At the
one clone active, you can spend one superiority die to have conclusion of this casting all active clones are dismissed.
the clone perform the same attack as a part of the same
action, dealing half damage on a success. You can spend an DURABLE CLONE
additional superiority die for each additional clone you want When you command your clones to take any action or when
to perform the same attack. If the attack you are using is the your clones would take damage, you can, spend a
result of a Jutsu you cast, each selected may cast the select superiority die. They gain temporary hit points equal to five
jutsu at half cost. times the result until the end of the current turn.

CLONE DEFENSE ELITE CLONE


When an allied creature is hit with an attack that is within 15 Scout-Nin Keyword: Specialized
feet of your clone, as a reaction, before the effect of the When you would summon more than one clone as a result of
attack applied to them, you may spend a superiority die to casting a Jutsu that summons a clone, you can spend a
have either yourself or a clone interpose the attack, taking superiority die as a part of the casting. When you do, you
the damage or effect of the attack. You or the clone must be instead only summon one clone, but this clone has the
aware of the attack to use this maneuver. The protected ally combined total Hit and Chakra points of a number of clones
gains a bonus to their AC or All Saving throws equal to half equal to the spent superiority die. If the clones summoned
the result of the superiority die, until the beginning of their instead has a limited number of jutsu it can cast, it instead
next turn. now has an increased limited on that number equal to the
sum that all summoned clones would have separately. This
CLONE ENDURANCE clone adds twice the chosen superiority die to all damage
When you summon at least one clone, you may spend a rolls it makes, once per turn for the duration of its existence.
superiority die. When you do, one of the clones summoned You can only have One clone created by this Maneuver active
can cast a number of additional jutsu equal to half the result in this way at a time.
of the superiority die. If the clone summoned has chakra, it
instead gains a number of chakra points equal to twice CLONED TECHNIQUE
result of the die. Scout-Nin Keyword: Specialized
Select at least one clone currently active. You can
spend one superiority die. When you do the clone
can gain the benefits of all of your Class
and Clan features until the end
of your next turn.

97
DEFENSIVE SCOUT You can recover a barriers hit points as a bonus action
by spending chakra. By spending 1 chakra, your barrier
Those Scout Ninja who choose to become Defensive
recovers 2 Hit points.
Scouts train to bolster those around them. They can
For as long as your barrier has hit points, you are
inspire their allies with renewed vigor, lifting them to
considered proficient in the Chakra Control skill for the
new heights, while simultaneously protecting them from
purpose of maintaining concentration on Ninjutsu &
harm.
Genjutsu.

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

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

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

98
DEFENSIVE MANEUVERS REVENGE GUARD
Scout-Nin Keyword: Specialized
DISTRACTING DEFENSE When you would cast a Jutsu that would grant you,
When you see an allied creature is targeted with an Damage reduction or Temporary hit points, you can
attack, you can expend one superiority die to distract the spend a superiority die. When you do, the first instance
creature, giving your allies an opening. The ally gains a of damage your Temporary hit points, or your Damage
bonus to their AC equal to half the result vs the reduction would interact with this turn is echoed
triggering attack, and can spend their reaction to make outward affecting all hostile creatures within 10 feet of
an Unarmed or Weapon attack at advantage against the you. All Hostile creatures of your choice within range
triggering creature, adding the superiority die to the must succeed a Dexterity saving throw against the
attack’s damage roll. original DC of the Attack or Jutsu (If Weapon or
Unarmed, Taijutsu save DC). On a failed save they take
DEFENSIVE ENHANCEMENT the same damage inflicted from the attack or jutsu +
You can expend one superiority die to enhance an allied twice the result of your Superiority die. On a successful
creature you can see, other than yourself, granting them save they take half. you add twice the result of your
temporary hit points equal to twice your superiority die Superiority die to the result.
roll + your Scout-Nin Level, which last for 1 minute.
Additionally, the next time the target makes a Strength TEAM GUARD
or Constitution skill check or saving throw while it has When you are within 10 feet of an allied creature, you can
these temporary hit points, it gains a bonus equal to your spend one superiority die. All allied creatures, including
superiority die. It can only gain this bonus once per use yourself, within range gain a +2 Bonus to their AC, and
of this maneuver. all Saving throws made until the end of your next turn so
long as they remain within 10 feet of you. If any affected
DEFENSIVE GOADING creature would take damage you reduce the damage
When you would deal damage to a creature, you can taken by the result of the superiority die.
expend one superiority die to attempt to goad the target
into attacking you. You add the superiority die to the LAYERED SHIELD
damage roll and the target has disadvantage on all attack Scout-Nin Keyword: Specialized
rolls against targets other than you until the end of your When you would take damage while your Chakra Barrier
next turn. has 0 Hit points, you can spend any number of
superiority die. When you do, it gains a number of hit
DEFENSIVE RALLY points equal to 5 times the result, until the end of the
On your turn, you can use a bonus action expend one current turn, returning back to 0 hit points.
superiority die to bolster the resolve of all of your
companions. When you do so, all allied creatures of your
choice gains temporary hit points equal to three times
the result of your superiority die until the end of each of
their turns.

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

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

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

99
ELEMENTAL SCOUT ELEMENTAL STRIKE
Also, at 3rd level, Once per turn, when you would cast a
The Scout-Nin who choose to become Elementalist learn
Jutsu using your chosen nature release, you can as a
to wield a Nature Release and have it constantly flowing
bonus action make one weapon attack, that deals an
through their chakra coils, just beneath the surface.
additional 1d6 damage of your chosen nature release.
Making their element stronger and themselves sturdier
(Water Release = Cold Damage). Beginning at 9th level
against it.
you can instead make two weapon attacks, instead of

SUPERIOR ELEMENTS one.


Beginning at 3rd level you lean maneuvers that are fueled
by a special dice called Superiority Dice
ELEMENTAL RESISTANCE
Beginning at 6th level, you gain resistance to the
Maneuvers: You learn three maneuver of your choice,
damage of your chosen nature release. When you or an
which are detailed in the Elemental Maneuvers Section at
allied creature within 30 feet of you would make a saving
the end of this class. You earn more at higher levels as
throw against a jutsu with the select nature release
shown in the “Maneuvers Known” Column of the
keyword, add half of your Intelligence Modifier (rounded
Superior Elements table. Many Maneuvers enhance an
down) to the result.
attack in some way. You can only use one Maneuver per
attack. When you take a long rest, you may switch one
ELEMENTAL POWER
maneuver you know for another you qualify for. Beginning at 9th level, the strength of your element is
Superiority Dice: You have three superiority dice, which unquestionable. When you would deal damage using a
are d6’s, you earn more at higher levels, as shown in the jutsu, without the Combination keyword, with your
Superiority Dice column of the Superior Elements table. A chosen nature release keyword, you can spend 1
superiority die is expended when you use it. You regain all superiority die. When you do, the jutsu cast deals
of your expended superiority dice when you finish a short maximum damage. The jutsu cast in this way, cannot
or long rest. score a critical hit.
SUPERIOR ELEMENTS TABLE
PRIMORDIAL STRIKE
Scout-Nin Level Superiority Dice Maneuvers Known Beginning at 14th level, the residual elemental chakra
from your jutsu have become empowered. When you
3rd 3 3 would cast a jutsu with your chosen nature release, that
4th 3 3 requires an attack roll, you can make that attack at
5th 3 3 advantage. You can gain this benefit twice per rest. If you
would attempt to gain this benefit an additional time
6th 3 4
prior to resting, you can spend 1 Chakra die to gain this
7th 3 4 features benefit an additional time.
8th 4 4 Additionally, the damage you deal with your chosen
nature releases damage type ignores resistance and
9th 4 5
treats immunity as resistance.
10th 4 5
11th 4 5 ELEMENTAL SUPERIORITY
Beginning at 17th level, your body is constantly
12th 4 6 producing nature release chakra of your chosen element.
13th 5 6 When you would use a maneuver, you can treat the result
14th 5 6 as double its rolled amount to calculate the maneuvers
given effects.
15th 5 7 Additionally, you may spend one superiority die on
16th 5 7 your turn (no action). You gain immunity to your chosen
17th 5 7 nature releases damage and it’s superior nature release
for until the beginning of your next turn.
18th 6 8
Earth Release: Earth and Lightning Damage.
19th 6 8 Wind Release: Wind and Fire Damage.
20th 6 8 Fire Release: Fire and Cold Damage.
Water Release: Cold and Earth Damage.
ELEMENTAL KNOWLEDGE Lightning Release: Lightning and Wind Damage.
Starting at 3rd level, you have focused your efforts on
harnessing your innate Nature Release. Select one Nature PRIMAL STORM
Beginning at 20th level, you have learned to unleash a
Release (Earth, Wind, Fire, Water, or Lightning Release).
massive quantity of nature release chakra with your
You gain the ability to cast Jutsu with the corresponding
jutsu or attacks. When you deal damage to a creature
Keyword. If you could already cast jutsu with the selected
with a Jutsu with your chosen nature release or with a
keyword, you learn one jutsu with the corresponding
weapon attack and you spend a superiority die or use a
keyword that you qualify for.
maneuver as a part of the attack or jutsu cast you deal
Additionally, when you make a Ninshou check, you may
additional damage equal to, five times the result of your
spend a Superiority die adding the result to the check
superiority die.
made.
Finally, when you or an allied creature within 30 feet of
you would cast a Ninjutsu that does not have your chosen
Nature release, you can spend one superiority die
enhancing the Jutsu, giving it your chosen Nature release
Keyword and adding the spent die to the damage dealt.

100
ELEMENTAL MANEUVERS PRIMAL RECOVERY
Scout-Nin Keyword: Specialized
ELEMENTAL DISRUPTION You may quickly send a surge of chakra through your
When you hit a creature with a weapon or jutsu attack, chakra coils, giving them a burst of energy. You may
you may strike them in such a way that their chakra spend a superiority die; regaining chakra points equal to
pathways get blocked up. Expend one superiority die, the the results of the.
next jutsu that creature casts costs additional chakra
equal to twice number rolled. PRIMAL POWER
You may quickly send a surge of chakra through your
ELEMENTAL BEING body, enhancing your next attack with elemental power,
Scout-Nin Keyword: Specialized so unwieldy that it becomes difficult to control. You may
As a reaction to being targeted by an attack, you can turn expend one superiority die, adding four times the result
into your element and have it pass through you. You may to the damage dealt, but reducing your attack roll by the
expend one superiority dice and increase your AC by an result.
amount equal to half the number rolled until the end of
the current turn. PRIMAL ENHANCEMENT
If the triggering creature is within 5 feet of you and Scout-Nin Keyword: Specialized
their attack misses, they then take damage equal to three When you would cast a jutsu that reduces damage or
times the number rolled as your chosen element's gives yourself Temporary Hit points with your chosen
damage type. nature release keyword, you may spend one superiority
die increases the die used to reduce damage or grant
ELEMENTAL MALADY temporary hit points by one step, and adds twice the
Scout-Nin Keyword: Specialized result of the superiority die to the result.
When you cast a Jutsu with your chosen nature release
keyword, that deals damage, you may expend one PRIMAL BULLY
superiority die and add it to the damage dealt or half the When a creature would be afflicted by a condition as a
result to the Save DC. If the Jutsu inflicts a condition, it result of a jutsu you cast, you can spend one superiority
inflicts an additional rank of the condition (If able). If it die, when you do you inflict the condition of your nature
doesn't inflict a condition, creatures hit by it must make release as shown in the Elemental Condition table.
a Constitution Saving Throw against your relevant Save
DC or gain an Elemental Condition until the end of your E LEMENTAL C ONDITION T ABLE
next turn. (See Elemental Condition table)
Nature Release Conditions
HEIGHTENED JUTSU Fire Release 1 Ranks of Burned
Scout-Nin Keyword: Specialized
You can empower your Elemental Jutsu to a much higher Water Release 1 Ranks of Chilled
degree, breaking through defenses. When you cast a Wind Release 1 Ranks of Bleeding
Jutsu with your chosen nature release keyword, you may Earth Release 1 Rank of Bruised
expend one superiority die and add three times it’s result
to the damage. Lightning Release 1 Ranks of Shocked

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

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

101
PATHFINDER SCOUT You learn another jutsu from this list when you would
reach 6th, 9th and 14th levels, all being able to cast with a
The Scout-Nin who choose to become Pathfinder Scouts
superiority die as the first.
use extreme speed to nearly teleport around the
battlefield. They use their extreme speed to protect their BURST OF SPEED
allies and maneuver them more effectively during battle. Also, at 3rd level, you can Dash as a bonus action or spend
half of your movement to teleport. If you would teleport,
SUPERIOR MOVEMENT you may roll your superiority die. You can teleport a
Beginning at 3rd level you lean maneuvers that are fueled
number of feet equal to 10 x the result. This movement,
by a special dice called Superiority Dice
counts as a Jutsu that would Teleport you or grant you a
Maneuvers: You learn three maneuvers of your choice,
boost to speed. When you would gain the benefit of a Jutsu
which are detailed in the Pathfinder Maneuvers Section at
that would Teleport you or grant you a boost to speed you
the end of this class. You earn more at higher levels as
gain a boost to your next attacks damage roll equal to 2d4.
shown in the “Maneuvers Known” Column of the
This bonus increases to 4d4 at 9th level and 6d4 at 17th level
Superior Movement table. Many Maneuvers enhance an
in this class.
attack in some way. You can only use one Maneuver per
Finally, you ignore any Nature Release Keyword and
attack. When you take a long rest, you may switch one
Ability score limitation when learning or using Ninjutsu,
maneuver you know for another you qualify for.
Genjutsu or Taijutsu that would teleport you or grant you a
Superiority Dice: You have three superiority dice, which
bonus to movement speed.
are d6’s, you earn more at higher levels, as shown in the
Superiority Dice column of the Superior Movement table. ADDITIONAL PASSENGER
A superiority die is expended when you use it. You regain Beginning at 6th level, when you would move as a result of
all of your expended superiority dice when you finish a a jutsu teleporting you or while under the effects of a jutsu
short or long rest. that increases your movement speed, one willing creature
SUPERIOR MOVEMENT TABLE of your size or smaller that can touch you can also move in
the same way.
Scout-Nin Level Superiority Dice Maneuvers Known An allied creature who would be moved as a result of this
feature gains the benefit of your Burst of Speed class feature
3rd 3 3 as well. A creature other than you can gain the benefit of
4th 3 3 the Burst of Speed feature once per turn.
5th 3 3
SUPERIOR SPEED
6th 3 3 Beginning at 9th level, you can concentrate on up to 3 Jutsu
7th 4 4 that would allow you to Teleport or grant you a bonus to
8th 4 4 Movement speed.
Also, jutsu you cast that would allow you to Teleport or
9th 4 4
grant you a bonus to movement speed have their cost
10th 4 4 reduced by -2.
11th 5 5
TRANSVERSE DEFENSE
12th 5 5 Beginning at 14th level, your learned speed enables you to
13th 5 5 quickly dodge to lessen the harm done to you during battle.
When you take damage from an attack or jutsu, you can use
14th 5 5
your reaction to give yourself resistance to all of that
15th 6 6 attack’s or jutsu’s damage on this turn.
16th 6 6
17th 6 6 NATURAL TRANSPOSITION
Beginning at 17th level, you have used teleportation and
18th 6 6 swift movement techniques enough that you have learned
19th 7 7 to use it naturally. As a bonus action, you can teleport up to
45 feet to an unoccupied space you can see. You can use
20th 7 7
your Blitz Shock and Blitz Step maneuvers to modify this

MOBILE SAVANT
feature.

Starting at 3rd level, you learn the Chakra Movement


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

102
PATHFINDER MANEUVERS SWITCH PORT
Scout-Nin Keyword: Specialized
BLITZ ASSAULT When you cast a jutsu that allows you to teleport or
While you are gaining the benefits of a jutsu that grants you and only you, a bonus to your movement
increases your movement speed or you have teleported speed, you can spend a superiority die and target an
immediately before declaring an attack, with the attack allied creature within 10 feet of you. If the jutsu would
action, you can spend one superiority die. When you do, teleport you, that creature teleports instead, and can add
you can make a number of additional attacks equal to the the superiority die to the next attack roll it makes before
result of the superiority die. You cannot add your ability the end of its next turn. If the jutsu would grant you a
modifier or any bonus to damage rolls only using your bonus to your movement speed, they gain the effects of
weapons or unarmed damage die, unmodified by jutsu, the jutsu instead of you for its listed duration as if they
seals, feats or features. had cast it. If the jutsu requires concentration, you can
choose if they or you will maintain concentration when
BLITZ STEP this maneuver is used. Once decided, you cannot change
When you cast or use a jutsu that allows you to teleport who is maintain concentration.
or increase your movement speed, you can spend a
superiority die to increase the distance of your teleport SWAP SPOTS
or the increase in movement speed, increase the distance Scout-Nin Keyword: Specialized
or speed increase by a number of feet equal to 5 times When you cast or use a jutsu that allows you to teleport,
the number rolled, until the end of the current turn. you can expend a superiority die and choose a creature
within the teleport's range. You swap places with that
BLITZ SHOCK creature, and if they are a willing ally, you add the result
Immediately after you cast or use a jutsu that allows you of the superiority die roll to that creature's AC against
to teleport, you can expend a superiority die. Each the next attack targeting them. If the creature is
creature within 5 feet of you takes force damage equal to unwilling, they must succeed on a Charisma saving
three times the superiority die result. throw against your Ninjutsu (or Taijutsu) save DC. On a
failed save they swap places with you. An unwilling
BLITZ GUARD creature has their AC reduced by an amount equal to half
While you are gaining the benefits of a jutsu that of the result of your superiority die.
increases your movement speed, and you would take
damage, you can spend one superiority die and a BLITZ STRIKE
reaction. When you do, reduce your current speed by While you are gaining the benefits of a jutsu that
half, until the end of your next turn. increases your movement speed, and you would cast a
Reduce the triggering damage by 5, for every 10 feet of jutsu that requires no more than one melee attack, you
movement your speed was reduced, up to a maximum of can spend a superiority die. You convert your speed into
10 times the result of the spent superiority die. strength, rolling your superiority die adding three times
the result to the damages roll and overwhelming the
BLITZ SWAP target on a hit, forcing them to make a Constitution
As a reaction when one of your allies within 60 feet of saving throw vs the Jutsu’s save DC. On a failure, they
you is targeted by an attack or forced to make a saving become incapacitated until the end of their next turn.
throw, you can expend a superiority die to swap places
with them, becoming the new target of the attack of BLITZ RECOVERY
forcing you to make the saving throw. Add half of the While you are gaining the benefits of a jutsu that
superiority die result as a bonus to both your own and increases your movement speed, and you would cast a
the allied creatures AC and saving throws against the jutsu or use a feature that restores hit points to only
triggering effect, until the end of the current turn. yourself, you can spend one superiority die, adding twice
the result to the healing.
SPEEDY RECOVERY
Scout-Nin Keyword: Specialized
While you are under the effects of a condition, jutsu, or
trait that would reduce your movement speed or prevent
you from taking reactions, you can spend a superiority
die. Immediately make an additional saving throw or
skill check to resist the condition, jutsu or trait vs its
original DC, adding the result of your superiority die to
your saving throw or skill check bonus. If it does not
have a DC to resist, the DC becomes 10 + Triggering
creatures or environmental effects level/rank (D-Rank:
5, C-Rank: 7, B-Rank: 9, A-Rank: 11, S-Rank: 13)..

103
PHANTOM SCOUT PHANTOM’S TOUCH
Also at 3rd level, you learn to blend your superior
The Scout-Nin who choose to become a Phantom
phantasm techniques with your own martial prowess.
becomes a ghost who fades in and out of sight, acting as
Once per turn, you can deal an extra d8 damage to one
a specter who is virtually impossible to touch or find. A
creature you hit with a melee attack if you have
master of Stealth and expert in assassination, using your
advantage on the attack roll.
ghostly Ninjutsu and Genjutsu to execute your objectives
The amount of extra damage increases as you gain
with little to no opposition.
levels in this class, becoming 2d8 at 6th level, 3d8 at 9th,

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


Beginning at 3rd level you lean maneuvers that are
fueled by a special dice called Superiority Dice.
PHANTASM’S GRIP
Beginning at 6th level, you learn to make parts of your
Maneuvers: You learn three maneuvers of your choice,
body and/or weapon ethereal and cut through the
which are detailed in the Phantom Maneuvers Section at
metaphysical manifestations of another. When you
the end of this class. You earn more at higher levels as
would deal damage with a melee attack, you may spend 1
shown in the “Maneuvers Known” Column of the
Superiority die to force the creature to make a Wisdom
Superior Phantasm table. Many Maneuvers enhance an
saving throw vs your Taijutsu (or Genjutsu) Save DC
attack in some way. You can only use one Maneuver per
(Your choice). On a failed save, the target suffers one of
attack. When you take a long rest, you may switch one
the following. (Pick One);
maneuver you know for another you qualify for.
Superiority Dice: You have three superiority dice, which • Deal 4d6 Necrotic Damage, and become gains 1 rank of
are d6’s, you earn more at higher levels, as shown in the fear against you.
Superiority Dice column of the Superior Movement table. • Deal 4d6 Chakra damage and becomes unable to Mold
A superiority die is expended when you use it. You regain Chakra until the end of their next turn.
all of your expended superiority dice when you finish a • Gain 2 Ranks of Weakened and becomes Slowed until
short or long rest. the end of their next turn.

SUPERIOR PHANTASM TABLE GHOST WALK


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

104
PHANTOM MANEUVERS PHANTOM HAUNTING
Scout-Nin Keyword: Specialized
GHASTLY STRIKE When a creature within 5 feet of you would move away
When you would deal damage with an attack, you can from you any number of feet, you may, as a reaction,
quickly make the attack ethereal, attacking their mind spend 1 superiority die. When you do, you become
form by spending 1 Superiority Die. The damage of the invisible and move a number of feet, up to your maximum
attack becomes Psychic Damage, adding twice the result speed, ignoring difficult terrain and other creatures
of the superiority die to the result. The target must make a spaces, ending your movement as close as possible to the
Wisdom Saving throw vs the attack types DC (If Weapon triggering creature. Your invisibility immediately ends, as
or Unarmed, Taijutsu save DC). On a failed save the target you make a single weapon attack against the creature at
gains 1 rank of fear against you for the next minute. If the advantage, adding twice the superiority die result to the
target of this maneuvers attack has 2 or more ranks of damage roll.
fear, you instead add four times the result to the damage
dealt. PHANTOM MOVEMENT
Scout-Nin Keyword: Specialized
GHASTLY VISAGE When you would make a saving throw or skill check in an
As a bonus action, you can spend one superiority die. attempt to move through a normally impassable surface,
When you do, you transform your body into one with barrier, or wall. (Such as the effects of the Uzumaki Clan
either a horrifying physique or a calming look. Jutsu; Adamantine Barrier, or Non-Elemental Ninjutsu;
If horrifying; Hostile creatures within 30 feet of you must Forcecage) You may spend 1 superiority die. When you
succeed a Wisdom Saving throw vs your Genjutsu Save DC. do, you become ethereal, becoming able to move
On a failed, save they drop their weapons and must spend through solid surfaces, until the end of your movement.
all their movement attempting to get away from you until Additionally, you add the result to your Saving throw,
the end of each of their next turns. or double the result to your skill check made to move
If calming; All allied creatures within 30 feet of you towards, or through the normally impassable surface,
currently Charmed, Berserked, Dazed, Feared, or Blinded, barrier or wall.
are healed of one of the listed conditions (your choice).
SHADOW SNATCH
GHASTLY WAIL When a creature you can see within 30 feet of you would
Scout-Nin Keyword: Specialized hit an allied creature with an attack, you may spend a
You can release a powerful echoing force of ghostly chakra superiority die. When you do, you create a ghostly web of
that vibrates the spirits of those caught within. chakra that grabs ahold of their ethereal selves, reducing
As an action, by spending a superiority die, all creatures of their attack roll, by the result.
your choice within 30 feet of you must succeed a Charisma
saving throw vs your Ninjutsu (or Genjutsu) Save DC SHADOW DRAIN
(Your choice). On a failed save, the next Saving throw each Scout-Nin Keyword: Specialized
creature makes is reduced by the result of your superiority When a creature you can see within 30 feet of you would
die and becomes blinded until the end of their next turn. gain a bonus to hit or damage from a jutsu, feature or
trait, you may spend a superiority die. When you do, you
PHANTOM AVOIDANCE attempt to drain and steal a bit of their power through
Scout-Nin Keyword: Specialized their shadow, into your own. They must make a Wisdom
You become ethereal, just as an attack would strike you. saving throw vs your Ninjutsu (or Genjutsu) save DC. On
As a reaction, when you would be hit by an attack or would a failed save, they lose the bonuses granted to hit or
make a saving throw that would deal damage to you, you damage, while you gain the benefit of that bonus to hit
can spend 1 Superiority die, when you do, you become or damage for a number of turns equal to half the result
incorporeal just as the attack would hit you. You take of your superiority die.
reduced damage equal to 3 times the result. Once you use
this Maneuver, you must use another Maneuver or SHADOW POOL
complete a short rest, before using this maneuver again. While you are in Dim light or Darkness, you can spend a
superiority die. When you do, you and all creatures of
PHANTOM CLAW your choice within 10 feet of you, gain Darkvision up to
When you target a creature whom you are hidden from or 60 feet which can see through chakra-based darkness
count as unseen against with a melee attack, you layer and gain a bonus to Stealth equal to the result of your
your attack in phantasmal chakra to tear through your superiority die while producing no sound when they
targets chakra coils, changing the damage type to Chakra move until the beginning of your next turn. This
Damage, while adding the result of the superiority die to movement does not include attacks or conversations.
the damage result.

105
TACTICAL SCOUT Select one Maneuver from one of the Following Scout-
Nin Subclasses, learning it and adding it to your
Those Scout Ninja who choose to become Tactical
Maneuvers known, not counting it against your known
Specialists employ martial techniques passed down
maneuvers limit. If the Maneuver has the Specialized
through generations. To a Tactical Specialist, combat is an
keyword, you cannot take it or gain the benefits of it. You
academic field, sometimes including subjects beyond
can select one more Maneuver from the aforementioned
battle such as weaponsmith or armor craft. Not every scout
subclasses at 14th and 20th levels
absorbs the lessons of history, theory, and artistry that are
• Arbiter Scout
reflected in the Tactical Specialty, but those who do are
well-rounded fighters of great skill and knowledge. • Assault Scout
• Cloning Scout

SUPERIOR TACTICS • Defensive Scout


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

UNMATCHED TACTICS
within the maneuver itself.

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

106
TACTICAL MANEUVERS TACTICAL BREAKTHROUGH
Scout-Nin Keyword: Tactical
SUPERIOR DISARMING TRIP When you would make an attack or cast a jutsu that would
Scout-Nin Keyword: Tactical deal damage to a creature their reactionary attempts were
When you hit a creature with a melee attack, you can already a part of your calculations. Spend one superiority
expend one superiority die to attempt to knock the target die, recording the result.
down and take away any advantage they may have had If the target would reduce your damage or gain
over you physically. You add the superiority die to the temporary hit points as a result of a Reaction based jutsu,
attack’s damage roll, and if the target is large or smaller, feature or trait, you reduce their damage reduction or
it must make a Strength saving throw vs your attacks temporary hit point value by an amount equal to twice the
Save DC (If weapon or unarmed then Taijutsu Save DC). result of your superiority die until the end of the current
On a failed save, you knock the target prone, disarm and turn.
kick its weapon, if any 10 feet away and their movement
speed is reduced by half until the end of their next turn. TACTICAL ESCAPE
You can expend one superiority die. When you do, you gain
SUPERIOR FEINT the effects of the Disengage and Dash actions and you gain
When you would make an attack of any type, you can advantage on all Strength (Athletics) or Dexterity
Spend one superiority die to feint. When you do, your (Acrobatics) checks until the end of your next turn.
attack is made in a way to completely overcome your
targets defenses. Reduce the targets AC against the TACTICAL OVERWRITE
attack by an amount equal to half the result of your Scout-Nin Keyword: Tactical
superiority die. When you would make an attack targeting a creature their
reactionary attempts were already a part of your
SUPERIOR MANEUVERS calculations. Spend one superiority die, recording the
When you hit a creature with an attack, you can expend result.
one superiority die to maneuver one of your comrades If the target would gain a bonus to their AC as a result of
into a more advantageous position. You add the a Reaction based jutsu, feature or trait, you reduce the
superiority die to the attack’s damage roll, and you bonus to their AC by an amount equal to the result, to a
choose a friendly creature who can see or hear you. That minimum of their AC prior to the jutsu’s activation until
creature can move up to its full movement speed without the conclusion of your attack.
provoking opportunity attacks, gaining a bonus to their
next attack roll equal to half the result of your TACTICAL PARRY
superiority die. When another creature damages you with an attack, you
can use your reaction and expend one superiority die to
SUPERIOR PRECISION reduce the damage by three times the result of your
Scout-Nin Keyword: Tactical superiority die.
When you make an attack roll of any type against a If you would spend your reaction to cast a jutsu that
creature, you are attempting to strike the most vital reduces damage or grants you temporary hit points, you
point open against the target, you can spend up to four can instead spend a superiority die, adding twice the result
superiority die. When you do, increase your attacks to the damage reduced.
critical threat range by +1 for each spent superiority die. If this maneuver would help in causing an attack to miss
On a hit, you add all spent superiority die to the damage. or reduce the damage you take to your normal hit points to
0, the attacking creature is caught off guard becoming
SUPERIOR RIPOSTE vulnerable to the next instance of damage you inflict on it
Scout-Nin Keyword: Tactical before the end of your next turn.
When a creature misses you with an attack, you can use
your reaction and expend one superiority die to make a TACTICAL STRIKE
melee or ranged weapon attack against the creature. If When you take the Attack action on your turn, you can
you hit, you add twice the superiority dies result to the forgo one of your attacks to direct one of your companions
attack’s damage roll, and the creature gains 1 rank of to strike. When you do so, choose a friendly creature who
weakened. can see or hear you and expend one superiority die. That
creature can immediately use its reaction to take the attack
SUPERIOR SUPPRESSION action or cast one jutsu of C-Rank or lower, adding the
Scout-Nin Keyword: Tactical superiority die to their attack or Damage roll (their choice).
When a Creatures currently under the effects of a jutsu
you cast would make a saving throw to resist its effects, TACTICAL TECHNIQUE
you impart a lasting weight on them regardless of their Scout-Nin Keyword: Specialized
results. Spend one superiority die, reducing their next When you would make a weapon attack with a weapon with
saving throw by half the result of your superiority die. the Disarm, Grapple, Multiattack or Versatile properties
you can spend a superiority die enhancing their effects
until the end of your next turn;
• Disarm/ Grapple: The opposing creature makes their
skill check at disadvantage.
• Multiattack: You can make a two weapon attacks with
this weapon as a bonus action, adding your ability
modifier.
• Versatile: The Versatile Damage Die is doubled for the
first attack made with the weapon.

107
TRICKSTER SCOUT TRICKSTERS SOUL BINDING
Beginning at 6th level, you learn to fuse with your void soul
The Scout-Nin who choose to become a Trickster have
becoming your true, fully realized self. As a bonus action,
become true to themselves and those around them. By
you can fuse with your Void Soul for up to 1 Minute. While
accepting who they truly are, they have gained the ability
fused, you are treated as if you have summoned your Void
to manifest the best version of themselves, albeit in the
soul but you cannot summon them as a separate creature
most romanticized way. Using this power to assist them
with the Void Soul Awakening class feature. This form ends
in life, both in and out of combat.
early if you are unconscious or die. This fusion manifests

SUPERIOR TRICKSTER itself as a helmet or mask of your description. While fused


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

108
Regardless, you may use this feature a number of times
equal to your charisma modifier per long rest. If you
attempt to use this feature when you have no more uses
left, you may spend a superiority die to use it once. Medium Construct, unaligned

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

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

SUPERIOR TRICKSTER TABLE


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

109
TRICKSTER MANEUVERS POWER UP: FOCUS
You spend a bonus action and expend a superiority to
DEBILITATE: RAKUNDA strengthen the next Jutsu you cast. You roll your
When you would make an attack or cast a Ninjutsu or superiority die and record the result. The next time you
Genjutsu that affects a hostile creature, you can expend a deal damage with a Jutsu you cast, you increase the
superiority die to weaken a creature’s defensive damage die by 1 Step.
capabilities. If this maneuver is used by your Void soul, or while you
One creature who would fail your Jutsu's saving throw are benefiting from Tricksters Soul Binding you instead,
takes additional damage equal to your level, the next increase the damage die by two steps and add twice the
time they take damage before the end of the current Superiority die to the damage rolled.
turn. If your attack does not trigger a saving throw then
affected creatures must make a Charisma Saving throw RAMP UP: RAKUKAJA
vs your Ninjutsu or Genjutsu save DC (Your choice.) In place of one of your attacks made by the Attack action,
If this maneuver is used by your Void soul, or while you you spend a superiority to strengthen an allies defense.
are benefiting from Tricksters Soul Binding, they instead gain Target an allied creature within 20 feet of you and roll
vulnerability to the first instance of damage before the end your die. The target’s AC is increased by the result against
of your next turn. the next attack made against it or it gains a bonus to its
next saving throw made equal to the result. Whichever
DEBILITATE: TARUNDA comes first.
When you would make an attack or cast a Ninjutsu or If this maneuver is used by your Void soul, or while you
Taijutsu that affects a hostile creature, you can expend a are benefiting from Tricksters Soul Binding you also grant
superiority die to cripple a creature’s power. Record the the creature, resistance to one damage type of your choice
result. that lasts a number of its turns equal to the result.
Target creature must make a Strength saving throw vs
your Ninjutsu or Taijutsu Save DC. On a failed save, the RAMP UP: TARUKAJA
next attack or jutsu the target makes/casts has its In place of one of your attacks made by the Attack action,
damage reduced by the result of twice your superiority you spend a superiority to strengthen an allies power.
die (Min 1.). Target an allied creature within 20 feet of you and roll
If this maneuver is used by your Void soul, or while your die. The next attack the target makes is heightened.
you are benefiting from Tricksters Soul Binding you Increase the attack and damage roll by the result or if they
instead reduce their Damage by three times result. Reroll cast a jutsu that requires a saving throw, increase the Save
1’s and 2’s, taking the second result. DC by half of the result. Whichever comes first.
If this maneuver is used by your Void soul, or while you
DEBILITATE: SUKUNDA are benefiting from Tricksters Soul Binding, they also reroll
When you would make an attack or cast a Genjutsu or all 1’s and 2’s when making their damage rolls, taking the
Taijutsu that affects a hostile creature, you can expend a second result, or they increase the save DC by the total
superiority die to cripple a creature’s power. Record the result instead of half. (Pick one)
result
Target creature must make a Wisdom saving throw vs RAMP UP: SUKUKAJA
your Taijutsu or Genjutsu Save DC. On a failed save, the You spend a bonus action and a superiority die superiority
targets attack bonuses are reduced by an amount equal to strengthen an allies speed. Target a willing allied
to the result, until the end of their next turn. creature within 20 feet of you and roll your die. The allied
If this maneuver is used by your Void soul, or while creature immediately takes their turn (This counts as
you are benefiting from Tricksters Soul Binding you also their turn for the round). They gain a bonus to their speed
reduce their AC by an amount equal to half the result. equal to the result x 5.
(Min 1.) until the end of their next turn. If this maneuver is used by your Void soul, or while you
are benefiting from Tricksters Soul Binding you instead
POWER UP: CHARGE grant the creature a bonus to movement speed equal to
You spend a bonus action and expend a superiority to the result x 10 and they gain advantage on the first attack
strengthen the next Taijutsu or Bukijutsu you cast. The roll, skill check, or saving throw they make during the
next time you deal damage with a Taijutsu or Bukijutsu, turn you just granted them. (Whichever one comes first).
you reroll all 1’s and 2’s.
If this maneuver is used by your Void soul, or while ULTIMATE: REVOLUTION
you are benefiting from Tricksters Soul Binding you You spend a bonus action and expend a superiority to
instead, deals double the damage rolled. introduce the highest stakes gamble you can make. Record
the superiority die result.
POWER UP: CONCENTRATE All willing creatures within 60 feet of you gains a bonus
You spend a bonus action and expend a superiority to to their critical threat range equal to half the result of
strengthen the next Ninjutsu or Genjutsu you cast. The your superiority die, until the end of each of their turns,
next time you deal damage with a Ninjutsu or Genjutsu, but they also gain vulnerability to the next instance of
you reroll all 1’s and 2’s. damage they take before the end of your next turn.
If this maneuver is used by your Void soul, or while If this maneuver is used by your Void soul, or while you
you are benefiting from Tricksters Soul Binding you are benefiting from Tricksters Soul Binding you also,
instead, deals double the damage rolled. reduce the cost of each creatures next jutsu cast by the
result of your superiority die.

110
CREATING A TAIJUTSU SPECIALIST
TAIJUTSU SPECIALIST When creating a Taijutsu Specialist consider a few things
A Hyūga takes their fighting stance, ready for the assault about the character on a personal level? Do they use
from the surrounding undead summons from the Dark Taijutsu as a way to push pass their weaknesses and
shinobi standing just on the other side of the ridge, the surpass their rivals? Do they use Taijutsu as a way to give
Hyūga leaps from undead to undead, striking them each themselves discipline and teach themselves patience?
with unmatched precision taking them down one by one
What made the character so bound to learning so many
with 1 or two precise strikes.
varied and useful Taijutsu techniques and what drives
A clanless girl in the heat of battle creates an them to learn more? Did they train under another very
unorthodox stance, and readies for her training session. skilled Shinobi? Or did they become enamored by the
Her team assaults her as she parries, dodges and people around them and want to emulate their skills and
counters each one with a graceful swing of her arms and techniques?
legs as she then follows each one with a powerful strike
knocking each training member back. QUICK BUILD
You can make a Taijutsu Specialist quickly
These shinobi, different as they might be, are by following these suggestions. First, put
connected by one common factor, they are masters in your highest ability score in Strength or
the field of Taijutsu. While others are able to use Taijutsu Dexterity, followed by Constitution.
techniques they learn with some level of mastery, the Second, choose the Hyūga, Sarutobi,
Taijutsu Specialists are the absolute masters of unarmed Inuzuka, Uchiha or Non-Clan, Clans.
combat and technique. They are able to take the concepts
of the Taijutsu they have and accelerate it to new heights
and unmatched levels.

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

111
CLASS FEATURES MARTIAL DEFENSE
As a Taijutsu Specialist, you gain the following class Beginning at 1st level, while you are wearing no armor,
features. your AC equals 10 + Proficiency + Dexterity Modifier.
Beginning at 5th level, you learn how to blend your
HIT POINTS martial prowess with a set number of techniques learned
Hit Dice: 1d12 per Taijutsu Specialist level from the teachings and theory of seal smiths. You gain 2
Hit Points at 1st Level and beyond: 12 + your guard slots, which can be used to infuse yourself with
constitution modifier taijutsu techniques meant to mimic any minor armor
seal you would like. Infusing yourself with such a seal
CHAKRA POINTS must be done over the course of a full rest. Additionally,
you cannot gain the benefit of this feature while you are
Chakra Dice: 1d6 per Taijutsu Specialist level
not using this features AC calculation.
Chakra Points at 1st Level: 6 + your constitution
You gain access to refined armor seals and 1 additional
modifier
slot at 9th level, greater armor seals and 1 additional slot
Chakra Points at Higher Levels: 1d6 (or 4) + your
at 13th level, and Superior armor seals and 1 additional
Constitution modifier per Taijutsu Specialist level
slot at 17th level.
after 1st.

PROFICIENCIES UNARMED TECHNIQUE


Armor: Light armor, medium armor Also 1st level, your practice of martial arts gives you
Weapons: Simple weapons, Combat Bracers, Iron Claws, mastery of combat styles that primarily use unarmed
Nunchaku, Tonfa, Knuckle Blades, Battle Wire strikes and Taijutsu Specialist weapons, which are
Ninja Tools: Disguise Kit, Trapper Kit Combat Bracers, Iron Claws, Nunchaku, Tonfa and
Saving Throws: Strength, Dexterity, Charisma Knuckle Blades.
Skills: Martial Arts, Choose three from Acrobatics, You gain the following benefits while you are unarmed
Chakra Control, History, Insight, Investigation, or wielding only Taijutsu Specialist weapons:
Nature, Stealth, Perception, Medicine. • You can use Strength or Dexterity for the attack and
damage rolls and Save DC calculation of your unarmed
EQUIPMENT strikes, Taijutsu Specialist weapons, Taijutsu and the
You start with the following equipment, in addition to Athletics and Martial Arts skill.
the equipment granted by your background: • You can roll a d6 in place of the normal damage of
• (a) No Armor or (b) Padded Armor or (c) Combat your unarmed strike or Weapons that you are
Jacket proficient with. This increases to a d8 at 6 th level and a
• (a) Combat Bracers or (b) Iron Claw d10 at 11th level.
• (a) One Kunai stack or (b) One Shuriken stack
• (a) 2 Paper Bombs or (b) 2 Flash tags TAIJUTSU STANCE
• 1 Smoke Bomb Finally, beginning at 1st Level you adopt a particular
Taijutsu Stance. Choose one of the Taijutsu Stances
JUTSU CASTING located in Chapter 13: Customization Options; You Can’t
take a Taijutsu stance more than once.
NINJUTSU
Ninjutsu save DC = 8 + your proficiency bonus + your MARTIAL ADEPT
Intelligence modifier Starting at 2nd level, your training with unarmed
Ninjutsu attack modifier = your proficiency bonus + techniques have granted you a technique that others of
your Intelligence modifier your skill level could only ever pray to emulate. This skill
and technique is manifested in the form of Martial die,
GENJUTSU which is a d4. Your martial die grows in size to a d6 at
Genjutsu save DC = 8 + your proficiency bonus + your 9th, and a d8 at 17th.
Wisdom modifier At the beginning of each of your turns you manifest a
Genjutsu attack modifier = your proficiency bonus + pool of martial die, of an amount equal to the value
your Wisdom modifier shown in the Martial die column of the taijutsu specialist
class table. You can spend your martial die to complete
TAIJUTSU any number of martial techniques or taijutsu specialist
Taijutsu save DC = 8 + your proficiency bonus + your class features. Unspent martial die are lost at the
Strength modifier beginning of each of your turns.
Taijutsu attack modifier = your proficiency bonus + your You begin by knowing four of such martial techniques,
Strength modifier learning more as noted in the martial techniques
column of the Taijutsu Specialist class table. Martial
Techniques are detailed at the end of this class
description. Any martial techniques that would refer to
levels, are in reference to your Taijutsu specialist class
level. Additionally, any martial techniques that would
require a saving throw uses your Taijutsu save DC. When
you would complete a Full-Rest, you are able to switch
martial techniques known.

112
ENHANCED MOVEMENT MASTER OF PERSISTENCE
Also, at 2nd level, your speed increases by 10 feet while not At 13th level, you don’t know how to or when to give up, and
wearing Heavy Armor. This bonus increases to 15 feet at 6 th it only make it harder to stop you. If you would begin your
level, 20 feet at 9th level, 25 feet at 13 level, and 30 feet at 17th turn blinded, dazed, deafened, incapacitated, stunned or
level. paralyzed, you can spend 2 martial die to end one of the
listed conditions.
TAIJUTSU STYLE
At 3rd level you learn a Combat style that fits in with how PERFECT BODY
you view combat and encompasses your overall approach At 15th level, your intense training grants you proficiency in
towards Taijutsu. Your Style grants you feature at 3rd Level Constitution saving throws.
and again at 6th, 9th, 14th, 17th and 20th Level. Additionally, whenever you make a saving throw, with
an ability you are not proficient in, add your Dexterity
ABILITY SCORE IMPROVEMENT/FEAT modifier to the saving throw.

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

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

CHAKRA ENHANCED STRIKES


At 7th Level, your attacks become imbued with your Chakra
naturally, with each strike becoming more and more lethal
as more Chakra is packed behind each blow. You gain the
following benefits;
• The first two successful melee taijutsu attacks you
make, each turn, deal an additional 1d6 damage.
• Taijutsu attacks ignore damage reduction as a result of
armor or seals.

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

FLOW OF BATTLE
Beginning at 11th level, you have begun to master the art
of Taijutsu to a scary degree, learning when to move into
both offensive and defensive stances. You gain a bonus
to your initiative equal to your Intelligence, Wisdom or
Charisma modifier (your choice, this cannot be changed,
once decided).

113
TAIJUTSU STYLE DEBILITATING BARRAGE
At 14th Level you’ve gained the knowledge to temporarily

DISTURBANCE inhibit a creatures fortitude by striking a series of pressure


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

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

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

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

114
IRONCLAD IRON HEART
Starting at 6th level, you've become comfortable fighting
The Taijutsu specialist who prefer brute strength and
behind your defenses, and have gained the skill and
impenetrable defenses over ninjutsu or genjutsu are
courage needed to use yourself as a shield for your allies.
known as the Ironclad. These shinobi can be seen as
As a Reaction, when a creature within 5 feet of you is hit
Knights or Warriors who rely on the fortitude of their
by an attack that deals any type of damage, excluding
armor, their bodies and most importantly, their willpower
psychic, you may dive in front of them, using your armor
to be an unbreakable wall in the forefront of conflicts.
and shield to take the brunt of the force. The damage is

IRONCLAD reduced by your Unarmed Combat die + your proficiency


bonus. Rather than the initial target, the attack hits you
When you choose this style starting at 3rd level, your
regardless of your AC or other abilities.
passion for protection has borne fruit. You gain
At 14th level, you may also target an ally who is no
proficiency in Heavy Armor, and the Armor smith’s Kit.
further than your maximum movement speed. When you
While wearing heavy armor, you still gain the benefits of
do you move towards them ending your movement
Enhanced Movement.
adjacent to them in a space that can hold you.
Additionally, your research in metallurgy has allowed
Additionally, you can now target an ally who is in the
you to create an item no other shinobi could or would
area of effect of a jutsu like Fireball. When you do, your
consider making; A Shield. Your Shield is a piece of
ally automatically passes their save, taking no further
equipment that you gain proficiency in. Your Shield has 3
effect, and you gain disadvantage on your save.
Seal slots. If your shield is ever lost or destroyed, you may
craft an exact copy of the previous one using 100 ryo and 1
downtime. You may only benefit from one shield at a time.
IRON WILL
Starting at 9th level, you have conditioned yourself to
This shield has the following statistics;
allow nothing to distract you from your one purpose on
the field of battle: Protection.
IRON CLAD SHIELD You become immune to the Berserk and Dazed
conditions.
Armor Name AC Bulk Properties Additionally, you gain a 2 additional reactions per
Iron Clad Shield +1 1 Bulk Blocking, Light round, that can only be used to use your Iron Heart
feature.
IRON COMBAT IRON FURY
Also, at 3rd level, you learn to leverage your unique
Starting at 14th level, you no longer stand idly by while
method of protection in the heat of combat, You learn to
your allies are hurt. Twice per rest, as an action, you may
accomplish this through a series of Martial Techniques,
spend 4 martial die to enter a combat trance for 1
unique to you. While wielding your Shield, you learn the
minute, devoting your mind, body, and soul to safeguard
following two Martial Techniques.
your friends, and show your enemies retribution. You
Interpose. When allied creature within 10 feet of you would gain the following benefits for the duration;
take damage from an attack, and you could cast a
• You have resistance to all damage except Psychic
Taijutsu with a casting time of a reaction, to reduce
damage.
damage, the attacks to hit, or increase your AC, you can,
• When you use your Iron Heart Feature, you may make
as a reaction, spend 1 martial die, to redirect the attack
two unarmed attacks against the triggering creature as
to you, cast the appropriate Taijutsu, and add your
a part of the same action.
martial die to the damage reduction, to hit reduction, or
• Your Shield Provides you an additional +1 Bonus to AC
AC bonus.
while holding it.
Shield Bash. When you make an unarmed attack, you
can spend 1 martial die. If you do, when you hit a
creature with an unarmed attack, before the
IRON FLOW
Beginning at 17th level, you've mastered
end of the current turn, you may
controlling your stamina for important
choose to shove the target
moments in a fight. Whenever you use your
creature, using your attack roll in
Iron Heart feature and you are at or below
place of your athletics check. If
half of your maximum hit points, you can
you are successful, you deal your
add 1 martial die, to the amount of damage
unarmed damage + your martial
reduced as a result of Iron Heart.
die and the target creature
becomes bruised.
IRONCLAD TECHNIQUE
Beginning at 20th level, your defensive
technique has been perfected. Enemies speak
of how your guard can never be broken. When
you would cast a Taijutsu that would reduce
damage, reduce a hostile creatures to hit or
increase your AC, you may spend 1 martial
die, granting it the Ironclad keyword.
Taijutsu with the Ironclad keyword
grants you a number of temporary hit
points equal to 5 times the result of your
martial die. These temporary hit points last
until the beginning of your next turn.

115
NIN-TAI ELEMENTAL CLOAK
Starting at 6 th level, you have learned to manifest your
The Taijutsu specialist who Blend their style with Ninjutsu
Elemental Chakra into a full-blown Chakra cloak that
open up a world of unpredictability and technique. They
erupts off of your body. When you would gain the benefits
have found ways to further augment their body beyond
of Nature Enhanced Combat you gain the following boosts
simple Taijutsu, but instead coating their body in a given
to each Nature Release;
Nature Releases and magnifying their strength and greatly
increasing their potential. • Earth Release : Dust, gravel and other Earthen
substances begin to form from the force of your Chakra
NATURE ENHANCED COMBAT alone. You gain resistance to Earth damage, and reduce
When you choose this style starting at 3rd level, you have all instances of damage by an amount equal to twice
focused your effort on harnessing your innate Nature your Martial die.
Release. Select one Nature Release (Earth, Wind, Fire, Water, • Wind Release : Wind whips around you violently. You
or Lightning Release). You gain the ability to learn and cast gain resistance to Wind and slashing damage. Also,
jutsu with the corresponding Keyword. Also, when learning clouds, gas, mist, rain and smoke cannot be sustained
Ninjutsu with the corresponding keyword, you may use your while within 10 feet of you, immediately dispersing and
Taijutsu ability modifier in place of your Ninjutsu ability rendering you immune to jutsu or effects that create
modifier for the purposes of Ability score Requirements such effects the turn they are cast.
By spending 1 Martial die, as a bonus action, you enhance • Fire Release : Your body becomes wreathed in flames of
your body with the Chakra of the corresponding Nature any color you desire. You become resistant to Fire
release granted by this feature. You benefit from these damage and once per turn, creatures of your choice,
effects for the next minute. who touch you, or whom you hit with a melee attack or
• Earth Release: Your body becomes hardened similar to
effect with a range of touch, takes Fire damage equal to
your Martial die.
that of stone. Your unarmed attacks deal Earth damage.
• Water Release : Your body generates powerful gales of
You gain a number of Temporary hit points equal to 1
Water that spirals around you. You become resistant to
flurry die at the beginning of each of your turns. This THP
cold damage and once per turn when you would make a
can stack with other sources of THP.

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

when you would take the dash action, you can spend a
Fire Release : Your body becomes hot to the touch. Your
Martial die to quadruple your movement speed. Also,
unarmed attacks deal Fire damage. Increase your
creatures suffer a penalty to attacks against you equal
unarmed damage die by 1 step.

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

ELEMENTAL ARMOR [CHANGED V2]


• Lightning Release : Your body gives off a soft static with
occasional jolts of harmless electricity. Your hair also
Beginning at 9th level, you learn to modify your Taijutsu
stands up when excited or upset. Your unarmed attacks
further using hyper compressed Ninjutsu. When you
deal Lightning damage. Your unarmed attacks gain the
would gain the benefits of your Nature Enhanced Combat
Critical weapon property, and you increase your AC by +1.
class feature, you can choose to instead enhance your

ELEMENTAL COMBAT [CHANGED V2] Elemental Cloak beyond its normal limits. You can
maintain this enhanced form by spending 1 Martial die at
Also, at 3rd level, you learn to harness your new Elemental
the beginning of each of your turns. In order to exit this
Chakra to better enhance your combat potential when
form, you must spend a bonus action on one of your
utilizing elemental combo’s.
turns. You gain the following benefits based on your
When using a Taijutsu while gaining the benefits of the
chosen element;
Nature Enhanced Combat class feature the taijutsu used
gains the Nature Release Keyword you chose and deals that • Earth Release: When you would take damage, you can
nature release keywords corresponding damage type. spend any number of Martial die, reducing the damage
You learn to accomplish this through a series of you take by the result + your Taijutsu ability modifier.
Martial Techniques, unique to you and your style of • Wind Release: When you would be targeted for an
combat. You learn the following two Martial Techniques. attack, you can spend any number of Martial die,
reducing the triggering attacks to hit bonus by the
Elemental Rush. Whenever you hit a creature with at least
result.
two melee Taijutsu attacks, while gaining the benefits
• Fire Release: When you would target a creature with a
of your Nature Enhanced Combat class feature, you can
Taijutsu attack, you can spend any number of Martial
spend 1 Martial die, allowing you to make two unarmed
die, adding the result to the jutsu’s damage.
attacks as a Reaction.
• Water Release: When a creature would make a saving
Elemental Crush. When you would deal damage with a
throw against a Taijutsu you cast, you can spend up to
Taijutsu you cast, you may spend any number of
two Martial die, reducing the result of their saving
Martial die to deal additional damage equal to twice
throw, by half the result.
the result. Once you use this Technique, you have to
• Lightning Release: At the beginning of each of your
spend an equal number of Martial die to recharge it.
turns, you can spend one Martial die gaining a bonus
to your AC, equal to the result of your roll.

116
ELEMENTAL RECHARGE NIN-TAI TECHNIQUE
Beginning at 14th level, you have learned to convert your Beginning at 20th Level, your technique is so
Chakra into the energy needed to perform more combos overwhelmingly powerful that your enemies speak of you as
and keep the attacks flowing. You compress a massive if you are a force of nature. Something that is unavoidable
store of Chakra revitalizing your stamina. On your turn, and if encountered, can only be weathered. When you would
at no action cost, you may spend 25 Chakra. When you cast a Taijutsu that requires you to make no more than 1
do, you regain all spent Martial die. You may do this once attack, you may spend 4 martial die, granting it the Nin-Tai
per short rest. keyword.
Taijutsu with the Nin-Tai keyword scores a critical hit
WRATH OF NATURE on a D20 roll of a 10 or better. Once you use this feature,
Starting at 17th level, you have mastered the art of you must spend 4 martial die at the beginning of one of
Blending Ninjutsu and Taijutsu. While you are gaining your turns to recharge this feature.
the benefit of your Elemental Armor class feature you
gain the following benefits;
• Earth Release: Your durability and stamina become
unmatched. Creatures cannot score critical hits
against you. Additionally, if a creature would score a
critical hit against you, they instead half their damage
dealt.
• Wind Release : The Wind Chakra that surrounds you
cuts through all manners of defense. Taijutsu you cast
ignores resistance and treats immunity as resistance.
• Fire Release : Your ferocity and explosive power
matches the Fire surrounding you. Unarmed damage
you deal ignores damage reduction and temporary hit
points.
• Water Release: You’ve gained a deeper control of the
Water both inside and outside your body as it
reinvigorates your muscles and protects them from
outside forces. You gain immunity to the Bruised,
Weakened and Dazed conditions.
• Lightning Release : Your speed comes much more
naturally to you as you follow the invisible static
currents of electricity through the air. Your movement
cannot trigger reactions or Attacks of opportunities.
Additionally, attacks you make ignore creatures
gaining a bonus to their AC as a result of a Jutsu,
Feature or trait.

117
RIGHTEOUS FURY When cast in this way, you still need to pay the initial
Chakra cost, but you do not need to pay its cost to maintain
Taijutsu Specialists who blend their style with Righteous
your concentration on it. You can switch this jutsu when
Fury tend to be brutal with their strikes. Though they
you gain the benefit of a full-rest.
traditionally protected large monasteries, they have sense
passed their techniques on to the next generation of RELENTLESS FURY
shinobi. Their training has instilled them with a burning Starting at 9th level, your fury can keep you fighting
passion that makes them extremely powerful in short despite grievous wounds. If you drop to 0 hit points while
bursts. your Chakra Frenzy is active, you can spend 1 Martial die to
not immediately die or fall unconscious. Make a DC 10
CHAKRA FRENZY Constitution ability check. If you succeed, you drop to 1 hit
When you choose this style starting at 3rd level, you gain
point instead. Each time you use this feature after the first,
the ability to focus your Chakra into a frenzy of berserker
the DC increases by 2. When you finish a short or long rest,
energy, provided that you aren't wearing heavy armor. It
the DC resets to 10.
empowers you with supernatural combat skills.
When you reach 17th level, each time you succeed on
You can spend 1 Martial die and a bonus action to enter
this ability check, your fury further invigorates you,
a Chakra Frenzy for up to 1 minute, gaining the following
granting you advantage on any attacks you make until
benefits:
the end of your next turn
• You have advantage on Strength Ability checks, skill
checks and Saving throws. UNSTOPPABLE FURY
• When you make melee weapon attacks using Strength or Beginning at 14th level, your Chakra Frenzy is so fierce
Dexterity, you gain a bonus to damage rolls equal to your that it ends early only if you fall unconscious or if you
Martial die. You choose which ability score when you choose to end it.
enter your Chakra frenzy. Additionally, when you roll 4 or lower with an
• You have resistance to bludgeoning, piercing and unarmed damage die, you can reroll the die and must use
slashing damage. the new roll, even if the new roll is 4 or lower.

While your Chakra Frenzy is active, you can only


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

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

118
RUIN DISRUPTIVE ASSAULT
Starting at 6th level, you've honed your disrupting
Taijutsu Specialists who take shinobi prosthetics, tech,
combat style to a point where you can easily follow
or augments and use them to enhance their martial
through with your attacks, even when your enemies try
prowess are known as “Ruin”. They incorporate devices
their best to resist.
to harness their Chakra for them, allowing them to fight
Once per turn, when you deal unarmed damage, you
with one less thing to focus on and worry about.
can spend up to two Martial die. When you do the target

BATTLE READY CATALYST takes Chakra damage equal to twice the result. This
increases to three times the result at 14 th level and four
When you choose this style starting at 3rd level, through
times the result at 20th.
intensive research, trial and error, or sheer dumb luck,
If the target is gaining the benefit of a jutsu with a
you have discovered a way to enhance your Taijutsu,
keyword chosen as a result of the Anti-Chakra
through a Catalyst for your Chakra, which you wear on
Wavelength class feature, then you add your proficiency
your person either on your armor, or as a part of your
bonus to the Chakra damage dealt.
daily attire. This Catalyst’s design is one of your
description. They can be vented boots, or special gloves.
With this catalyst, you can weave it into your clothing
CATALYTIC OVERDRIVE!
Starting at 9th level, by spending 1 Martial Die at the
over the course of 1 hour. Once complete, you gain the
beginning of each of your turns you are able to push your
following benefits;
Catalyst into overdrive until the beginning of your next
• You have resistance to Chakra damage. turn. While your catalyst is in overdrive, you gain the
• +1 Bonus to AC, if integrated into Light or Medium following benefits.
Armor. • +1 bonus to AC.
• When making Constitution (Chakra Control) checks,
• +1d4 bonus to all strength, dexterity and constitution
you may add your unarmed combat die to the roll.
ability checks

ANTI-CHAKRA WAVELENGTH
• +1d6 bonus to all taijutsu damage rolls.
• Bonus to all saving throws against jutsu with
When you choose this Style, starting at 3rd level, your
keywords chosen with the Anti-Chakra Wavelength
catalyst generates a hostile and very aggressive Chakra
class feature equal to 1 Martial die.
dispersing wavelength that you have weaponized to
disrupt and ruin your targets combat capabilities with but a While your Catalyst is in overdrive, you can only
few strikes. You learn to accomplish this through a series maintain concentration on one jutsu and if you would be
of Martial Techniques, unique to you and your style of incapacitated, stunned or paralyzed, your Catalyst short
combat. You learn the following two Martial Techniques. circuits, being unable to enter an overdrive state for the
Choose two keywords from the following list. When using next 10 minutes.
the Martial Techniques granted by this class feature, you
will always reference the chosen keywords; ANTI-SHINOBI WAVELENGTH
Beginning at 14th level, you have adapted to your
• Sensory
Catalysts Anti-Chakra wavelength so much so that, you
• Fuinjutsu
can feel the potential and power behind it. While you are
• Earth Release
gaining the benefits of Catalytic Overdrive!, you can
• Wind Release
spend up to 2 Martial die. When you do, you can select
• Fire Release
one more keyword of your choice from the Anti-Chakra
• Water Release
Wavelength list for each die spent. These additional
• Lightning Release
keywords count as keywords that your Martial
• Tactical
Techniques granted by this subclass affects.
• Visual
• Auditory
UNBREAKABLE CATALYST
Chakra Break. When you score a successful hit on a Beginning at 17th level, you've honed your catalyst into
creature with an unarmed or Taijutsu attack that deals an unstoppable force for you to utilize at all times. Your
unarmed damage, you can spend a Martial die. When Catalyst can no longer short circuit as a result of being
you do you attempt to inject them with this incapacitated, stunned or paralyzed, while it is in
wavelength generated by your catalyst. They must overdrive.
make a constitution saving throw, being unable to
spend Chakra on jutsu with the chosen keyword until RUIN TECHNIQUE
the end of their next turn on a failed save. Beginning at 20th Level, your catalyst infused techniques
Focus Break. When you score a successful hit on a are so methodical and precise that your enemies speak of
creature with an unarmed or Taijutsu attack that deals you as if you were a myth. None of it is exactly false. When
unarmed damage, you can spend a Martial die. When you would cast a Taijutsu that requires a target to make a
you do you attempt to break their focus. Add the spent saving throw, you may spend 2 martial die, granting it the
martial die to the damage dealt and if they would Ruin keyword.
make a concentration check to maintain Taijutsu with the Ruin keyword always inflicts two of
concentration, they instead make a strength saving the following conditions regardless of a success or
throw vs your Taijutsu save DC, losing concentration failure, once per casting;
on all jutsu on a failed save. If they are concentrating • Bruised
on a jutsu with the chosen keyword, they • Concussed
automatically fail the save, losing concentration. • Confused
• Dazzled
• Weakened

119
STANCER STANCED COMBAT
Beginning at 14th level, you've perfected fighting with
Taijutsu Specialists who take specialize in multiple
multiple stances at once.
stances, are known as “Stancers” able to jump back and
If you are gaining the benefit of a stance that has a
forth between multiple stances, mixing and matching
special action, that you can use as a Bonus action (Ex.
them to maximize their martial effectiveness and
Serpent Fist’s bonus action ability, or Dragon Fist’s bonus
potential.
action ability), you can instead spend 1 Martial die to

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

COMBO BREAKER forms into a stance all your own.


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

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

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

120
TALENT & FOCUS FOCUSED ADAPTATION
Beginning at 9th level, you learn to infuse your strikes with
Taijutsu Specialists who blend their style with talent and
a unique blend of Chakra that comes as a result of your
focus have a level of perfection about them completely
Martial die. At the beginning of each of your turns, you can
unheard of. Their talent comes from hard work, dedication,
spend 1 Martial die. When you do, you can choose one of the
and a never-ending supply of determination to always be
following damage types:
better than the previous day. With this blend of ideologies
and innate skill, you are able to achieve and break limits • Force
others thought impossible. • Earth
• Wind
UNNATURAL TALENT • Fire
When you choose this Style starting at 3rd level, you focus • Cold
all of your effort on surpassing the limits of your body, • Lightning
allowing you to perform more Martial Techniques than • Necrotic
normally possible. You increase your pool of Martial die by
You mold and manifest your Chakra imitating the
+1. You gain an additional +1 increase to your Martial die
consistency of the Chakra needed to inflict the damage
pool as you gain levels in this class based on the Unnatural
type. Until the beginning of your next turn, you can
Talent Martial Die Chart.
enhance your attacks. When you do, melee attacks you
Additionally, unarmed attacks you make are treated as if
make, that deal unarmed damage against a creature is
they have the Critical, Deadly and Multiattack weapon
treated as the selected damage type.
properties.
If this feature is used while you are benefiting from a
stance that deals a damage type not granted by this
U NNATURAL T ALENT , M ARTIAL D IE C HART feature, you can choose to spend 1 additional Martial die to
grant this features benefit to that stances damage type.
Level Martial Die
3rd +1 TALENTED LEGACY
Starting, at 14th level you have come to an understanding
10th +2
that most will choose to ignore. That being, that you are
17th +3 simply superior to them in every conceivable way in
regards to your martial capability. This is displayed in your
ability to learn many more techniques than them.
FOCUSED TALENT You gain +1 additional Martial Technique. You gain an
When you choose this Style, starting at 3rd level, your additional one when you reach 20 th level.
talent and focus is weaponized to completely drive home
the point that it doesn’t matter how much your enemies FOCUSED STRIKE
train to overcome you, they are out of their league and Starting, at 17th level you all it takes is a single strike to
they need to come to grips with this new reality they find completely immobilize and bring an enemy to their knees.
themselves in. When you would score an unarmed or Taijutsu attack that
You learn to accomplish this through a series of Martial deals unarmed damage on a creature, you can spend 3
Techniques, unique to you and your style of combat. You Martial die. When you do, they must succeed a Strength
learn the following two Martial Techniques. saving throw. On a failed save, they are Stunned until the
end of their next turn. Once you use this feature, you must
Redirected Aggression. When a hostile creature makes a
spend 5 Martial die at the beginning of one of your turns or
melee or ranged attack and misses, you may as a
rest for 1 hour to recharge it.
reaction, immediately spend one Martial die to
redirect the missed attack back towards them. Make a
FOCUSED TECHNIQUE
melee or ranged unarmed attack as a part of this Beginning at 20th level, your technique is legendary. People
reaction, using the attacks original range as your speak about your abilities and tell stories to each other
ranged attacks range. On a hit, the creature suffers the about you for their own notoriety. When you would cast a
effects of their own attack, as if they attacked Taijutsu, you may spend 2 martial die, granting it the Focus
themselves. keyword.
Shatterpoint. When you score an unarmed or Taijutsu attack Taijutsu with the Focus keyword forces the target
that deals unarmed damage, you can spend 1 Martial die. creature to make a constitution saving throw, taking
When you do, the affected creature must make a Strength 2d12 damage and gaining 1 rank of weakened for every
Saving throw, losing all temporary hit points or damage point below they DC they fail by.
reduction-based effects they have, until the beginning of Taijutsu with both the Talent & Focus keywords gain
their next turn. the previous effect and reduces the targets saving throw

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

121
PASSIONATE FLAME them allowing you to make your fists as tough as steel.
At the conclusion of a long rest, you can select the type
Taijutsu Specialists who blend their style with the
of enhancement your hand wraps provide you from the
passionate flame exude a level of tenacity unmatched by
following list. Once selected, you cannot change this
most in the world of Taijutsu. This group of martial artists
selection until you complete a long rest.
are exemplified by green jumpsuits, weighted clothing, and
• Mighty Blows: Taijutsu attacks you make that deal
very eccentric haircuts. While this group is mostly associate
with the 8-Inner Gates, that technique is formally forbidden unarmed damage ignores resistance and damage
from use, and so to avoid having to tap into that potentially reduction. Beginning at 14th level when you deal
fatal reserve of power, they focus on ensuring that their unarmed damage twice to the same creature on your
bodies are at the peak of Human skill and technique beyond turn, they are unable to take reactions until the
all doubts.. beginning of their next turn.
• Mighty Guards: damage you take from attacks is

FISTS OF IRON reduced by 1 Martial die, which is increased to 2


When you choose this Style starting at 3rd level, you focus Martial die beginning at 14th level.
all of your effort on mastering hardening your fists, elbows, • Mighty Mobility: You cannot have your speed reduced
and other parts of your body until they feel like Iron while in by any means and you ignore difficult terrain.
combat. Once per turn, your unarmed Strike deals additional Beginning at 14th level, you cannot be slowed or
damage equal to 1 Martial die. This damage increases as you grappled.
gain levels in this class based on the Fists of Iron Strike
damage chart. FLAMING FINISHERS
Additionally, Taijutsu you cast that have the Combo Beginning at 9th Level, when you would cast a Taijutsu with
and Finisher keywords have their cost reduced by an the Finisher keyword, you can enhance the jutsu cast by
amount equal to their rank. (D-rank: 1, C-rank: 2, B-rank: spending as many Martial die as you choose. When you do,
3, A-rank: 4, S-rank: 5). you gain all previous effects if you choose to gain a higher
cost Martial die effect. Once you use an effect granted by this
F IST OF I RON B ONUS DAMAGE C HART jutsu, you must spend an equal number of Martial die to
recharge this feature or spend 10 minutes resting before you
Level Bonus damage
can use this feature again.
3rd +1 Martial die. By spending 1 Martial die, you upcast the taijutsu by 1
9th +2 Martial die. rank, ignoring rank limitations.
By spending 2 Martial die, you add all spent Martial die
17th +3 Martial die.
to damage, once per casting.

ENHANCED FLURRY
By spending 3 Martial die, you ignore immunity.
By spending 4 Martial die, you increase all damage die
When you choose this Style, starting at 3rd level, your
by 1 step.
passion and zeal is weaponized to completely drive home
By spending 5 Martial die, you treat all damage die as if
the fact that no one works as hard as you. Period. While
you had rolled the maximum amount.
they were outside learning handsigns, you learned how to
talk with your fists. While others were learning how to
mold Chakra, you were doing 100 push-ups, sit ups and
pull ups every day. While they were learning to become
frail, you learned to become strong.
You learn to accomplish this through a series of Martial
Techniques, unique to you and your style of combat. You
learn the following two Martial Techniques.
Chakra Enhanced Blows. You channel Chakra into your hands
enhancing your blows even further. When you declare an
unarmed or melee taijutsu attack, you can spend 1 Martial
die. When you do, the first two successful attacks forces
its targets to make a Strength saving throw, being bruised
on a failed save.
Dynamic Set-Up. When you would cast a Taijutsu with
the Combo keyword, you can spend Martial die, equal
to the jutsu’s rank. When you do, you can cast a
Taijutsu with the Finisher keyword as a part of the
same action used to cast the combo jutsu. Once you
use this technique you cannot cast a Taijutsu using
your action or bonus action until the beginning of your
next turn. (D-Rank/C-Rank: 1 Martial die, B-Rank/A-
Rank: 3 Martial die, S-Rank: 5 Martial die.)

HAND WRAPS OF PASSION


Starting at 6th Level, your ability to imitate seal smiths for
your martial defense is extended to allowing you to make
your fists as dangerous as any commonly smithed weapon.
You wrap your hands in wraps of your description, be
they white tape, or black cloth strips. While wrapped
around your hands you constantly infuse Chakra into

122
SHEER WILL
Beginning at 14th Level, you can cast Taijutsu with a casting
time of an Action as a Bonus Action. Alternatively, you can
cast Taijutsu with a casting time of a bonus Action as a
Reaction, with no set trigger. You can perform either of
these effects twice per rest.

INDIGNATION
Beginning at 17th level, when a creature would make a
melee attack against you, you can choose to spend 3 Martial
die, to cast a Taijutsu with the casting time of a reaction,
without spending your reaction.

PASSIONATE FLAME TECHNIQUE


Beginning at 20th Level, your passion and drive is so potent
that you have weaponized this passion into a flurry of
strikes that cripple foes and help build your legend,
expanding your techniques alure. When you would cast a
Taijutsu that has the Combo or Finisher keyword, you may
spend 4 Martial die, granting it the Passionate keyword.
Taijutsu with the Passionate keyword grants you
immunity to all physical and Mental conditions until the
end of your next turn.

123
MARTIAL TECHNIQUES PATIENT OFFENCE
When a creature would miss you with a melee attack, by
BRUTAL TAIJUTSU spending 1 martial die, you can make an unarmed attack
When you would cast a Taijutsu, you can spend any targeting the triggering creature.
number of martial die. When you do, if the jutsu does not
add your ability modifier to the damage dealt, you add PRECISE TAIJUTSU
the spent die to the first damage roll made. When you would cast a Taijutsu, you can spend up to 3
martial die. When you do, the jutsu cast gains a +1 bonus
BRUTAL TECHNIQUE to hit for each die spent.
When you would cast a Taijutsu, you can spend 1 martial
die. When you do, the jutsu cast gains the Brutal PRECISE TECHNIQUE
keyword. Jutsu with the Brutal keyword always adds half When you would cast a Taijutsu, you can spend 1 martial
of their ability modifier, if they did not before. If they die. When you do, the jutsu cast gains the Precise
already add their ability modifier, then they instead add keyword. Jutsu with the Precise keyword cannot have
both their Strength and Dexterity to the damage dealt. their attack results penalized or reduced by the effects of
a jutsu or trait.
DEVASTATING TAIJUTSU
When you would cast a Taijutsu, you can spend 1 martial RAW TAIJUTSU
die. When you do, the jutsu cast creatures within 10 feet When you would cast a Taijutsu, you can spend 1 martial
of the original target must make a Dexterity saving die. When you do, the jutsu cast gains a +1 bonus to its
throw, taking half of the damage dealt, once per casting. DC. You can spend an additional 2 martial die, for an
additional +1 to its save DC.
DEVASTATING TECHNIQUE
When you would cast a Taijutsu, you can spend 1 martial RAW TECHNIQUE
die. When you do, the jutsu cast gains the Devastating When you would cast a Taijutsu, you can spend 1 martial
keyword. Jutsu with the Devastating keyword cannot die. When you do, the jutsu cast gains the Raw keyword.
have their Critical hits negated or reacted too. Jutsu with the Raw keyword deals damage to a creatures
hit points and temporary hit points simultaneously.
FLURRY OF BLOWS
When you take the attack action, you may as a bonus STEP OF DARKNESS
action, spend 1 martial die. When you do you are able to On your turn, by spending 1 martial die, you can take the
make 1 unarmed attack. Beginning at 7 th level, you can Hide action as a bonus action.
make 2 unarmed attacks and at 13 th level, you can make 3
unarmed attacks. STEP OF THE MOON
At the beginning of your turn, before any action is taken, by
FLURRY OF GUARDS spending 1 martial die, you can attempt to end any, one
When you are targeted by a melee attack, as a reaction by Physical, Mental, or Sensory condition that you are currently
spending 1 martial die, you are able to reduce the suffering from by making a DC 18 Constitution ability check.
triggering attack or damage roll by the result (Pick one).
Beginning at 7th level, you can spend 2 die reducing the STEP OF THE STARS
When a creature would trigger an attack of opportunity, by
triggering attack by the result and at 13 th level, you can
spending 1 martial die, you can make two unarmed attacks
spend 3 die, reducing the triggering attack by the result.
in place of one and you do not spend your reaction.
FURIOUS TAIJUTSU
When you would cast a Taijutsu that requires at least 2 STEP OF THE WIND
On your turn, as a bonus action, by spending 1 martial die,
attacks, you can spend 2 martial die. When you do, the
you gain the benefits of the Disengage or Dash action (your
jutsu cast increases the number of attacks it makes by +1.
choice) and your jump distance is doubled until the end of
You can spend an additional 2 martial die, to increase the
your turn.
number of attacks it makes by +1.

FURIOUS TECHNIQUE TECHNICAL TAIJUTSU


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

124
WEAPON SPECIALIST CREATING A WEAPON SPECIALIST
An Inuzuka draws their twin hand scythes as they then When creating a Weapon Specialist
drop a smoke bomb at their feet, and begin to swing consider a few things about the character
their weapons through the smoke using their artificially in regards to their stance on fighting and
created environmental advantage to their benefit. Slicing how they view ninja tools. Do they use
and dicing their enemies when they cannot see through their weapons as a tool of war or peace?
the smoke while the Inuzuka can smell them. Do they use their weapons as a way to
share their ideals while in combat
A Sarutobi draws their longbow, as they coat it in
or is it an extension of themselves?
lightning, firing it off into the sky, creating lightning
Do they use their weapons as a way
strikes where the arrow lands striking down their foes
to give themselves discipline and
with extreme prejudice.
teach themselves patience? Did
These shinobi, different as they might be, are connected they train under another very
by one common factor, they are masters Swordsman, skilled Shinobi? Or did they become
bowman and many other tools of the trade in the shinobi enamored by the people around
world. These weapons define the user, allowing them to them and want to emulate their
shift the tides of battle with the edge of a blade of the skills and techniques?
knock of a bow, the song of a flying shuriken or the
lethality of a flying kunai. QUICK BUILD
You can make a Weapon Specialist
CHARACTER INSPIRATIONS quickly by following these suggestions.
First, put your highest ability score in
When designing this class, it was built with the intent to
Strength or Dexterity, followed by
allow players to utilize different types of Weapons, ninja
Constitution. Second, choose the Hyūga,
tools and be able to use that exclusively in a world of
Sarutobi, Inuzuka, Uchiha or Non-Clan,
Jutsu and seemingly ranged superiority. This Class
Clans.
allows for a variety of fighting styles as shown in the
Naruto series and other Manga series that specialize in
martial weapon dominance. Players would be able to
match or exceed their allies in combat, close- & Long-
range sustained combat by being more effective at using
Weapons and Ninja tools than the other classes. The
characters this class is pulling inspiration from are as
follows: Asuma Sarutobi, TenTen, Zabuza Momochi,
Kisame Hoshigaki, Temari, Kankuro, Killer B, Mifune,
Darui, and Sasuke Uchiha

125
CLASS FEATURES WEAPON FOCUS
As a Weapon Specialist, you gain the following class Starting at 1st level, the Weapon Specialist chooses a
features. weapon type (like katana), that they will specialize into.
This weapon becomes known as your Weapon Focus.
HIT POINTS Weapons of that selected type gains a +1 bonus to Attack
Hit Dice: 1d10 per Weapon Specialist level & Damage rolls and gain one trait from the following list.
Hit Points at 1st Level and beyond: 10 + your Bonuses to attack and damage gained from this feature
constitution modifier also apply to Bukijutsu cast using this weapon type. Once
selected you cannot go back and change your selection. If
CHAKRA POINTS a weapon of the chosen type(s) would later gain any
version of the Enhanced Seal, weapon seal, it would not
Chakra Dice: 1d8 per Weapon Specialist level
gain the benefit of both this feature and that weapon
Chakra Points at 1st Level: 8 + your constitution
seal, instead the user must pick one.
modifier
Additionally, when using a weapon, you are proficient
Chakra Points at Higher Levels: 1d8 (or 5) + your
in as a component in a bukijutsu or when using the
Constitution modifier per Weapon Specialist level
Martial Arts skill, you may instead use Dexterity in place
after 1st.
of your Strength as your Taijutsu ability modifier and

PROFICIENCIES Martial arts checks. Additionally, you may always use


Bukijutsu that the weapon originally qualified for
Armor: Light armor, medium armor, Heavy Armor regardless of its current damage type if under the effects
Weapons: All Simple and Martial Weapons of jutsu, weapon seals or features.
Ninja Tools: Trapper Kit, Poison Kit, Weaponsmith Kit, Beginning at the 9th level of Weapon Specialist, you
Armorsmith Kit choose between the following;
Saving Throws: Strength, Dexterity, Constitution
• Select another weapon type to specialize in, granting
Skills: Martial Arts, Choose three from Acrobatics,
the newly selected weapon a +1 bonus to Attack &
Athletics, Crafting, History, Intimidation, Perception,
Damage rolls and a trait.
Sleight of Hand, Stealth, Survival
• Grant your current Weapon Focus an additional +1

EQUIPMENT Bonus to attack & Damage rolls and another trait.


You start with the following equipment, in addition to At 15th level, you choose between the following;
the equipment granted by your background:
• Select another weapon type to specialize in, granting
• (a) Padded Armor or (b) Combat Jacket or (c) Flak the newly selected weapon a +1 Bonus to Attack &
Jacket. Damage rolls and a trait.
• (a) 1 Simple Weapon or (b) 1 Martial Weapon • Select one of your current Weapon Focuses granting
• (a) 1 Simple Weapon or (b) 1 Martial Weapon them an additional +1 Bonus to attack & Damage rolls.
• (a) One Kunai stack or (b) One Shuriken stack And a trait.
• 2 Paper Bombs

JUTSU CASTING
Trait Requirement Trait Requirement
Blocking - Multiattack -
NINJUTSU Critical - Reach (Can be Melee
Ninjutsu save DC = 8 + your proficiency bonus + your taken twice)
Intelligence modifier Deadly - Returning Ranged or
Ninjutsu attack modifier = your proficiency bonus + thrown
your Intelligence modifier
Disarm Melee Thrown (30/60) -

GENJUTSU Finesse Not-Two Handed Trip Melee


(Excluding bows)
Genjutsu save DC = 8 + your proficiency bonus + your
Wisdom modifier Grapple Melee Versatile Melee, Not Light
Genjutsu attack modifier = your proficiency bonus + or Heavy
your Wisdom modifier Hidden Light -

TAIJUTSU
Taijutsu save DC = 8 + your proficiency bonus + your
Strength modifier
Taijutsu attack modifier = your proficiency bonus + your
Strength modifier

126
WEAPON FLURRY EXTRA ATTACK
Also, at 2nd Level, you are an unrelenting flurry of Beginning at 5th level, you can attack twice, instead of
weapon attacks. You can perform a series of different once, whenever you take the Attack action on your turn.
techniques called Flurry Techniques. These Flurry
Techniques use Flurry Die. This die changes as you gain ENHANCED PROPERTY
Weapon Specialist levels, as shown in the Flurry Die
Also, beginning at 5th level, the Critical, Deadly, Disarm,
column of the Weapon Specialist class table.
Grapple, Reach and Trip weapon properties counts for
Once per Turn, you can use one of the following Flurry
Bukijutsu you cast.
Techniques. Some Flurry Techniques require your
Opponent to make a Saving throw. The Save DC for these
Effects are calculated using your Taijutsu Save DC. You
CRITICAL FOCUS
gain additional effects from your Weapon Form as you Starting at 7th Level, your critical threat range with
gain levels in this class. You can only use Flurry weapon attacks and Bukijutsu attacks increased by +1.
Techniques with weapons you have marked as your Starting at 11th level, when you would score a critical
Weapon Focus. If a feature would allow you to gain the hit with a weapon or Taijutsu attack as a result of a
benefit of additional Flurry techniques in any way, you Bukijutsu, increase the damage dealt by one weapon die.
can use those additional Flurry techniques with no Starting at a 17th level, your critical threat range with
action cost. weapon attacks and Taijutsu attacks made as a result of a
Bukijutsu, increased to +2.
ENHANCED DEFLECTION
As a reaction you can roll a Flurry Die and add it to your ENHANCED CHAKRA STRIKE
AC against one attack before the start of your next Turn.
Also starting at 7th Level, when you would cast a

CHAKRA STRIKE Bukijutsu, you can trigger the Chakra Strike Flurry
Technique at no action cost on a successful hit. If you do,
When you hit a creature with a weapon attack, you can
you roll half the listed flurry die. This still counts as a use
spend a bonus action to deal additional damage to the
of a Flurry Technique. You can do this, once per casting.
target. The extra damage is 2 flurry die. This increases to
4 flurry die beginning at 9th level and 6 flurry die at 18th.
BATTLE READINESS
PERCEPTIVE AUGMENTATION Starting at 10th level, you have fully learned how to
Your Speed increases by an amount equal to 5 x your instantly switch from a neutral stance to that of a
Flurry Die until the end of your turn. combat one. You have advantage on Initiative Checks.

FOCUSED EFFICIENCY SUPERIOR ATTACK


When you cast a Bukijutsu you may reduce the cost of
Beginning at 11th level, you can attack three times,
that jutsu by an amount equal to half your Flurry Die
instead of twice, whenever you take the Attack action on
(Min 1.). You cannot reduce a jutsu cost below 1 using
your turn.
this feature.

WEAPON STANCE SUPERIOR WEAPON FLURRY


Beginning at 14th level, you gain an advanced level of
Beginning at 2nd Level you adopt a particular Weapon
proficiency with one of your Flurry Techniques. Select one
Stance as your specialty. Choose one of the Weapon
of the following benefits. You gain an additional benefit
Stances located in Chapter 13: Customization Options;
at 18th level.
You can’t take a Weapon Stance more than once.
• Your Enhanced Deflection flurry technique now only
WEAPON FORM adds half the result of the roll, but now affects all
attacks targeting you until the beginning of your next
When you reach 3rd Level, you begin to focus your
turn.
studies on a specific fighting form with your weapons.
• Your Enhanced Deflection also reduces damage you
Your Form grants you Features at 3rd level, and again at
take by the result.
6th, 13th, & 20th Levels. Alongside these Forms, you
• Your Chakra Strike no longer requires a bonus action to
also learn a Style to help compliment the form
trigger.
you’ve chosen. You start with 1 style from your
• Your Chakra Strike is now applied to two weapon
chosen weapon Form, and gain more as
attacks made on your turn.
you level up as a Weapon Specialist.
• Your Perceptive Augmentation now lasts until

ABILITY SCORE the end of your next turn.

IMPROVEMENT/FEAT
• Your Perceptive Augmentation now
grants you the effects of the Dash action.
When you reach 4th and again • Your Focused Efficiency now reduces
at 8th, 12th, 16th, and 19th, the cost by an amount equal to the
level, you can increase one result for the die.
ability score by +1 & a Feat • Your Focused Efficiency now
of your choice that they can reduce the cost of a Bukijutsu
qualify for. As normal you below 1.
can’t increase an ability score • Any Flurry Technique you use
above 20 using this feature. that deals damage, increases speed or
reduces damage now always adds 1
additional Flurry Die to the roll.

127
WEAPON FORMS RELENTLESS
Starting at 6th Level, add your Strength or Constitution

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


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

128
GUNGNIR PIERCER FORM SIGURD’S HEROISM
Beginning, at 6th level, your form of combat has
The Weapon specialist who focuses on the Gungnir
instilled you with a sense of heroism that fills you with a
Piercer Form, trains in the art of the ultimate spear. A
sense of both pride and hope, while also making it
fighting style designed to pierce through all manner of
difficult for you to look the other way when someone is
defense, and completely deconstruct an enemy’s
being hurt, if you can prevent it.
weaknesses on a surgical level. While utilizing this form
When you see a creature within your movement
you make use of a series of techniques made to strike
speeds range, take damage, you may as a reaction,
swiftly and accurately.
interpose the triggering attack, making yourself its

GUNGNIR PIERCER TECHNIQUES target, comparing your AC to the attacks result. When
you do this, you must move yourself up to the target
Starting at 3rd level, you learn additional Flurry
creature, ending your movement within 5 feet of them.
Techniques that supplement your Gungnir Piercer Form.
Fenrir’s Claw. When you would use the Chakra Strike FAFNIR’S FANG
Flurry Technique with a melee weapon attack that Starting, at 13th level, you have learned to lace your
deals piercing damage, you can reduce the damage you weapons with a layer of chakra, sharpening it to a point
deal with Chakra strike by 1 flurry die. If you do, roll 1 where even the slightest movement causes the wind to
flurry die. You reduce the target creature’s AC by half sing as your edge cuts through the air.
the result. (Min 1.) until the end of the current turn. When you score a critical hit with a melee weapon
Heimdallr Vision. When you target a creature with a attack that deals piercing damage, the target creature
melee weapon attack that deals piercing damage, as a gains 2 ranks of bleeding.
bonus action you can roll 1 flurry die, adding the result
to your damage rolls against the selected creature RAGNARÖK
until the beginning of your next turn. Starting, at 20th level, your skill with piercing weapons
have reached a point of legend.
GUNGNIR PIERCER STYLES As a bonus action, by spending 20 chakra or 3 Chakra
Also, at 3rd level, you get to choose a Style that supports die, you seal all your chakra within your body, locking it
your combat ability. You know 1 Style from the following within yourself, while also creating a shell of chakra
list, and gain more as gain levels in this class based on around your melee weapon that deals Piercing damage.
the Styles known column of the Weapon Specialist class. For the next minute, you cannot cast or maintain
Mímir’s Wisdom. As a bonus action, select one creature Ninjutsu or Genjutsu.
whom you can see, within 60 feet of you. For the next Additionally, For the same duration, when you deal
minute, they do not add their Dexterity Modifier to piercing damage with a weapon or Taijutsu attack, you
their AC against melee Taijutsu attacks you make with deal additional damage equal to twice your flurry die.
a weapon that deals Piercing damage. You cannot use Creatures who are Lacerated take twice as much damage.
this effect more than once per short rest. After 1 minute, this feature ends and you cannot use this
Hœnir’s Silence. As a bonus action, you coat a weapon you feature again until you finish a long rest.
are holding that deals piercing damage, in a muting
chakra. The next time you would deal piercing damage
with a Bukijutsu before the end of your turn, you force
the target of your attack to make a Constitution Saving
throw, being unable to mold chakra until the end of
your next turn.
Freya’s Golden Tears. As a bonus action, until the end of
your turn, when you would deal 10 or more piercing
damage with a melee weapon or bukijutsu, the target
gain 1 rank of bleeding. For every 20 additional
damage beyond 10, they gain 1
additional rank of bleeding
up to a maximum of 5
ranks.
Thor’s Wrath. When you take the Attack action, using a
melee weapon that deals piercing damage, you may
cast a Bukijutsu that deals damage as a Reaction,
gaining the benefits of the Focused Efficiency flurry
technique.
Vitharr’s Vengeance. As a reaction when you would take
damage from any source, each instance of damage you
take until the beginning of your turn grants your next
melee Taijutsu attack with a piercing weapon one
additional flurry die to damage, until the end of your
next turn.

129
OBSIDIAN HAMMER FORM Provoke. As an Action you may take an open stance while
also screaming at the opposition to not avert their
The Weapon specialist who focuses on the Obsidian
eyes. Hostile creatures who can see and hear you,
Hammer Form, trains in the art of brutality focused
within 30 feet of you, gain disadvantage on attacks
around smashing through all obstacles. This form,
that target any creature other than you. Until the
allows the practitioner to attack with the ferocity of a
beginning of your next turn.
crashing wave, a collapsing cave, or a compressed star.
Defiance. When you would make a Strength or
This fighting style specializes in crippling attacks that
Constitution saving throw, while wielding a weapon
break your opponents with powerful strikes that quake
that deals bludgeoning damage, you may, as a
the earth.
reaction, grant yourself a bonus to the save equal to 1

OBSIDIAN HAMMER TECHNIQUES


flurry die. On a successful save, you also gain
temporary hit points equal to the result of 2 flurry die.
Starting at 3rd level, you learn additional Flurry
Techniques that supplement your Obsidian Hammer
OBSIDIAN BODY
Form.
Beginning at 6th level, if you would use a Flurry
Crippling Darkness. When you would use the Chakra Strike Technique granted by Obsidian Hammer Techniques, you
Flurry Technique with a melee weapon attack that may use a second Obsidian Hammer Technique, Flurry
deals bludgeoning damage, On a successful hit, the Technique, at cost of 1 Hit Die. If that technique would
target must succeed a Strength saving throw gaining 1 force a saving throw, the target makes their saving
rank of Concussed on a failed save. throw with a 1d4 penalty.
Syphon Strike. When you hit a creature with a weapon
attack that deals bludgeoning damage, you can spend OBSIDIAN MIND
a Bonus Action, rolling 2 flurry die, gaining temporary Starting, at 13th level, your mind has been reinforced
hit points equal to the result of the flurry die. with Obsidian thoughts. When you would make a
Unmend. When you hit a creature with a melee weapon Wisdom or Intelligence saving throw to resist a
attack that deals bludgeoning damage, you can Genjutsu, you may roll 1 flurry die, adding the result to
unmend them. The next time the target would regain your roll. You may do this twice per long rest.
hit points by any means, they reduce the amount
healed by an amount equal to three flurry die. OBSIDIAN SOUL
Starting, at 20th level, your soul has been conjoined with
OBSIDIAN HAMMER STYLES Obsidian spirits. Your loyalty to the Obsidian Hammer
Also, at 3rd level, you get to choose a Style that supports form has begun to pay off in spades. As a Full-Turn
your combat ability. You know 1 style from the following action, by spending 3 Chakra die, you release a jet stream
list, and gain more as you gain levels in this class based of obsidian colored chakra from every pore of your body,
on the Styles Known Table of the Weapon Specialist. for the next minute.
For the duration of this feature, all hostile creatures
Shadow Wall. As a Reaction on your turn, you release
within 30 feet of you have disadvantage on checks made
chakra creating a spectral shield of obsidian colored
to maintain concentration on Jutsu they cast, and you
chakra in front of you. Roll 1 flurry die, and record the
add your flurry die to all Weapon and Bukijutsu damage
result. Until the start of your next turn, you take
rolls and Strength saving throws, skill checks and ability
reduced damage equal to the result from all sources.
checks. You can use this feature once per long rest.
Unleashed!. As a Bonus action on your turn, you release a
well of obsidian colored chakra from within yourself,
magnifying your power ten-fold. Until the end of your
turn, when you deal damage with a Taijutsu attack
that deals bludgeoning damage, you deal additional
damage equal to 3 flurry die. You can use this feature
twice per long rest.
Gritty End. When you would reduce a creatures hit points
to 0, using a weapon that deals bludgeoning damage,
you gain an additional action, which you can use to
make a single weapon attack. This additional attack
deals additional damage equal to 2 flurry die. If you
trigger this effect more than once, you continue to add
additional flurry die with each trigger. You can use this
feature a number of times equal to your Taijutsu
ability modifier per long rest.
Reprisal. When you would deal damage to a creature
maintaining a jutsu or with a jutsu currently active,
with a weapon that deal bludgeoning damage, you
may, spend 1 Chakra die to immediately break their
concentration, ending one of their jutsu’s effects, with
no need for them to make a concentration check.

130
PHANTOM BLADE FORM Oppressive Revenant. When you would cast a Bukijutsu
with a melee weapon that deals slashing damage, you
The Weapon specialist who focuses on the Phantom
may as a Bonus Acton release a surge of phantasmal
Blade Form, trains in the art of a blade style long hidden,
chakra. All creatures within 15 feet of you must
and closely guarded. This form, teaches the user to both
succeed a Constitution Saving throw, being unable to
attack like a phantom, and to train your phantom to
Mold Chakra or make a reaction against you until the
attack as well. This fighting style specializes in Delayed
end of your next turn. Creatures affected by this
attacks that strike it’s targets long after the attack was
feature, takes additional damage equal to your Flurry
ever made.
die once per turn when they would take damage. You

PHANTOM BLADE TECHNIQUES


can use this feature twice per long rest.
Delayed Etherealness. When you hit a creature with a
Starting at 3rd level, you learn additional Flurry
Taijutsu attack as the result of a Bukijutsu that deals
Techniques that supplement your Phantom Blade Form.
slashing damage, you can delay the damage you deal
Phantom’s Edge. When you would use the Chakra Strike until you choose to release it. Additional slashing
Flurry Technique with a melee weapon attack that damage you deal is added to the total delayed damage.
deals slashing damage, you may delay all of your At the end of each of your turns, you add additional
attacks damage. At the beginning of the targets next delayed damage equal to one flurry die. Maintaining
turn, they take all of the damage they would have this delayed damage counts as concentrating on a
taken this turn from all of your weapons delayed Jutsu. You may release the delayed damage as a
damage + twice your flurry die. This damage cannot be Reaction if it is not your turn, or as an action on your
reacted to. turn. If you lose concentration, while maintaining this
Phantoms Eclipse. When you are targeted with a melee effect, the delayed damage is lost.
attack, while wielding a weapon that deals slashing
damage, you may as a reaction, roll 3-flurry die. At the FIRST STEP: A SINGLE DROP
end of the triggering creatures turn, they take delayed Starting at 6th Level, you have learned that delaying
damage equal to the result. attacks can grow stronger, the longer they are delayed.
When you would delay damage using any Weapon
PHANTOM BLADE STYLES Specialist Class Feature, you may extend the delayed
Also, at 3rd level, you get to choose a Style that supports damage up to the end of your next turn.
your combat ability. You know 1 style from the following When you do, the delayed damage dealt increased by
list, and gain more as you gain levels in this class based an amount equal to 4 flurry die. You may use this part of
on the Styles Known Table of the Weapon Specialist. the feature twice per short rest.
Ghostly Blade Stance. Once per turn, when you target a Additionally, when you would use a Flurry Technique
creature with a melee weapon attack or Bukijutsu, granted by the Phantom blade subclass, that rolls a
with a weapon that deals slashing damage, you may, flurry die, you roll one additional Flurry die, adding it to
cause your blade to gain the properties of a ghost, the results of any effect used.
moving through all defenses at once. Roll 1 Flurry Die.
Reduce the targets Armor Class by half of the result, SECOND STEP: OVERFLOWING MALICE
until the end of your current turn, against only your Starting at 13th Level, you can use your action to take the
attacks. You may use this stance twice per rest. Overflowing Malice stance, so long as you have a melee
Specters Dance Stance. Select one creature you can see or weapon that deals slashing damage. When you do, until
hear as a bonus action. While wielding a melee weapon the beginning of your next turn, you gain a number of
that deals slashing damage, you gain 30 feet of additional reactions equal to your Proficiency bonuses.
Blindsight against the selected creature for 1 minute, For the duration, creatures within 15 feet of you
until you or the target drops to 0 hit points, or you fall provoke attacks of opportunity when they take any
unconscious. You may use this stance twice per long action. Your melee weapon attacks gain the reach 3
rest. quality while you are in the overflowing malice stance.
Haunting Siphon. When you would reduce a creatures hit Attacks of opportunity that score a successful hit on a
points using a melee weapon that does slashing target can trigger up to two Flurry Techniques instead of
damage, until the end of your next turn, the target 1.

LAST STEP: PHANTASM STANCE


cannot regain hit points by any means.
Ghastly Execution. When you would reduce a creatures hit
At 20th level, your presence on the battlefield is a
points to 0 using a melee weapon that does slashing
ghastly visage of ghoulish attacks, and dastardly blades.
damage, the damage is delayed until the beginning of
Your Strength or Dexterity (your choice) and Wisdom or
their next turn. You gain an additional Action, which
Intelligence scores (your choice) increase by 2. Your
can be used to take the attack action using a melee
maximum for those scores increases by 2.
weapon attack that deals slashing damage, targeting
Additionally, when you would roll flurry die you roll an
another creature you can reach with your remaining
additional flurry die. This is in addition to First Step: A
movement. If you would reduce another creatures hit
Single Drop. When you would roll a flurry die, if the result
points to 0 using this new attack, delay the damage as
of the roll on the roll is less than 4, The result becomes 4.
you did prior, gaining a new action with the same
limitation as before. You can gain a number of
additional actions this way three times per rest.

131
PRIMAL WEAPON FORM Provocation. As an action, you select one creature you can
see within 30 feet of you. You mark them with a special
The Weapon specialist who trains in the art of the Primal
nature seal. For the next minute, each time you score a hit
Weapon, infuses their attacks with their natural born Nature
with a Bukijutsu you cast, the seal grows in size, gaining 1
Release, releasing powerful elemental strikes with each
charge. This special seal can hold up to 10 charges. As a
attack.
bonus action on your turn, you can trigger this seal to

PRIMAL WEAPON TECHNIQUES


detonate, dealing 1d8 damage of a type equal to your
chosen nature releases corresponding damage type for
Starting at 3rd level, Select one nature release keyword.
each charge present when it detonated.
(Earth, Wind, Fire, Water, or Lightning Release). You gain the
Primal Penetration. As a Bonus action, you magnify your
ability to learn jutsu with the select nature release. If you
nature releases power. For the next minute, you ignore
select a Nature Release you already have, you can instead
resistance to your Nature Releases corresponding damage
learn one Jutsu of the chosen nature release that you qualify
type. You can only use this feature twice per rest.
for. You also learn additional Flurry Techniques that
supplement your Primal Weapon form.
PRIMAL BLADE
Primal Reverb. When you would use the Chakra Strike Flurry Beginning, at 6th level, you learn to manifest a weapon
Technique with a weapon attack, all creatures of your made of pure chakra. Once per turn at no action cost, you
choice within 5ft of the target take damage equal to your can manifest or unsummon your primal weapon. The
flurry die + your Ninjutsu ability modifier of your chosen weapon manifested must be one you have as a Weapon
nature release’s corresponding damage type. (Water Focus. This weapon is Chakra Enhanced, its damage counts
Release = Cold). as both its original weapons damage type and as your nature
Primal Strike. When you hit a creature with a weapon attack, releases corresponding damage type for the purpose of jutsu
you can spend 1 a bonus action to force them to make a and Weapon Specialist class feature interactions. This
constitution saving throw. On a failed save, they suffer 1 weapon gains all weapon seals and properties from any one
rank of your Chosen Nature Releases Primal Effect found weapon you currently have as your Weapon Focus.
on the Primal Effect table at the end of this class Additionally, you can use up to two Flurry Techniques
description. granted by the Primal Weapon subclass while using your
Primal Pulse. When you take damage, as a reaction roll 1 Primal Weapon.
Flurry Die, and record the result. You gain temporary Hit Finally, for the duration of your Primal Weapon, if
points equal to 3 x the result of the flurry die until the end yourself or a willing creature casts a Bukijutsu while within
of the current turn. 15 feet of you, you can spend 5 chakra to enhance it, giving
the jutsu cast your chosen nature release keyword, and
PRIMAL WEAPON STYLES adding 1 flurry die to its damage roll.
Also, at 3rd level, you get to choose a Style that supports
your combat ability. You know 1 style from the following PRIMAL POWER
list, and gain more as you gain levels in this class based on Starting, at 13th level, the first time each turn, you would
the Styles Known Table of the Weapon Specialist. inflict your chosen nature releases Primal Effect condition
Primal Riposte. As a Reaction, when you see a creature within as a result of a Bukijutsu you cast or Weapon special class
60 feet of you cast a Ninjutsu, Taijutsu, or Bukijutsu that feature, that condition is magnified, increasing the number
would deal damage, you can cast a Bukijutsu you know of ranks they gain by +1.
with a casting time of 1 Action. This Bukijutsu gains the Additionally, when a target within range of your weapon
Clash keyword if it didn’t prior, and you immediately fails a saving throw for a jutsu you cast that deals your
initiate a Clash. If the triggering Ninjutsu does not have nature releases corresponding damage type, you can cast a
the Clash keyword, they make their Clash check at Bukijutsu finisher as a bonus action that turn, gaining its
disadvantage. You may use this feature twice per short finisher effects.
rest.
Primal Edge!. As a Bonus action on your turn, you bathe your
weapon in your chosen Nature Release. For the next
minute, your weapons damage counts as both its original
damage type, and your chosen nature release’s
corresponding damage type for the purpose of triggering
features or other jutsu you cast. Additionally, when you
deal damage with your weapon as a result of a weapon or
Taijutsu attack, you deal additional damage equal to 1
Flurry die of your chosen nature releases type for the next
minute. You can use this feature a number of times equal
to your proficiency bonus per long rest.
Primal Cloak. As a Bonus Action on your turn, you spend 1
chakra die and coat your body in your chosen Nature
Release. For the next minute, you speed is increased by 10
feet, you gain resistance to your chosen nature releases
corresponding damage type and when you deal damage of
your nature releases corresponding damage type, you add
1 flurry die to the damage dealt.

132
MASTER OF THE PRIMAL PRIMAL E FFECT T ABLE
Starting, at 20th level, your presence on the battlefield is an
explosion of the elements and weapons. Your Strength or Nature Release Condition
Dexterity (your choice) and Intelligence scores increase by Earth Release Bruised
2. Your maximum for those scores also increases by 2.
Additionally, you can use your Action and 3 Chakra die to
Wind Release Bleeding
gain the following benefits for 1 minute. These effects end Fire Release Burned
early if you are incapacitated or fall to 0 hit points. Once Water Release Chilled
you’ve used this feature, you can’t use it again until you
Lightning Release Shocked
finish a long rest:
• You gain Resistance to Slashing, Piercing and
Bludgeoning Damage.
• Once per turn, when an ally takes the attack action
within 30 feet of you, you may add 2 Flurry die to their
damage roll, of your chosen nature releases damage
type.
• When you cast a Jutsu of your chosen Nature Release,
you can take the Attack Action, as a bonus action.

133
RANGER FORM Rangers Aim. Once per turn, you can as a Bonus action
take aim at a creature you can see within range. The
Weapon Specialist who focuses on the Ranger form,
next Ranged Taijutsu attack you make with a
exploiting the superiority of ranged combat. Ensuring they
Bukijutsu is made at advantage.
keep distance from their targets and overwhelm them with
Pinpoint Attacks from a safe distance. CURVED SHOT
Starting at 6th level, you learn how to work all the angles
RANGER TECHNIQUES of a battlefield to your advantage. Once per turn, when
Starting at 3rd level, you learn additional Flurry Techniques
you would miss a ranged Taijutsu attack with a
that supplement your Ranger Form.
Bukijutsu, you may add one Flurry Die to the attack roll,
Blinding Shot. When you would use the Chakra Strike Flurry increasing the attack roll total by the result, potentially
Technique with a ranged weapon attack, you attempt to turning a miss into a hit.
blind the affected target, striking them in the eyes. The
target must make a constitution saving throw, being QUICK DRAW
Blinded until the beginning of your next turn on a failed Beginning at 13th Level, you learn to perform miracles
save. with your ranged weapons. On your first turn in combat,
Brutal Shot. When you would hit a creature with a ranged if you are not surprised, you can use your attack action to
weapon attack, you can spend a Bonus action, adding 2 attack creatures that have not acted yet. Choose up to 6
flurry die to the damage roll. The target must then make a creatures that you can see within 90 feet of you. Make a
Strength saving throw being Dazed on a failed save until ranged weapon attack targeting each creature. On a hit,
the end of their next turn. you deal your weapons damage and can apply a Flurry
Crippling Shot. When you would hit a Creature with a ranged Technique to each attack made this way. Once you’ve
weapon attack, you can spend 5 chakra, adding 1 flurry die used this feature you must complete a rest before you
to the damage roll. When you do, the target must make a can use it again.
Dexterity Saving throw. On a failed save the targets
movement is reduced by half, are knocked prone and UNMATCHED EFFICIENCY
makes their next Dexterity saving throw they make before At 20th Level, you have an unmated efficiency for your
the end of your next turn a penalty equal to 1 flurry die. agility. Your Dexterity and Wisdom scores increase by 2.
Your maximum for those scores increases by 2.
RANGER STYLES Additionally, once per turn if a ranged weapon attack
Also, at 3rd level, you get to choose a Style that supports you make, misses a target creature you can treat the
your combat style. You know 1 Style from the following List, miss as a hit. Alternatively, if you fail a Dexterity or
and gain more as you gain levels in this class based on the Wisdom saving throw, you may treat it as a success. You
Styles Known Table of the Weapon Specialist. can use each of these effects twice per rest.

Shuriken Slinger. Ranged Bukijutsu you cast that uses Kunai,


Shuriken or Senbon as Components deal additional
damage equal to 1 Flurry Die. Additionally, you do not roll
an ammunition die for the jutsu cast.
Dead-eye Stance. You gain a bonus to damage rolls
made with ranged Taijutsu Attacks using a
Bukijutsu, equal to 1 Flurry die while attacking
a creature within 15 feet of you. Additionally,
attacking a creature within 5 feet of you does
not impose disadvantage on your ranged
attacks.
Double Jeopardy. When you cast a
Bukijutsu, that uses a ranged weapon
or a weapon with the Thrown
Property, that would force a
creature to make a Saving throw, a
creature that fails the saving
throw takes additional damage
equal to 2 Flurry Die. If they fail
by 5 or more, they take additional
damage equal to 3 flurry die. If
they fail by 10 or more, they take additional
damage equal to 5 flurry die.
Creating Distance. Once per turn, when you make a ranged
Taijutsu Attack using a Bukijutsu, your movement speed
increases by 15 feet while you are moving away from the
target creature, until the end of your next turn. Your
movement until the end of your turn does not provoke
attacks of opportunity.
Keen Eyed Stance. Once per turn, when you score a
critical hit with a ranged Taijutsu attack using a
Bukijutsu, you may add 2 flurry die to the damage
roll.

134
SAMURAI FORM Defensive Draw. As a Bonus Action, you enter a defensive
stance. Roll 1 flurry die and record the result. Until the
Weapon Specialists who focuses on the Samurai form, learn
start of your next turn, you gain one of the following
the unique fighting style of the Samurai, allowing a blend of
benefits and can use the selected effect a number of
both Ranged and Melee combat from using the Katana, the
times equal to your flurry die result;
Naginata to the Bow & arrow, they are specialists in both • Melee attacks that target you trigger an attack of
forms of combat able to adapt to the situation at hand and
opportunity that does not cost your reaction. You may
pull victory through Skill and unmatched talent.
use any Flurry Technique in addition to this attack.

KENJUTSU TECHNIQUE
• When a Ranged attack would target you, make an
attack roll. If the result of your attack roll is more than
Starting at 3rd level, you learn additional Flurry Techniques
the triggering creatures attack, you negate their
that supplement your Samurai Form.
attack.
Frenetic Draw. When you would use the Chakra Strike Iatsu Draw. By spending your Bonus Action and Reaction
Flurry Technique with a weapon attack, the target on your turn, you can enter a quick strike stance. Your
must make a Strength saving throw. On a failed save next melee weapon or taijutsu attack as the result of a
they gain disadvantage on all attacks and skill checks Bukijutsu, before the end of your turn, adds your
they make against you until the end of their next turn. Weapon Specialist level to your next attack and
Riposte. When another creature damages you with an attack, damage rolls.
you can as a reaction, use your Flurry Die to attempt to
deflect the attack. When you do so, the damage you take is CIRCLE OF PROTECTION
reduced by two Flurry Die + your Weapon Specialist level. At 6th Level, you learn to fend off attacks directed at
If you reduce the damage to 0 you can immediately make you, your allies or other creatures nearby. If you or a
two weapon attacks against the triggering creature as creature you can see within 10 feet of you is hit by an
part of the reaction. You can spend chakra to increase attack, you can spend your reaction to ward both the
your Ripostes potency. For every 5 chakra you spend, you creature and yourself. Roll 2 flurry die and reduce
roll 1 additional Flurry die, reducing damage further, by incoming attack results by the result. Benefiting
the result. You can only increase the number of Flurry die creatures must be within 10 feet of you to continue to
this Technique uses to a maximum of 5. gain this benefit. You can use this feature twice per long
rest.
SAMURAI STYLES
Also, at 3rd level, you get to choose a Style that supports ENHANCED STRIKES
your combat ability. You know 1 Style from the following Starting at 13th Level, your weapon is constantly being
List, and gain more as gain levels in this class based on the fed your chakra, enhancing its offensive potential.
Styles Known Table of the Weapon Specialist. Whenever you hit a creature with a weapon attack using
Aggressive Draw. As a Reaction on your turn, you can take an a weapon you have as your Weapon Focus, the creature
aggressive stance. Until the end of your turn, double your takes extra damage equal 1 flurry die.
speed and jump distance. You gain an additional bonus
action, which you can only use to Dash. Additionally, MASTER OF FOCUS
At 20th level, you might overwhelm even the most
when you Dash or Jump, you have advantage on the first
implacable of foes. Your Strength and Constitution
taijutsu or weapon attack you make against each creature
scores increase by 2. Your maximum for these scores
within range of your weapon where you land or end your
increases by 2.
movement.
Additionally, as an action, you can spend 3 Chakra die
Blade Draw. As a reaction to a creature missing, you with an
to gain the following benefits for 1 minute:
attack, you may spend 5 chakra. When you do, you gain
temporary hit points equal to your Weapon Specialist • You have resistance to Slashing, Bludgeoning or
level for the next minute, and make a weapon attack piercing damage.
against the triggering creature if they are within range. • When an ally within 30 feet of you takes the Attack
On a hit, they gain disadvantage against you for the action, they can make one additional attack as a part
remainder of their turn. You can use two Flurry of that same action.
Techniques in addition to this attack. • Your attack rolls can’t suffer from disadvantage.
Fighting Spirit. As a bonus action on your turn spend 1 Hit • Whenever a creature hits you with a melee
Die to give yourself advantage on one weapon attack attack, it takes force damage equal
made before the end of the current turn. When you do so, to half of the damage you take
you also gain 10 temporary hit points. Beginning at 10th from the attack.
level, this increases to two attacks and 20 temporary hit • Enhanced Strikes now counts for
points, and at 20th level its 3 attacks and 30 temporary hit Bukijutsu that use chosen weapon.
points. Temporary hit points gained from this feature last
for 1 minute.
Crashing Wave. Once per turn, on your turn, you may spend 5
chakra. When you do, until the end of your turn, you reroll
1’s and 2’s for; Attack rolls, skill checks, and Saving
throws. You must use the new results. If you roll a Natural
20 as a result of this feature, the next attack you make
that deals damage to a creature deals additional damage
equal to 3 Flurry die.

135
SLAYER FORM Cooperative Strike. Once per turn, when you score a hit
against a creature within 30 feet of you, that an allied
The Weapon specialist who practices the art of Slaying,
creature also within 30 feet of you, has hit with an
become consummate hunters, who live for the chase and
attack within the last round, you ignore all resistance
the deadly stroke that brings it to a close. Slayers spend
and damage reduction the affected creature may have.
most of their time honing their weapon skills, studying
Lethal Range. Once per turn, on your turn, select one
the habits and anatomy of foes, and practicing unique
creature who is a Studied Target. When you do,
combat maneuvers.
increase the range of melee taijutsu or weapon attacks

SLAYER TECHNIQUES
you make until the end of your turn, increase by 10
feet, and deal additional damage equal to 1 flurry die.
Starting at 3rd level, you learn additional Flurry
Alternatively, the range of ranged taijutsu or weapon
Techniques that supplement your Slayer Weapon Form.
attacks, increase by 20 feet and on a hit can benefit
These Flurry Technique effects all refer to a unique
from two flurry techniques this turn. Once you use this
ability which allows them to Study a creature. A
Style, you cannot gain its benefits until the end of your
creatures studied by any of these effects are hereby
next turn.
known as a Studied Target for the purpose of Class
Poisonous Slay. You gain expertise with a Poisoners kit.
features that refer to it. You can only have one Studied
When making a poison, reduce the DC to make the
Target at a time.
poison by 3. When dealing damage to a creature with a
Studied Defense. As a bonus action, you may select and weapon coated in a poison you’ve created, increase
study one creature within 30 feet of you. Until the your critical threat range by 1. When a creature must
beginning of your next turn, you gain a bonus to your succeed on a saving throw to resist a poison you’ve
Strength and Dexterity saves and skill checks equal to made, you may use your Taijutsu save DC or the
1 Flurry die, against the studied creature and any Poisons DC, whichever is higher.
Jutsu, features, traits or attacks it may use against Reaping Stalker. Once per turn, when you would deal
you. If you use this effect while currently gaining the damage to a creature marked as your Studied Target,
benefits of another Slayer Flurry Technique, you who is either Surprised, Adjacent to an allied creature
immediately end that other Flurry Technique. who is not unconscious, incapacitated or dead, or
Studied Tracking. As a bonus action, you may study one whom you have advantage against; Increase your
creature within 30 feet of you, gaining a bonus to your critical threat range by 2. You can use this feature once
Deception, History, Insight, Investigation, Perception, per short rest.
and Survival checks made against that creature, equal Vicious Technique. Once per turn, when you score a
to 2 Flurry Die. You can maintain the benefits of this critical hit with a bukijutsu, you may at half the Jutsu’s
technique for 1 hour. If you use this effect while original cost, recast the Jutsu as a bonus action, if able.
currently gaining the benefits of another Slayer Flurry If you score a critical hit with the jutsu a second time
Technique, you immediately end that other Flurry using this feature, treat all 1’s and 2’s as 3, when
Technique. calculating damage.
Studied Strike. When you would use the Chakra Strike
Flurry Technique with a weapon attack, you study the STALKING PREDATOR
affected creature. While studied, you gain a bonus to Beginning, at 6th level you have become a hunter
weapon damage, against the studied target equal to 1 unmatched by most. Once per turn, when you would deal
Flurry Die. This bonus damage only triggers once per damage to a creature when you have advantage on the
turn when you deal damage with a weapon attack. You attack roll, an ally who is not unconscious, incapacitated
can maintain the benefits of this technique for 1 or dead is adjacent to the target creature or the target of
minute or until combat has concluded. If you use this the attack is surprised, you deal additional damage. This
effect while currently gaining the benefits of another damage is 2d6 of the triggering damage type and
Slayer Flurry Technique, you immediately end that increases by 1d6 at 9th (3d6), 12th (4d6), 15th (5d6), and
other Flurry Technique. 18th (6d6) levels. If you score a critical hit, you do not
double the damage die, you instead treat all 1's as 2 when
SLAYER STYLES calculating damage.
Also, at 3rd level, you get to choose a Style that supports Additionally, when you would make a skill check
your combat ability. You know 1 style from the following using; Deception, Intimidation, or Stealth. You may add
list, and gain more as you gain levels in this class based one Flurry Die to the check.
on the Styles Known Table of the Weapon Specialist.
Blood Reader. Once per turn, select one creature you can QUARRY
see, who is a Studied Target. Make a Survival Check Starting, at 13th level, you can Study up to two creatures at
using either Wisdom or Intelligence vs a DC (8 + The once. Also, as an action, you can select one creature you
creatures Level.) On a success, you become aware of can see that is currently your Studied Target to instead,
the creatures current Hit Point total. You can use this become your Quarry. A Quarry counts as a Studied Target
feature once per creature, per short rest. If you use for the purposes of interacting with Flurry Techniques &
this feature against another creature, you lose Slayer Styles, that requires a Studied Target. A creature is
awareness on the previous creatures hit points marked as your Quarry until you complete a Full-Rest, they
regardless if you pass or fail. reach 0 hit points, are removed from the same dimension,
or you removed them as a bonus action. Flurry Techniques
that would end a Studied target as a result of switching
effects, does not end your Quarry. Your Quarry is always
gaining the benefits of the original Studied Target effect
and whatever Studied target effect is currently active, (if
any).

136
In addition, while within 60 feet of your Quarry, you • Paralyze: Roll 1 Flurry Die. The target is paralyzed, a
ignore difficult terrain and your movement speed cannot number of their turns, equal to the result of the roll.
be reduced by any means. • Bleed: Roll 4 Flurry Die. The target gains a number of
Finally, you can have no more than 1 Quarry at a time bleed stacks, equal to the result.
and if you kill your quarry or you reduce their hit points • Cripple: Roll 2 Flurry Die. The target reduces their
to 0, you cannot use this feature again until you movement speed by 5 x the result of the roll for the
complete a long rest. If you find proof that your Quarry next hour. If all of their movement speed types are
has been killed or is dead as the result of another reduced to 0, they are instead restrained and grappled
creature other than yourself or an allied creature, you for a number of minutes equal to the result of your
instead cannot use this feature again until you complete flurry die
a short rest.

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

137
PUPPET MASTER CREATING A PUPPET MASTER
A Ryu sits in a tree, watching over her target as they When creating a Puppet Master, think about your
approach. A smile spreads across her face as she open up the characters background and drive to be a shinobi. Does
giant box, she carried with her, removing the giant the character have a rival? What drove your character
mechanical scorpion and dropping it onto her target, down the path of ninja puppetry? Is it about curiosity
enclosing them inside it. and invention, or about the power their puppets bring?
With a loud explosion, a figure lands in the middle of the Did your character learn from another puppet crafter, or
battlefield. As the dust clears, a hulking presence stands receive a vision or flash of inspiration to learn their
amidst the war-torn battlefield, a giant humanoid of wood craft?
and steel. The creaking head swivels to inspect the wreckage. Consider how your character interacts with the world,
It raises one of its 4 arms, and a beam of chakra lances out and what they represent. Consult your DM regarding
towards an enemy. brigades, guilds, or societies your character might
These shinobi, different as they might be, are connected belong to.
by one common factor: they are masters of the art of ninja
puppetry. This fighting form was created in Sunagakure, QUICK BUILD
utilizing chakra threads to control specialized ninja tools. You can make a Puppet Master quickly by following
The puppets that these ninja use are hand-crafted, and these suggestions. For Black, Red, Green, or White
special to each puppeteer. They are equipped with weapons, Technique, make your highest ability Intelligence,
traps, poisons, and various other mechanisms. These followed by Constitution or Dexterity; for Blue or
puppets are incredibly difficult to use, and are only usable by Purple Technique, make Strength your highest,
those who have dedicated their lives to the art. followed by Constitution. Second, choose Hatake,
Nara, Jiton, or Non-Clan.
CHARACTER INSPIRATIONS
When designing this class, it was built with the intent to
allow players to utilize ninja puppets of different types,
specializing in one or two. Players would be able to
create and utilize puppets for stealth or combat, while
keeping themselves a little safer than others, or use
them to gain new abilities for themselves. The characters
this class is pulling inspiration from are as follows:
Kankuro, Sasori, and Chiyo.

138
CLASS FEATURES PUPPET TOOL
Beginning at 1st level, you craft a Puppet Tool to carry
HIT POINTS out your orders and protect you. Your Puppet Tool starts
Hit Dice: 1d8 per Puppet Master level with the statistics below; You learn the Mending E-Rank
Hit Points at 1st Level and beyond: 8 + your constitution Ninjutsu, which does not count against your known.
modifier A Puppet Tool acts under your command via your
chakra threads, thus, if you are unable to make Chakra
CHAKRA POINTS Threads, you cannot control your Puppet. You can
Chakra Dice: 1d10 per Puppet Master level command a Puppet to move on your turn, and you can
Chakra Points at 1st Level: 10 + your constitution spend your action or bonus action to command a Puppet
modifier to take an action and bonus action, once per turn. A
Chakra Points at Higher Levels: 1d10 (or 6) + your Puppet has one bonus action per round, and it can only
Constitution modifier per Puppet Master level after be used to activate upgrades or Puppet Master features.
1st. You can also use your reaction, to have your Puppet take
a reaction.
PROFICIENCIES A Puppet Tool increases one of its ability scores by +2,
or two ability scores by +1, when you gain an Ability
Armor: Light armor, Medium Armor
Score Improvement/Feat from this class. A Puppet Tool
Weapons: Simple Weapons, Battle Wires, Hand
can have no more than 20 in an ability score as normal.
Crossbows, Heavy Crossbows, Fuma-Shuriken
While connected to a Puppet Tool or in contact with it,
Ninja Tools: Armorsmith kit, Weaponsmith kit.
as an action, you can cast the Mending Ninjutsu to
Saving Throws: Strength, Constitution, Intelligence
restore a number of its hit points equal to 2d6 + half your
Skills: Crafting, Choose three from Chakra Control,
Puppet Master level. This die increases to 2d8 at 9th
Deception, History, Insight, Intimidation,
level and 2d10 at 15th level of this class. Alternatively,
Investigation, Ninshou, Perception, Nature, Sleight of
you can cast Mending for its entire duration while within
Hand, Stealth
5 feet of the Puppet Tool. If you do, it recovers half of its

EQUIPMENT maximum hit points. After healing the Puppet Tool this
way, if it isn't destroyed after 1 minute, your chakra pulls
You start with the following equipment, in addition to
it back together, regaining its full hit points.
the equipment granted by your background:
On a full rest, you can spend 1 charge of an
• (a) a Hand crossbow and one stack of bolts or (b) any Armorsmith or Weaponsmith kit to scavenge an existing
two simple weapons Puppet Tool to create a new one, or completely replicate
• (a) One Kunai stack or (b) One Shuriken stack a destroyed Puppet.
• (a) Padded Armor or (b) Combat Jacket You store your Puppet Tool in a special reusable
• Crafter’s pack, and 1 paper bomb weapon scroll. You can store your Puppet Tool into this
scroll as an action, and you can release it as part of
JUTSU CASTING rolling initiative or at any point on your turn. The size of
the scroll reflects the puppet's size.
NINJUTSU Starting at 6th level when you do not command a
Ninjutsu save DC = 8 + your proficiency bonus + your Puppet you are connected to on your turn, that puppet
Intelligence modifier takes the dodge action. You also do not need to use your
Ninjutsu attack modifier = your proficiency bonus + reaction to command a Puppet to take its reaction.
your Intelligence modifier

GENJUTSU
Medium Construct, Proficiency = Puppet Master’s Proficiency
Genjutsu save DC = 8 + your proficiency bonus + your
Wisdom modifier (your choice)
Genjutsu attack modifier = your proficiency bonus +
Hit Points 4 + [(5+Constitution modifier) x Puppet Master level]
your Wisdom modifier (your choice)
Speed 30 ft.

TAIJUTSU
Taijutsu save DC = 8 + your proficiency bonus + your 15 (+2) 13 (+1) 13 (+1) 5 (-3) 5 (-3) 5 (-3)
Strength modifier
Taijutsu attack modifier = your proficiency bonus + your
Strength modifier

CHAKRA THREADS
Beginning at 1st level, as a Puppet Master you learn the
Chakra Hands E-Rank Ninjutsu for free. When you cast
this jutsu, it takes the form of strings that extend from Senses Passive Perception 7
your fingertips. Chakra Hands no longer costs chakra nor
an action to cast, and its duration becomes 10 minutes. Bound. A Puppet is bound to its user via chakra threads and can be no more
The maximum weight your strings can lift is multiplied than 500ft. from you. If the strings are not bound to the Puppet, it cannot
by your proficiency bonus. move or take actions of any kind. If a creature other than its creator uses
At 9th level, losing the ability to mold chakra does not chakra threads to manipulate the puppet, it cannot use any Upgrades.
prevent you from using your Chakra Threads.
Hollow Shell. Puppet Tools cannot be affected by Genjutsu.
Mechanical Limits. Puppets cannot cast jutsu (or have such jutsu cast through
139 them), or use effects, that increase its ranks of exhaustion or make Clones.
TACTICS OF THE CRAFT Additionally, you reduce the downtime and ryo needed
to craft chakra-enhanced items by -25%. You also
While Puppet Masters possess unique and powerful
increase weekly market value for crafting non-chakra-
bukijutsu in the form of a puppet, they are aware of the
enhanced items by +50 Ryo.
obvious flaw of their technique: placing all of their cards
At 13th level, the downtime and ryo reduction
into another body which can be destroyed. As such,
increases to -50%, and you increase your weekly market
Puppet Masters prepare for this outcome by adopting
value by +100 Ryo instead.
Tactics to use that do not require their Puppet to
function. These Tactics can be found at the end of this
class description.
ABILITY SCORE IMPROVEMENT/FEAT
Beginning at 2nd level, you gain one tactic. At 11 th When you reach 4th and again at 8th, 12th, 16th, and
level, you gain a second tactic. You can change your 19th, level, you can increase one ability score by +1 & a
chosen tactics when you gain a level in this class. Feat of your choice that they qualify for. As normal you
can’t increase an ability score above 20 using this
PUPPET TECHNIQUE feature.

At 2nd level, you focus on a specialized technique of


puppetry, each of which are detailed at the end of the
EXTRA ATTACK
class description. Your choices grant you features at 2nd, Beginning at 5th level, you can attack twice, instead of
6th, 10th, 14th, 17th and 20th levels. once, whenever you take the Attack action on your turn.
Also, your puppet can make one attack in place of one
PUPPET UPGRADES of your own when you take the Attack action.

At 2nd level, you gain access to Upgrades, to improve


your Puppet Tool's performance. Each Puppet Technique
GENERALIZED SKILL
has its own exclusive list of Upgrades, listed below their Puppet Masters spend a lot of their time researching and
features. You start with 2 Upgrades, and gain additional preparing, not just for crafting their puppets, but to
Upgrades as indicated on the Puppet Master class table. prepare for all kinds of situations. Also at 5th level, you
During a long rest, you can spend charges of your add half your proficiency bonus to all skill checks that
armorsmith kit or weaponsmith kit to swap out your you aren't proficient in, and you can take the Help action
Upgrades. For each charge you spend, you can replace a as a bonus action.
number of Upgrades equal to your Intelligence modifier. When you take the Help action to assist an ally in
During a full rest, while you have an armorsmith kit or attacking a creature (your Puppet Tool counts as an
weaponsmith kit, you can swap out any number of allied creature), the target of the attack can be within 30
Upgrades or change your puppet's chassis. feet, instead of 5 feet, provided your ally can see and
Not all Upgrades are created equal. Some Upgrades can hear you.
only be acquired once you reach a certain level, shown on
the class table and represented by material-based tiers. TOOL EXPERTISE
For example, at 5th level, you can take up to Starting at 7th level, you double your proficiency bonus
three Wood tier Upgrades. You can always choose to with checks using tools and kits you have proficiency in
expend slots of higher tiers to gain more lower tier that are granted by this class (This is expertise ). You can
Upgrades. For example, at 6th level, you choose to take also seal 5 extra bulk into an item scroll, as you enhance
five Wood tier Upgrades, and one Bronze tier Upgrade, or its sealing properties.
simply take six Wood tier Upgrades. Additionally, when you use a jutsu scroll you can
choose to use your relevant modifier instead of the static
CHAKRA ENHANCED RETROFIT jutsu attack and Save DC calculations.

ALWAYS PREPARED
Beginning at 3rd level, your study of chakra-enhanced
items and crafting allows you to easily equip seals.
Your Puppet Tool gains a number of seal slots equal to Beginning at 15th level, you always come prepared for
2 + your proficiency bonus. You can place both Armor whatever mission you take. You and your Puppet Tool
and Weapon seals on your puppet (Weapon Seals affect gain an additional +5 to your maximum bulk (Or you
its natural weapons and Upgrades simultaneously.) If gain a +10 to your max bulk if you do not have a Puppet).
you do not have a Puppet Tool, select 1 weapon or armor Twice per full rest, while taking a short or long rest,
you have to gain the benefits of this feature. This you can convert up to 1 charge of a Toolkit or one
Weapon or Armor can be resealed without destroying it. Medical pill to be as if it was a Toolkit or Medical Pill of
one quality higher. Alternatively, using this feature, you
can convert it to be two uses of a lower quality Toolkit or
Medical pill.
Additionally, you can change your Puppet Upgrades as
if you took a long rest, during a short rest instead, so
long as the Upgrades being exchanged are of a tier equal
to or less than the current rank chosen.
At 18th level, after a rest of any type, you can select
and create a temporary version of an Upgrade from your
Puppet Technique you are qualified to take but do not
have. This Upgrade must be of Silver tier or lower. You
have this Upgrade until you complete a rest, during
which you can select a temporary Upgrade with this
feature again.

140
PUPPET MASTER TACTICS
AGILE TACTICS
You prioritize staying as far as you can from battle. You
can take the Disengage or Dash actions as a bonus
action, and can take the Hide action even when
lightly obscured.
At 11th level, the first attack you make per
round while Hidden does not automatically
reveal you This includes attacks made with your
Puppet Tool.

DEFENSIVE TACTICS
You prioritize defense and survivability.
Reduce the cost of any jutsu with the casting
time of 1 reaction that would provide you with
any bonuses to saving throws, AC, or grant you
damage reduction or temporary hit points, by an
amount equal to the jutsu's rank. (D-Rank: 1, C-
Rank: 2,B-Rank: 3, A-Rank: 4, S-Rank: 5)
At 11th level, when using any jutsu that gives
you a bonus to saving throws or AC as a reaction,
for the first save you make or first attack against
you, increase your saving throw or AC by half your
Intelligence modifier. For jutsu that give damage
reduction or temporary hit points, increase the
amount gained by twice your Intelligence modifier,
once per casting.

OFFENSIVE TACTICS
You prioritize offensive capability over everything
else. Once per turn, you can add your Intelligence
modifier to an instance of damage you deal yourself
or with your Puppet Tool. You can also make 1
weapon attack as a bonus action.
At 11th level, you can add your
Intelligence modifier to an attack
you or your puppet makes up
to twice per turn.

RESOURCEFUL
TACTICS
You prioritize preparation
over everything else. You gain
proficiency in an additional 2
Toolkits, and gain a +1d4 to any rolls
to craft or utilize any Toolkit-based
actions. You can also use Explosive Tools as a bonus
action, a number of times equal to your Intelligence
modifier per long rest.
At 11th level, this becomes every short rest.

SKILL-BASED TACTICS
You prioritize adaptability and aiding your allies. Select a
number of skills equal to your Intelligence modifier.
Your Puppet Tool can use your skill bonuses in place of
their own for these skills. If you do not have a Puppet
Tool that could benefit from this tactic, choose two skills
you are not proficient in. While you have this tactic, you
are proficient with these skills.
At 11th level, when you would use a Skill-Based
Action (Chapter 6., SHB) that would normally require you
to use your action, you may instead perform it with your
bonus action.

141
BLACK TECHNIQUE ~ PUPPETEER DEDICATION TO TRADITION
Starting at 6th level, you know how to get exactly what
A Puppeteer is a Puppet Master that has committed
you need. Poisons you buy are of the highest quality. You
themselves to creating a true, pure work of puppetry. A
gain a +1 to Save DCs when you or your Puppet would use
painstaking life ambition of continuous planning and
a poison. This increases to a +2 to at 17th level.
learning.
Additionally, once per round, after you or your Puppet
Why a Puppeteer embarks on the quest to create this
Tool take the Attack action, you can cast
artistic construct can vary. For many, it is the pure
the Mending jutsu, ignoring its listed casting time.
pursuit of crafting the perfect creation, while for others,
it is simply so they do not have to carry around their
PUPPET MANIPULATION TECHNIQUE
loot, or to have a loyal companion to always count on. Starting at 10th level, your ventriloquial abilities have

BLACK TECHNIQUE PROFICIENCY


improved to the point where the motions feel almost
instinctual. Once per round, you can command one
When you choose this technique at 2nd level, you gain
Puppet Tool without using your action or bonus action.
proficiency in Chakra Control and Stealth.
You cannot command this same Puppet Tool again using
You gain proficiency in Poison Kits and you can use
your action or bonus action for the remainder of the
your Ninjutsu Save DC for the poison you or your
current round.
puppets inflict, instead of the set DC. Additionally, all
Poison Kits you buy or make have 2 extra uses.
NOXIOUS HANDIWORK
Lastly, you gain an additional Tactic from the Tactics Starting at 14th level your continuous exposure to
of the Craft feature. poisons has left you more resilient than most. You gain

PUPPETEER CHASSIS
resistance to poison damage and have advantage on
saving throws that would inflict the poisoned or
Starting at 2nd level, you select a type of chassis for your
envenomed conditions.
Puppet Tool to embody. Your selection grants your
Once per turn, when you or your puppet hit a creature
puppet new abilities, ability score improvements and
with a weapon or taijutsu attack you can spend one use
changes its appearance. Puppet Chassis are listed on the
of your Poison Kit to force them to make a saving throw
next page.
against a poison in your possession. Alternatively, as an
You also gain access to Black Iron Upgrades, which are
action, your puppet can expend both uses of a poison to
Puppet Upgrades exclusive to the Black Technique.
produce a cloud of poison in a 15-foot radius forcing all

LIFE-LIKE PUPPETRY creatures to make a Constitution saving throw or suffer


the effects of the poison.
Starting at 6th level, you realize that in order for your
Puppetry to evolve further, you must find a way to
emulate the strength of real shinobi within their various
ELEVATED DESIGN
Starting at 17th level, your dedication to the traditional
mechanisms.
ways of puppeteering has provided you with access to
You are given a choice. Choose between the following;
more upgrades that have been passed down to you from
Your choice cannot be changed later.
former Puppet Masters. All Puppet Tools you possess
• Training: By choosing this method, you choose to gain a +2 to two different ability scores. The maximums
train with the most elite of Shinobi to see how they do for these chosen scores are increased to 22.
things, and how to imitate them with your puppets. Also, you gain an additional Bronze, Silver, and Gold
Select one Puppet. This Puppet gains 1 level in any tier Upgrade. These do not count against your chosen
class of your choice, excluding this class, Upgrades.
Ninjutsu/Genjutsu Specialist, Medical-Nin, Science-
Nin, and subclasses that grant it a nature release that MASTER OF THE BLACK TECHNIQUE
you don't also have. Your selection grants the Puppet Starting at 20th level, your brilliant architectural mind
Tool the skill proficiencies and class/subclass features has created puppets that are the models of perfected
of the class. At 11th and 16th levels, you distribute design and function for Puppet Masters of the Black
another class level to the same puppet or a different Technique. What you have created will help teach Puppet
puppet, with the same class or a different one. Masters for generations to come.
• Bloodline: By choosing this method, you have At the start of each round, select one Puppet Tool you
uncovered the macabre acts of Puppet Masters hidden are commanding. This Puppet Tool adds +3 to attack
away within secret scrolls. You locate Shinobi’s corpse rolls, skill checks, and saving throws, until the start of
and integrate their remains into your puppet. You are your next turn.
considered as gaining the Bloodline, Latent feat,
only gaining 5 Bloodline Points and distributing
any purchased features amongst your Puppet
Tools. You cannot select the Hoshigaki, Inuzuka,
or Kurama clans. If you opt to purchase a hijutsu
feature, your Puppet Tool can select the chosen
clan's hijutsu if you have the Jutsu
Specialization upgrade. At 11th and 16th levels,
you gain 5 more Bloodline Points to distribute
amongst your Puppets. These can be the same clan or
different clans.

142
PUPPETEER CHASSIS WARFORGED
ASI: Strength & Dexterity scores become 16.
Below are the available Puppet Chassis. When you select
Your Puppet Tool is roughly humanoid, and comes
a chassis, you add the prefix of the chassis to your
with the robust flexibility and options that this form
puppet's name. For example, if you choose Warforged,
provides;
your puppet becomes a Warforged puppet.
• Your Puppet Tool's Strength and Dexterity become 16.
SPECIALIZED • Your Puppet Tool gains proficiency in all Simple and
ASI: +2 to any ability score of your choice Martial Weapons, and in light and medium armor.
Your Puppet Tool defies all expectations, its design When wearing armor, a Puppet adds its Dexterity
fueled by your own rampant creativity. A little less modifier to its Armor Class, up to the maximum that
robust and stable, it is far more extensible to your the armor would allow. Armor seals adorned on the
visionary plans; Puppet and on the Armorset chosen do not stack.
• Your Puppet Tool gains the Warfare Augmentation
• You can select 2 free Wood tier Upgrades to start with
Upgrade. This does not count against your Upgrade
that do not count against your Upgrade total.
total.
• Your Puppet is able to be any size you like picking from
• Your Puppet Tool gains the natural weapon Strike.
Small, Medium, or Large.
• Your Puppet Tool gains the natural weapon Slam.
Reach 5ft., one target. Hit: 1d6 + Strength Modifier +
your proficiency bonus in bludgeoning damage. On a
Reach 5ft., one target. Hit: 1d6 + Strength Modifier +
roll of a 17-20, your Puppet Tool inflicts 1 rank of
your proficiency bonus in bludgeoning, piercing, or
Bruised.
slashing damage (Pick one, when you first craft this
puppet). On a roll of a 17-20, your Puppet Tool inflicts
1 rank of a condition associated with the damage type
WINGED
ASI: Dexterity score becomes 18, Constitution score
of its weapon (Bludgeoning=Bruised /
becomes 14.
Piercing=Weakened (until end of your next turn) /
Your Puppet Tool is modeled off a flying creature.
Slashing=Bleeding)
Smaller and lighter than most, it is kept aloft by intricate

QUADRUPEDAL wings;

ASI: Strength & Constitution scores become 16. • Your Puppet gains the Quickfooted Upgrade, which
Your Puppet Tool takes on a quadrupedal design. does not count against your Upgrade total.
Larger and sturdier, it is more suitable to launch into the • Its base size becomes Small and it gains a flying speed
fray or carry its creator; equal to its movement speed.
• Your Puppet Tool gains the natural weapon Talons.
• Your Puppet gains the Bulky Build Upgrade, which
Reach 5ft., one target. Hit: 1d8 + Dexterity Modifier +
does not count against your Upgrade total. It also
your proficiency bonus in slashing damage. On a roll of
becomes Large in size.
• Your Puppet's Movement Speed becomes 35 feet and it
a 17-20, your Puppet Tool inflicts 1 rank of Bleeding.
reduces all damage it receives, that is not fire, by -2.
• Your Puppet Tool gains the natural weapon Bite. Reach
5ft., one target. Hit: 1d10 + Strength Modifier + your
proficiency bonus in piercing damage. On a roll of a
17-20, your Puppet Tool inflicts 1 rank of Weakened
until the end of your next turn.

143
BLACK IRON UPGRADES SALAMANDER
Techniques: Black
All Black Iron Upgrades use you or your Puppet’s, Ninjutsu,
Genjutsu, or Taijutsu attack bonus and Save DC. Your Puppet Tool gains an amount of burrowing speed
equal to its movement speed. While buried, it has
WOOD TIER knowledge of how many people are above it in a 10-foot
radius.
CHAKRA DISRUPTION BLADE As an action, while burrowed below a creature, your
Techniques: Black, Perfect Puppet Tool can cast the Earth Release: Headhunter
You fit your Puppet Tool with multiple small Technique jutsu, even if it does not know this jutsu.
compartments of Black Iron Sand, which is touted for
having potent chakra disrupting abilities. Twice per rest, BRONZE TIER
as a bonus action, you can activate this upgrade. When
you do, particles of sand swirl around your Puppet Tool HIDDEN BLADES
for the next minute. Alternatively, you can spend 5 Techniques: Black, Perfect
chakra to activate this Upgrade before taking a rest. You install blades within your Puppet that aren’t
When your Puppet Tool hits with a weapon attack, it immediately visible to the eye. Your Puppet Tool gains
deals an extra 1d6 chakra damage, which ignores DR, the Hidden Blade natural weapon. When your Puppet
and once per turn, an affected creature must succeed a Tool takes the Attack action, it can make an additional
Constitution saving throw or gain disadvantage on attack using its Hidden Blade. It can also use the weapon
checks to maintain concentration and increase the cost normally if it wants, and this weapon can be used as a
of all jutsu they cast by +5 until the end of their next component in jutsu. You cannot use this upgrade in
turn. A creature who fails by 5 or more has their chakra conjunction with any upgrades that replace your
completely disrupted, losing the ability to mold chakra puppet's attacks when taking the Attack action.
until the end of their next turn. On a critical hit, Hidden Blade: Melee Weapon Attack: Ninjutsu or
creatures make this save with disadvantage. Taijutsu Attack Bonus to hit, reach 5ft., Hit: 1d6 + your
At Later Levels: You can take this Upgrade as a Silver proficiency bonus in piercing damage.
tier Upgrade. If you do, your Puppet Tool gains a +1
bonus to critical threat range for weapon attacks while
IRON FORTRESS
this Upgrade is active. If they target a creature Techniques: Black
benefitting or concentrating on a jutsu, this bonus Prerequisite: Puppet Tool Constitution score of 16+,
increases to a +2. Puppet Tool cannot have Mechanical Light Shield Block.
You enhance your Puppet Tool's shielding and stationary
MECHANICAL LIGHT SHIELD BLOCK ability by installing a grand shield on its body. Your
Techniques: Black, Perfect Puppet Tool counts as half cover for Medium or smaller
You build a manipulation shortcut into your Puppet to creatures within 5 feet of it, while between them and the
defend your allies. As a reaction, when you, your Puppet attack or while riding it. Additionally, it cannot be moved
Tool, or an ally within range of half your Puppet Tool's against its will, while in contact with the ground.
movement speed would be targeted with an attack, your
Puppet moves and unfolds 4 segments down the length
IRON MAIDEN
of one of its arms on all sides, and generates a stream of Techniques: Black
chakra through each segment to form a barrier. The Prerequisite: You must have Entrapment Mechanism on
triggering creature makes their attack roll at one of your Puppet Tools.
disadvantage. Additionally, until the start of the A secret execution technique first created
protected creature's next turn, the first attack roll made by the Puppet Master Kankuro. Using
against them or the Puppet per turn, is made at your or your Puppet Tool’s
disadvantage. reaction, while a creature is
restrained by the Puppet
POISON MIST HELL Tool with the Entrapment
Techniques: Black, Perfect Mechanism, the Puppet Tool
A secret technique where the Puppeteer with this Upgrade detaches its head,
blinds their foes with a venomous arms, and legs and brandishes
haze. During a rest, you can install long, slender piercing blades. The
up to 3 Poison Tags of any quality Puppet then thrusts each of these blades
into your Puppet Tool. These tags, through the Puppet Tool restraining the
when exploded, have their poison creature, piercing the target inside.
cloud's radius increased to 30 feet, and The creature takes 5d10 piercing
the cloud takes on a purple color. damage and must succeed a
On your turn, your Puppet Tool may use its Constitution saving throw or gain
action to launch one of its remaining Poison 1d4+1 ranks of bleeding. Your Puppet
Tags at a creature within 30 feet of it. Each Tool then reforms, and the Puppet
creature within 30 feet of the target must make a restraining the creature releases
Constitution saving throw. On a failed save, a creature them. This damage ignores
suffers the effects of the Poison Tag and takes 2d8 resistance, treats immunity as
poison damage per rank of the tag, or half as much resistance, and ignores all damage
damage and no further effects on a success. If the reduction. You may use this Upgrade
tag is of a higher quality than base, the creatures twice per rest. Alternatively, you can
suffer a -1 penalty to their saving throw for spend 10 chakra to use this upgrade
each quality rank above base. without taking a rest.

144
PROSTHETIC ARM SENBON CANNON SHADOW ACTOR
Techniques: Black Techniques: Black
A technique derived from the renowned Puppet Master, In order to activate this Upgrade, you and your Puppet
Sasori of the Red Sand. Upon acquiring this Upgrade, you Tool must not be within line of sight of a creature you
install a large cannon on one of your Puppet's arms. As can see. As an action, you transform your Puppet Tool
an action, you can have your Puppet Tool fire this into a near identical clone of yourself and the Puppet
cannon at a space within 120 feet, sending a massive moves up to its movement speed and makes a melee
missile. If there is a creature in this space, make a ranged attack using any melee weapon or Upgrade that would
attack, dealing your Puppet Tool's natural weapon prompt a melee attack. This attack scores a critical hit on
damage on a hit. Regardless of a hit or miss, the an 18-20. You immediately take the Hide action after
missile's various compartments open, sending out a using this Upgrade, at advantage.
barrage of tiny senbon at creatures within a 30-foot On a hit, your "clone's" face begins to crack, revealing
radius. your Puppet's identity. The target must then make a
All hostile creatures must make a Dexterity saving Charisma saving throw at disadvantage, automatically
throw, taking 4d8 piercing damage on a failed saving failing if the Puppet Tool scored a critical hit. On a failed
throw, or half as much damage on a success. These save, they are Surprised until the end of their next turn.
senbon are also laced with poison. Hostile creatures An allied creature within 60 feet of the creature and
must also make a Constitution saving throw, at your Puppet Tool, can immediately use their reaction to
disadvantage if they failed their Dexterity saving throw, move, and use a feature or action that would normally
becoming Poisoned for the next minute on a failed save. require their action.
You can use this Upgrade twice per rest, though your You can use this Upgrade twice per rest. Alternatively,
Puppet must travel to where the missile landed and use you can spend 10 chakra to use this upgrade without
its action to place it back into itself each time it uses it. taking a rest.
POISON EXPULSION SYSTEM
Techniques: Black GOLD TIER
After accumulating so much poison in its form, you have BLACK IRON
given your Puppet Tool the ability to expel large Techniques: Black
quantities as if it were a jutsu. Your puppet gains the Prerequisite: Chakra Draining Trap/Chakra Sealing Trap
ability to cast one ninjutsu with the Medical keyword of You learn more about the secret techniques from
C-Rank or lower that deals poison, acid, or necrotic Sunagakure and begin to integrate your Puppet Tool
damage. It uses your chakra. with your new knowledge. Inside your Puppet, you place
At Later Levels: You can take this Upgrade at higher special black iron dust with powerful chakra suppressing
tiers. If you take it as a Silver Upgrade, the jutsu can be of abilities.
B-Rank or lower. If you take it as a Gold Upgrade, the While your Puppet Tool has a creature grappled and
jutsu can be of A-Rank or lower. If you take it as a restrained, using your Full Turn Action, it may release
Platinum Upgrade, your Puppet Tool gains two jutsu the sand within its body and encase the target within it
instead of one. as well as itself. The target creature is Stunned and loses

SILVER TIER
the ability to mold chakra for the duration. The creature
is also treated as being within total cover, and gains
resistance to all damage as the sand protects it. Your
MECHANICAL LIGHT SHIELD SEAL
Puppet Tool gains the same effects, preventing you from
Techniques: Black
commanding it at all.
Prerequisite: Mechanical Light Shield Block
At the end of each of the creature's turns, they can
Your Puppet Tool may now use this Upgrade in response
make a Strength or Constitution saving throw (their
to itself, an allied creature, or you taking damage.
choice) breaking free sending your Puppet Tool 60 feet
When your Puppet Tool uses this Upgrade, until the
away from them and ending the effects of this upgrade.
Upgrade ends, it reduces any damage it or the ally it is
Once you use this Upgrade, you cannot do so again
protecting receives by twice your proficiency bonus. It
until you complete a rest. Alternatively, you can spend 15
also grants itself and the ally a +2 bonus to Strength,
chakra to use this upgrade without taking a rest.
Dexterity, and Constitution saving throws until the
Upgrade ends. TRIPLE IRON MAIDEN
Techniques: Black
POISON MIST HELL: CONTINUOUS FIRING
Prerequisite: Iron Maiden
Techniques: Black, Perfect
When a Puppet Tool with the Entrapment
Prerequisite: Poison Mist Hell & Needle Wave
Mechanism Upgrade would successfully grapple a
After using the Poison Mist Hell, your Puppet Tool may
creature, you can spend 10 chakra to summon a clone of
then use its Needle Wave natural weapon's Multi-Target
your Puppet Tool to attempt to grapple a different target
option as part of the same action, affecting all creatures
within 20 feet of the original target, at advantage. This
within the poison cloud.
clone cannot take actions outside of grappling and has a
If you have multiple Puppet Tools with the Needle
number of hit points equal to your Puppet Master level,
Wave upgrade, you may use your reaction to have all
disappearing if it reaches 0 hp.
Puppet Tools target all creatures with their Needle
If both targets are restrained, when you use the Iron
Wave as well, increasing the damage dealt by one
Maiden upgrade, you can have it affect both creatures.
damage die and imposing a -1 penalty on the Dexterity
This only takes one use of Iron Maiden Upgrade.
saving throw for creatures for each Puppet Tool that
Also, your Iron Maiden Upgrade is improved with
joins after the first.
seals that block evil entities. Restrained Aberrations,
Demons, Monstrosities, or Undead have disadvantage on

145
all rolls to break free from your Puppet Tool’s JADE DRAGON
Entrapment Mechanism. Techniques: Black
THOUSAND HANDS MANIPULATION FORCE Prerequisite: Poison Expulsion System
Techniques: Black Your Puppet is able to unleash a wave of pure toxic
You have placed an incredible amount of seals in a secret destruction, akin to the breath of a dragon. By spending
compartment on one part of your Puppet Tool. As an 20 chakra, your Puppet Tool can use its action to exhale
action, you can summon an innumerable amount of a massive 120-foot cone of poison gas. All creatures
puppet arms from these seals, forcing each creature within range must make a Constitution saving throw, at
within 15 feet of your Puppet Tool to make a Dexterity disadvantage. On a failed save, a creature takes 12d10
saving throw, at disadvantage. poison damage and gains 3 ranks of envenomed. A
On a failed save, you can use an offensive feature from creature is also poisoned and slowed for the duration of
any one Black Iron Upgrade on the creature, making any their envenomed condition. On a successful saving
attacks with advantage and forcing the creature to make throw, a creature takes half damage and only gains 1
any saving throw at disadvantage. Alternatively, your rank of envenomed.
Puppet Tool can cast any jutsu it knows with the Medical This Upgrade ignores immunity to the Poisoned
Keyword that deals damage, making any attacks at condition, ignores resistance to poison damage, and
advantage and forcing the creature to make any saving treats immunity to poison damage as resistance.
throw at disadvantage. The poison gas created by this Upgrade remains in the
At the conclusion of this turn, the arms dislocate from affected area for 10 minutes and the area is considered
your Puppet Tool, remaining on the battlefield as a Huge difficult terrain. Moderate wind disperses this gas in 8
structure with hit points equal to your Puppet Tool's hit rounds. Strong wind disperses it in 4 rounds.
points, and an AC equal to your Ninjutsu DC or your While outside the area of effect, a creature can remake
Puppet Tool's Taijutsu DC. The structure emits a the saving throw, without disadvantage, at the end of
constant aura of poison gas, and the area in a 10-foot- each of their turns, removing 1 rank of envenomed on a
radius surrounding it counts as difficult terrain, and if a success, plus an additional rank for every 4 they succeed
creature enters this area or starts their turn there, they the saving throw by.
take poison damage equal to your Ninjutsu save DC,
which cannot be reduced or resisted by any means other
than complete immunity.
This area of pure poison remains for up to 1 hour, or
until you use at least 10 minutes clearing it. During that
time, your Puppet Tool loses access to the limb carrying
this upgrade. In its place, your Puppet Tool gains the
following weapon; This weapon can be used as a
component in jutsu.
Buzzsaw: Melee Weapon Attack: Ninjutsu or Taijutsu
Attack Bonus to hit, reach 5ft., Hit: 2d10 + your
proficiency bonus in slashing damage, and the target
must make a Constitution saving throw or gain 1 rank of
lacerated.

PLATINUM TIER
MONZAEMON’S LEGACY
Techniques: Black
The strength of your Puppets and your dedication to the
traditional values of the Puppet Master has allowed you
to create puppets with technique that matches
Monzaemon Chikamatsu, the original Puppet Master.
This Puppet Tool cannot make attack rolls, skill
checks, ability checks, or saving throws at
disadvantage.
Additionally, when this Puppet Tool would utilize
any jutsu or Upgrade that would deal poison damage
or inflict the poisoned or envenomed conditions, it
increases its attack bonus and Save DC by +1 for the
initial attack roll or saving throw. This bonus always
applies to Black Iron Upgrades.

146
BLUE TECHNIQUE ~ WARMASTER BATTLE PRESSURE (CHANGED)
Starting at 6th level, upon rolling initiative, roll a 1d4.
Puppet Masters who practice the Blue Technique are
For a number of rounds equal to the result, you and your
known as Warmasters. The traditional puppeteering
Puppet gain a +15 bonus to movement speed, a +1 to AC,
styles call upon Puppet Masters to invest fully in their
and advantage on the first attack roll either of you make
puppets for offense and protection, whilst the puppeteer
per round.
themselves cowers away.
Also at 6th level, you learn the E-Rank
Warmasters share a great disdain for these tactics and
Ninjutsu Chakra Blow. When you take the Attack action,
instead fight alongside their puppets. They lead the way
as long as you hit with at least 1 attack with the Attack
to victory and the Puppets follow behind, not the other
action, you can cast Chakra Blow as part of the same
way around. Some follow the Blue Technique to evolve a
action, affecting your final attack that hits.
renowned practice from a mindset of cowardice, whilst
others invest in the technique to make battle exciting.
MASTERFUL MOVEMENT
BLUE TECHNIQUE PROFICIENCY
Starting at 10th level, you and your Puppet Tool,
individually, suffer no damage or effects on a successful
Starting at 2nd level, as you become accustomed to this
Dexterity saving throw against a hostile effect and may
modern technique, you begin to train in Martial Arts,
move up 10 feet without provoking opportunity attacks.
dedicating as much time to battle as you do crafting. You
On a failure, take half damage.
gain proficiency in Martial Weapons and Heavy Armor,
Also, you or your Puppet Tool can use their reaction to
and the Martial Arts skill using Strength or Dexterity.
interpose an attack roll that hits an allied creature within
You also gain 1 Fighting Stance from Chapter 13:
15ft., becoming the new target of the attack. You and
Customization options. You can't take a fighting style
your Puppet Tool can cast a jutsu or use an ability as part
more than once, even if you get to choose again later.
of taking this reaction, so long as the effect would help
Lastly, add your full proficiency to initiative checks.
protect you or the allied creature. The latter half of this

PUPPET WEAPON TYPES feature can be used twice per long rest.
Also at 2nd level, you learn a secret method to transform
your otherwise lackluster Puppet into a force to be
TRANSFORMER
Starting at 14th level, on a long rest select a
reckoned with. Select one Puppet Weapon Types listed on
second Puppet Weapon Type for your Puppet Tool. Your
the next page. Your selection grants your Puppet new
Puppet Tool, as part of commanding it can transform
abilities, ability score improvements, changes its
into or out of this second Weapon Type, gaining all its
appearance, and grants it access to a Weapon Types,
benefits.
which lets it to transform into a weapon.
As an object interaction, you can halve the current and
As part of rolling for initiative or as a bonus action, you
maximum hit points of your Puppet Tool to utilize
can transform your Puppet into its Weapon Mode. You
its Weapon Mode and normal Puppet form at the same
can revert your Puppet out of this mode on your turn (no
time (You do not count as your Puppet Tool while using
action needed).
the Weapon Mode this way). Reverting this effect takes a
You also gain access to Upgrades of War, which are
bonus action, giving the Puppet back its hit points.
Puppet Upgrades exclusive to the Blue Technique.
Finally, at the start of combat or as a bonus action, you

LOCK ON can swap one Tactic from your Tactics of the


Craft feature.
Starting at 6th level, you realize that you and your
Puppet work best when fighting in tandem against the
same target. As a bonus action or as part of the attack
IT TAKES TWO TO TANGO
At 17th level, once per turn, when you or your Puppet
action, you can select one creature within 90 feet. You
land an attack on your turn, the other that did not score a
are Locked-On to this creature until you change your
hit can make an unarmed/weapon attack on the same
target as a bonus action, or the creature is killed or
target. If they hit, the one who hit the target first has
knocked unconscious. You and your puppet gain the
advantage on the next attack roll against the target at
following benefits against the creature you are
the start of their next turn.
Locked-On to:
Also, you and your puppet may cast the same
• Both of you gain a +1d4 bonus to attack rolls against jutsu on your turn, as if it knew it, as long as you
the target (or a +1 if you would already add a dice- both meet the requirements and have the
based bonus to attack rolls). Against other available action economy.
targets, you and your Puppet gain a -1d4
penalty to attack rolls. MASTER OF THE BLUE
• Both of you gain a +1 to critical threat TECHNIQUE
range against the target, dealing an extra Starting at 20th level, your brilliant
die of damage on a critical hit. Against any mind has forged puppets that are the
other target, reduce your critical threat range by models of ideal design for Puppet
-1 (If your critical threat range decreases below Masters of the Blue Technique. What
the base [rolling a natural 20], you cannot score you've created will be passed on forever.
a critical hit). While in combat, all hostile creatures count as
• When you or your Puppet would hit the target being Locked-On. Also, you can mark one creature
with a unarmed/weapon, or Taijutsu attack, to become Hyper Locked-On on your turn. Against
the other that didn’t hit the target can make the creature you are Hyper Locked-On to, you
an extra attack against the target during the increase any d4 bonus from Lock On to a d6, and
same turn, once per round. bonus to critical threat range by +1. Also, apply the
d6 bonus to any skill checks, damage rolls, or saving
throws you or your puppet make against this target.

147
PUPPET WEAPON TYPES During a long rest, you can choose to add the Overseer
property to the Drone's Weapon Mode. If you do, you gain
Below are the available Puppet Weapon types. When you
the following benefits while wielding the Weapon;
select a Puppet Weapon type, you add the prefix of the
• If melee, gain an extra rank of Reach. If ranged, attacks
Weapon Type to your puppet's name.
For each Weapon Type, your Puppet gains a within your weapon's max range do not have
special Weapon Mode, that allows it to transform into a disadvantage.
• When attacking a creature that would give you a non-
living weapon of your wildest creation, inspired by the
techniques of a particularly interesting group of warriors dice-based penalty to your roll, you can make a
in the Land of Iron. Your Weapon Mode can be anything Perception check vs. a DC 5 + their level to ignore these
your heart can dream, from a simple katana to penalties until the end of the turn.
something unique like a backpack of spider legs that jab
your opponents. The rules for the Weapon Mode are as OGRE WEAPON
follows: On a long rest, select one simple or martial ASI: +2 to Strength score. +1 to Constitution score.
weapon to base your Weapon Mode off of. You remove Your Puppet Tool becomes that of a large brute
all properties from this weapon and rebuild it. designed to rampage throughout the battlefield, inflicting
Select one of the following damage die sizes for your massive destruction to aid the Puppet Master with its
weapon. Based on your selection, your weapon can be large size.
equipped with a specific number of weapon properties, • The Ogre's size is Large. It becomes Huge at 14th level.
that at least one weapon of that type shares (ranged • The Ogre applies its Puppet Master's proficiency bonus
weapons get ranged weapon properties, melee weapons when attempting to Grapple a creature, and does not
get melee weapon properties). The damage type of your reduce its movement speed when carrying a creature
weapon can be Bludgeoning, Piercing, or Slashing (pick smaller than it.
one). While using this weapon, any weapon seals given • The Ogre deals double damage to structures,
the Puppet Tool are active on it. You cannot command constructs, and objects. Also, the maximum amount the
your Puppet Tool, nor can it be targeted by any attack or Ogre can lift is multiplied by your proficiency bonus.
saving throw. You can use your bonus action to make a • The Ogre gains the natural weapon, Smash. Reach 5ft.,
single weapon attack with this weapon, or use an Unarmed property, one target. Hit: 3d4 + Strength
Upgrade that makes an attack or imposes a saving throw. Modifier in bludgeoning damage.
Lastly, your Puppet Tool may use its Weapon Mode as
During a long rest, you can choose to add the Titan
a natural weapon, while you are not using it, and you
property to the Ogre's Weapon Mode. If you do, you gain
count as your Puppet Tool for any Warmaster features
the following benefits while wielding the weapon;
and Warmaster Upgrades that require it (aside from
Weapon Type features). If the weapon is ever broken, the • This weapon's damage die increases by 1 step. If this
Puppet falls to 0 hit points. would go beyond a 1d12, gain a +1 bonus to damage.
• This weapon's damage rolls ignore up to 3 DR.
Damage Die Max. # of Properties
1d4 or 1d6 4 SENTINEL WEAPON
ASI: +2 to Dexterity score. +1 to Strength score.
1d8 or 2d4 or 1d10 3 Your Puppet Tool becomes like a Sentinel, resembling a
1d12 or 2d6 2 human warrior like traditional Puppets, but having more
advanced mechanisms that allow it to act more akin to a
DRONE WEAPON soldier, which befits the Blue technique. This Puppet can
ASI: Wisdom score becomes 14. +1 to Dexterity score. be Small or Medium in size.
Your Puppet Tool becomes that of a small drone • The Sentinel gains a +1 bonus to attack rolls with
intended for reconnaissance and ranged battle. Taking weapons it wields, and increase the damage die
elements from some Science-Nin, this weapon type of weapons it wields by 1 step.
incorporates Scientific Ninja Tools, granting you a • The Sentinel gains +10 bonus to
device that allows you to command the Drone with a movement speed, and it’s
special wristband that transmits your chakra and always under the effects
thoughts, as opposed to Chakra Threads. of the Disengage action.
• The Drone's movement speed is increased by 30ft, and • The Sentinel gains an additional

it gains a flying speed equal to its movement speed. reaction per round, which it can only
The Drone can be up to 1000 feet away from you. use to make attacks of opportunity.
• As an action or bonus action, you can look through the Creatures provoke attacks of opportunity
eyes of the Drone. While doing so, you are blind to from the Sentinel when they enter within 5ft.
your surroundings, and from the Drone, you gain 10x of it or an ally within 10ft. of it.
your level in Darkvision (you can still benefit from • The Sentinel can use Dexterity in place of

special senses you have while looking through the Strength for weapons and Bukijutsu.
Drone). You can stop looking through the Drone at any During a long rest, you can choose to add the
point (no action needed). Okizeme property to the Sentinel's Weapon
• The Drone is proficient in Investigation, Perception, Mode. If you do, you gain the following
Stealth, and Survival, and when the Drone would roll a benefits while wielding this weapon;
7 or lower on the d20 with these skills, treat it as an 8. • This weapon gains an extra weapon
• The Drone gains access the natural weapon Arrow property.
Missile (counts as a bow). Reach 90/180ft, • Bukijutsu and Taijutsu that use this weapon

Ammunition. Hit: 1d8 + Strength modifier in piercing can be cast using Dexterity instead of
damage. Strength.

148
UPGRADES OF WAR BRONZE TIER
IMPROVED ARCHITECTURE I (BLUE)
WOOD TIER Techniques: Blue
COVERING FIRE (CHANGED) You improve upon the design of your Puppet Tool and its
Techniques: Blue Weapon Mode in various ways. Your Puppet Tool gains
Your Puppet is able to fight in such a way that it gives specific benefits, based on its Puppet Weapon Type (You
allies an opportunity to escape. Your Puppet Tool can do not gain these benefits while using its Weapon Mode).
make a single melee or ranged weapon attack with an In addition, your Puppet's Weapon Mode is now
eligible weapon at a target within range. Regardless of a unbreakable, and gains an extra property of your choice.
hit or miss, the Puppet can command one ally within Alternatively, you can choose to gain a +1 to damage rolls
45ft. to move up to half their remaining movement, with your weapon.
without provoking opportunity attacks. This upgrade • Drone Weapon: The Drone has advantage on Stealth
can be used a number of times equal to your proficiency checks and doesn't provoke attacks of opportunity.
bonus per long rest. • Ogre Weapon: The Ogre Weapon increases its

PALADIN maximum hit points by your Puppet Master level, and


reduces all damage it receives by twice its Strength
Techniques: Blue, Perfect
modifier. It also ignores damage reduction and
You invest in extra materials to improve you or your
temporary hit points when damaging a structure,
Puppet’s defense. You gain a Warmaster Shield, a simple
construct, or object.
weapon with the Light, Blocking, Finesse properties, and
• Sentinel Weapon: The Sentinel Weapon increases
a damage die equal to a 1d6 Bludgeoning. Only you or
either its Strength or Dexterity score by +2 (pick one). It
your Puppet can use this shield. Wielding this shield
also ignores difficult terrain and has advantage on
cannot disqualify you from using a Taijutsu fighting
saving throws that would hinder its movement speed in
stance that requires you to wield no weapons. This
any way.
weapon can be used as a component in Jutsu.
While equipped, as a reaction to taking damage, you INGRAINED STRENGTH
can reduce the damage received by Xd6, where X equals Techniques: Blue, Perfect
your proficiency bonus. You carve a single sigil of power inside your puppet,
At Later Levels: This upgrade can be taken as a Silver allowing it to fight more effectively. Choose one Physical
tier Upgrade to grant both you and your Puppet a shield. condition of your choice. Your puppet gains advantage
STRAFING MANEUVERS (CHANGED) on saving throws and skill checks to resist the chosen
Techniques: Blue condition.
When you or your Puppet Tool hits with unarmed, At Higher Levels: This Upgrade can be taken using
weapon, or Taijutsu, it can move up to 10 feet in any higher tier Upgrade slots. For each tier this Upgrade is
direction, without provoking opportunity attacks. taken at above Bronze tier, increase the number of
conditions you can select by +1.
WARRIOR
Techniques: Blue, Perfect MOMENTUM (CHANGED)
You are skilled at using your weapon in collaborative Techniques: Blue
attacks. You and your Puppet Tool learn the Dragon Fly This Upgrade cannot be used while your Puppet is in
Dash Jutsu; this does not count against your Jutsu its Weapon Mode. You capitalize on the momentum of
Known. For the both of you, this jutsu gains the Taijutsu battle to attack with utmost force. When you, or your
keyword, and has its range doubled. When either of you Puppet Tool, would begin to attack, for each attack that
cast Dragon Fly Dash, if the ally hits with at least one same creature lands, they gain 1 stack of Momentum.
attack, they gain the benefits of the Disengage action. Alternatively, if you, or your Puppet Tool would cast a
Taijutsu or Bukijutsu that imposes a saving throw, for
WEAPONIZED JUTSU CASTING
each creature that fails the saving throw, the caster
Techniques: Blue
gains 1 stack of Momentum. Momentum is lost at the end
You equip your Puppet Tool with jutsu that allow its
of the end of your next turn.
designated potential to become realized. Your Puppet
When the other creature (you or the puppet), that
Tool learns the following jutsu at specific Puppet Master
did not attack or impose a saving throw with a
levels. These jutsu can be cast regardless of components,
Taijutsu or Bukijusu, would then make an attack
fighting stance, or keyword requirements, and use your
or impose a saving throw with a Taijutsu or
chakra, though your puppet can concentrate on one of
Bukijutsu, they can spend all
these jutsu if it requires concentration. (Drones learn
stacks of Momentum, adding a
Surveillance Jutsu, Ogres learn Ravaging Jutsu, Sentinel
+2 to the damage dealt
learn Guardian Jutsu). The Sentinel counts as wearing
against all affected
Medium armor for the purpose of casting the Guardian
creatures for each stack
Knight jutsu (Does not apply while in its Weapon Mode).
spent. Momentum can
These jutsu can use you or your Puppet’s Taijutsu
only be spent once per round.
attack bonus and Save DC for calculations. While your
(Ex. If you cast Combo Vault
Puppet Tool is in its Weapon Mode you can cast these
and both attacks hit, you gain 2
jutsu yourself.
stacks of Momentum. If your
Ravaging Puppet then casts Shockwave
Level Surveillance Jutsu Jutsu Guardian Jutsu Slash, they can spend the
2nd
Prepared Needle Shot Dempsey Roll Weapon Deflect Momentum you gained and
add +4 to the damage dealt.)
6th
Sealing Art: Mark of Finding Beast Guardian Knight
10 th
Kagura’s Mind Eye Breaker Fist Ichimonji
14 th
Aura of Power World Breaker Shinobi Cross 149
TRACING ATTACK GOLD TIER
Techniques: Blue
When your Puppet Tool hits with an unarmed, weapon,
GILDED WEAPON (CHANGED)
Techniques: Blue
or Taijutsu attack, once per round, it can declare that the
You enhance your Puppet's Weapon Mode to be more
next allied creature to attack the affected target will
lethal. You gain a +1 bonus to your Taijutsu Save DC for
make their attack roll at advantage.
Taijutsu or Bukijutsu while wielding your Puppet's
You can benefit from this Upgrade a number of times
Weapon Mode (Pick one, this cannot be changed later).
equal to your proficiency bonus per long rest.
Additionally, the weapon ignores 3 DR, you increase the

SILVER TIER weapon's damage die by 1 step, and gain an additional


weapon property that the weapon qualifies for.
AUTOBOT KILL COMMAND
Techniques: Blue
Techniques: Blue
You have learned a way to command your Puppet
This Upgrade cannot be used while your Puppet is in its
instinctually. You no longer need to spend your action or Weapon Mode. You take an Overdrive mechanism used
bonus action to command your Puppet Tool, and cannot
by other Puppet Masters and upgrade it further to enable
use these actions to command them.
your Puppet Tool to unleash utter destruction. When
BATTLE FOCUS (CHANGED) your Puppet Tool has less than half of its maximum hit
Techniques: Blue points, you can spend 10 chakra to Overcharge them.
You and your Puppet Tool are dead set on the battle When you do, your Puppet can immediately take its
ahead. Twice per long rest, when you would roll the 1d4 action as part of the same action, and gains additional
to determine the number of rounds Battle Pressure benefits for the duration, listed below. Once this Upgrade
remains active, you instead choose to take the maximum ends, your Puppet Tool gains 4 ranks of weakened,
result automatically, increasing the result further by +1. which can only be removed on a long rest. This Upgrade
ends after 1 minute or if your Puppet would stop being
DECEPTICON
bloodied.
Techniques: Blue
Prerequisite: Transforming Apparatus • Your Puppet Tool gains temporary hit points equal to
While inert, your puppet looks like a normal your Puppet Master level at the start of each of your
mechanical object of a size equal to its original form. turns.
Your puppet can transform into a box, briefcase, or other • Your Puppet Tool increases the damage of any weapons
similar objects. You and your puppet gain proficiency in it uses by 1 die and by 1 die step.
Deception and Stealth skills; if you already have • Your Puppet Tool has advantage on Strength and
proficiency in these skills, you instead gain expertise. Constitution saving throws.
You can make your puppet transform as an object • Your Puppet Tool ignores resistance, treats immunity
interaction as long as you can touch it. If you hide your as resistance, and ignores half of all damage reduction,
puppet from an enemy they are surprised. when attacking a target that you are Locked-On to.

PARRYING ATTACK IMPROVED ARCHITECTURE II (BLUE)


Techniques: Blue, Perfect
(CHANGED)
Prerequisite: Paladin
Techniques: Blue
When you or your Puppet would use the reaction of the
Prerequisite: Improved Architecture I (Blue)
Paladin Upgrade against an attack roll, as part of the
You improve upon the design of your Puppet Tool with
same reaction, the one who reacts can contest the attack
pure innovation. Your Puppet Tool gains specific
roll of the triggering creature with a melee Taijutsu
benefits, based on its Puppet Weapon Type (You do not
attack, comparing their result with the attacker’s roll.
gain these benefits while using its Weapon Mode).
If this is a melee attack and they succeed, the creature
In addition, your attack rolls with your Puppet's
is Dazed (or Staggered if you succeed by 5 or more) until
Weapon Mode attacks cannot be made at disadvantage.
the end of the current turn, and they can make one melee
attack with your weapon against them. • Drone Weapon: The Drone is now always under the

On a hit, you also knock the creature effects of the Non-Detection Ninjutsu and learns
back 15ft. the Invisibility Genjutsu. Additionally, while looking
If this is a ranged attack and through the Drone, double its maximum Darkvision
they succeed, the attack is and gain 60ft of Chakra Sight, 30ft of Blindsight, and
deflected back up to 30 feet in 15ft of True Sight.
straight line. If there is a • Ogre Weapon: The Ogre ignores difficult terrain and
creature within the path of increases its Strength score by +4 (the maximum for its
the deflection, they can be hit by Strength becomes 24). Lastly, the Ogre can destroy
the deflected attack. Compare the structures by simply walking through them, if its
reactor’s attack roll to their AC. If thickness (ft.) would be less than the Ogre’s Strength
you or your Puppet fail the contest score.
with this Upgrade, reduce the • Sentinel Weapon: The Sentinel increases its Strength
damage reduction of the or Dexterity scores by +2 (Pick one). When the Sentinel
Paladin reaction to d4s. hits with an attack of opportunity, the target's
This Upgrade three movement speed is reduced to 0 until the end of the
times per rest before current turn. The Sentinel also has advantage on
you become too attacks of opportunity and can target a creature with an
fatigued to execute attack of opportunity even if they are under an effect
this tactic again. that would prevent one.

150
PLATINUM TIER UNLIMITED BLADE WORKS
Techniques: Blue
BLADE DANCE To use this Upgrade, your Puppet must be in its Weapon
Techniques: Blue
Mode. As an action, you can spend 20 chakra to channel
This Upgrade cannot be used while your Puppet is in its
a tremendous amount of force within your weapon. You
Weapon Mode. You construct a trigger switch on your
attack with your weapon in a 120-foot-long, 15-foot
puppet allowing it to activate at a moment's notice,
wide line, producing a shockwave from your weapon and
unleashing its full power. Choose one taijutsu or
sending down clones of your weapon (melee) or shots of
bukijutsu you know that requires concentration or has a
your weapon (ranged) down to the earth, striking all
duration of 1 minute. As a free action on your turn, you
creatures before disappearing. All creatures within this
can activate the trigger switch, and for the duration your
area must make a Strength saving throw against you or
puppet gains the benefits of this jutsu. While this jutsu is
your Puppet's Taijutsu Save DC to withstand the blast,
active, your puppet benefits from some additional
taking your weapon's damage + 25d10 on a failed save,
features.
or half as much on a successful one. The affected terrain
• Your puppet gains another attack when it takes the becomes difficult terrain.
Attack action. When you use this Upgrade, you must make a Crafting
• Your puppets movement speed is doubled and it gains a check vs. your chosen DC + 5. On a failed check, your
+2 bonus to its AC and it gains advantage on Strength, weapon breaks until you take a long rest (ignoring
Dexterity, and Constitution saving throws. indestructibility it may have from Improved Architecture
• Your puppet becomes immune to any conditions or I). The DC increases by +3 each time this Upgrade is used
effects that would lower its movement in any way. before taking a long rest.

After this Upgrade ends, your puppet's joints are


eroded and you must spend an action to repair your
puppet's joints. While your puppet has no use of its
joints, it cannot take any actions. You can use this
Upgrade once per full rest. If the Kill Command
Upgrade was active while this Upgrade was
active, when this Upgrade ends your Puppet
becomes unable to be used at all until you take a
long rest, as they have eroded their parts beyond
immediate repair.
MY LIEGE
Techniques: Blue
Prerequisite: Autobot
This Upgrade cannot be used while your Puppet is in
its Weapon Mode. Through many battles, your
puppet has absorbed the lifeforce from your
enemies, allowing it to show some signs of life. It
has deemed you as worthy of its service and now
acts more like a knight than a puppet.
Your puppet now has its own turns and you
can choose for it to have the same initiative
as you or allow it to roll its own
initiative. It gains additional hit
points equal to twice your Puppet
Master level and gains chakra
points equal to three times your
Puppet Master level.
While within 15 feet of you, your puppet
gains an additional reaction, which can only
be taken to make an attack against a
creature that would enter or exit your
puppet's melee attack range or shove you
out of the area of any attack or physical
saving throw that you would be forced to
make.
Additionally, your puppet gains
access to all bukijutsu or taijutsu you
can cast.

151
GREEN TECHNIQUE ~ MARIONETTIST AUTONOMOUS ACTION
Starting at 10th level, you are able to command your
Puppet Masters who practice the Green Technique are
Puppets instinctually. Once per round, you can command
known as Marionettists. Similar to Puppeteers, these
one Puppet Tool without using your action or bonus
Puppet Masters command one or multiple puppets to
action. You cannot command this same Puppet Tool
cleave their way to victory. But what sets the Green
again using your actions for the remainder of the current
Technique apart is its focus on battlefield control.
round. Visually, your Puppets do not require your Chakra
The standard Bukijutsu practice of Puppet Tools is
Threads to move.
elevated to incorporate more complicated chakra
techniques, such as Ninjutsu and Genjutsu, to command
CHAKRA CONDUITS
the tide of battle, as opposed to controlling a battle with Starting at 14th level, you have been able to produce a
Traps and other Shinobi tools. generator within your Puppet Tools that allows them to

GREEN TECHNIQUE PROFICIENCY


create their own chakra. Your Puppet Tool gains a
maximum number of chakra equal to half your
When you choose this technique at 2nd level, you gain
maximum chakra. If you have multiple Puppet Tools,
proficiency in Chakra Control and your choice of
delegate how much chakra each Puppet receives from
Ninshou or Illusions. You can also substitute your
this maximum (For a Matryoshka Puppet, the maximum
Genjutsu ability modifier for your Intelligence, for
chakra you delegate to the Puppet is split amongst its
Puppet Master features.
bodies). You can adjust how much chakra each Puppet
Additionally, select one nature release, picking from
has on a rest.
Earth, Wind, Fire, Water, or Lightning. You gain this
Your Puppet Tools can use this chakra in place of your
nature release, and learn one ninjutsu of D-Rank with
chakra for any Jutsu they cast or Puppet Master feature.
your chosen nature release keyword. Alternatively, you
Your Puppet Tools cannot share this chakra with any
can choose to not take a nature release. If you choose not
party or regain chakra by any means outside of this class.
to take a release, you learn 2 Ninjutsu or Genjutsu of D-
Also, your Puppets gain a number of chakra dice (d8s)
Rank or lower.
equal to your level in this class. Delegate these dice
Finally, you gain the Jutsu Channeler Upgrade. This
among your Puppet Tools. Your Puppet Tools can spend
does not count against your known Upgrades. All
these dice the same way you would during a short rest.
Puppets you possess have this Upgrade, and jutsu cast
During a long or full rest, your Puppet Tools regain half
through a Puppet can activate any Upgrades that require
or all of their chakra, respectively. Your Puppet Tools
the Puppet to cast a jutsu, as if it had cast a jutsu.
recover these dice the same way as you recover your dice.

PUPPET FRAMEWORKS BIG THINGS COME IN SMALL PACKAGES


Also at 2nd level, you uncover new ways to craft Puppets
Starting at 17th level, you and your puppets have learned
with more illustrious materials, allowing for your
to effectively condense or expand the chakra used for
Puppets to bolster a denser chakra network for you to
techniques, allowing far more versatility.
utilize. Select one of the Puppet Frameworks listed on
When you or your puppets would cast a jutsu, they
the following page. Your choice grants your puppets new
may increase the area by up to 15 feet in each direction.
abilities, ability score improvements, and changes their
Increasing the area of the jutsu this way reduces the
appearance.
amount of damage dice rolled by 2.
You also gain access to Magus Upgrades, which are
Alternatively, when you or your puppets would
Puppet Upgrades exclusive to the Green Technique.
cast a jutsu they may decrease the area by up to

CRAFTSMAN OF THE NINSHOU CREED 15ft. in each direction (Min. 5ft.). Decreasing
the area this way increases the amount of
Starting at 6th level, you and your Puppets become more
damage dice rolled by 2.
adept at molding chakra. When you or Puppets cast a
jutsu, you can always exclude each other from any
MASTER OF THE GREEN
TECHNIQUE
negative effects the jutsu may cause. You and your
Puppets can exclude up to 2 other creatures from such
Starting at 20th level, your brilliant
effects, spending 5 chakra per creature.
mind has created puppets that are the
Also, all Puppets you possess gain the Jutsu
models of perfected design for Puppet
Specialization Upgrade once for free. Your Puppet Tool
Masters of the Green Technique.
gains an additional jutsu each time it gains this Upgrade.
What you have done will help teach
CONTROLLED CHAKRA FLOW Puppet Masters for generations.
Also at 6th level, your Puppet Tools gain a concentration Each long rest, select one Ninjutsu or
slot separate from your pool. This concentration slot can Genjutsu of B-Rank or lower that you
only be utilized by your Puppet Tools, with any could learn, with a casting
concentration jutsu any Puppet Tool casts going to this time of 1 action or bonus
slot before taking from your available slots. Only when action, that does not deal
the Puppet concentrating takes damage must they roll to damage or affect any
maintain concentration. other creature. Your
Also, you learn one of the following E-Rank jutsu. Puppets are now always
Depending on your choice, you gain an extra effect; under the effects
of your chosen
• Firecracker Flash (Ninjutsu): You can cast this jutsu
jutsu as long
as part of the same action to cast a Ninjutsu of up to as you are
C-Rank. conscious.
• Feather Burst (Genjutsu): When you cast this jutsu, all
Puppets you possess may gain its benefits at once.

152
PUPPET FRAMEWORKS SHADE FRAMEWORK
ASI: Charisma score becomes 14. +1 to Dexterity score.
Below are the available Puppet Frameworks. When you
You design your Puppet to be especially proficient in
select a framework, your puppet gains a prefix to their
casting Genjutsu. This framework comes with many
name of the framework selected. For example, if your
benefits that aid this tool in molding the chakra of
Puppet's name is Enigma and you select the Matryoshka
genjutsu, and other benefits such as increased stealth
Framework, your puppet's full name is "Enigma, the
and evasion.
Matryoshka Puppet".
• The Shade's can use Charisma as its Genjutsu ability
BESTIAL FRAMEWORK modifier.
ASI: +2 to one ability score. +1 to another ability score. • The Shade gains the Ghillie Coating upgrade for free,
You design your Puppet to imitate the power of Sage this does not count against your known upgrades.
Beasts. Upon crafting this puppet, you select one Sage • The Shade gains 1 D-Rank Genjutsu of your choice,
Creature provided by the Summoning Technique. This that you could also qualify for. At 10th level, it learns
Puppet gains access to some of this creature's power. one C-Rank Genjutsu of your choice, and one B-Rank
This Puppet's Sage Creature rank is equal to your highest Genjutsu at 17th level. (These jutsu follow the same
jutsu known rank. casting rules as the Jutsu Specialization upgrade.)
• Genjutsu the Shade casts gain a +1 bonus to attack
• The Bestial Puppet starts as medium size, becoming
rolls and Save DC. Genjutsu it casts also deal an
Large in size at 10th level of this class.
• The Bestial Puppet gains 1 D-Rank trait from the
additional die of damage (once per turn).
chosen Sage Creature. At 10th level, it gains a 2nd D-
Rank trait, and at 17th level, it gains the final D-Rank
SPELLBLADE FRAMEWORK
ASI: Intelligence score becomes 14. +1 to Strength score.
trait. (Traits that require jutsu slots, require 5 chakra to
You design your Puppet to be especially proficient in
use per slot required, instead.)
casting Ninjutsu. This framework comes with many
• The Bestial Puppet gains one Natural Weapon of the
benefits that aid this tool in molding the chakra of
summon you chose.
Ninjutsu, and other benefits to help with its offensive

MATRYOSHKA FRAMEWORK capabilities.


ASI: +2 to Constitution score • The Spellblade's Intelligence score becomes 14.
You design your puppet to be a small companion that • The Spellblade gains the Warfare Augmentation
can assist your allies as well as yourself in many small upgrade for free, this does not count against your
ways. These Marionettes traditionally stand on an ally's known upgrades.
shoulder attaching to them by the use of chakra strings; • The Spellblade gains 1 D-Rank Ninjutsu of your choice,
This Puppet can split itself into 1 to 3 bodies, which that you could also qualify for. At 10th level, it learns
can be done on a rest. While split, divide your Puppet's one C-Rank Ninjutsu of your choice, and one B-Rank
maximum hit points among its split bodies. Each body Ninjutsu at 17th level. (These jutsu follow the same
shares the same statistics and most upgrades. Upgrades casting rules as the Jutsu Specialization upgrade.)
that grant the Puppet a weapon, or jutsu, are not shared, • Once per turn, when the Spellblade would cast a
and must be delegated to a specific bodies. Each body Ninjutsu, it can perform a melee or ranged weapon
counts as your Puppet Tool, but is its own distinct attack as part of the same action against a creature
creature. You can only command one of these bodies per within range (ranged attacks within 5ft. are not made
turn. This Puppet Tool can learn a maximum of 9 jutsu (3 at disadvantage).
Bodies can know up to 3 jutsu each).
• The Matryoshka Puppet becomes small in size and can
be up to 1000 feet away from you. At 10th level, your
Puppet Tool can be up to 1 mile away from you and at
17th level, it can be up to 10 miles away from you.
• The Matryoshka Puppet is fitted with a Radio Link that
is automatically connected to any Radio Link networks
your allies may be using. The range of this Radio Link
is 1 mile. At 17th level, it becomes 10 miles.
• On your turn (no action required), you can one or more
bodies of the Matyroshka attach itself to an allied
creature within 5ft of them. While attached, the allied
creature can command a body as a bonus action to
grant them one of the following, once per round;
o Have the Puppet concentrate on a jutsu in their
place. This does not free up their concentration
slot, but concentration checks and costs are now
handled by the Puppet (Puppets use the Puppet
Master's chakra).
o Until the start of the ally's next turn, they
increase their passive perception/insight by half
your proficiency bonus.
o Command the Puppet to take the attack action,
cast a jutsu action, use an object, or use an
upgrade.

153
MAGUS UPGRADES BRONZE TIER
CLASHING ADEPT
WOOD TIER Techniques: Green
CHAKRA SENSORS Prerequisite: Peerless Casting
Techniques: Green, Perfect Your Puppets are able to enhance the power of chakra to
You expand upon the light mechanism in your Puppet overcome dire odds in a flash. Twice per long rest, when
Tool's eyes to allow it to see even more. Your Puppet your Puppet Tool or an ally within 5 feet would be
Tool gains 30 feet Chakra Sight. While a creature is in targeted by a Ninjutsu or Genjutsu within 60 feet that
your Puppet Tool's chakra sight, you, your Puppet Tool, would deal damage, your Puppet Tool can cast one
and any allies within 5 feet of your Puppet gain a +1 to AC Ninjutsu or Genjutsu they know or that you know with
and saving throws to resist this creature. You can take the casting time of 1 action and immediately initiate a
this upgrade multiple times, once for each Puppet Tool clash with the jutsu. If the jutsu they cast doesn't have
you have (The bonus to AC and saving throws cannot the clash keyword, it gains it. The triggering creature's
stack with multiple puppets). jutsu does not need the clash keyword for this to work.
If your Puppet has the Eye Lights Upgrade, double the (Genjutsu clash checks use the Illusions skill).
range of the light sources produced, and increase the Also with this upgrade, when an allied creature within
chakra sight by 15 feet. 30 feet, other than your Puppet, would enter a clash your
Puppet may use its reaction to boost their clash check by
ENVIRONMENTAL DISRUPTION +1d6.
Techniques: Green
When you or your Puppet Tool would cast a jutsu, you
EMBOLDENED ELEMENTS
can spend 3 chakra to cause the jutsu's affected area to Techniques: Green
become difficult terrain for the duration, and hostile Your Puppet Tool is especially capable at molding the
creatures cannot benefit from any bonuses to speeds chakra of elements. You can benefit from this upgrade a
while in this difficult terrain. Jutsu that make an attack number of times equal to your proficiency bonus per
roll, the total distance your attack traveled to hit become long rest.
difficult terrain. Jutsu with a duration of instant, the When your Puppet casts a Ninjutsu, it can change the
terrain lasts until the end of your next turn. damage type of the jutsu to one that corresponds to a
At Later Levels: This Upgrade can be taken using nature release you or your Puppets possess
higher tier upgrade slots. For every two tiers taken above (Water=Cold). This can change up to 1 condition the
Wood, you can choose to increase the duration of the jutsu inflicts, that has ranks, to 1 rank of a condition
difficult terrain by +1 round. associated with the chosen element (Earth=Bruised,
Wind=Bleeding, Fire=Burned, Water=Chilled,
PEERLESS CASTING Lightning= Shocked).
Techniques: Green, Perfect Alternatively, if the jutsu already possesses the nature
Your Puppet Tool's jutsu is more difficult to counter. release keyword of the element it is changing the
Creatures that would attempt to dispel, counter, or damage type to, you can spend a use of this upgrade to
negate your Puppet's jutsu in any way do so at inflict an additional effect based on the element chosen;
disadvantage. These effects apply once per casting.
Also, when your Puppet Tool would participate in a
• Earth Release: The jutsu increases any damage
clash, it can use your or its own Chakra Control bonus in
reduction, temporary hit points, or hit points gained
place of Ninshou, Martial Arts, or Illusions for its Clash
by 2 dice, once per casting.
check.
• Wind Release: The jutsu gains the benefits of Swirl if it
PIERCING CHAKRA (CHANGED) does not have it. If it does, increase the area of effect of
Techniques: Green Swirl by 5 feet in all directions.
Jutsu your Puppet Tool casts are able to pierce the defenses • Fire Release: The jutsu deals an additional amount of
of your foes more effectively. Select one classification of jutsu flat damage equal to half the total number of damage
(Ninjutsu, Genjutsu, Taijutsu, Bukijutsu). Jutsu of your die, once per casting.
chosen type your Puppet Tool casts ignore up to -3 DR and • Water Release: The jutsu
deal an extra 3 damage against creatures that have gains the benefits of being
temporary hit points. You can take this upgrade multiple near a sufficient source of
times. A single Puppet can only acquire this upgrade twice, water.
selecting different jutsu classifications. • Lightning Release: The jutsu gains
At Later Levels: You can take this upgrade using a higher gains the benefits of being
tier slot. For each tier above Wood, increase the amount of Overcharged.
DR ignored and the bonus damage by 1. If taken using a
Bronze or higher tier slot, this upgrade's effects also apply to
the Puppet's unarmed and weapon attacks, as well as any
Armory upgrades. If taken using If taken using a Silver or
higher tier slot, Jutsu of the chosen type the puppet casts
ignores resistance. If taken using a Gold or higher slot, Jutsu
of the chosen type also treats immunity as resistance.

154
IMPROVED ARCHITECTURE (GREEN) • Visual: Creatures with Chakra Sight do not make their

Techniques: Green saving throws at advantage, and creatures with


You improve upon the design of your frameworks in Blindsight and/or True Sight make their saving throw
various ways. The Puppet Tool that gains this upgrade, at advantage, instead of automatically succeeding.
gains a specific benefit depending on their framework;
SUCCESSIVE CASTING
This upgrade can be taken multiple times, once for each
Techniques: Green
Puppet you have.
You install a mechanism to allow your Puppet Tool to
• Bestial Framework: The Bestial Puppet increases make use of the resonance of your chakra left on an
another one of its ability scores that it could've opponent struck by its jutsu to act as a guiding marker to
increased at 2nd level by +2, and one C-Rank Summon make its next castings more lethal. Select one of the
Trait from the Sage Beast that it emulates. It cannot following options; You can take this upgrade a second
take the Pack Tactics trait. time, to gain the other option, though it must be given to
• Matryoshka Framework: While the Matryoshka is a different Puppet Tool. Only one hostile creature can be
attached to a creature, its AC is always equal to the AC affected by this upgrade at a time (you choose when they
of the ally it is on, if the resulting AC would be higher would first be affected), and you can end this upgrade's
than their current AC. Also, these Puppet Tools can effects on your turn (no action required).
continue to act even if the creature they are attached to
• Offensive Focus: For each attack your Puppet Tool
is incapacitated. Lastly, on a failed Strength, Dexterity,
lands with a Jutsu (or the Natural Weapon of the Bestial
or Constitution saving throw, the Matryoshka takes
framework or the extra weapon attack upon casting a
only half damage. On a successful saving throw, it takes
Genjutsu/Ninjutsu for the Shade/Spellblade
no damage.
frameworks), your Puppet Tool's next attack with a
• Shade Framework: When the Shade would cast a
jutsu (or the above listed attacks) gains a +1 bonus to
Genjutsu with its action, it can make one melee or
hit. This bonus can stack multiple times, but the total
ranged weapon attack as part of the same action
bonus is lost if your Puppet Tool misses or the bonus
(Ranged attacks within 5ft. are not made at
would exceed a +3.
disadvantage). Additionally, when the Shade casts a
• Oppressive Focus: When a creature fails a saving throw
Genjutsu, creatures must succeed their DC by 7 or more
from a Jutsu the Puppet Tool casts, they suffer a -1
to critically succeed, and critically fail if their result is
penalty to the next saving throw they make against the
below their DC by 4 or more.
next jutsu it casts. This penalty can stack multiple
• Spellblade Framework: Ninjutsu your Spellblade casts
times, but the total penalty is lost if the creature
gain a +1 bonus to attack rolls and Save DC. Ninjutsu it
succeeds or the penalty would go beyond a -3.
casts also deal an extra die of damage (once per turn).
Additionally, when the Spellblade makes its weapon
attack as part casting a Ninjutsu, the weapon attack
SILVER TIER
deals an extra 2 dice of damage, of a die size and COMBINED EFFORTS
damage type attributed to the Ninjutsu it cast. Techniques: Green
When you or your allies cast Ninjutsu
SENSORY OVERLOAD with the Combination keyword, you can
Techniques: Green
choose to have your Puppets assist the
Genjutsu your Puppet Tool casts is adept at
caster. Treat your Puppet Tools as
overloading
additional casters for the jutsu and
the senses of creatures it affects. When your Puppet
for each puppet assisting in the
Tool casts a Genjutsu, or you cast a Genjutsu through
casting, treat your Charisma
it, you can empower the jutsu based on a particular
modifier as +1 higher, for the
sensory keyword it possesses. You can use this
purposes of gaining Charisma
upgrade a number of times equal to your proficiency
based benefits.
bonus per long rest. The Puppet can benefit from this
upgrade multiple times per casting, but each time you
would activate one of the listed effects you spend 1 use
of this upgrade.
• Tactile: Increase the damage dealt by your Genjutsu
ability modifier. If you would already add your
Genjutsu ability modifier, add your proficiency bonus.
(This effect only works on Genjutsu that make an attack
roll or impose a saving throw).
• Auditory: For the duration of the jutsu, one affected
creature is treated as Deafened, as all they can hear is
the sound of your illusion. If the jutsu allows creatures
to repeat their saving throw, they do not
automatically fail their repeat saving throw or make
their saving throw at disadvantage as the result of
this upgrade.
• Inhale: Your jutsu ignores resistance to it and treats
immunity as resistance as the result of creatures
being resistant/immune to the Poisoned condition.
• Unaware: Casting of your Genjutsu does not break
stealth, nor does it require hand signs.

155
OVERFLOWING CHAKRA GOLD TIER
Techniques: Green
Prerequisite: Chakra Regulators
COLLABORATIVE GENJUTSU
Techniques: Green
Your Puppet's pseudo-chakra network is so full of life
Genjutsu your Puppet casts can now become even
that it can barely be contained. Your Puppet Tool is
stronger with the help of allies. Genjutsu your Puppet
immune to effects that would prevent it from molding
casts gain a +1 bonus to Save DC.
chakra or inhibit it from casting a jutsu in any way.
When your Puppet Tool would cast a Genjutsu, up to
Additionally, twice per long rest, your Puppet Tool can
three other allied creatures within 45 feet can spend
touch a creature as an action to attempt to remove any of
chakra equal to half the jutsu's cost to embolden its
the above-mentioned effects from a different creature. If
effects. Each time an ally spends chakra to aid your
the effect is from an ability of B-Rank or lower, it
Puppet Tool in casting the jutsu, the jutsu gains one of
automatically succeeds. If it is higher, the Puppet Tool
the following effects (Pick one). When at least one allied
makes a Chakra Control check against the DC of the
creature aids the Puppet in casting a Genjutsu this way,
effect causing the inhibiting effects, removing it on a
the Genjutsu is treated as having the Combination
success.
keyword.
PSYCHE OUT
• +2 damage dice as psychic damage, once per casting.
Techniques: Green
• +15ft of range or increase the area of effect by 5ft.
Your Puppet Tool is able to alter how it molds the chakra
• Pick one of the following conditions. On a failed save,
of Genjutsu it casts to result in different effects. Your
the creature gains 1 rank of your chosen condition
Puppet Tool can change one sensory keyword a Genjutsu
(Concussed or Dazzled). The condition gained lasts until
it casts or that you cast through it to another
the end of the creature's next turn.
sensory keyword (Auditory, Inhale, Tactile, Visual)
• Increase the damage die of the Genjutsu by 1 step (this
Additionally, when you would give Mental or Sensory
option can only be taken once).
condition with a Genjutsu, you can change the condition
• +1 to critical threat range (this option can only be taken
to a different Mental or Sensory condition, excluding the
once)
following (Berserk, Invisible, Maddened). Doing this
• -1 to Critical Failure range (This option can only be
causes your jutsu to become less stable, forcing the
swapped condition to last until the end of the creature's taken once).
next turn instead of the usual duration. CRITICAL NINJUTSU
RESIZABLE CASTING Techniques: Green
Techniques: Green, Perfect Ninjutsu your Puppet casts can now be exceptionally
Your Puppets are able to mold chakra in such a precise more deadly, or unintentionally more forgiving.
way that they can innovate jutsu techniques that have Ninjutsu your Puppet casts gain a +1 bonus to Save DC.
been perfected over hundreds of years to be even more Creatures who fail their saving throw against your
useful. Puppet's Ninjutsu by 5 or more, take either an additional
When your Puppet Tool casts a Ninjutsu or Genjutsu 3 dice of damage or gain an additional rank of a ranked
that creatures an area of effect (Cube, Line, Cone, Cylinder, condition (pick one, for all affected creatures).
etc), they can modify the shape following
the Conversion Rate for the specific Area Shape. You FLOURISHING CHAKRA RESERVES
cannot lower any dimension of the shape (length, Techniques: Green
height, width, etc) below 5ft. Prerequisite: Chakra Regulators
Alternatively, they can completely change the area of On your turn, your Puppet Tool
effect to a Basic Area type, listed below. When they can spend up to a number of its
change to a Basic Area, the jutsu gains an additional 30 remaining chakra dice equal to
feet of range. You can apply Conversion Rate changes its Constitution modifier,
to Basic Areas. gaining the result as
This upgrade cannot be used with jutsu that summon temporary chakra for the
a creature (constructs/structures work fine). next minute.
Additionally, when this
Area Shape Conversion Rate Basic Areas Puppet Tool would fail a
Cone Decrease the cone’s length 15-foot Cone concentration check as the result of
by 5 feet and increase its taking damage, it can spend one of
its chakra die to instead succeed.
width by 5 feet, or vice versa.
Cube Increase the cube’s width by 20-foot Cube
5 feet and decrease its length
by 5 feet, or vice versa.
Cylinder Increase the cylinder’s radius 15-foot
by 5 feet and decrease its radius, 30-
height by 15 feet, or vice foot tall
versa. Cylinder
Line Half the line’s length and 30-foot long,
increase the width by 5 feet, 5-foot wide
or vice versa. Line
Sphere/Radius Unavailable 15-foot radius
or 15-foot
sphere.
156
IMPROVED ARCHITECTURE II (GREEN) PLATINUM TIER
Techniques: Green
Prerequisite: Improved Architecture I
DEAD ZONE
Techniques: Green
You elevate the design of your Puppet Tools even further
Prerequisite: Chakra Sealing Mechanism & Overflowing
with more innovation. Your Puppet Tool gains additional
Chakra
benefits, depending on its Framework. You can take this
Once per long rest, your Puppet Tool as an action can
upgrade multiple times, once for each Puppet Tool you
release a wave of disruption and disorder. All hostile
have.
creatures within 60 feet must make a Constitution or
• Bestial Framework: The Bestial Puppet increases
Wisdom saving throw (your choice for all creatures)
another one of its ability scores that it could've against the Puppet Tool's highest save DC as it sends out
increased at 2nd level by +2, and one B-Rank Summon a pulse of chakra. On a failed saving throw, affected
Trait from the Sage Beast that it emulates. creatures lose the ability to mold chakra until the end of
Alternatively, it can take a lower rank trait. It cannot their next turn. Furthermore, they cannot take actions or
take the Pack Tactics trait. bonus actions until the end of their next turn. On a
• Matryoshka Framework: While the Matryoshka is
successful saving throw, creatures are instead Dazed and
attached to a creature, that creature reduces the cost of Slowed until the end of their next turn as they feel
all jutsu they cast by -2 (Min. 1) (This can't stack with extremely woozy (Creatures who succeed by 5 or more,
multiple puppets). Also, creatures whom the suffer no ill effects).
Matryoshka is attached to, gain new options to When your Puppet uses this upgrade, it must make a
command them; flat DC 14 Constitution check or become Stunned until
o Grant the ally the benefits of one Magus Upgrade the end of its next turn as it has overloaded its chakra
as if they possessed it, of Gold tier or lower, for 1 network to the point where its systems fail. Your Puppet
round. Tool can spend 2 of its chakra dice to use this action
• Shade Framework: When a creature succeeds a saving again, however, the DC and the rounds they are stunned
throw against a Genjutsu the Shade casts, the target for increase by +1 each time until the Puppet Tool takes a
always takes half the Genjutsu's damage. Additionally, long rest.
while in stealth, creatures that make saving throws
against the Shade do so with a -1d4 penalty.
INESCAPABLE CHAKRA
• Spellblade Framework: When the Spellblade makes Techniques: Green
its extra weapon attack after casting a Ninjutsu, if the Jutsu your Puppet Tool casts have become virtually
inescapable. When your Puppet Tool casts a Jutsu or uses
Ninjutsu was of B-Rank or higher, it can make two
attacks. Regardless, the first attack it makes with this a Magus Upgrade that requires a saving throw, and the
ability is at advantage. creature would add a bonus to their saving throw from a
jutsu, feature, or trait, you may treat their total bonus as
-3 lower. If this reduces a bonus below 0, the bonus is
treated as 0.

157
PURPLE TECHNIQUE ~ JUGGERNAUT ENHANCED VISION
Starting at 6th level, you have fit your armor with a
Puppet Masters who practice the Purple Technique are
special chakra visor that grants you 60 feet of Darkvision
known as Juggernauts. These shinobi break from the
and doubles your normal sight range. If you already have
tradition of puppeteering and turn their wondrous
Darkvision, it is increased by 60 feet instead. You can
Puppet Tools into armor they adorn.
accurately make out the details of things within 500 feet
Some Juggernauts seek to turn their puppet into a
of you.
machine of death and terror while others become the
Also at 6th level, you learn the E-Rank
arbiter of justice and order. Regardless of their goals,
Ninjutsu Enhanced Defense. When you take the attack
these shinobi are bound by one goal: To innovate and
action, you can cast Enhanced Defense at the conclusion
become an unstoppable force.
of your attack action.

PURPLE TECHNIQUE PROFICIENCY INTELLIGENT DESIGN


When you choose this technique at 2nd level, you begin
Starting at 10th level, various battles have taught you
specializing in skills to utilize your Puppet as a suit of
that many flaws still exist within your armor's design,
armor. You gain proficiency in Heavy armor and the
and you learn from your mistakes.
Disguise kit.
You realize the pockets within your suit to allow you
Choose between the following upgrades: Chakra
breathe leave you with a vulnerability to poisons, so you
Blast, Integrated Weapon, or Power Fist. You gain this
install new filters. You become immune to airborne
Upgrade and it does not count against your total known
toxins and poisons while in your armor.
Upgrades. This chosen upgrade increases its damage die
You have also realized that your armor must provide
by 1 step.
more for your physical strength to compete with the
Lastly, while wearing your Juggernaut Armor, you are
natural talent of martials. While wearing your
able to qualify for jutsu that require you to wear armor of
Juggernaut Armor, you are proficient in all Strength
a specific type, regardless of your Juggernaut Armor's
skills, gain a +1d4 bonus to Strength saving throws, and
type.
increase your Taijutsu ability score (and its maximum)

ARMOR CHASSIS by +2.


Also at 2nd level, you have developed a secret technique
to transform your Puppet Tool into a set of usable armor.
BRAWNY ENGINEERING
Starting at 14th level, you begin to understand that
Your Puppet Tool gains the ability to turn into
sometimes less is more. Instead of constantly
Juggernaut Armor. You can transform or detransform
innovating, it is best to improve on what you already
your Puppet as a bonus action in combat (and
have. Once per long rest, when you equip your
immediately don/doff your armor as part of the same
Juggernaut Armor, you gain access to your Puppet Tool's
action), or any point while in its armor state. While
hit points, as temporary hit points. These temporary hit
transformed into a set of armor, your Puppet Tool loses
points cannot be restored by any means.
the ability to be commanded, and is no longer considered
a creature, instead being treated as armor instead. While NEARLY PERFECTED ARCHITECTURE
wearing your armor, any Puppet Upgrades it possesses Starting at 17th level, your brilliant mind has created a
can be activated and used by you. near flawless piece of Puppet Armor, but perhaps, more
When you craft your Juggernaut Armor, you create it can still be added. Your Puppet Tool gains an additional
with specific Armor Chassis in mind. Select one of the number of Seal slots equal to your Intelligence modifier.
following Armor Chassis, listed on the following page. Also, you gain 2 Upgrades of Silver tier or lower for free.
Your Juggernaut Armor gains the listed statistics and
properties. MASTER OF THE PURPLE TECHNIQUE
You also gain access to Armorer's Upgrades, which are Starting at 20th level, what you have created is the
Puppet Upgrades exclusive to the Purple Technique. pinnacle of what every follower of the Purple Technique
wishes to one day create. Your work will serve as lessons
ARMORER'S EYE for Puppet Masters to come. Your Intelligence score (and
Starting at 6th level, working with your Puppet more its maximum) is increased by +2. While
closely to craft the perfect set of armor has made you wearing your Juggernaut Armor, it is
more adept at noticing the flaws in the armor of increased by +2 once more.
others. When facing a hostile
creature wearing a set of armor either
physically or from a jutsu such
as Chakra Skin, you can as a bonus
action make a Perception check vs. a
DC equal to 5 + Twice the armor's
bulk (or thrice the jutsu's rank).
On a success, your next attack
against the creature ignores their
armor or jutsu's bonus to AC, and any
damage reduction granted by their
armor or jutsu . If you succeed by 5 or
more, increase this attack's critical threat
range by +1. If you succeed by 10 or more, this next
attack cannot be reacted to. You can do this a
number of times equal to your proficiency bonus per
long rest.

158
UNIQUE ARMOR PROPERTIES
SMART
While wearing this armor, your AC is calculated as 10 +
your Dexterity modifier (Min. 1) + your Intelligence
modifier (Min. 1) + half your proficiency bonus (rounded
down).
LIGHTWEIGHT
Increase your movement speed by 10 feet and gain a +1 to
Dexterity saving throws and Dexterity skill checks.
REINFORCED
When you would use a reaction to reduce damage or
provide yourself with temporary hit points, you can add
twice this armor's base damage reduction value to the
damage reduced or temporary hit points gained, if your
armor would already not reduce the damage.
POWERFUL BUILD
You count as one size larger when determining your
carrying capacity and the weight you can push, drag, or
lift., which also increases your maximum bulk by +10.
Also, while wearing this armor, increase your Strength
score by +2, up to a maximum of 22.

159
ARMORER’S UPGRADES FARADAY FACEPLATE
Techniques: Purple
WOOD TIER After casting a Jutsu of D-Rank or higher, until the start
of your next turn, you have advantage on saving throws
ADVANCED SOFTWARE against being charmed, mind controlled, stunned, or
Techniques: Purple, Perfect dazed from Genjutsu.
You integrate physical and digital technology into your At Higher Levels: You can take this Upgrade as a Silver
Juggernaut Armor. Your armor is capable of connecting tier Upgrade. If you do, you can activate the Upgrade by
to the Ninja-Net, and you have advantage on checks spending 3 chakra at the start of your turn, forgoing the
against Regional Counter Hack systems. Your armor is need to cast a jutsu.
also fitted with a Radio Link, with a maximum range
equal to your Puppet Master level in miles.
INTEGRATED WEAPON
You also now treat your armor as possessing a Hackers
Techniques: Purple, Perfect
kit, with a number of charges equal to your proficiency
You install a special weapon into your armor of your own
bonus per long rest. You are proficient with this kit.
design. Select one of the following options. You can take
ACCELERATED MOVEMENT this upgrade a second time, to gain the other. These
Techniques: Purple, Perfect weapons use your Ninjutsu/Taijutsu modifier for attack
You lighten your armor allowing for more mobility. and damage rolls. These weapons can be used as
Increase all movement speeds you possess by +10 feet. components in Jutsu.
You can take this upgrade twice. Each weapon possesses a special ability to aid you
At Later Levels: You can take this Upgrade using a even further, listed below their descriptions. You can use
higher tier Upgrade slot. If taken at Bronze tier or higher these abilities a total number of times equal to your
you may Dash as a bonus action. If taken at Gold tier or proficiency bonus, per short or long rest.
higher, you gain a +2 bonus to saving throws to resist • Arm Blades: You fit your armor with blades that can
having your movement speed lowered in any way.
extend from your arms when you attack. This weapon
BIONIC REFLEXERS deals 1d6 + your chosen modifier in slashing damage.
Techniques: Purple This weapon counts as a Tonfa and Knuckle Blades.
You install highly flexible supports in the legs of your o Double Strike. Once per round, when you make an
armor. You can fall 60 feet before taking fall damage attack with the Arm Blade, you can make one
while wearing your armor, and taking fall damage additional attack with it as part of the same
doesn't knock you prone. You also gain an extra benefit action.
depending on your Armor Type; • Axe Tail: You fit your armor with a long, serrated tail

• Weaved Mail / Wooden Suit: Standing up from being


that can sway attacks from you. This weapon deals 1d8
+ your chosen modifier in piercing damage. This
prone only costs 5 feet of movement.
• Iron Shell / Steel Fortress: You always half any fall
weapon counts as Whip, Weighted Chain, and Scythe.
o Deflection. As a reaction to being targeted by an
damage you receive.
attack within 10 feet of you, you can increase your
CHAKRA BLAST AC by 1d8 for the triggering attack. After using
Techniques: Purple, Perfect this reaction, each time you are targeted by an
You infuse your armor with a gauntlet that can conduct attack until the end of the current turn, you can
intense blasts of chakra. You gain the following natural make an attack against the triggering creature
weapon, Chakra Blast. This weapon counts as any using your tail, ignoring DR.
Ranged weapon, any Bow, or Senbon. This weapon can
be used as a component in Jutsu.
POWER FIST
Techniques: Purple, Perfect
Chakra Blast . Ranged Weapon Attack: Ninjutsu or
You infuse your armor with a gauntlet that allows your
Taijutsu attack bonus to hit, Range 60ft, one target.
fists to hit with incredible force. You gain the following
Hit: 1d8 + Ninjutsu or Taijutsu ability modifier in force
natural weapon, Power Fist. This weapon has the
damage. As part of making an attack with this weapon,
Unarmed and Multiattack properties, and counts as a set
you can spend up to 3 chakra. For each point of chakra
of Combat Bracers and Iron Claws. This weapon can be
you spend, increase the damage dealt by +2.
used as a component in Jutsu. When you craft this
ELEMENTAL REACTOR upgrade, pick a damage type for it between Bludgeoning,
Techniques: Purple Piercing, or Slashing.
You fit your Puppet Tool with a special elemental reactor Power Fist. Melee Weapon Attack: Ninjutsu or Taijutsu
which enables you to cast jutsu of a specific element. attack bonus to hit, Unarmed range, one target. Hit: 1d6
Select between Earth, Wind, Fire, Water, or Lightning. + Ninjutsu or Taijutsu ability modifier in your chosen
You gain this element's reactor, gaining the jutsu damage type. As part of making an attack with this
associated with it as long as you meet the level weapon, you can choose to spend 3 chakra. If you do, you
requirement. You can take this upgrade multiple times, knock the creature back 5ft. If the creature cannot be
each time selecting a different element. knocked back, increase the damage dealt by your
proficiency in force damage.
ELEMENTAL REACTOR TABLE

Earth Reactor Wind Reactor Fire Reactor Water Reactor Lightning Reactor
Level (Earth Release) (Wind Release) (Fire Release) (Water Release) (Lightning Release)
2nd Earthen Grasp Passing Typhoon Fox Fire Water Whip Thunder Tempest
6th Turning Palm Wall of Wind Fire Dragon Bullet Wall of Water Lightning King’s Mantle
10th Earth-Style Palm 10,000 Slicing Blades 160Wall
Fire Water Fang Lightning Spear
14th Stone Needle Drilling Wind Bullet Great Fire Absorption Falling Rain Needle Lightning Shield
BRONZE TIER your Ninjutsu or Taijutsu Save DC or become Blinded
until the start of their next turn.
ADAPTIVE CAMOUFLAGE • Concussive Blast. You send a shockwave of sound at a
Techniques: Purple creature within 60 feet of you. This creature must make
As an action, you can cover your Juggernaut armor in a Wisdom saving throw against your Ninjutsu or
chakra, blending into your surroundings, similar to the Taijutsu Save DC or become Deafened until the start of
Body Camouflage Ninjutsu. This lasts until you deactivate their next turn, and Dazed.
it. While active, you are considered lightly obscured, and
can hide from a creature even when they have a clear line INTERNAL STORAGE
of sight to you. Wisdom (Perception) checks to find you Techniques: Purple
that rely on vision are made with disadvantage. You have managed to find unused space in your armor,
allowing you to carry more resources. Increase your
DEEP-LEARNING ANALYSIS maximum bulk by 10. Also, items or other perishables
Techniques: Purple
that are stored in your armor last for twice as long.
Prerequisite: Advanced Software
You integrate physical and digital technology into your ION FIST
Juggernaut Armor. Your armor is capable of connecting Techniques: Purple
to the Ninja-Net, and you have advantage on checks You integrate an ionized layer in your gauntlet, raising
against Regional Counter Hack systems. Your armor is the maximum destructive capabilities. Your Power Fist
also fitted with a Radio Link, with a maximum range now deals force damage in addition to its original
equal to your Puppet Master level in miles. damage type, and has its damage die increased by 1 step.
You also now treat your armor as possessing a Hackers (d4 →d6 →d8 →d10 →d12)
kit, with a number of charges equal to your proficiency Also, once per turn, when you score a critical hit a
per long rest. You are proficient with this kit. powerful shockwave erupts from your Power Fist forcing
all creatures within 5 feet other than you to make a
ENVIRONMENTAL ADAPTATION (CHANGED) Strength saving throw against your Ninjutsu or Taijutsu
Techniques: Purple, Perfect
Save DC or be knocked prone.
You install up to two of the following modifications to
your armor to deal with the cruelty of mother nature. MASTERED ARMAMENT
Unlike other upgrades, you can change the modifications Techniques: Purple
to your armor during a short rest. Each of these mods You install an improved version of the special weapon you
should visually change your armor's appearance. made previously into your armor. Select one of the
following options; You can take this upgrade a second
• All-Season Boots: Your Armor ignores the effects of
time to gain the other option.
naturally occurring difficult terrain (Ex. Rugged
Each weapon possesses a special ability to aid you even
Badlands).
further, listed below their descriptions. You can use these
• Anti-Coating: Your Armor is immune to detrimental
abilities a total number of times equal to your proficiency
effects of naturally occurring poisonous environments
and protects you from non-jutsu based poisons. bonus, per short or long rest.
• Cooling Ooze: Your Armor is immune to any • Arm Blades: Twice per round when you hit a creature
detrimental effects from naturally hot environments with your arm blades you can pull them out violently. A
(Ex. Volcanos, Hot Deserts). creature must make a Constitution saving throw
• Heat Vision: Your Armor is fitted with special lenses against your Ninjutsu or Taijutsu Save DC or suffer
that allow it in darkness or through smoke. You gain from a rank of bleeding. Also, you gain additional uses
Darkvision while in any form of darkness, and can see of your Arm Blades equal to half your level.
through non-jutsu based smoke with no difficulty (Ex. • Axe Tail: When you would use Deflection you can
Smoke Bombs, Gas Vents).
instead react if an attack hits you, and the AC
• Integrated Heaters: Your Armor is immune to any
bonus rerolls 1s and 2s and lasts until the
detrimental effects from naturally cold environments
start of your next turn. Also, you gain
(Ex. Snowy Alps)
additional uses of your Axe Tail equal
• Oxygen Converters: Your Armor is built to let you
to half your level.
swim to great depths. Your swimming speed is equal to
your movement speed, and you can breathe STONECOLD STRONGHOLD
underwater for up to X hours before needing a rest to
Techniques: Purple
clean your armor's filters. (X = Puppet Master level)
When your Puppet Tool would not
At Later Levels: You can take this Upgrade as a Gold move on your turn, a blue sigil of
tier upgrade to gain an additional +2 modifications. chakra appears on the ground
within a 10-foot radius of it. All
INCAPACITATING BLASTS
allied creatures, excluding you and
Techniques: Purple
your Puppet Tool, gain a +1 to AC
Prerequisite: Chakra Blast
and Strength, Dexterity, and
You install one of two unique augments to your Chakra
Constitution saving throws, for
Blast that allow it to incapacitate your foes. You can use
the first attack made against
this upgrade as a bonus action, though if you do, you
them and saving throw they make
cannot use your Chakra Blast as an action on your turn.
per round respectively.
You can use this upgrade a number of times equal to your
At Higher Levels: You may take this
Intelligence modifier per long rest.
upgrade as a Silver tier upgrade to
• Blinding Blast. You generate a blast of light at all also gain its effects when It activates.
creatures within 10 feet of you, other than you. All Furthermore, you can take it as a
creatures must succeed a Wisdom saving throw against Gold upgrade, to increase the
bonuses to a +2.

161
SILVER TIER glow purple. As an action while benefiting from this
method, you can move up to your movement speed and
BATTLE READY ARMOR release a 20-foot radius pulse of purple chakra,
Techniques: Purple spending up to your total charges. Each creature must
You have learned to adapt your armor to even the make a Dexterity saving throw against your Ninjutsu or
harshest situations. Choose a number of armor seals that Taijutsu Save DC. Success: Half damage. Failure: 2d6
would take up to 3 armor slots that you qualify for. You force damage per charge spent. Critical Failure (Fail by
gain these armor seals and you can swap out which seals -5 or more): Same damage, 15 feet of knockback and
you are benefitting from on a full rest. are knocked prone.
• Accumulation: The first time each turn when you
CHAKRA ENHANCED VISION would cast a Jutsu of D-Rank or higher or use
Techniques: Purple, Perfect your Chakra Blast, Power Fist, or Integrated Weapon, you
Your Juggernaut Armor's ability to perceive movement can gain 1 Kinetic Charge. Kinetic Charges gained this
and detail is improved exponentially. None can escape way cause your armor to begin to glow blue. While
your gaze. You gain the following benefits; benefiting from this method and you would cast a Jutsu
• You ignore any benefits creatures may possesses as the of D-Rank or higher that deals damage, you can spend
result of cover (excluding full cover), and you can see up to your total Kinetic Charges to increase the damage
creatures that are lightly or heavily obscured with no roll by 1d6 for each charge spent. Alternatively, if you
issues. deal damage with the above listed upgrades, you can
• When you would make a Dexterity saving throw against spend charges in the same way, adding a +1d8 bonus to
an effect you can see, you can make an Intelligence the damage roll per charge.
saving throw instead. You can gain this benefit a
RAPID DISORDER
number of times equal to your intelligence modifier per
Techniques: Purple
long rest.
You create a fun upgrade to cause a massive amount of
• When a creature hits you with a ranged attack roll and
disorder amongst your foes in the first moments of
you can see the creature, you may cast the True Strike
battle. You gain access to the unique natural
Genjutsu as a reaction, targeting that creature.
weapon, Opening Missiles, a weapon that fires dozens of
• When a creature attempts to take a Hide action against
small rocket powered bullets from a multitude of
you, you can immediately make an Intelligence or
compartments in your armor.
Wisdom (Perception; Your Choice) to contest its Stealth
This weapon can only be used as an action, or as a
check.
reaction as part of rolling for initiative. If used on
HEALING SALVE initiative, this weapon cannot be reacted to.
Techniques: Purple This weapon possesses the ammunition property.
Your armor is fitted with a special salve that can be used Each time you use this weapon, you lower your
to mend your wounds or cure any afflictions. At the start ammunition die by a step. If you run out of ammunition,
of turn, before any action is taken, you can use one of the you cannot use this upgrade again until you complete a
following. You can use this upgrade a number of times long rest.
equal to your Intelligence modifier, per long rest. Opening Missiles. When this weapon is used, roll two
dice equal in value to your current ammunition die and
• Recover 2d10 + your proficiency bonus in hit points.
multiply the result by 5. This is the total amount of
• Remove the Bruised, Dazed, Staggered, or any
damage the weapon deals. For each creature you target,
Elemental condition affecting you.
you decide how much of this damage you delegate to
HEAVY PLATING them, as piercing damage. Area Weapon Attack: Dexterity
Techniques: Purple saving throw (vs. Ninjutsu or Taijutsu Save DC), Reach
Your armor becomes more adept at withstanding 120-foot radius, all creatures of your
common forms of damage. Select one damage type choice. Success: Half damage. Failure: Damage
(Bludgeoning, Piercing, Slashing). You gain resistance to delegated and the creature is knocked prone. Critical
this damage type. Failure (Fails DC by -5 or more): Same effects as
At Later Levels: You can take this upgrade as a Gold failure + 1 rank of Lacerated.
or Platinum tier upgrade. For each tier above Silver, you
select an additional damage type to gain resistance to
STURDY CRAFTSMANSHIP
Techniques: Purple
from the given list.
After taking a few too many beatings, you improve your
KINETIC OVERFLOW armor with a mechanism similar to shock absorbers,
Techniques: Purple allowing you to resist being pushed around. You have
Your armor is able to store the kinetic energy of your advantage on skill checks and saving throws to avoid
attacks or attacks you receive. This upgrade can store a being moved. Also, if you would be knocked back you are
number of Kinetic Charges equal to half your proficiency instead knocked back half the distance and you only take
bonus. You can acquire these charges in one of two ways, half as much falling damage.
listed below; To begin charging using one of the following
methods, you first must spend 3 chakra. Once you select a
method, if you would change to another method, you lose
all charges you have acquired. Charges not spent within 1
minute are lost.
• Absorption: The first time each turn when you would
take damage, you can gain 1 Kinetic Charge. Kinetic
Charges gained this way cause your armor to begin to

162
GOLD TIER FORTIFIED DEFENSES
Techniques: Purple
ARMORED ADVENTURES You redesign your armor to reinforce your muscles,
Techniques: Purple
allowing them to almost never fail under pressure. You
You decide that it would be in your best interests to
do not lower your Strength checks, attack rolls, or saving
invest in a set of armor for one of your comrades as well.
throws as a result of conditions or effects from hostile
You craft a another set of Juggernaut Armor for an ally
creatures. Additionally, you have advantage on saving
during a full rest.
throws that would lower your strength score in any way.
This armor can be of any armor listed in the Armor
Chassis feature. This armor draws from your total Puppet FULL METAL JACKET
Upgrade pool, but comes preinstalled with two Wood Tier Techniques: Purple
Upgrades or Bronze tier Upgrades of your choice. This Prerequisite: Heavy Plating
armor is esoterically designed, preventing any other You have upgraded your armor to the point that
creature including you from wearing this armor. techniques that would have turned it to dust, now barely
scratch its surface. Your AC cannot be lowered in any way
CLOAKING DEVICE from hostile effects and jutsu, features, or effects that
Techniques: Purple
would destroy your armor are ineffective (your armor
Prerequisite: Adaptive Camouflage
remains intact.)
Your armor is able to hide you from even the most
trained of eyes. While Active Camouflage is active, if you INFILTRATOR
do not move during your turn you can use your reaction Techniques: Purple
to take the Hide action using an Intelligence (Stealth) Prerequisite: Deep-Learning Analysis
check. You make this check with disadvantage if you are There is no system that can outsmart the hacking design
within 5 feet of another creature or if you attacked of your armor. Increase the number of charges of your
during your turn. armor's natural kits by +2. You have advantage on
Additionally, if you do not move while hidden, you are checks against the Militarized Counter Hack systems.
counted as invisible to special senses such as chakra You can also treat your armor's Hacker/Forensics kit as a
sight, darkvision, heat vision, tremor sense, and Security Kit, sharing the same number of charges. You
blindsight. are proficient with this kit.
Finally, once per rest, you are able to cast the Using your armor's natural kits, you can complete any
Invisibility Genjutsu on yourself at no cost nor its task that would require any of the available kits in half
concentration cost. When you cast Invisibility this way, the required time, or 1 minute of the time would be
the jutsu's rank is treated as your highest jutsu known greater than a minute.
rank.
SAVING GRACE
G30 Techniques: Purple
Techniques: Purple You install a safety mechanism to protect your allies in
Your armor is internally coated with a non-Newtonian the event their lives are in danger. As a reaction to seeing
slime that hardens in response to physical trauma. While an allied creature, other than you, fall to 0 hit points
wearing your Juggernaut Armor, you treat all critical hits within 90 feet, you quickly eject from your Juggernaut
against you as normal hits. When you would normally be Armor and use your Chakra Threads to throw it towards
critically hit, you gain 2d12 temporary hit points which the creature, immediately donning your armor on them.
last until the end of the current turn. When this occurs, the creature is immediately
stabilized at 1 hit point and is moved a distance equal to
twice your movement speed. Once you use this upgrade
you cannot use it again until you finish a long rest.

163
PLATINUM TIER MECH PILOT
Techniques: Purple
JUGGERNAUT SLAYER Prerequisite: Your Juggernaut Armor must be a Steel
Techniques: Purple
Fortress.
When you would first reach 0 hit points while in
You have created something truly special. As an action,
combat, your armor shocks you in such a way that you
you can activate an enlargement mechanism inside of
are revitalized with more strength than before. For the
your armor, turning it into a Huge mechanical
next minute, you gain a +1d6 bonus to all attack rolls,
powerhouse. You pilot this mech from the inside. You can
saving throws, and skill checks, gain a number of
maintain this mech for 1 minute. If you go beyond this
temporary hit points equal to your Puppet Master level
minute, you can spend 1 Hit and Chakra Die at the start of
at the start of each of your turn, are immune to all
each of your turns to maintain it for an additional round.
Physical conditions, and add your proficiency bonus to all
You gain the following benefits while this mech is active;
damage rolls.
Once this upgrade ends, you gain 1 rank of Weakened
Your hit points are treated as 0 for this minute and
and Slowed as your armor reverts back to normal. For
cannot go below 0, but you remain conscious and when
every 2 hit die and chakra die you spent to maintain this
you take damage, you do not automatically fail a death
upgrade, gain an additional rank of Weakened and
saving throw, instead making a death saving throw at
Slowed.
advantage. Once this upgrade ends, you gain 2 ranks of
• You gain a +3 bonus to your AC, and gain damage
Exhaustion and Weakened, plus an additional 1 rank of
both conditions for each round you were in this state for. reduction equal to your proficiency bonus.
• Any ammunition spent on upgrades is restored.
You can end this state as an action on your turn.
• Your size becomes Huge, and you provide all other
PHASE SUIT allied creatures within 10 feet of you gain the benefits
Techniques: Purple of half cover. You can also house up to two allied
Prerequisite: Your Juggernaut Armor must be Weaved creatures inside of your armor. Any effects that target
Mail, a Wooden Suit, or an Iron Shell. those creatures, must instead target you first.
Your armor is supercharged with lightning that allows • You deal an extra die of damage with your Chakra
you to briefly exit and re-enter reality. Your armor gains Fist, Power Fist, or Integrated Weapon.
the following benefits; This upgrade possesses a number Any Armory upgrades you may have, have their
of Spectral Charges equal to your Intelligence modifier damage die increased by 1 step.
per long rest, and each ability provided by this upgrade • Your movement speed is doubled, and you ignore
requires a specified number of charges to activate. If you difficult terrain.
would teleport or enter another dimension, you regain 1 • You have advantage on saving throws to resist
Charge for this upgrade, once per round. Genjutsu.
• The maximum weight you can lift is multiplied by 100
• Spectral Dodge (1 Charge): When you take damage
and you have advantage on checks made to grapple or
from an attack roll, you can use your reaction to briefly
throw creatures that are smaller than you. You also deal
become intangible for the attack, causing it to miss you
double damage to structures, objects, and constructs.
entirely. You cannot do this against critical hits and
• You have advantage on Strength and Dexterity skill
attacks that deal psychic damage.
checks.
• Spectral Warp (1 Charge): You gain the ability to cast
• Against Aberrations, Beasts, Constructs, Demons, Monstro
the Ninjutsu, Lightning Release: Lightning Step, at no
sities, Mutants, and Plants, you ignore resistance and
cost, regardless of whether you are able to cast it
treat immunity as resistance with damage rolls that
normally or not. If you can already cast this jutsu,
include any Armorer Upgrade or upgrade
double the distance you can travel with it when you use
with "Armory" in the name.
this upgrade to cast it. Using this upgrade to cast
Lightning Step does not give you back a Charge for this
upgrade.
• Spectral Transposition (2 Charges): As an action,
you can become intangible, and move through
creatures or objects until the end of your turn. If
you end your turn inside a creature or object, you
are forced to the nearest unoccupied location,
taking 10 force damage for each foot you
are forced to move.

164
RED TECHNIQUE ~ PERFORMER PERFORMANCE OF 10 PUPPETS
Starting at 10th level, you learn of a legendary technique
Puppet Masters who practice the Red Technique are
of Puppet Master Chiyo, who through her White
known as Performers. Like traditional puppeteers, these
Technique, the former name of the Red technique, was
shinobi focus on commanding their Puppet Tools, with a
able to command up to 10 Puppets at once, each puppet
higher emphasis on the strength of numbers.
connected by a single thread from each finger. You learn
Performers are best known for creating a spectacle on
the secrets of this iconic technique and do your best to
the battlefield, commanding numerous puppets
emulate it.
simultaneously to tear enemy forces asunder.
You gain a special scroll of your description known as

RED TECHNIQUE PROFICIENCY (CHANGED 2) the Performance Scroll. This Scroll can be used once per
long rest. When you use this scroll, you summon forth
When you choose this technique at 2nd level, you gain
copies of your existing puppets, up to 10 Puppets total.
proficiency in Performance and Insight.
You no longer command your Puppet Tools as normal
You have decided to invest in commanding multiple
and now command the Puppet Swarm statblock, listed
puppets. You gain a second Puppet Tool, however, both
on the following page. If the Puppet Swarm reaches 0 hit
Puppet's Tools maximum range is reduced to only 250ft,
points, it is unsummoned and your Puppet Tools fall to
and both Puppets have their hit points halved. When you
half their remaining hit points.
command one puppet, you may command one other
puppet as well, though you can only command your
puppets once per turn. Your Puppets draw from the same
OVERWHELMING MIGHT
Starting at 14th level you have begun to start using your
upgrade pool for Puppet Upgrades. When you would
numbers more efficiently than before. When you would
spend your action to cast Mending on a Puppet, you can
force a creature to make a saving throw or make an
target another Puppet Tool, to receive the healing.
attack roll, you can make all of your puppets use the
Lastly, you take precautions to protect your more
technique overpowering them with sheer numbers.
fragile Puppets. Each Puppet Tool you acquire gains 1
For each puppet you make repeat this technique you
Wood Tier upgrade for free. Per rest, your Puppets gain a
must make a DC 16 Chakra Control check, increasing the
number of temporary hit points equal to four times your
DC by +2 for each additional puppet after the first, to a
proficiency bonus.
maximum of 5. For each puppet after the first you

STRENGTH IN NUMBERS increase the initial attack roll by +1 and the damage by
+2. Alternatively, if this was used with a jutsu or upgrade
Also at 2nd level, all Puppets you acquire are crafted with
that requires a saving throw you increase the initial DC
a specific Puppet Role. Listed on the next page, these
by +1.
roles grant your puppets new abilities and ability score
You can use this feature a number of times equal to
increases.
your proficiency bonus per long rest.
You also gain access to Upgrades of the Theatre,
which are Upgrades exclusive to the Red Technique.
SYMPHONY OF PUPPETRY
PUPPET THEATRE (CHANGED) Starting at 17th level, you have nearly reached the
Summit of the Red Technique, and you know what you
Starting at 6th level, you invest further time into your
must do next. But in order to prepare for that technique,
puppeteering skills, allowing for new techniques to be
you must enhance your existing portfolio. Select one of
made up on the fly. As a reaction, when you would see a
the following options;
creature cast a jutsu one of your puppets has the ability
to cast you make a Performance check against the DC of • Expansion: You decide to add more to your
the jutsu. You may use Intelligence or Charisma for this repertoire. You gain the Expanded Puppetry upgrade
check. On a success, your puppet learns that jutsu until for free. If you have already taken this upgrade twice,
your next rest. (Follow the rules for casting as stated in the you gain an upgrade of bronze tier or lower.
Jutsu Specialization upgrade.) • Enhancement: You decide to make more out of what
Additionally, your knowledge of your puppets has you already have. The two Puppets you started with at
allowed you to emulate their fighting styles with 2nd level double their maximum hit points, and
frightening accuracy. As a bonus action you may change increase one of their ability scores by +2, each.
the Puppet Role of one of your puppets into a different
role you have access to, that your Puppet's are not MASTER OF THE RED TECHNIQUE
currently using. This role change lasts for 1 minute and Starting at 20th level, you achieve the pinnacle of the
can be canceled at any time as a free action. You may do Red Technique's teachings, gaining a small army's
this twice per long rest. worth of power at your fingertips, capable of
conquering an entire nation, all by itself. First
OVERTURE created by the legendary Puppet
Also at 6th level, your control over Master, Sasori of the Red Sand.
your puppets is so precise that even When you would use your
enemies get lost in the beauty of it. Performance of 10 Puppets
Once per turn, when both of your feature, you can choose to
puppets damage to the same summon the Performance
creature, you add half your of 100 Puppets instead.
Puppet Master level to the damage. When you do, you gain
Also at 6th level, you learn the E- access to additional features
Rank Ninjutsu Sealing Art: String Light as noted on the Puppet Swarm
Formation. When you take the attack statblock.
action, you can cast Sealing Art: String Light
Formation as part of the same action.

165
Puppet Performance. When you command your Puppet Tool using your
Huge Swarm of Puppets, unaligned Action, you instead command the Puppet Swarm to take the following Special
Actions; These Special Actions take from a pool of Commands. While the
Armor Class (The Swarm has an AC equal to your Puppet Tool with the highest Performance of 10 Puppets is active, you have 5 Commands to spend. While
AC + 2) the Performance of 100 Puppets is active, you have 10 Commands to spend.
Hit Points (The Sum of all your Puppet’s Hit Points) x 2 You regain spent commands at the start of your next turn.
Speed 60ft.

STR DEX CON INT WIS CHA


Attack (X Commands). Select one weapon one of your Puppet's possesses.
X (+X) X (+X) X (+X) X (+X) X (+X) X (+X)
Make an attack with this weapon against a creature within range. For every
command you spend to use this Special Action, you send Puppets to aid your
Saving Throws Proficient in All (Treat negative modifiers as +0) initial Puppet Tool, giving the attack a +1 to hit and a +3 bonus to the damage
Skills Same proficiencies as your Puppets roll. If you use an upgrade that makes an attack roll or imposes a saving throw,
Damage Resistances Acid, Chakra, Necrotic you must spend an additional command to utilize it with this special action. If
Damage Immunities Psychic, Poison the Performance of 100 Puppets is active and you spend at least two
Condition Immunities All Mental, Bleeding, Poisoned Commands, your Puppets gain advantage on the attack.
Senses Same Visual Sights as your Puppets, Passive Perception = Twice the
Defend (2 Commands). You spend two commands to have Puppets circle
highest Passive Perception amongst your Puppets.
around an allied creature within range and protect them. Until the start of
your next turn, all attacks that target this creature are made with a -1d4
One of Many. The Puppet Swarm counts as a single Puppet in regards to
penalty, and the creature gains a +1d4 bonus to the first saving throw it
jutsu, attacks, and other effects that would target it, however, it counts as
makes per turn. If the Performance of 100 Puppets is active, increase the
being multiple Puppets for the purposes of interactions with Red Technique
1d4s to 1d6s.
class features. As a bonus action, you can command a single Puppet to take an
action and move. The Puppet can only move up to half its movement speed Swarm (3 Commands). You spend 3 commands to swarm hostile creatures
away from the Swarm, as by the end of the turn it returns to the Swarm. in a 20-foot radius within 60 feet of the swarm. Creature must make a
Strength or Dexterity saving throw (Your choice, for all creatures), suffering
Puppet Tool. The Swarm has access to the same features as the Puppet
the listed effects; If the Performance of 100 Puppets is active, creatures
Tool statblock. Any upgrades that provide passive effects are still active as
have disadvantage on their saving throw.
normal, however, upgrades that require attack rolls or impose saving throws,
can only be used with the Attack Special Action (Unless an upgrade specifies
otherwise).
Puppet Swarm. The Puppet Swarm is made up of copies of your existing
puppets, until you have 10/100 Puppets total. When determining the Puppet
Swarm's stats, choose the highest stat for each ability score from each of your
Puppets. Each copied Puppet shares the same statistics and Puppet Upgrades
(Any upgrades with use limits or that require ammunition, have their
uses/ammunition shared with the entire swarm and are NOT replenished
when the swarm is activated). While the Puppet Swarm is active, you gain
access to every Puppet Role, and the first time you summon the Puppet
Swarm per full rest, you regain half of any expended uses of Upgrades. If you
summon the Performance of 100 Puppets, regain all uses.
Performance of 100 Puppets. When the performance of 100 Puppets is
active, the Puppet Swarm becomes Gargantuan in size and doubles its hit
points. It also gains a +2 bonus to AC. You also gain improvements to
your Special Actions and more Commands, as noted below.

166
PUPPET ROLES LURKER
ASI: +2 to Dexterity score, Wisdom ability score starts at
Below are the available Puppet Roles. Each Role gives
11.
your Puppets special abilities and increases their ability
Role Effect: This Puppet has an unassuming appearance
scores. When you select a role, your puppet gains a title
but its blows strike harder than even the most combat
at the end of their name of the chosen role. For example,
oriented puppets. This puppet gains proficiency in
if you choose Defender and your Puppet's name
Stealth, and gains a +1 bonus to critical threat range for
Salamander, your puppet's full name is "Salamander,
its attacks and upgrades that require an attack roll. On a
the Defender".
critical hit, add your proficiency bonus to the damage

CONTROLLER dealt.
ASI: +2 to any ability score, +1 to any ability score
(Negative scores chosen become 10 before the +2 is
STRIKER
ASI: +2 to Strength or Dexterity score, +1 to Constitution
added).
score
Role Effect: This Puppet is adept at controlling the
Role Effect: This Puppet focuses on combat and
battlefield. When this puppet utilizes any of its upgrades
aggression. This puppet gains proficiency in Martial Arts
that require a saving throw, it gains a bonus to its Save
and Athletics, and gains a bonus to attack rolls with its
DC equal to 1/3rd your proficiency bonus, rounded up.
upgrades and weapons equal to 1/3rd your proficiency
Once per rest, when you or an ally within 15 feet of this
bonus.
puppet is targeted with a jutsu with the Clash keyword,
your puppet can attempt to deflect the jutsu, initiating a
SUPPORTER
clash. Your puppet adds your proficiency bonus to this ASI: +2 to Constitution score. Intelligence or Wisdom
clash check. start at 10.

DEFENDER
Role Effect: This Puppet is skilled in supporting its
allies. Your puppet gains proficiency in Medicine, and
ASI: +2 to Constitution score, +1 to Strength score
increases all healing or temporary hit points granted by
Role Effect: This Puppet stands firm in battle,
upgrades, actions, or jutsu it casts by your proficiency
withstanding even the strongest of blows. This Puppet
bonus.
gains a +3 bonus to Constitution skill checks and saving
throws. It also gains a bonus to its AC equal to 1/3rd your
SURVEYOR
proficiency bonus, rounded up.
ASI: Wisdom starts at 14. +1 to Strength and Dexterity
score.
Role Effect: This Puppet is highly aware of its
surroundings and forewarns its allies ahead of time. This
puppet gains proficiency in Perception and Insight, and
has 60 feet of Darkvision.

167
UPGRADES OF THE THEATRE A creature can only be charmed by this upgrade once
every 24 hours.

WOOD TIER
You can only benefit from an upgrade unique to this
subclass with "Dance" in the name once per turn.
DECEITFUL DANCE HEAVEN ATTACK
Techniques: Red Techniques: Red, Perfect
One of the first lessons of the Red Technique which On the head of one of your Puppets, you install a series of
teaches of a way to use the surroundings to mix in with metallic tendrils along its scalp which grant your Puppet
the crowd. On your turn you can command your Puppets the ability to attack numerous opponents with one
to hide. Your Puppets can hide even when lightly strike. When you would command your Puppet Tools
obscured, or within 10ft. of 3 or more creatures as they using your action, you can, using the Puppet's reaction
sink into their shadows. when the Puppet Tool with this upgrade scores a hit with
You can only benefit from an upgrade unique to this an unarmed or weapon attack, activate this upgrade.
subclass with "Dance" in the name once per turn. When you do, the target must succeed a Dexterity
BIRD’S OPENING saving throw, or gain 2 ranks of Bleeding as the tendrils
Techniques: Red pierce through them. Regardless, take the attack roll
Your Puppets are able to capitalize on the shortcomings result and compare it to the AC of all creatures within a
of enemies in tandem with your allies. When a hostile set of five 10-foot long lines starting from the creature's
creature provokes an attack of opportunity from an ally space (but not including the creature). If the attack roll
within 15 feet of a Puppet Tool, that Puppet Tool may matches or exceeds their AC, they take the damage of
move up to 5 feet of the hostile creature and make a your Puppet's attack. These lines cannot overlap except
weapon or unarmed attack. at the origin point and must have 5 feet of space between
Also, while you have this upgrade, creatures that each other.
would begin their turn within the weapon's range of two Once you use this upgrade you must wait until the end
or more of your Puppets (including the Puppet Swarm) of your next turn to use it again.
count as being in difficult terrain. At Later Levels: For each tier you take this upgrade
above Bronze, increase the length of the lines by 5 feet
PREEMPTIVE TUNING and impose a -1 penalty to the triggering creature's
Techniques: Red, Perfect Dexterity saving throw. If taken as a Platinum tUpgrade,
You always keep your instruments of war in good you can spend 5 chakra to make the attack roll as if you
shape, and your puppets are included in this care had advantage before you create the five lines.
routine. On the first turn of combat your puppets have
advantage on the first attack roll or skill check they PIANO WIRE
make, and the first instance of damage your puppet Techniques: Red
takes after a long or full rest is reduced by your 5 + As an action, while the Puppet Tool with this upgrade is
puppet master level. within 5ft of another Puppet Tool, you can command
At Later Levels: You can take this upgrade using a both Puppets to connect to each other using a special
higher tier upgrade slot. For each tier you take this sharper variation of the Chakra Threads technique by
upgrade beyond wood, this upgrade’s effects last for one spending 10 chakra. Both Puppet Tools then move up to
additional attack roll/skill check and damage instance. 20 feet away from each other and travel up to their
movement speed in the same direction in a straight line.
WATCHFUL EYE All creatures caught in between your Puppets are hit
Techniques: Red by these threads, and must make a Dexterity saving
You modify your Puppets to instinctually follow your throw. Success: Half damage, no effects. Failure: Xd6+X
lead when you aid your allies. When you take slashing damage, 1d4 ranks of bleeding. Structures,
the Help action, all of your Puppets take the help action Objects, and Constructs take double damage from this
simultaneously. Additionally, your Puppets may take the upgrade. (X = your proficiency bonus).
help action as a bonus action.

BRONZE TIER
EVASIVE DANCE
Techniques: Red
While researching the history of the Red technique, you
find the notes of a legendary puppet master who could
control puppets to masterfully avoid attacks with a
beautiful dance.
On your turn you can make your Puppet's dance,
spending their reactions. All attacks made against your
Puppets have disadvantage and your Puppets make
Dexterity saving throws at advantage. When a creature
would miss an attack or your Puppet passes a saving
throw as the result of this upgrade, you can make an
Intelligence or Charisma (Performance) check vs. a DC
equal to the enemy's level + 5. If you succeed, the
creature gains 1 rank of charmed for 1 minute.
Creatures who fail make a Charisma saving throw
against your Ninjutsu or Genjutsu Save DC at the end of
their turns, ending the charmed condition on a success.

168
SYNCHRONOUS SOUND WAVES While using the Puppet Swarm, apply the ability score
Techniques: Red increases that the Puppet Role selected normally applies
to the ability scores of the Puppet Swarm.
Your Puppets are fitted with special speakers that
enhance the harmful echoes of Auditory Genjutsu.
When you or your Puppets would cast a Genjutsu with
GOLD TIER
the Auditory keyword and at least two of your Puppets DECISIVE DANCE
are within 20 feet of each other, you can make an Techniques: Red
additional Genjutsu attack if the Genjutsu makes an Prerequisite: Quickfooted
attack roll. This attack must target a creature that has Throughout your journey as a puppet master you have
not already been targeted, and this attack inherits all of uncovered more secrets of how to effectively maneuver
the jutsu’s effects. If the Genjutsu instead affects an area your puppets. Your puppets movement speed is
of effect, you cause the area of effect to appear twice, increased by 15 feet and your puppet gains advantage on
affecting a different area. The area of effects cannot saving throws or skill checks that would lower its
overlap. movement in any way. Your puppet can now take the
You can benefit from this upgrade no more than once Dash, Dodge, or Hide action as a bonus action. If your
per round, and to activate this upgrade you must spend puppet makes a melee attack against a creature, you
an amount of chakra equal to the Genjutsu’s rank (D- don’t provoke opportunity attacks from that creature for
Rank: 3, C-Rank: 6, B-Rank: 9, A-Rank: 12, S-Rank: 15). the rest of the turn, whether you hit or not.
You can only benefit from an upgrade unique to this
SILVER TIER subclass with "Dance" in the name once per turn.

GUARDIAN ANGELS SYMPHONY OF DESTRUCTION


Techniques: Red Techniques: Red
As an action you can command one or more Puppets you As an action, you command your Puppets to perform a
possess to each move up to within 5ft of an ally within Bukijutsu you or an allied creature knows to execute a
range of their movement speed and begin protecting the perfect symphony of destruction and ruin. The Bukijutsu
creature. While protecting a creature, a Puppet gains an cast cannot have a range of self.
additional reaction per round that they can only use to The Bukijutsu gains the Combination keyword and
reaction that would protect the creature. Any attacks, has its chakra cost tripled (its cost also becomes Special).
damage rolls, saving throws, or other effects that would All of your Puppet Tool's perform this jutsu
target the creature being protected, enable your Puppet simultaneously (The jutsu is treated as being cast once),
to use its reactions to attempt to negate the effects, even and count as individual casters. The jutsu cast gains the
if a reaction they use would normally only protect following text; You cannot participate in the
themselves. combination yourself, though your allies can and your
This upgrade requires you to maintain concentration Puppets treat your Charisma modifier as their own.
as if concentrating on a B-Rank jutsu, and you must Combination: For every caster that participates in the
spend your bonus action on consecutive turns to casting of this jutsu, increase the damage die by +1.
maintain this upgrade. This jutsu gains additional benefits, based on the
At Later Levels: You can take this upgrade as a Gold highest Charisma modifier among the casters.
tier Upgrade to gain permanent advantage on checks to • +0-1: No Change.
maintain concentration of this Upgrade. • +2-3: The jutsu gains a +2 bonus to attack rolls or
RIBBON DANCE Save DC (pick one)
Techniques: Red • +4-5: The jutsu gains a +3 bonus to attack rolls or
A technique that embodies one of the hardest hurdles Save DC (Pick one), and deals an extra 2 die of damage.
for the Red Technique to face, tangling your chakra
threads. On your turn when two or more of your Puppets
THREE JEWELS SUCTION CRUSHING
Techniques: Red
would enter within 10ft. of a hostile creature, you can
As an action, you can spend 15 chakra to command 3
command them to enwrap the creature in your chakra
Puppets, or to use 3 Commands with the Puppet Swarm,
threads. The creature must succeed a Strength saving
you are able to form your Puppets into a triangle
throw against your Ninjutsu or Genjutsu Save DC or be
grappled and restrained. While restrained this way, your formation, with each vertex representing the 三宝
Puppets gain a bonus to damage rolls on the creature Sanbō (Literally Meaning: Three Sacred Treatures).
equal to your proficiency bonus with weapon attacks, up At each vertex of the formation, your Puppets open a
to twice per turn. compartment revealing the symbols for Buddha (仏),
At the start of each of their turns, an affected creature Dharma (法), and Sangha (僧). In the middle of your
can repeat the saving throw at disadvantage to end these Puppets, a 60-foot cone tornado forms. You cannot use
effects. this upgrade while your Puppets are within 15 feet of any
You can only benefit from an upgrade unique to this creature.
subclass with "Dance" in the name once per turn. All creatures within range of the tornado must make a
Dexterity saving throw against your highest Save DC. On
UNDERSTUDY a failed save, creatures take 14d4 wind damage, gain 1
Techniques: Red rank of bleeding and weakened, and are pulled 30 feet
Select one Puppet Tool you possess. This Puppet Tool inside the tornado, stopping at the center of the
gains the benefits of one Puppet Role another Puppet
formation if they reach it. Constructs, structures, and
Tool is using; however, it does not gain any increases to
objects have disadvantage on the saving throw and take
its ability scores. You can take this upgrade a second
time, placing it on another Puppet Tool picking another double damage. On a success, creatures take half damage
role currently in use. and are only moved 5 feet.

169
Creatures who start their turn within the center
must succeed a Dexterity (Acrobatics) check against
your highest Save DC to regain half their movement
speed, otherwise, it is set to 0 until the start of their KING PUPPET
next turn. Techniques: Red
This upgrade counts as concentrating on an This upgrade can only be activated while the Puppet Swarm
A-Rank jutsu. At the start of each of your turns, is being utilized. You see battle as a chess board with your
you can immediately spend 8 chakra to maintain the Puppets being your chess pieces, and you the
tornado and repeat the saving throw. Creatures who grandmaster that controls their every move.
make their saving throw in the center do so at While commanding your Puppet Swarm, you can
disadvantage and increase the damage taken by a step. declare a single Puppet to be denoted as the King Puppet.
A King Puppet radiates with a white outline of chakra,
PLATINUM TIER and can be targeted specifically when the swarm would
be targeted. The King Puppet raises the statistics of the
HALO DANCE (CHANGED) entire Swarm by +1, and grants you an additional
Techniques: Red 3 Commands. The King Puppet has an AC equal to the
Derived from blue technique, a technique normally Swarm's AC -2, and 75 hit points (The King Puppet's hit
considered almost impossible for your average shinobi, points do not affect the Swarm). If the King Puppet is
is effortlessly replicated in this technique. killed, this upgrade ends and it cannot be used until you
As full turn action, you command all your puppets to complete a long rest. This upgrade uses your highest
strike your opponent repeatedly from multiple angles at Save DC for any saving throws.
speeds incomprehensible to most shinobi, spending 20 While the King Puppet is active, it can direct the
chakra as their action. You can only use this upgrade Swarm in new ways, following your input. The Swarm
while the Puppet Swarm is active. The target creature can utilize the following Special Actions;
cannot take reactions in response to being targeted by
• Bishop's Cleave (2 Commands). The King Puppet
this feature.
commands puppets to briefly travel in a 90-foot long
Make 5 melee taijutsu attacks against a single target,
line diagonally. Each creature within range must make
dealing your weapons damage + 2d8 slashing damage,
a Dexterity saving throw, taking twice the weapon's
ignoring half of all DR, and the target must make a
damage of the Swarm and being knocked prone on a
Constitution saving throw against your highest Save DC.
failure or half damage on a success.
On a fail, the target creature loses function of one of its
• Knight's Charge (2 Commands). The King Puppet
arms for 24 hours. A jutsu that removes conditions, cast
commands puppets to attack at 4 different 10-foot
at A-Rank or Higher can heal the target's arm(s),
wide cubes within 120 feet. Make one weapon attack
granting it mobility and function.
with the Swarm and compare the result towards the
If a creature fails the Constitution Saving Throw by 10
AC of each creature within the cube. On a hit, creatures
or more, their arm is instead severed. If a creature has an
take the weapon's damage of the swarm and are
arm disabled, they make their Constitution Saving
knocked upwards 30 feet.
Throw at disadvantage for each arm disabled.
• Rook's Assault (2 Commands). The King Puppet
commands puppets to move the swarm 60 feet in a
straight line, without spending its movement speed.
All creatures that the Swarm would pass through,
must make a Strength save, taking the weapon's
damage of the swarm, being Dazed, and moved with
the swarm plus an additional 15 feet of knockback on a
failed save, or taking half damage on a success.
• Queen's Gambit (3 Commands). The King Puppet
commands puppets to take two of the Special Actions
granted by King Puppet at once (other than Queen’s
Gambit, ignoring command cost. Each time this
special action is used, you must make a DC 23 Chakra
Control check. On a failed save, the King Puppet loses
an amount of hit points equal to half its maximum hit
points. The DC increases by +4 each time this upgrade
is used, per long rest.

170
WHITE TECHNIQUE ~ WEAVER COMBAT ALERTNESS
Also at 6th level, you are always on edge with your
Some puppet masters focus on using their chakra
chakra threads at the ready. You have advantage on
threads to manipulate puppet tools or great suits of
initiative checks, and when you connect your Chakra
mechanical armor. Weavers take their use of these
Threads to a creature as part of rolling initiative, you can
chakra threads to their limit, using them to manipulate
make one creature you are connected to move up to their
their allies and enemies to more directly control the flow
full movement speed.
of battle.
Also at 6th level, you learn the E-Rank Ninjutsu
Determining the proper flow of battle and how best to
Medical Release: Virtue. When you take the attack action
utilize their allies requires a cool head. Therefore, most
or command an ally to take the attack action, you can
Weavers tend to be lawful, using their abilities to
cast Medical Release: Virtue as part of the same action,
maintain a certain order that they envision.
affecting all creatures you are connected to.

WHITE TECHNIQUE PROFICIENCY DOUBLED THREAD


Starting at 2nd level, you gain proficiency in the Martial
Starting at 10th level, your control over your threads has
Arts and Medicine skills. You gain the ability to more
reached new heights, allowing for more precise
strongly manipulate the puppet master's signature
movements. The range of your chakra threads is doubled
ability: Chakra Threads. The distance of your chakra
and when you take the Help action, you can affect all
threads is doubled, and these threads now last until they
allied creatures attached to your threads.
are dispelled.
Also at 10th level, you can connect your strings to a
You can attach your threads to an ally within range of
creature within 30 feet as a part of rolling initiative. You
your Chakra Threads as a bonus action. You can detach
can now connect your threads to 2 creatures at once.
your chakra threads at any time. While connected to a
creature with your threads, you can use your action or
THREAD SAVANT
bonus action to puppeteer your ally and make them take Starting at 14th level, your ability to manipulate others
any type of action that they themselves are able to take, with your chakra threads is practically unmatched.
using the same action economy. You can also move them Select one jutsu that you know (including jutsu gained
as a free action, using up their movement speed. through an upgrade) that does not deal damage, does

CHAKRA STRING AUGMENTS


not inflict a condition, and has a casting time of 1 action
or bonus action. When you connect your Chakra Threads
Also at 2nd level, you have decided that you have little
to a creature, you can simultaneously cast your chosen
use for your Puppet Tool, so you decide to shave off what
jutsu on the creature.
you don't need. You lose the Puppet Tool class feature
This feature cannot benefit from your Grandmaster
and instead gain a set of Weaver Gloves. You are always
Manipulation feature and you may switch your chosen
adorned with these gloves as they enhance the potency
jutsu at the conclusion of a full rest.
of your Chakra Threads. Through these gloves, you are
able to access the various upgrades of this class.
GRANDMASTER MANIPULATION
Select one the following upgrades between Better Starting at 17th level, your ability with chakra threads is
Bonds, Chakra Pathway, Defensive Manipulation, or stronger than most. When you connect your Chakra
Thread Weapon. You gain this upgrade for free. Threads to another creature, you can connect your
You also gain access to Interwoven Upgrades, which threads to a number of creatures equal to half your
are Upgrades exclusive to the White Technique. proficiency bonus as part of the same action or bonus
Also, you gain two additional Jutsu of a rank you action.
qualify for, not counting against your known. You gain You can control all of the creatures you are connected
more jutsu this way at 6th, 10th, and 14th levels. to with the same action or bonus action. If you use your

DIRECT CONNECTION
White Technique Proficiency feature, you can make all of
the creatures you are connected to take the same general
Starting at 6th level, Your chakra threads can act
action (Dash, Dodge, Attack, Cast a Jutsu, etc.)
as a perfect medium to deliver jutsu. While you
Upgrades that affect one creature now apply to
are connected to another creature via Chakra
any number creatures of your choice that you
Threads, you can cast a jutsu on that
are connected to as long as they can be affected
creature directly. You gain the following
by that upgrade.
benefits:
• You do not require line of sight, and MASTER OF THE WHITE TECHNIQUE
you do not need to see the creature Starting at 20th level, your talent with your
to cast the jutsu on them. Chakra Threads has made you a paragon of the
• If the jutsu's range is touch, White Technique. Your talents shall be told to
you are considered teach future generations of Puppet Masters to
touching them while come.
connected to them. You gain an extra 2 Puppet
• If the jutsu requires an attack Upgrades that you qualify for, and
roll, you cannot roll at double the specified ranges of any
disadvantage. White Technique Feature, as well
• If the jutsu forces the target to as your Chakra Threads.
make a saving throw, they
cannot gain advantage.
• If the jutsu affects and area, you can
choose to have it only affect the
connected creature.

171
INTERWOVEN UPGRADES Alternatively, if the target is Huge or larger, you can
choose to be pulled to it; this does not grapple the target.

WOOD TIER
You are automatically pulled toward a structure that is
larger than you.
BETTER BONDS HEIGHTENED SENSES (NEW!)
Techniques: White Techniques: White
Any time you take the help action you can use it for any Do your decision to remove your Puppet Tool, your
roll taken until the start of their next turn and you no ability to master the Tactics of the Craft is unclouded as
longer use their movement when you make them move the techniques befit you greatly. While you have this
on your turn. upgrade, you may learn an additional Tactic from the
aforementioned feature.
CHAKRA PATHWAY While connected to an allied creature, at the start of
Techniques: White your turn select one Tactic you know. This creature gains
You can use your chakra threads to move your chakra the benefits of the chosen tactic until the start of your
to another space. While you are connected to another turn.
creature via chakra threads, when you cast a Ninjutsu or At Later Levels: You can take this Upgrade as a Bronze
Genjutsu, you can do so as though you were in that or Silver tier upgrade. At Bronze tier or higher, all
creature's space, but you must use your own senses. This creatures you are connected to may benefit from you
upgrade cannot be used with jutsu that have a range of chosen tactic. At Silver tier, you learn another Tactic.
Self.
MEDICINAL STRINGS
Also, while connected to a creature you are aware of
Techniques: White, Perfect
any jutsu based effects or conditions affecting them, if
To better assist your allies in battle, you begin to
the creature acquires them while you are connected.
specialize in Medical Release. You gain access to jutsu
with the Medical keyword, that restore hit points, grant
DEFENSIVE MANIPULATION
temporary hit points, reduce damage, or provide a boost
Techniques: White
or boon to an allied creature in any way, of D-Rank or
As a bonus action, you can connect your chakra
lower.
threads to a willing allied creature within 30 feet of you,
While you have this upgrade, any medical jutsu you
using the threads to practically ward the creature against
cast can be made to target 1 or more specific creatures
attack. You can maintain this connection for up to 1
that you are connected to, as long as the jutsu does not
minute. While connected, any creature who targets the
have a range of Self. If you ever remove this upgrade, you
connected creature with an attack or harmful jutsu must
do not lose any jutsu you learned but become unable to
first make a Wisdom saving throw against you Ninjutsu
cast them unless you have access to the Medical keyword
or Genjutsu Save DC. On a failed save, the creature must
from another source.
choose a new target or lose the attack or jutsu. This
At Later Levels: You can take this upgrade as a Bronze,
upgrade doesn't protect the creature from area effects,
Silver, or Gold tier upgrade to gain access to Medical
such as the lightning from Lightning Release: Thunder
jutsu of up to C-Rank, B-Rank, or A-Rank respectively.
Tempest.
If the connected creature makes an attack, casts a SLINGSHOT
jutsu that affects an enemy, or deals damage to another Techniques: White, Perfect
creature, the threads break and the connection ends. Your proficiency with your chakra threads allows you
to catch projectiles midair. As a reaction when you would
ENTANGLING THREADS be hit with a ranged weapon attack you can attempt to
Techniques: White grab the projectile out of the air and fling it back.
You learn to use your threads to constrict the Make a melee weapon attack vs your opponent’s
movement of other creatures. You learn the following attack roll. If your roll is higher than your opponent’s
Puppet Master levels, as long as you have this upgrade you catch the projectile out of the air. If you beat your
(you ignore keyword prerequisites for these jutsu); opponent's attack roll you can use that attack roll to
attempt the creature who attempted to hit you.
Puppet Master Level Entangling Jutsu
1st Shadow Snake Bite
THREAD WEAPON (CHANGED)
Techniques: White, Perfect
5th Hair Binding Technique You give a more physical presence to
9th Body Pathway Derangement your chakra threads. As a bonus action,
you can form your chakra threads into a
13th Forcecage chained hand scythe, a chained spear, a
GRAPPLING THREADS whip, or battle wire. You are proficient with
Techniques: White, Perfect this weapon while using this upgrade, and
You strengthen your threads to hold a the weapon gains a special version of the
creature's weight. As an attack or an action, finesse property, that allows you to use your
you may target a surface, object, or creature Ninjutsu ability modifier for weapon attacks. You
within 30 feet. If the target is Large or cannot be disarmed of this weapon, nor
smaller, you can attempt to can it break. You can end this effect as a
grapple the creature using an bonus action. This weapon can be used as a
Intelligence (Athletics) or component in Jutsu. This weapon can
Wisdom (Athletics) check, benefit from your Chakra Enhanced Retrofit
pulling it to you and grappling feature.
the creature on a success. Additionally, thrown weapons you wield gain
the returning property and ignore half cover.

172
DIRECTED DISRUPTION
Techniques: White
Prerequisite: Antagonistic Connection
You use your connection to direct a pure pulse of
chakra into another creature. While you are connected to
a creature, you can use your bonus action to direct your
chakra to disturb the chakra flow of one creature you are
connected to, giving that creature the Weakened
condition until the end of their next turn, being
overwhelmed by your chakra.
FEEDBACK LOOP
Techniques: White
Your chakra threads can better connect to a creature's
chakra network. While you are connected to a creature
via chakra thread, you can cast one jutsu they know,
even if you don't have the required keyword
prerequisites (such as Medical or any Nature Release).
You cannot cast a jutsu with the Hijutsu keyword in this
way. You still expend the normal amount of chakra for
the jutsu. Once you cast a jutsu in this way, your
connection to that creature ends, as the threads took on
too much chakra to maintain their structure.
You can only use this upgrade a number of times equal
to your Constitution modifier, and you regain any
expended uses when you complete a short or long rest.
BRONZE TIER POWERED PUPPETEERING
Techniques: White
ANTAGONISTIC CONNECTION
Your chakra threads can imbue others with your own
Techniques: White
chakra. When you use your White Technique Proficiency
When you use your chakra threads to connect to a
feature to make a creature use the Cast a Jutsu action,
creature, you can attempt to connect to unwilling or
you can spend your own chakra to make them cast the
hostile creatures as well as willing allied creatures. When
jutsu chosen, instead of letting the creature choose to
you attempt to connect to an unwilling or hostile
spend their own chakra. The chakra you expend is the
creature, the creature must make a Dexterity saving
normal cost of the jutsu.
throw against your Ninjutsu or Genjutsu Save DC,
avoiding the threads on a success. A creature can make a QUICK THINKING
Strength saving throw as an action against your Ninjutsu Techniques: White
or Genjutsu Save DC, breaking out on a success. As a reaction to being hit by a melee or ranged attack,
While using this upgrade, you are considered to be you can attempt to pull another creature in to take your
concentrating on a B-Rank jutsu place. Select a creature within 30 feet of you. The
creature must make a Strength saving throw against
BOB AND WEAVE
your Ninjutsu Save DC or Genjutsu Save DC. On failure,
Techniques: White
you pull them towards you whilst also simultaneously
When you take the help action on a creature connected
pulling yourself to their previous position. The target of
to your strings, they can also get advantage on the first
the attack becomes this new creature.
saving throw they make, instead of an attack roll or skill
check. Additionally, they get the benefits of the SPIDER’S WEB
Disengage action. Techniques: White
This upgrade can't benefit from your Grandmaster You can lay your strings out within a 90-foot radius to
Manipulation feature. restrain other creatures. This action takes 1 minute to
complete, and whenever a hostile creature steps on a
CHAKRA SLASH
space that you are affecting, they are treated as surprised
Techniques: White, Perfect
and must make a Dexterity saving throw against your
Prerequisite: Thread Weapon
Ninjutsu Save DC at disadvantage, becoming restrained
You can give more power to your Thread Weapon.
and grappled on a failed save, or jumping back 20 feet on
Increase the die step of your Thread Weapon by one step.
success as they avoid becoming grappled by your strings.
(d4>d6>d8>d10>d12>2d6)
Creatures who possess Chakra Sight or truesight cannot
Additionally, when you use your Thread Weapon, you
be surprised by this upgrade and they do not roll at
may wrap it an existing weapon. When you do, that
disadvantage. Target creatures can make a Strength
weapon gains all the benefits of the Thread Weapon
(Athletics) as an action against your Ninjutsu Save DC to
upgrade.
end this effect.
Regardless of whether the creature passes or fails they
cannot be affected by this upgrade again. This upgrade
dissipates after 1 hour and can be used a number of times
equal to your proficiency bonus per long rest.

173
THREAD FORCE DEAD MAN’S ATONEMENT
Techniques: White Techniques: White
Prerequisite: Antagonistic Connection Prerequisite: Antagonistic Connection and Grappling
While connected to a hostile creature via chakra thread, Threads
you can force one creature to make a Constitution saving While you have a creature restrained by your threads you
throw against your Ninjutsu or Genjutsu Save DC as a can force them to atone, as an action, by hoisting them
bonus action, as you force your chakra into their body. in the air by the neck, creating a painful noose out of
On a failed save, the target takes 3d10 force damage and chakra. A creature restrained in this way must make a
is moved 5 feet in a direction of your choice or knocked Constitution saving throw at the start of each of their
prone. turns gaining one rank of exhaustion on a failed save.
Additionally, you can spend chakra points to increase You can maintain this effect on each of your turns by
the potency of this effect. You can only spend a number spending your bonus action. Once a creature passes this
of chakra points on this upgrade equal to your saving throw they remove one rank of exhaustion gained
proficiency bonus. For every 3 chakra points you spend, from this upgrade, and if they make this saving throw
the target either takes 1d10 additional damage or gets while they have 0 ranks of exhaustion they desperately
moved 10 additional feet in the same direction. escape your threads, ending the effect. If a creature fails
Alternatively, by spending at least 6 chakra, you can this saving throw 3 times in a row they become
force the target to make a Constitution saving throw or unconscious until they take damage or a full turn action
become restrained until the end of their next turn. is used to wake them.
You may do this twice per long rest. Alternatively, you
VIRTUOUS STRINGS
can spend 10 chakra to use this Upgrade again before
Techniques: White
resting.
You have modified your techniques to further support
your allies. When you cast Virtue you add an additional INEVITABLE FEAST
die to the result. This increases to 2 dice at 10th level, 3 Techniques: White
dice at 14th level, and 4 dice at 18th level. Prerequisite: Spider’s Web
When a creature is restrained by your Spider's Web
SILVER TIER upgrade, you can spend 10 chakra and place them under
a genjutsu simultaneously on failure, at the cost of some
ASSISTED POWER of your string's integrity. At the start of each of their
Techniques: White turns, they can repeat the dexterity saving throw at
As an action while a creature is connected to your disadvantage to break free. On consecutive failures, they
strings, you can boost their power with your own begin to see and feel a creature (of your choosing) appear
manipulation. For the next minute, the creature can add from the shadows behind them, terrorizing them. The
1/3rd your proficiency bonus (rounded up) to any attack creatures take 3d6 psychic damage and gain 1 rank of
roll, skill check, or saving throw they make. They lose fear. If a creature gains 5 ranks of Fear while trapped by
this boost if you move your threads to another creature, this upgrade, they fall unconscious and this upgrade's
you become incapacitated, you die, or you lose effects end.
concentration, as if concentrating on a B-Rank jutsu.
This upgrade can't benefit from your Grandmaster
Manipulation feature.
COMBINED STRENGTH
Techniques: White
Your connection with a creature allows you to innately
understand their thoughts. You do not need to use your
reaction to cast a combination jutsu cast by a creature
you are connected to, once per turn. Additionally, you
can use intelligence instead of charisma for combination
effects.
FORCEFUL SUPPRESSION
Techniques: White
Prerequisite: Grappling Threads
When you grapple a creature with Grappling Threads
they become restrained for the duration. Additionally,
attempts to break out of your threads are made at
disadvantage.

174
MERCILESS THREADS
Techniques: White JUDGEMENT CHAINS
Prerequisite: Chakra Slash Techniques: White
Your mastery over your threads is nearing its peak, and You have learned to solidify your chakra strings into
as such, so have your techniques. When you attack a chains to further execute your will. As an action, while
creature with one of your threads you may make an you are connected to a hostile creature you can force
additional attack as a bonus action. On a hit the target is them to make a Constitution saving throw versus your
restrained and takes damage as normal. Ninjutsu or Genjutsu Save DC at disadvantage, removing
Additionally, whenever you would grapple a creature their chakra molding and restraining them on a failed
with your thread weapons they are instead restrained. save. Creatures who are restrained by this upgrade can
SEVER THE CONNECTION attempt to break out as an action versus the listed Save
Techniques: White DC at disadvantage.
Prerequisite: Antagonistic Connection You can maintain this upgrade for up to 1 minute, or
While connected to a hostile creature via chakra thread, until you lose concentration on it, as if concentrating on
you can violently sever the connection. As a bonus a jutsu.
action, you can spend 10 chakra to force a creature to RESILIENT STRINGS
make a Constitution Saving Throw dealing 6d8 force Techniques: White
damage and inflicting a rank of lacerated on a failed Prerequisite: Thread Force and Thread Weapons
save, or half as much on a successful one. A creature who Your minute control over creatures you are attached to
is forced to make a Concentration check as a result of allows them to narrowly escape dangerous situations.
this upgrade, makes it at disadvantage. When a creature who is attached to one of your strings is
SYMBIOTIC MIND forced to make a saving throw or skill check or suffer
Techniques: White from a Physical condition, they make saving throws or
Creatures connected to your threads gain a bonus to gain skill checks at advantage.
a Constitution (Chakra Control) made to maintain
concentration equal to your intelligence modifier.
Additionally, you can spend the cost of the jutsu again to
maintain concentration.

GOLD TIER
CHAKRA CHANNELER
Techniques: White
Prerequisite: Chakra Pathway
You can make any jutsu you cast that has a range of self
target a creature connected to your threads instead of
you. Jutsu that create constructs or summon creatures,
objects, or structures do not benefit from this upgrade.
Additionally, while connected to a creature you can
spend your reaction to enable them to react unless they
are unconscious or petrified.
Finally, you can cast jutsu with the casting time of 1
reaction, as if you were the connected creature. This first
time you do this on an ally other than yourself, per
round, does not cost your reaction.
ITEM CONTROLLER
Techniques: White
You use your chakra threads to manipulate small items
and give them some semblance of sentience. You can
cast Animate Objects at half the cost as if you know the
jutsu. When you would cast Animate Objects in this way
they benefit from being connected to your chakra
threads, use your ninjutsu attack bonus instead of the
listed bonus, and gain AC equal to your ninjutsu ability
modifier.
You can do this once, and regain the ability to do so
when you finish a short or long rest.

175
PLATINUM TIER
AUGMENTED POWER
Techniques: White
Prerequisite: Assisted Power
You deepen your focus and bring your puppeteering
to a new level. As an action you infuse even more
chakra into your strings, almost overloading them
with power. Until the end of their next turn, creatures
of your choice attached to your strings make any attack
roll, skill check, or saving throw they make at advantage.
On subsequent turns you may maintain this feature as
a bonus action. They lose this boost if you move your
threads to another creature, you become incapacitated,
you die, or you lose concentration, as if concentrating on
an S-Rank jutsu.
DEVOUR PREY
Techniques: White
Prerequisite: Inevitable Feast
When a creature has 1 or more ranks of fear as a result of
Inevitable Feast you can begin to devour them.
As an action you can make a melee ninjutsu attack roll
while you are in the area created by Spider's Web dealing
6d12 force damage and reducing the
opponent’s chakra by half the damage dealt. For
each rank of fear a creature has as a result of
Inevitable Feast increases the damage by 1d12.
Creatures with 2 or more ranks of fear as a result
of Inevitable Feast count as paralyzed when
targeted by this attack.
MARIONETTE MANIPULATION
Techniques: White
You have learned to control your body with your own
strings, allowing you to perform flawless movements
free of error. As an action you can begin to puppeteer
your own body.
For the next minute, your speed is doubled,
you gain a +2 bonus to AC, you have advantage
on Dexterity saving throws and on a successful save
you take no damage and suffer no effect.
You gain the benefits of being connected to your own
threads. You also gain one additional Reaction and
Bonus Action. While you are puppeteering yourself, you
may not connect your strings to an allied creature. After
1 minute you become stunned until the end of your next
turn and suffer 1 rank of exhaustion.

176
PUPPET MASTER UPGRADES CHARISMATIC PRESENCE
Techniques: Black, Blue, Green, Purple, Red, Perfect
Using Upgrades: Any Upgrade that requires an attack roll
or imposes a saving throw, may use the Ninjutsu, You're skilled at using your Puppet Tool as a way to
Taijutsu, or Genjutsu attack bonus/Save DC of the get what you want out of a conversation. While engaged
Puppet Master, or of the Puppet with the upgrade. in a social conversation and your Puppet Tool is present
nearby (or you are wearing your Juggernaut Armor), you
WOOD TIER can choose to give yourself proficiency in Persuasion ,
Performance, or Intimidation temporarily. If you are
ARMORY: EXPLOSIVE LAUNCHER already proficient, you gain a +1d6 bonus to the roll. A
Techniques: All, Perfect creature can be affected by this upgrade twice per hour.
An ideal armament for dealing with large crowds of You must narrate the context for what you or your
foes or inconvenient structures, first crafted by Ajisai Puppet is doing to gain the benefits of this upgrade (Ex.
Haruno. You install a launching mechanism of your own Intimidating a foreign invader, your Puppet gives a
description in your Puppet Tool, Juggernaut Armor, or threatening stare; You are trying to impress someone,
Weaver Gloves. This launcher can hold up to 3 Explosive and your Puppet gives them a smile).
Tools. When the one equipped with this upgrade would
take the attack action, they can replace one attack to COUNTERMEASURES
launch one of these explosives at a creature within 60ft. Techniques: All, Perfect
Loading this upgrade with explosives takes an action. Your Puppet Tool is equipped with useful jutsu to aid
At Higher Levels: This upgrade can be taken using you or your allies in a pinch. Twice per rest, your Puppet
higher tier upgrade slots. For each tier this upgrade is Tool may cast the Release or Escape Technique on an
taken at above Wood tier, increase the number of allied creature within 30ft as an action or bonus action.
explosive tools this upgrade can hold by +1. For those who practice the White or Purple
techniques, if you are the one being targeted for this
ARMORY: HOOK SHOT
upgrade, as long as you are wearing your Weaver Gloves
Techniques: All, Perfect
or Juggernaut Armor, you can use this upgrade at the
A useful armament for getting around, created by
start of your turn (no action required), once per turn.
Araya Jiton. You install a small device that fires a chain
with a spiked head onto your Puppet Tool, Juggernaut
DECOY MODE
Armor, or Weaver Gloves, gaining the Hook Shot natural
Techniques: Black, Blue, Green, Purple, Red
weapon. This weapon can be used with an action or
Your Puppet gains the ability to cast the Transform
bonus action, once per turn.
Genjutsu at no cost, as if it was your level. While it is
This weapon possesses the ammunition property.
transformed with this upgrade, it adds any skill bonus
Each time this weapon is used, roll your ammunition die.
the jutsu would give to Perception and Stealth checks,
Once all ammunition is expended, it can only be
and your puppet is able to move without the use of
recovered on a long rest.
Strings, though it cannot attack, use any upgrade, and
Hook Shot. Ranged Weapon Attack: Range (40/120ft).,
its range is halved.
one target. Hit: 1d10 + your proficiency bonus in piercing
damage. If the creature is of your size or smaller, it must DESTRUCTIVE HABITS
succeed a Strength saving throw against the DC of your
Techniques: Black, Blue, Green, Purple
chosen attack type or be pulled to the nearest empty
Your Puppet Tool must be Large to benefit from this
adjacent to you. If they are larger than you, you are
upgrade. You fit your Puppet Tool with hydraulic
pulled in a straight line to the nearest empty space
mechanisms that can allow it to put more force when
adjacent to it. Non-Sentient structures, objects, and
obstacles come in its way. Your Puppet Tool now deals
constructs that are targeted allow you to roll at
double damage to constructs, structures, and objects
advantage, do not force you to roll for ammunition, and
with its Natural Weapons, Upgrades, and Jutsu. If your
can move you/it without a save.
Puppet already does this, it instead deals triple damage.
BULKY BUILD For those who follow the Purple technique, this
Techniques: Black, Blue, Green, Red upgrades benefits apply to you if you are wearing your
You add more material to your Puppet Tool to enhance Juggernaut Armor and it is an Iron Shell or Steel
its defenses. Your Puppet Tool gains a +1 to its AC, and Fortress.
reduces all damage it receives by -2. You can take this
upgrade up to 3 times, per Puppet Tool. ENTRAPMENT MECHANISM
Techniques: Black, Blue, Green, Red
CHAKRA RESONANCE
You install a mechanism to restrain its targets. When
Techniques: Black, Blue, Green, Red
your puppet attempts to grapple a creature, it applies
You have developed a system to share your chakra to
your proficiency bonus to the roll (or twice your
your Puppet in place of yourself. When you cast a jutsu
proficiency bonus if the Puppet Tool already has this
with a range of Self or Touch, you can, in place of
ability). When you successfully grapple a creature with
yourself, originate the casting of the jutsu in your
this upgrade, the target creature is restrained, and your
Puppet's space, allowing it to benefit from the jutsu as if
puppet still has the rest of its appendages for other uses.
you cast it. This Upgrade does not work with jutsu that
Additionally, it can move its restrained target without
would create objects, structures, or summon creatures.
any reduction of its movement speed.
(For those who follow the Green Technique, only one
Matryoshka body can gain the benefits of this Upgrade.)
At Later Levels: You can choose to take this upgrade as
a Silver tier upgrade. If you do, when you cast a jutsu
with a range of Self, you and your Puppet always
simultaneously benefit.

177
EYE LIGHTS QUICKFOOTED
Techniques: Black, Blue, Green, Purple, Red, Perfect Techniques: Black, Blue, Green, Red, Perfect
You install small light producing mechanisms in your You invest in parts that are both light-weight and
Puppet's eyes. On your turn (no action required), you can flexible. Your Puppet increases its movement speed by 15
activate or deactivate these lights. While active, your feet, and gains proficiency in the Athletics and
Puppet emits 15 feet of bright light and 30 feet of Dim Acrobatics skills. You can take this upgrade multiple
Light, in the shape of a line or cone (you pick). While times, once for each Puppet.
these lights are active, your Puppet cannot be blinded Additionally, your Puppet can take the dash action as a
and raises its Passive Perception by +2. You can take this bonus action. When your Puppet would Dash, its
upgrade multiple times, once for each Puppet you have. jumping speed is doubled until it stops moving.
GHILLIE COATING TRANSFORMING APPARATUS
Techniques: Black, Blue, Green, Red, Perfect Techniques: Black, Blue, Green, Perfect
You augment your puppet with a special coating to You install clever mechanisms to allow your Puppet
make it harder to detect. Your puppet gains proficiency Tool to change its size. As an action or bonus action on
in the Stealth skill. Additionally, it can take the Hide your turn, you can have your Puppet become one size
action for free before or after using its action. smaller or one size larger, to a minimum of small and a
maximum of huge. Activating this upgrade again reverts
GO-PRO
your Puppet's size.
Techniques: Blue, Green, Purple
While your Puppet Tool is one size smaller, it gains a
You fit your Puppet Tool with a small device that can
+1 to Dexterity saves and can move through spaces
record what your Puppet Tool sees as well as what it
occupied by other creatures larger than it.
hears. Your Puppet Tool can record up to 1 hour of
While your Puppet Tool is one size bigger, it increases
footage (spread throughout one or multiple recordings),
its AC by +1 but lowers its movement speed by 5 feet.
before it begins to overwrite its stored data. As an action
on your turn, you can have your Puppet Tool project a WARFARE AUGMENTATION
holographic render of what it has seen and play any Techniques: All
audio that would accompany it. Select one Fighting Stance from Chapter 13:
Customization options. Your Puppet Tool gains this
HONED EDGE
Fighting Stance. Puppets are able to use bonus action
Techniques: All, Perfect
stance abilities.
You have refined your technique with weapons,
For those who follow the Black or Green Technique,
allowing them to become far deadlier than normal.
you can select this upgrade multiple times, once for each
Choose one weapon property from the following:
Puppet Tool you have.
Blocking, Critical, Deadly, Disarm, Finesse, Multiattack
For those who follow the Red Technique, this upgrade
(enables the use of a bonus action), or Reach. One
is given to 2 Puppet Tools you possess when acquired
weapon you or your Puppet possesses gains this chosen
(though your Puppets can have two different Fighting
property. This upgrade can be taken multiple times,
Stances). You can select this upgrade again if you acquire
applying to a different weapon each time.
2 more Puppets.
JUTSU CHANNELER For those who follow the Purple or White Technique,
Techniques: Black, Blue, Green, Red you yourself gain a fighting stance, only when wearing
You learn how to displace your chakra through your your Juggernaut Armor or Weaver Gloves respectively.
threads when you cast a jutsu. When you cast a jutsu, you
can cast it as if you were in your Puppet Tool's space. You BRONZE TIER
can take this upgrade multiple times, once for each
Puppet Tool you have. ARMORY: FIRE AND WATER BLASTER
Alternatively, if your Puppet Tool would be affected by Techniques: All, Perfect
an effect that would normally trigger a jutsu with a An armament first created by the renowned puppet
casting time of 1 reaction if you were affected by the master, Shugi Gizo. You install a small blaster inside of
effect, you can cast that jutsu, affecting the Puppet Tool your Puppet, Armor, or Weaver Gloves that can be fitted
as well as yourself. with either oil or water to launch a blast of fire or water
If you cast a Bukijutsu, your Puppet must be equipped respectively. Choose one of the following options; You
with a weapon that satisfies the jutsu's components. can select this upgrade a second time to gain the other
Taijutsu and Bukijutsu can use the Puppet's casting option. You can use this upgrade a number of times equal
statistics. to half your proficiency bonus per long rest. X is equal to
your proficiency bonus.
OBSERVANT GAZE
• Fire Ray. Ranged Weapon Attack: Range 120ft, one
Techniques: Blue, Green, Red, Perfect
The eyes/sensors of your Puppet Tool are able to move target. Hit: Xd4 + Nin/Tai/Gen ability modifier in Fire
quickly to analyze an incoming threat. When your damage. On a roll of a 18-20, inflict 1 rank of Burned
Puppet Tools take the Read the Enemy action, they can until the end of the creature's next turn. This weapon
use your skill proficiencies for whatever checks they can be refilled before resting by finding a source of oil.
require, and spread any benefits they would receive to • Water Ray. Ranged Weapon Attack: Range 120ft, one

you, and any allies within 5 feet of them. target. Hit: Xd4 + Nin/Tai/Gen ability modifier in Cold
If you take the Read the Enemy action, all of your damage. On a roll of a 18-20, inflict 1 rank of Chilled
Puppets always gain its benefits. until the end of the creature's next turn. This weapon
can be refilled before resting by finding a source of
water, that does not come from a jutsu.

178
ARMORY: NEEDLE WAVE (CHANGED) CHAKRA SEALING TRAP
Techniques: All, Perfect Techniques: Black, Blue, Green, Red, Perfect
You fit your Puppet Tool, Armor, or Weaver Gloves Your Puppet Tool is fitted with a device that allows it
with a senbon launcher that can fire eight waves of to suppress the chakra of others, as well as its own. This
Senbon with incredible speed, and with high precision. upgrade can be used offensively or supportively. Once
As an action, your Puppet Tool can fire the Needle Wave, you have used this upgrade you cannot use it again until
either at a specific target or in a wide area of effect. you take a rest. This ends early if your Puppet reaches 0
Choose one of the following attack types. Damage rolls hp. Alternatively, this upgrade can be activated without
with this weapon ignore up to 5 DR on each affected taking a rest by spending 6 chakra.
target. This upgrade can be taken multiple times, once
Offensively: Your Puppet Tool emits a 30-foot
per each Puppet Tool. destabilizing aura for 1 minute. When a hostile
This upgrade relies on the ammunition property. Each
creature within range would cast a jutsu, it must make
time this upgrade is used, roll for your ammunition as
a Constitution saving throw. On a failed save, they
normal. Once you run out of ammunition, you cannot spend an additional amount of chakra equal to half the
use this upgrade again until you complete a long rest. cost of the jutsu. Creatures who fail by 10 or more by
• Single Target: Ranged Weapon Attack: Range 80ft, double the cost.
one target. Hit: Xd12 + X piercing damage. X equals Supportively: As an action, your Puppet Tool performs
half your proficiency bonus, rounded up. the Suppress Chakra Skill Based Action, using your
• Multi-target: Ranged Area Attack: Dexterity Saving chakra control bonus, with a +1d4 bonus. When your
Throw, 40ft Cone. Success: Half damage. Fail: Xd6 Puppet Tool does this, it suppresses the chakra of all
piercing damage. X equals your full proficiency bonus. allied creatures within 30 feet of it. This effect persists
as long as the allied creature remains within 120ft of
CHAKRA DRAINING MECHANISM the Puppet Tool. This lasts for 1 hour, or until your
Techniques: Black, Blue, Green, Red Puppet Tool enters combat.
Your puppet is equipped with an absorbing seal meant
to drain the energy from its enemies. As an action, while ELEMENTAL INTEGRATION
your Puppet is grappling a creature it can attempt to Techniques: Black, Blue, Green, Purple, Red
drain the creature's chakra. The creature must succeed Prerequisite: You must have at least one Nature Release.
on a Constitution saving throw or lose 5d6 chakra. You You construct your Puppet with special fibers/rods to
regain the amount of chakra they lost as chakra for conduct elemental chakra better. Upon taking this
yourself. You can use this upgrade a number of times upgrade, select one nature release you possess. Your
equal to half your proficiency bonus, per long rest. Puppet now appears to visually generate this release
At Higher Levels: You can take this Upgrade using a while in use (Ex. Wind causes gusts to appear around the
higher tier Upgrade slot. For each tier after Bronze, puppet, Earth manifests as dust/sand/debris, Fire makes
increase the chakra drained by 1d6. tiny cinders, etc) and your puppet gains resistance to
CHAKRA REGULATORS your element's damage type (water =cold) and immunity
to its condition. (Earth=Bruised, Wind= Bleeding,
Techniques: Green, Purple, Red, White, Perfect
Fire=Burned, Water=Chilled, Lightning= Shocked).
You install more chakra conducting material within
If you’ve chosen earth or water release your puppet is
your Puppet. For those who practice the Green or Red
now classified as either an earthen construct or a source
techniques, your Puppet Tool gains proficiency in chakra
of water for allied creatures within 20ft of it in regards to
control, and if you are also proficient, it no longer has
jutsu only.
disadvantage on checks to maintain concentration. You
At Later Levels: You can select this upgrade as a Silver
can take this Upgrade multiple times, once for each
tier upgrade if you also have a second nature release. If
Puppet.
you do, your Puppet Tool now gains this Upgrade's
For those who practice the White or Purple techniques
benefits for two nature releases.
(or if this Upgrade is taken as a Perfect Upgrade), gain a
+1d4 bonus to concentration checks while wearing your ENHANCED DURABILITY
Armor or Weaver Gloves. Techniques: All
You specialize in higher quality materials to improve
the durability of your Puppet Tools. This Upgrade
changes depending on your chosen technique;
• Black/Blue/Green: Increase the hit points of your
Puppet Tool by +10. For each level after 2nd level,
increase your Puppet's hit points by +2. You can take
this upgrade multiple times, once for each puppet tool
you have.
• Purple: Your armor gains a +1 bonus to its AC
calculation, and gains +3 DR against bludgeoning,
piercing, and slashing damage.
• Red: Increase the hit points of all of your Puppet Tools
by +5. For each level after 2nd level, increase their hit
points by +1.
• White: Increase your hit points by +1 for each level you
have in this class. If your Weaver Gloves are ever
removed, you lose this increase to your maximum hit
points, though this cannot cause you to go below 1 hp.

179
INTEGRATED SIGHT MECHANISM SILVER TIER
Techniques: Black, Blue, Green, Red
You fit yourself and your Puppet Tool with a visual
ARMORY: DEAFENING SPEAKER
Techniques: All
connection mechanism. As an action on your turn, you
A weapon first created by Kurayami Nara. You craft a
can blind yourself to your surroundings in order to be
chakra fueled speaker into your Puppet Tool. Your
able to see through your Puppet Tool's vision, gaining
Puppet Tool as an action can spend 6 chakra to release a
any special sight your Puppet Tool has, but losing any
15-foot radius or 15-foot cone (pick one) of deafening
you have yourself. You can maintain this visual
sound. All creatures within range must make a
connection for up to 1 minute, or you can end it early as a
Constitution saving throw, taking 6d8 force and
bonus action on your turn.
becoming Deafened on a failure, or half damage and no
JUTSU SPECIALIZATION effects on a success. A creature deafened by this upgrade
Techniques: Black, Blue, Green, Red remakes the saving throw to remove the deafened
You install a mechanism to enable your Puppet Tool to condition at the end of each of their turns. Creatures who
utilize jutsu. Your Puppet Tool gains access to two D- fail their saving throw by 10 or more are Stunned until
Rank Ninjutsu, Taijutsu, or Bukijutsu that you know, the start of their next turn.
once knew, or that one of your allies knows (as long as ARMORY: OVERDRIVE
you can access the same keywords). The jutsu learned Techniques: Black, Green, Purple
must have a casting time of 1 action, bonus action, or An armament first crafted by the renowned puppet
reaction, and a duration of instant (Bonus Action jutsu master, Kaito Sarutobi. You build special structures for
use the Puppet's action to cast). You can change the jutsu your puppet to handle more demanding manipulations.
the Puppet knows on a long rest. Using your action, you can overcharge your puppet with
For those who follow the Red or Green Technique, chakra.
Puppets that acquire this upgrade can also learn For the next minute, its speed is doubled, it gains a +2
Ninjutsu or Genjutsu, with a maximum duration of 1 bonus to AC, it has advantage on Dexterity saving
minute. Your Puppet Tool has disadvantage on throws, and it gains an additional action on each of its
concentration checks, and shares your concentration turns. That action can be used only to make a single
slots. weapon attack, or take the Dash, Disengage, Hide, or Use
All jutsu your Puppet Tool casts uses your chakra. For an Object action. Once you use this upgrade, you cannot
Ninjutsu and Genjutsu, it uses either your or its own use it again until you complete a long rest. If you are
Ninjutsu and Genjutsu ability modifier to calculate its incapacitated, this upgrade ends early.
Ninjutsu and Genjutsu attack bonus and Save DC
respectively. Taijutsu and Bukijutsu use only the
CHAKRA CANNON
Techniques: All
Puppet’s statistics for calcuating its Taijutsu attack
You craft a cannon into a part of your puppet meant to
bonus and Save DC.
channel your chakra into a single blast of destructive
This upgrade can be taken multiple times, either
power. When your puppet takes the attack action, it can
giving it to the same Puppet Tool for it to gain 2 more
spend 15 of your chakra to unleash a 60-foot line, 5-foot
jutsu of a rank attributed to the upgrade tier, or to a
wide beam of pure chakra in a direction of your choice.
different Puppet.
Each creature caught in the line must make a Dexterity
At Later Levels: You can take this upgrade as a Silver,
saving throw, taking 12d12 force damage and being
Gold, or Platinum tier upgrade to grant your Puppet Tool
knocked prone on a failed save. Or no damage on a
access to jutsu up to C-Rank, up to B-Rank, or up to A-
successful save or effects.
Rank.
LONG DISTANCE RELATIONSHIP
Techniques: Black, Blue, Green, Red
Your strings can command your Puppet Tool from
much farther. Double the distance your Puppet Tool can
be from you. You can take this upgrade multiple times,
once for each Puppet you have.
TAG-TEAM (CHANGED)
Techniques: Blue, Black, Red
When you or one of your Puppets would cast a jutsu
with the Combo keyword, the other or one of your other
puppets, can target one affected creature with a jutsu
with the Finisher keyword, in the other's stead, using a
reaction. This does not allow you to cast multiple
Finishers as Finishers within the same round.
At Higher Levels: You can take this Upgrade using
higher tier Upgrade slots. For each tier taken above
Bronze, when a Puppet would perform a Finisher in
place of another allied creature, increase the damage
dealt by +1d10. This damage can trigger once per round.
If taken using a Gold tier Upgrade slot, your Puppets can
perform Finishers in place of any allied creature within
15 feet of them.

180
EXPANDED PUPPETRY GOLD TIER
Techniques: Black, Green, Red
You have decided that more is better. You craft an
ACCUMULATED STRENGTH
Techniques: Blue, White, Perfect
additional Puppet. All Puppet Tools you create share a
You have begun to see the strings that tie the world
single reaction (unless otherwise specified), but each
itself together, expanding your brain to adjust these
Puppet has its own action. When you craft a new Puppet
strings to new possibilities. As a bonus action you can
Tool, you must redistribute your upgrades and Ability
connect your strings to inanimate object(s) to increase
Score Improvements between both of your Puppets.
your striking power.
Depending on your chosen Puppet Technique, this
Make an Intelligence (Chakra Control) check based on
upgrade's effects change; This upgrade can be taken an
the size of the object; small 10, medium 15, huge 20,
additional time (up to 2 times total).
gargantuan 25 on a success you coalesce the mass into a
• Black/Green: Each new Puppet crafted increases one
weapon you can use. When you or someone connected to
ability score by +2. (For those who follow the Green your strings would make a melee attack you can
technique, you cannot have more than one embolden it with your object(s), increasing the damage
Matryoshka). by an amount of die equal to the size, +1 small, +2
• Red: Each Puppet crafted is treated as gaining an equal
medium etc. you can do this twice per round.
number of Ability Score Improvements, negating the You can maintain this mass of object(s) for a number
need to redistribute their ability scores. of rounds equal to your proficiency bonus. Each
application of extra damage as a result of this upgrade
EXPLODING PUPPET MECHANISM
reduces the duration by 1 round. If you can no longer
Techniques: Black, Blue, Green, Purple, Red
maintain this mass of objects(s) becomes too heavy to
Prerequisite: For those who practice the Purple
bear and falls into an unusable glob of debris.
technique, your Armor Type must be a Steel Fortress.
You rig your puppet to explode in the event it is ARMORY: BEHEADER’S BLADE
destroyed to deal significant damage. When your puppet Techniques: All
tool is reduced to 0 hit points, the tags attached to it A macabre upgrade first invented by the eccentric
explodes. Each creature within 30 feet of the puppet tool Puppet Master Yu Igarashi. It uses one's own lifeforce to
must make a Dexterity saving throw, taking 15d4+15 fire enhance the user or their puppet's power. As a Bonus
damage on a failed save, or half as much on a successful Action, you can activate this upgrade. When you do,
one. Once this happens the puppet and all its parts are select one of you or your puppet's melee weapons, losing
destroyed beyond repair. Hit Points equal to the weapon's damage + 2d8,
For those who practice the Purple technique, you eject transforming it into a large, bloody scythe, and gaining
yourself 45 feet away from your Armor when you use the following benefits for 1 minute;
this upgrade. • This weapon deals an extra 2d8 necrotic damage,
FORCE OF WILL twice per turn.
Techniques: Blue, Green, Purple • The weapon's reach is increased by 5 feet.
Your force of will continues to fuel your Puppets to • Attacks made with the weapon have a +1 to attack and
battle even as your mind weakens and your body begins damage rolls.
to wither. If you fall unconscious while commanding • Once per round, when the wielder of the weapon
your Puppet Tools, your Puppet Tools are still able to act scores a critical hit, the target must succeed a
as if you were commanding them. You also do not need Constitution Saving throw or be stunned until the end
to make death saving throws at the start of each of your of their next turn.
turns until all of your Puppets reach 0 hit points. • When a creature would be reduced to 0 hit points by
For those who practice the Purple technique, this this weapon, they immediately die, being beheaded
upgrade can also apply while wearing your Juggernaut and unable to be revived by any means short of an S-
Armor, granting you the ability to continue moving and Rank jutsu.
taking actions on your turn, though you are unable to
cast jutsu not granted by an upgrade. If you also have the
ARMORY: MIRAGE DISC
Juggernaut Slayer upgrade, this upgrade can trigger Techniques: All, Perfect
after that upgrade ends. An upgrade that twists the perception of one-self to
strike fear into the hearts of their enemies. Created by
HOVERING MECHANISM the mysterious puppet master, Sara. On your turn, you
Techniques: Black, Blue, Green, Purple, Red, Perfect may activate this upgrade for 1 minute, once per long
You add a mechanism to allow your Puppet Tool to fly. rest. When you do, sound waves begin to emit from this
How exactly your Puppet Tool's mechanism appears is upgrade, distorting the appearance of Puppet
up to you. Your Puppet Tool gains 30 feet of flying speed. Tool/Juggernaut Armor/You for the duration, making
If your Puppet already has a flying speed, increase its the one with this upgrade look absolutely terrifying.
flying speed by +20 feet. Effects that would multiply At the start of each of your turns, all hostile creatures
your movement speed, such as the Dash action, multiply within 20 feet of the one with this upgrade must make a
your Puppet's flying speed as well. Charisma saving throw at disadvantage. On a failed save,
For those who practice the Red Technique, two Puppet they gain 1 rank of Fear against them for the duration of
Tools gain the benefits of this upgrade when you acquire this upgrade. Creatures with Chakra Sight, or True Sight
it. do not roll at disadvantage. The one with this upgrade
For those who practice the Purple technique, if your gains extra benefits against frightened creatures
Juggernaut Armor is Weaved Mail or a Wooden Suit,
• 1+ Ranks: +2 to damage rolls, per rank of Fear.
increase the flying speed by +10 feet. If it is a Steel
• 2+ Ranks: You and your Puppet Tool have advantage
Fortress, decrease the flying speed by -10ft.
on a number of attacks against a particular frightened
creature, per round, equal to their ranks of Fear.

181
• 3+ Ranks: Creatures make saving throws against you & STUBBORN TARGET
your Puppet with a penalty equal to half their Fear Techniques: Black, Blue, Green, Red
ranks. Prerequisite: Quickfooted
Your Puppet Tool instinctively knows how to protect
EXPANDED FRAME
itself from danger. When your Puppet Tool would make a
Techniques: Black. Blue, Green, Red
saving throw against a jutsu-based area of effect, it can
Prerequisite: Enhanced Durability
choose to automatically succeed the saving throw,
You reinforce and expand your Puppet Tool's frame.
suffering no damage or effects. A Puppet Tool can
Your Puppet increases its size category by one, up to a
benefit from this upgrade twice per rest. You can take
maximum of Large. The Puppet gains advantage on
this upgrade multiple times, once for each Puppet Tool
Strength checks and Strength saving throws, and gains 5
you have.
damage reduction against all damage types, excluding
fire. Additionally, if your Puppet is large after taking this
THUNDERING MIGHT
upgrade, it increases the damage die of its weapons (and
Techniques: Black, Blue, Green, Red
upgrades) by +1.
Prerequisite: Destructive Habits
You can take this upgrade multiple times, once for
Your puppet can leverage its increased size and chakra
each Puppet Tool you have.
infused nature to unleash a crushing stomp of chakra,
PERFECT SIGHT when it brings its weight down. Your puppet tool can
Techniques: Black, Blue, Green, Purple, Red replace any attack made with the attack action with the
Prerequisite: Eye Lights Chakra Pulse Ninjutsu using your level and save DC.
You improve upon the light mechanisms within your Your Puppet can also attack twice, instead of once,
Puppet's eyes. You can choose to double the areas of both when it takes the attack action.
sources of light when your Puppet uses the Eye Light
upgrade. Regardless of whether it is active, your Puppet UNDYING FORM
Tool can use your skill bonuses for Search action checks, Techniques: Black, Blue, Green, Red, White
and also has advantage on Search action checks. Prerequisite: Countermeasures
Once per rest, on your turn (no action required) you You install a tiny electronic device that surges your
can allow yourself to see through both your Puppet Puppet Tool (or you if you practice the White Technique)
Tool's perspective and your perspective simultaneously. with chakra to restabilize itself. At the start of your next
If either of you can see the other, you are both immune turn after they fell to 0 hit points, they can make a
to being surprised, blinded, and dazzled, and the first Constitution saving throw against a DC equal to half the
attack roll made against either of you per turn is at damage remaining after they fall to 0 hit points. On a
disadvantage. This effect lasts for 1 minute or until you success, they revive at 1 hit point instead.
dismiss it on your turn. If you dismiss it early, you can For those that practice the White technique, you have
reactivate it again later. a +1d6 bonus to death saving throws for the next 3 death
saving throws you make after this upgrade activates.
Once this upgrade activates it cannot activate again until
you take a long rest.

182
COOKING-NIN CREATING A COOKING-NIN
An Akimichi at a fireplace, watching over his stew as it boils When creating a Cooking-Nin, think about your
and bubbles. A smile spreads across his face as he pulls out characters background and drive to be a shinobi. Does
an empty bowl, and pours some food inside. the character have a rival? What drove your character
His allies look at him in utter confusion. “It took you all of down the path of cooking? Is it about curiosity and
10 minutes to make that, are you sure it’s done?”, the female experimentation? Did you have a master or is it a family
asks. “Trust me” the cook says with a smile. She drinks it tradition?
down and remarks “I guess it was fine…Wait, do you hear Consider how your character interacts with the world,
that?”. Weapons and attacks of all types come flying from and what they represent. Consult your DM regarding
the surrounding area. The female team mate is able to brigades, guilds, or societies your character might
dodge or deflect the litany of attacks while saying “I have belong to.
never moved this fast before.”, the cook draws his blade with
a grin and says “It’s the salt, added a bit of pep to your step.” QUICK BUILD
These shinobi, different as they might be, are connected You can make a Cooking-Nin quickly by following these
by one common factor: Cooking. While not a form of combat suggestions. Make your highest ability Intelligence,
or even defense, Cooking-Ninja’s have a special place within followed by Constitution or Dexterity. Second choose
the ranks of the shinobi world, they occupy a special role on Akimichi, Uzumaki, Nara, or Non-Clan.
teams and within squads as the teams primary support and
secondary healer in some cases. COOKING NIN MOVING FORWARD
CHARACTER INSPIRATIONS
The cooking-Nin as it exists below, while complete, is
most likely NOT the most up to date. I have realized that
When designing this class, it was built with the intent to I, myself, cannot give this class the same attention as all
allow players to utilize food and other edible items to others. Moving forward Happy, will be managing this
allow them to support and protect them team in a variety class and all of its updates. You can find the most recent
of unique ways. This class was almost entirely designed version here;
by @Have a nice day Please#2982, also known as
@Habdu.

COOKING-NIN

183
CLASS FEATURES Regardless of the cooking tool chosen you gain proficiency
with all cooking tools and the damage die used is 1d6.
As a Cooking-Nin, you gain the following class features.
While wielding a cooking tool as your chosen weapon,

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

CHAKRA POINTS
• Cooking Knife: Light, Deadly
• Skewer: Light, Thrown (45/90)
Chakra Dice: 1d8 per Cooking-Nin level • Pot or Pan: Light, Blocking
Chakra Points at 1st Level: 8 + your constitution modifier
Chakra Points at Higher Levels: 1d8 (or 5) + your Beginning at 11th level, your cooking tools damage die
Constitution modifier per Cooking-Nin level after 1st. becomes a d10 and each cooking tool gains one additional
weapon property;
PROFICIENCIES • Cooking Knife: Thrown (30/60)
Armor: Light armor, Medium Armor • Skewer: Critical
Weapons: Simple Weapons • Pot or Pan: Disarm
Ninja Tools: Cooking Tools, Poison Kit
Saving Throws: Constitution, Intelligence, Charisma SHINOBI SNACKS
Skills: Survival, Choose three from Athletics, Crafting, Starting at 1st level, when you would take a short or long
Deception, History, Insight, Intimidation, rest, you can create a number of snacks equal to your
Investigation, Medicine, Nature, Perception, Sleight of proficiency bonus. These snacks are of any design of your
Hand choice, but they contain secret ingredients that bestow a
multitude of different effects.
EQUIPMENT When you create a snack it contains the special
You start with the following equipment, in addition to
properties of one secret ingredient and maintains it
the equipment granted by your background:
potency for 12 hours or until your next rest, which causes it
• (a) Padded Armor or (b) Combat Jacket to spoil losing its ability to impart its special effects. You
• One Simple weapon can never have more than your proficiency bonus in snacks
• (a) One Kunai stack or (b) One Shuriken stack currently active at once. Most snacks will utilize a special
• Cooking Tools, Flash Tag, Paper Bomb die called a Cooking die which is a d4. This die grows in size
as you gain levels in this class, which can be found on the
JUTSU CASTING cooking-nin class table, in the cooking die column.
Regardless, snacks can only have one secret ingredient
NINJUTSU at a time, meaning that a single snack cannot have two or
more secret ingredients. You can then choose to distribute
Ninjutsu save DC = 8 + your proficiency bonus + your
them each to willing and allied creatures, or keep them for
Intelligence modifier
yourself. To consume such a snack a creature must spend
Ninjutsu attack modifier = your proficiency bonus + your
their bonus action to eat or to feed a snack to another
Intelligence modifier
creature.
GENJUTSU Finally, a creature cannot gain the benefit of more than
one snack at a time. If a snack has a duration of any type, a
Genjutsu save DC = 8 + your proficiency bonus + your creature cannot gain the benefits of a second snack with a
Wisdom modifier (your choice) duration, unless otherwise specified.
Genjutsu attack modifier = your proficiency bonus + your
Wisdom modifier (your choice) CHAKRA FLOWING CRÈME
Roll your Cooking die twice, recording the results. The user
TAIJUTSU gains temporary chakra equal to the result.
Taijutsu save DC = 8 + your proficiency bonus + your
Strength modifier HEARTY SAUCE
Taijutsu attack modifier = your proficiency bonus + your Roll your Cooking die twice, recording the results. The user
Strength modifier regains hit points equal to the result.

COOKING TOOL INFUSION SODIUM ROCKS


Roll your Cooking die, recording the results. The user adds
Beginning at 1st level, you learn to infuse a myriad of the result to their next saving throw.
cooking tools with chakra, allowing them to be used in
combat beyond their normal implementations. SPICY CURRY
Select one cooking tool from the following list, and the Roll your Cooking die, recording the results. The user adds
chosen utensil has the associated Damage type. You can the result to their next attack and damage rolls.
change this cooking tool with an object interact action;
• Cooking Knife: Slashing damage UN-WHIPPED CREAM
• Skewer: Piercing damage Roll your Cooking die, recording the results. The user adds
• Pot or Pan: Bludgeoning damage. the result to their next skill check.

184
SUSHI RICE WAR AND FOOD
Roll your Cooking die, recording the results. The user gains
Beginning at 7th level, you have mastered the ability to
a bonus to their swim speed, and movement speed while
manifest dishes in the middle of battle, while under
running on water, equal to 5 x the result for the next
stress and duress.
minute.
As an action, you may spend a use of your Cooking Kit.
GUAVA JUICE When you do you gain the benefit of the Shinobi Snacks
Roll your Cooking die, recording the results. If used within class feature as if you had completed a rest. When
4 hour of taking a short or long rest, the user can remain creating snacks using this feature, you can make a
awake, energized and still gain the benefits of the short or number of them equal to f your intelligence modifier. All
long rest without requiring sleep. willing creatures of your choice within 30 feet of you can
A creature who attempts to gain the ingredients benefit be given a snack as if you had thrown it to them.
twice within a 24-hour period, immediately fall asleep and You can use this feature once per long rest. Beginning at
remain so for 16 hours, unable to be awoken until they 15th level, you can use this feature twice times per long
complete the 16-hour sleep. rest.

ANGRY PEPPERS IRON STOMACH


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

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

FOOD FOR THE SOUL


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

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

ABILITY SCORE IMPROVEMENT/FEAT


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

185
COOKING FOCUS CHAKRA INFUSED WEAPONRY
Beginning at 13th level, you know how to pump far more

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

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

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

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

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

186
ENTREMETIER CHEF user instead gains temporary hit and chakra points
equal to the result.
Cooking-Nin who focus on becoming entremetier learn
Hot Cocoa. Roll your Cooking die three times, record the
to cook with a series of different soft and hard dough’s.
result. If used as a part of initiative the user gains body
Creating a series of different.
becomes hot to the touch, granting them a form of

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

187
HERBALIST Relaxation. As an Action on your turn, you can ignite this
spice and mix it with other chemical creating a volatile
Cooking-Nin who focus on becoming an Herbalist learns
haze of smoke. All hostile creatures within 45 feet of you
about the wonders of certain herbs and plants to enhance
must make a Constitution saving throw vs your Genjutsu
their foods with the power of natural ingredients.
save DC. On a failed save, they become incapacitated for

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

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

REST AND RELAXATION


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

188
PÂTISSIER CHEF CHARMING DELIGHT
Beginning at 9th level, whenever you would cook food
Cooking-Nin who focus on becoming Pâtissier’s learn to
using your cooking tools, you can choose to put your all
cook with a series of different soft and hard dough’s.
into it. When you do, your food breaks the ice and can
Creating a series of different.
warm even the coldest of hearts. Creature who eat this

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

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


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

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

189
SCIENCE-NIN CREATING A SCIENCE-NIN
A Nara waits in the shadows, usually their weakness. When creating a Science-Nin consider a few things
However, as his targets let their guards down he throws an about the character when they are on a team with others.
enhanced flash tag and binds them in the light, a light that What made them chose the path of creating the future?
remains to shine past its usual expiration. Are they the protector of tomorrow, at the front with the
An Uchiha looks his victim in the eyes, their infamous newest weapons and armor or the guy in the chair, the
Dojutsu now upgraded to scan his enemies even further than one who builds the tools the fighter use?
before.
A Sarutobi, famous for their multitude of jutsu, shows off QUICK BUILD
a metal gauntlet. It spits out a scroll and suddenly, with no You can make a Science-Nin quickly by following these
signs, a Rasengan appears in her hand. suggestions. First, put your highest ability score in
These shinobi all share one common ideal, that with Intelligence, followed by Constitution. Second, choose
technology they can improve their ninja prowess. While either the Nara, Sarutobi, or Uchiha.
other ninja master the blade or jutsu, they use their wits to
build tools that always will put them ahead..

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

190
CLASS FEATURES CHAKRA CELL ENHANCEMENT
As a Science-Nin, you gain the following class features. Also at Level 1, you have undergone the first step all
Science Nin take when they begin their studies; Chakra
HIT POINTS Cell Enhancement, a genetic modification to improve
Hit Dice: 1d8 per Science-Nin level and better control your chakra flow. You learn 3 E-Rank
Hit Points at 1st Level and beyond: 8 + your constitution jutsu.
modifier At 3rd Level you can choose 1 Elemental Keyword.
You can learn and cast jutsu from that element, as you
CHAKRA POINTS genetically alter your chakra flow to stimulate the
release.
Chakra Dice: 1d10 per Science -Nin level
Chakra Points at 1st Level: 10 + your constitution modifier
Chakra Points at Higher Levels: 1d10 (or 6) + your
CHAKRA CONTAINMENT DEVICE
Constitution modifier per Science -Nin level after 1st. Starting at Level 2 You learn how to create a Chakra
Containment Device. This device allows you to store
PROFICIENCIES chakra to power your Scientific Ninja Tools. This Device
Armor: Light armor, Medium Armor can either be attached to a weapon or your armor and
Weapons: Simple Weapons, All Scientific Ninja Tools can be switched to either as a Bonus Action. If attached
Ninja Tools: 3 of your choice to a weapon the weapon becomes a +1 weapon. If
Saving Throws: Dexterity, Constitution, Intelligence attached to armor it becomes a +1 armor. When you take
Skills: Choose four from Ninshou, Insight, Investigation, a short rest and spend Chakra Dice, you can choose to
Nature, Crafting, Athletics, History, Stealth, seal the rolled amount into the CCD. The CCD can hold a
Perception, Medicine, Chakra Control. number of chakra equal to your Science-Nin Level x 10.
This chakra can only be used to power a Scientific
EQUIPMENT Ninja Tool or Science-Nin Class feature. This device
You start with the following equipment, in addition to charges to half-full during a Long rest and to full on a
the equipment granted by your background: Full Rest. At Level 13 the bonus increases to a +2 and you
can also spend chakra dice to store into your CCD as a
• (a) Padded Armor or (b) Combat Jacket
Bonus Action..
• One Simple weapon
• (a) One Kunai stack or (b) One Shuriken stack
• (a) 1 Paper Bomb or (b) 1 Flash Tag
SCIENTIFIC NINJA TOOLS
• Two Kits of your choice Also, at 2nd Level you gain the knowledge on how to
build Scientific Ninja Tools. These tools are a step above
JUTSU CASTING what a normal ninja can create, and as such take a lot of
mental prowess to accomplish. You gain a number of
NINJUTSU Creation Points as shown in the Science-Nin Table.
Scientific Ninja Tools can be created, upgraded, and
Ninjutsu save DC = 8 + your proficiency bonus + your replaced during a Long Rest. Each has a Creation Point
Intelligence modifier cost that it takes up and a CCD chakra drain that must be
Ninjutsu attack modifier = your proficiency bonus + your spent to activate it. If a tool has prerequisites, you must
Intelligence modifier meet them to install it. You can install the modification

GENJUTSU
at the same time that you meet its prerequisites.

Genjutsu save DC = 8 + your proficiency bonus + your SCIENTIFIC INQUIRY


Wisdom modifier (your choice)
Starting at 3rd level, choose an Inquiry that you pour
Genjutsu attack modifier = your proficiency bonus + your
your hours of study into to use in combat. The Scientific
Wisdom modifier (your choice)
Inquiry you choose grants you features at 3rd, 6th, 9th,
TAIJUTSU 14th, 17th and 20th Levels.

Taijutsu save DC = 8 + your proficiency bonus + your


Strength modifier
ABILITY SCORE IMPROVEMENT/FEAT
Taijutsu attack modifier = your proficiency bonus + your When you reach 4th and again at 8th, 12th, 16th, and
Strength modifier 19th, level, you can increase one ability score by +1 & a
Feat of your choice that they qualify for. As normal you
SHINOBI OF SCIENCE can’t increase an ability score above 20 using this
feature.
Starting at Level 1, You dedicate yourself to always
being the smartest in the room. When making a
contested Intelligence Skill check with another creature,
EXTRA ATTACK
while both of you are using Intelligence, you are Beginning, at 5th Level, you can attack twice, instead of
considered to have expertise in the skill. If you already once, whenever you take the Attack action on your turn.
have expertise, you instead gain advantage.

191
THE RIGHT TOOL
Also, at 5th Level You have learned how to think 10 steps
ahead of everyone else. Once per short rest, you can
reveal that you predicated the current situation. You can
pull a scroll from your inventory that has one basic
quality toolkit with a single charge. This can only be used
by you and loses its charge after being used or in 10
minutes, whichever comes first.

YHPRUM’S LAW
Starting at 7th level, you understand that Reality is
simply a chance of probabilities. Most follow Murphy’s,
saying what can go wrong will. You follow Yhprum's
Law. What can work, will work. You can add
half your Proficiency bonus, rounded down, to any
Skill check you make that doesn’t already include it.

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

INFUSED GENIUS
Starting at the 11th Level, you being to outfit your
tools with better tools. You can select one Scientific
Ninja Tool of Creation Point Cost 8 or lower. The
selected tool is then attached to one weapon or armor of
your choice. Twice per rest the holder of this weapon or
wearer of the armor can use the tool, as if it was wielded by
you, at no chakra cost. During a Long rest you can switch
the Scientific Ninja Tool, or reattach it to a new weapon or
armor.

MIXED STUDIES
At the 18th Level you expand your field of study to
encompass another Inquiry. You gain the 3rd Level features
of another Scientific Inquiry. You cannot select the one you
chose at 3rd Level.

192
SCIENTIFIC INQUIRY LEAD TO GOLD
Starting at 9th, You can use your chakra to convert the

ALCHEMIST
chemical makeup of a substance. You gain expertise with
Cooking Kits. Furthermore, you can spend 20 CCD chakra
The Science-Nin who follow the path of the Alchemist and an action to convert any Elixir into another of the same
specialize in Scientific Potions as their main tool in Creation Point Cost or lower, retaining the original amount
combat. They focus on the science behind chakra to concoct of uses. You can spend 40 CCD chakra and convert a Cooked
victory. Food Ration into a single use Elixir of 4 Creation Point cost
or lower.
NEGREDO
When you chose this Inquiry at 3rd Level you can gain CONVERSION THEOREM
expertise in both the Alchemist and Forensics Kits. The At 14th Level, countless hours of study has led to being able
Alchemist and Forensics Kits gain additional charges equal to prove the Conversion Theorem of Chakra. While you have
to your Intelligence Modifier. You also gain an Alchemist Die a rank of an Elemental Condition and would cast a jutsu, you
that is used for Elixirs and other Alchemist Subclass features. can spend an additional 25 CCD chakra and remove all ranks
Your Alchemist die starts as a d6 It becomes a d8 Level 9, of the condition. If you do, your jutsu gains the matching
and a d10 at level 17. Nature Release and its damage is converted to that Nature
Release's Damage and ignores resistance.
EXPERIMENTAL ELIXIRS
Beginning at 3th level, You have spent time creating IMMUTABLE MOLECULES
potions and pills for use in combat. Over the course of a At 17th Level you have built up a tolerance for chemicals and
long rest, you can spend Creation Points their aftereffects. You are resistant to Poison and Acid
making Elixirs. Elixirs take an Action or a Bonus Action to Damage, and immune to the envenomed condition.
drink. Each Elixir you hold has a number of uses equal to Furthermore, anyone who drinks a Supercharged Elixir
your Intelligence modifier per Long Rest and you can hold a gains the benefits of this feature until the end of their next
number of Elixirs equal to your Proficiency Bonus at a time. turn.

ALBEDO THE FUTURE OF SHINOBI: ALCHEMY


Starting at 6th level, your control over the chemical makeup At Level 20 you have found a way to make the impossible a
of your Elixir grows. As a Bonus Action, you can pour chakra reality. As a Full turn Action, you can spend the remainder of
from your CCD into one of your Elixirs, spending its CCD your CCD chakra. If you do, you gain the Philosopher's Stone
Drain to enhance its effects, giving it its Supercharged effect. for 2 rounds. This lasts an additional round for every 20 CCD
An Elixir stays supercharged for 1 minute. chakra you have remaining. While you hold the
Philosopher's Stone, you can use any Science-Nin Subclass
CINTRINAITAS features you have at no additional CCD chakra cost and Your
Beginning at 6th level, you learn how to reroute the Elixirs always treat your Alchemist Die as if you rolled the
chakra from the CCD into your Alchemist and Forensics Kit, maximum amount. At the end of this feature, you must
which lets spend a full rest doing nothing but repairing your CCD to
you achieve feats once thought impossible. When you would regain the spent Chakra.
cast a jutsu While you have at least 1 charge in either Kit you
can spend 1 charge and 10 CCD chakra. If you do, you turn it
into an Alchemical Jutsu. Alchemical jutsu can have
different effects depending on the Nature Release or lack
thereof.

RUBEDO
At 9th level, you have added a new subroutine to your
CCD for your Elixirs. You can now change and make Elixirs
during a Short Rest. Once per Long rest, you can spend 10
CCD Chakra and give an Elixir an extra use.

ALCHEMICAL J UTSU T ABLE


Nature Release Effect

Fire On a hit or failed save, the target creature's skin starts to burn. They gain a rank of Corroded. This lasts for a number of
rounds equal to your intelligence Modifier.

Wind On a hit or failed save, the target creature feels like their nerves are exposed. They take additional damage equal to your
Alchemist Die whenever they would take damage. This can only trigger twice per turn. This lasts for a number of rounds
equal to your Intelligence Modifier

Lightning On a hit or failed save, the target creature sometimes feels their muscles spasm against their will. For a number of
rounds equal to half your Alchemist Die roll, they have disadvantage on the first attack roll and first saving throw they
make on a turn.

Earth On a hit or failed save, the target creature feels their bones crack with each movement. Their movement speed is
reduced by your Alchemist Die roll x 5 until the end of your next turn.

Water | On a hit or failed save, the target creature feels water in their lungs. While you are within 60 feet of them, you always
know their location, and they count as a source of water for a number of your jutsu equal to your Alchemist die roll

None Your jutsu gains an additional +2 to hit or +1 to Save DC, your choice.

193
ALCHEMIST ELIXIRS B OOST E LIXIR
Cost: 4 Creation Points
MINOR ELIXIRS Drain: 5 CCD Chakra
Roll your Alchemist die, recording the results. The user
M ODIFIED C AFFEINE E LIXIR
adds the half the result to their next Skill check within
Cost: 2 Creation Points the next minute.
Drain: 5 CCD Chakra
Supercharged: They add the full result to their next
If used within 4 hours of taking a short rest, the user can
skill check
remain awake, energized and still gain the benefits of
the short rest without requiring sleep. S PEEDY E LIXIR
A creature who attempts to gain the benefit twice Cost: 4 Creation Points
within a 24-hour period, immediately falls asleep and Drain: 5 CCD Chakra
remains so for 16 hours, unable to be awoken by any Roll your Alchemist Die, recording the results. The user
means until they complete the 16-hour sleep gains a bonus to speed equal 5 x the result for the next
Supercharged: If used within 4 hours of taking a Long 1d4+1 rounds.
rest the user can remain awake and energized and still Supercharged: They instead gain 10 times the result
gain the benefits of a Long Rest without sleeping. for the duration.
AQUATIC E LIXIR R EFLEX E NHANCING E LIXIR
Cost: 2 Creation Points Cost: 4 Creation Points
Drain: 5 CCD Chakra Drain: 5 CCD Chakra
Roll your Alchemist Die, recording the results. The user Roll your Alchemist Die, recording the results. The user
gains a bonus to their swim speed, and movement speed may consume this Elixir as a part of rolling initiative.
while running on water, equal to 5 x the result for the They gain a bonus to their initiative equal to the result.
next 1d4+1 rounds Supercharged: Roll your Alchemist die an additional
Supercharged: They instead gain 10 times the result time.
for the duration
R ESOLVE E LIXIR
S ILVER - TONGUED E LIXIR Cost: 4 Creation Points
Cost: 2 Creation Points Drain: 5 CCD Chakra
Drain: 5 CCD Chakra Roll your Alchemist Die, recording the results. The user
Roll your Alchemist Die, recording the results. The user's adds half the result to their next saving throw within the
vocal cords emit a soothing pheromone that make them next minute.
easier to trust. They gain advantage on Deception and Supercharged: They add the full result to the next
Persuasion checks for a number of minutes equal to the saving throw instead.
roll of the die.
Supercharged: They also gain advantage on GREATER ELIXIRS
Intimidation checks for the duration.
C HAKRA F LOWING E LIXIR
B ITTERS E LIXIR Cost: 8 Creation Points
Cost: 2 Creation Points Drain: 10 CCD Chakra
Drain: 5 CCD Chakra Roll your Alchemist Die twice, recording the results. The
Roll your Alchemist Die, recording the results. The user gains temporary chakra equal to the result. Do not
consumer takes damage equal to the result. When add any modifiers to the rolls.
consumed the creature regains 1 spent Hit die Supercharged: Roll your Alchemist die an additional
Supercharged: The creature also regains 1 spent time.
Chakra die.
E MPOWERING E LIXIR
I NSULATION E LIXIR Cost: 8 Creation Points
Cost: 2 Creation Points Drain: 10 CCD Chakra
Drain: 5 CCD Chakra Roll your Alchemist die, recording the results. The user
Roll your Alchemist Die, recording the results. For a adds the result to their next attack or damage rolls.
number of hours equal to the roll you are immune to the Supercharged: They add the result to their next attack
effects of either extreme heat or cold natural and damage roll.
temperatures.
PERCEPTION AUGMENTATION E LIXIR
Supercharged: You are immune to both
Cost: 8 Creation Points
REFINED ELIXIRS Drain: 10 CCD Chakra
Roll your Alchemist Die, recording the results. The user
R EVITALIZING E LIXIR gains a bonus to their AC equal to half the result for the
Cost: 4 Creation Points next 1d4+1 rounds or until they fail a saving throw from
Drain: 5 CCD Chakra a hostile effect or they would take damage from a hostile
Roll your Alchemist die twice, recording the results. The creature.
user regains hit points equal to the result. Do not add Supercharged: They instead gain a bonus to AC equal
any modifiers to the rolls. to the full result
Supercharged: Roll your Alchemist die an additional
time.

194
M ENTAL B OON E LIXIR MASTERCRAFT ELIXIRS
Cost: 8 Creation Points O RPHEUS E LIXIR
Drain: 10 CCD Chakra
Cost: 32 Creation Points
Roll your Alchemist Die, recording the results. The user
Drain: 30 CCD Chakra
gains immunity to either the Charmed, Feared
Roll your Alchemist Die 4 times, recording the
or Berserk Condition, their choice, for a number of
results. For the 10 minutes if the Consumer falls to 0 hit
rounds equal to the roll of your die. They must pick one
points, they instead fall to 1 hit point and immediately
when drinking the elixir.
heal the recorded result.
Supercharged: They can choose two of the conditions.
Supercharged: If this elixir is consumed by a creature
SUPERIOR ELIXIRS who is dying or has been dead for no longer than 1
minute, they immediately heal twice the record result. If
H ELLFIRE E LIXIR they were dead they also gained 4 ranks of exhaustion.
Cost: 16 Creation Points
Drain: 15 CCD Chakra
Roll your Alchemist Die twice, recording the results. This
Elixir is hot to the touch. The user immediately takes
damage equal to the results of your Alchemist Die. For the
next minute, the first time each turn the affected creature
deals damage with a melee attack, they deal additional fire
damage equal to your Alchemist Die.
Supercharged: They roll two Alchemist Die the first
time each turn they would deal damage with a melee
attack.

ARMAMENT E LIXIR
Cost: 16 Creation Points
Drain: 15 CCD Chakra
Roll your Alchemist Die, recording the results. The user
selects two damage types, gaining resistance to one and
vulnerability to the other one for a number of their turns
equal to the result.
Supercharged: They instead gain resistance to both
damage types.

D IMINISHED S ENSES E LIXIR


Cost: 16 Creation Points
Drain: 15 CCD Chakra
Roll your Alchemist Die twice, recording the results. The
user selects one Sensory Keyword gaining immunity to
Genjutsu with the only that keyword, and advantage against
Genjutsu with the keyword for a number of their turns equal
to half the result. For the same amount of time, you gain
disadvantage to Perception checks that rely on that sense.
Supercharged: Roll your Alchemist die an additional
time.

SUPREME ELIXIRS
F AR SIGHT E LIXIR
Cost: 24 Creation Points
Drain: 20 CCD Chakra
Roll your Alchemist Die, recording the results. The user
gains Chakra Sight in a 60-foot radius around them for a
minute.
Supercharged: They also gain True sight in a 30-foot
radius around them for the duration.

C ONVERSION E LIXIR
Cost: 24 Creation Points
Drain: 20 CCD Chakra
Roll your Alchemist Die twice, recording the results. The
consumer loses chakra equal to the result. For the next
minute all their jutsu damage is converted to an
elemental release the user knows (Water=Cold) if they
have no release then it is either Force, Acid, or Necrotic
(Creator's choice) and deal additional damage equal to
your Alchemist die.
Supercharged: For the duration they also convert their
weapon damage into the chosen damage type.

195
SHINOBI-WARE LEGENDARY BLACKSMITH: ARMORY
Also at 9th Level, you gain the ability to introduce your
The Science-Nin who follow this path understand that a
allies to the joyous liberation of steel instead of flesh. Over
Shinobi is only as strong as their body. So, they have the course of 1 week of Downtime, you can spend 10
turned their own body into a Scientific Ninja Tool. charges of an Armorsmith Kit to give them the Chippin In
upgrade, which changes their unarmored Armor
FULL-METAL SHINOBI Calculation to 10+Proficiency + Constitution Modifier. You
When you choose this Inquiry at 3rd Level you replace the can only do this a number of creatures equal to your
skin of your body with flexible chakra material that allows Intelligence Modifier. You must spend 2 weeks of
for easier experiments. Downtime and have someone with a B-Rank jutsu that
Your AC calculation while unarmored is now 10 + your restores Hit Points nearby to uninstall this upgrade on a
Proficiency Bonus +Intelligence Modifier. You can also creature and let them heal their skin back. You and anyone
spend chakra from your CCD to heal yourself as a Bonus with the Chipping In upgrade also gains 5 Armor Seal slots
Action. You heal at a rate of 5 CCD chakra to 5 health. At in their skin.
Level 6 you choose to gain resistance to either
Bludgeoning, Piercing, or Slashing damage. At Level 9 you
can choose another. At Level 14 you gain the last that you
did not choose.
Your body comes with a number of upgrade slots equal
to your Proficiency Bonus. During a Long Rest you can
install any upgrade, besides a Shinjutsu, that you meet the
requirements for. These Shinobi-Ware will be detailed at
the end for this subclass.

ONE-MAN ARMY
Also, at 3rd Level you gain expertise in Armorsmith
Toolkits. This toolkit gains additional charges equal to
your Intelligence Modifier. Once per turn, as a Bonus
action, you can spend 5 CCD chakra and a charge of your
Armorsmith Kit to Overcharge your Full Metal Shinobi. For
the next minute whenever you take damage from a melee
attack, the attacking creature takes damage equal to your
unarmed damage die+ your Taijutsu modifier. A creature
can only trigger this feature twice in a single turn.

GOD’S MIMICRY
Beginning at 6th level, You further enhance your body to
copy the peak of shinobi-kind: the Ōtsutsuki. You create a
seal of your design and place it on the palm of your hand.
As an Action you can spend 30 CCD chakra and activate this
seal. You must pay 5 CCD chakra at the start of your turns
to keep the seal active. The seal remains active for 1 minute
or until you do not pay the CCD chakra cost, whichever
comes first. While this seal is active you gain the following
benefits;
• Your AC of your Full Metal Shinobi AC is increased
by 2
• Your Jutsu attack rolls have an increased critical
threat range of +1
• The CCD chakra cost of all Shinobi Ware Upgrades
is halved, and you can pay their cost using your
Health.
• Your Shinjutsu cost can be covered by your
normal chakra.

EDGE RUNNER
At 6th level you have driven your human body to the edge
of present and future, and run that edge beautifully. You
gain 1 Shinjutsu Upgrade. You can use a Shinjutsu a
number of times equal to your Intelligence Modifier per
Full rest. Afterwards you must pay half the cost in your
Health to use it again. You gain an additional Shinjutsu at
Level 14.

GLORIOUS EVOLUTION
Starting at 9th level, you have expanded upon the simple
science of the era and have embraced your body as the start
of the new era. During a rest of any type, you can use 2
charges of your Armorsmith Kit to evolve an upgrade. You
can only have one Evolved Upgrade at a time. An Evolved
Upgrade does not count against your slot limits and has its
Creation point cost reduced by 2.

196
EVER EVOLVING Once you’ve used this feature, you can’t use it again
Beginning at 14th level, you have further upgraded your until you recover and reinsert the hand as a bonus action.
seal to always be improving, always evolving. You can POWER K NUCKLES
spend Creation Points equal to the rank of an Armor Seal
(Minor=4, Refined=8, etc.) to instantly apply it to your Full Cost: 2 Creation Points
Metal Shinobi armor. You can change this seal with a Full Drain: 5 CCD Chakra
turn Action, including choosing no seal to gain the creation You modify your knuckles with increased reinforcement and
points back. weight. Your unarmed strike deals 1d6 of Lightning damage.
You can now use Intelligence for Attack Rolls and Damage
GOD MIMICS ME Rolls for your unarmed strikes Additionally, when you take
At 17th level, You do not mimic God, you have long the Attack action and make an unarmed attack, you can
surpassed the former. You can now cast Shinjutsu with no spend this upgrade’s drain to make an additional unarmed
rest limit. If you cast a jutsu, you can split the cost in half attack as a bonus action.
between your HP and CP. If you do, it becomes a Shinjutsu. T ACTILE B OOST
A Shinjutsu is not considered a Ninjutsu, Genjutsu,
Bukijutsu, or Taijutsu Cost: 2 Creation Points
Drain: 5 CCD Chakra
THE FUTURE OF SHINOBI: SHINOBI-WARE You add a new upgrade that boosts your sense of touch. As
a Bonus action you can spend the Drain of this feature to
At Level 20, you have realized that Shinobi-Ware is the
gain Tremorsense within 20 feet of you, as long as some
future of Shinobi. You gain extra upgrade slots equal to
limb is touching the ground.
your Intelligence Modifier. When you damage a creature
with a Shinjutsu, you can spend 100 CCD chakra to mark
that creature with your seal. While marked in this way,
REFINED
they are considered an active Mental Clone and gain access C HAKRA -POWERED G RAPPLING H AND
to your God’s Mimicry feature and cast your Shinjutsu
Prerequisite: Grappling Hand
using their HP instead of CCD chakra while it is active. You
Cost: 4 Creation Points
can only mark 1 creature at a time.
Drain: 5 CCD Chakra

SHINOBI-WARE UPGRADES While your grappling hand is deployed, when you cast a
Ninjutsu with a range of touch you can pay the Drain of
this upgrade and have your hand deliver the jutsu as if you
MINOR had cast it from its location. After this the hand is made
inert and must be recovered
S COTOPIC V ISION
Cost: 2 Creation Points S YNTHWEAVE S KIN
Drain: 5 CCD Chakra Cost: 4 Creation Points
You upgrade the rod cells in your eyes to new heights. You Drain: 5 CCD Chakra
can spend a bonus action to activate this vision and gain As an Action, You can spend the drain of this upgrade and
Darkvision to a range of 30 feet for a minute. If you for the next minute reduce all bludgeoning, piercing, and
already have Darkvision, this modification increases its slashing damage by your Intelligence Modifier for the next
range by 30 feet. minute.
M ECHANICAL ARM ACCELERATED M OVEMENT
Cost: 2 Creation Points Cost: 4 Creation Points
Drain: 5 CCD Chakra Drain: 5 CCD Chakra
You create a mechanical arm which mounts to your You improve your body's cardio-physiology to allow you to
shoulder, which you can use independently. This arm move quicker in short bursts. When you activate this
cannot hold weapons however can be used to block upgrade your speed increases by 10 feet for the next minute.
attacks and accomplish small tasks with the Object This applies to all movement speeds you have.
interact action even if both hands are full. You can deploy
the arm as a reaction or object interaction action to gain B ODY M ASS I NCREASE
+1 AC however if you are hit with a melee attack while the Cost: 4 Creation Points
arm is out. You must spend 5 CCD chakra to repair the Drain: 5 CCD Chakra
arm. You can choose this modification twice, increasing You enhance Body Mass Index to increase at a moment's
the AC bonus to 2 and gaining an additional Object notice.. As a bonus action, you can activate this upgrade and
interaction action. anchor your feet to the ground. While anchored, your speed
is 0, you have advantage on Strength checks and Strength
G RAPPLING H AND saving throws, and your carrying capacity and the weight
Cost: 2 Creation Points you can push, drag, or lift doubles. If it would already
Drain: 5 CCD Chakra double, it instead triples. You can also as a reaction activate
You turn your hand into a grappling hook. With this this upgrade while falling. If you do, you instead take falling
modification, you can spend the CCD chakra drain to damage for every 20 feet fell and if you land on an enemy
make a ranged weapon attack as a Bonus Action with a they must make a Dexterity Saving Throw against you
range of 30/60. On a hit, it deals 1d4+your Intelligence Ninjutsu or Taijutsu Save DC, whichever is higher. On a fail
modifier in piercing damage. This attack can target a they take damage equal to the amount of falling damage you
surface, object, or creature. take.
A creature struck by this attack is impaled by the hook.
As an action, a creature can attempt to remove the hook.
Removing the hook requires an Athletics skill check vs
your Ninjutsu Save DC. While the hook is stuck in the
target, you are connected to the target by a 30-foot cable.
While the hook is deployed, you can use your bonus
action to activate the reel, pulling yourself to the location
if the target is your size or larger. A creature or object
smaller than you is pulled to you. Alternatively, you can
opt to release the cable (no action required).

197
GREATER B IJUU K NUCKLES
J ET PROPULSION LEGS Prerequisite: Power Knuckles
Cost: 16 Creation Points
Cost: 8 Creation Points
Drain: 15 CCD Chakra
Drain: 10 CCD Chakra
You further modify your knuckles with increased
You add chakra powered jet thrusters to the soles of your
reinforcement and weight. Your unarmed strike now deals
feet, granting you temporary, limited flight. Activating or
1d8 Lightning damage. If you move at least 10 feet in a
deactivating the boots requires a bonus action and, while
straight line immediately before making an unarmed attack,
active, you have a flying speed of 30 feet. You must pay 5
you can activate this upgrade to additional 2d6 force
CCD Chakra at the start of your turn or the flight will end
damage
and you will begin falling to the ground at the end of the
turn. The rocket boots last for 1 minute before
deactivating. Themselves.
SUPREME
I NTEGRATED W EAPON N INJUTSU ABSORPTION AND AMPLIFICATION
Cost: 16 Creation Points
Cost: 8 Creation Points
Drain: 20 CCD Chakra
Drain: 10 CCD Chakra
You can absorb Ninjutsu with your left arm or eye. As A
You can integrate a one-handed weapon into your arm.
reaction when you are targeted with a Ninjutsu you can
You are considered proficient in this weapon while it is
installed. As a Bonus action you can spend the drain of spend the CCD chakra drain and initiate a clash. If you win
you absorb the Ninjutsu cast, negating it. You then can
this upgrade and have it pop out of your arm for the next
either immediately attack with it using your right eye or
minute.. While it is activated, you must spend 5 CCD
arm, but upcasted it one rank higher than it was cast, or
chakra at the start of your turn or the weapon will
add it to your jutsu list until you use it, upcasted to one
deactivate. While activated you gain a +1 to Attack and
Damage rolls with the weapon and can use your rank higher than it was cast. You can only have one stored
Ninjutsu at a time and either way when it is cast you pay
Intelligence Modifier for weapon attack rolls.
the cost with your CCD rounded up to the nearest interval
M ICROSCOPIC SCIENTIFIC NINJA TOOLS of 5.
Cost: 8 Creation Points S PEEDWARE E MULATOR
Drain: 10 CCD Chakra
Cost: 16 Creation Points
You have gone beyond the normal limits of Shinobi-Ware.
Drain: 20 CCD Chakra
Choose Two Scientific Ninja Tools of 4 Creation Point cost
You force yourself outside the normal timeline through
or lower. You now have permanent access to them and
sheer speed alone, a rudimentary implant. You can
they do not cost Creation Points. If they cost Chakra from
your CCD you can now pay them with your own chakra. activate this upgrade as a Bonus Action and if you do you
gain an additional action this turn. At the end of your
Additionally. You can spend the CCD Drain of this upgrade
turns, you lose 2 hit dice, rolling them and losing that
to add a spent charge to a Toolkit. You can only do this
much current and maximum health until you take a full
twice per Toolkit.
rest.
C HAKRA F IBER B ARRIER
Cost: 8 Creation Points SHINJUTSU
Drain: 10 CCD Chakra Q UASI - SENRIGAN
You modify your Full Metal Shinobi Armor to block
incoming damage using a razor thin barrier of Chakra. As a Drain: 15 CCD Chakra
reaction to taking damage you can activate this upgrade to You modify your eyes and discover the world's first
reduce the damage you take by an amount of d4 equal to Scientific Dojutsu: The Senrigan. However, it is in an
your Intelligence Modifier. incomplete state. As a bonus action, you can activate this
upgrade in one of your eyes. When toggled on, for the
SUPERIOR next minute you gain truesight for 250ft and have
advantage on all Genjutsu saving throws. Once per round
J UTSU M EMORIZATION C HIP you gain an additional reaction which can only be used to
Cost: 16 Creation Points take the Read the Enemy action. If it is an enemy you have
Drain: 15 CCD Chakra seen before you gain advantage.
You install the detailed memory of a specific combat S ENRIGAN
routine. Choose 1 Jutsu between Taijutsu, Bukijutsu or
Prerequisite: Quasi Senrigan
Genjutsu of a rank that you can learn. You learn that jutsu
Drain: 20 CCD Chakra
and can pay its cost and this drain to cast it using your
Intelligence Modifier. With Science you have finally achieved a full Senrigan,
however it is still a pale copy of the true Shinjutsu. As a
PAIN E DITOR Bonus Action you can activate this Shinjutsu in both of
Cost: 16 Creation Points your eyes for the next minute. While this is active, you
Drain: 15 CCD Chakra gain +2 AC and a +1 to all attack rolls and the benefits of a
You modify your body with a switch that shuts off your Quasi-Senrigan.
pain receptors dynamically. As a reaction to taking Additionally, for the duration you are always under the
damage you may spend the Drain of this upgrade to delay effects of Kagura's Mind Eye.
all damage you take this round until the end of your next Once per day you can cast SEALING ART: DIVINATION
turn TECHNIQUE When cast this way you cannot ask about the
future, but can ask any question about the present or
past.

198
S PACE -T IME C LAWS S UKUNAHIKONA
Drain: 20 CCD Chakra Drain: 10 CCD Chakra
You can leave marks of studded black bands across any You exert your control over all matter with your near
surface. You always have the Chakra Mark Ninjutsu in divine chakra. You can spend the drain of this Shinjutsu to
your jutsu known list. You can pay the drain of this shrink any creature or object you are touching to
Shinjutsu when you cast Chakra Mark to instead have microscopic sizes. You can only have 10 shrunken items at
Your seals take the shape of these black bands. You can a time. While Shrunken these items cannot be seen with
have up to a number of them active at one time equal to the human eye, however weapons that are shrunken do no
your Intelligence Modifier. These black bands cannot be damage. As a reaction you can pay the drain again to
dispelled by a Jutsu or Feature and last forever unless expand them back to a normal size. If you do this to a
dismissed by you. While a creature is marked this way thrown weapon while it is in flight. it cannot be reacted to
while you are within 30 ft of them you can pay half this by anyone whose passive perception is lower than 30 and
Shinjutsu’s drain to cast jutsu and attack as if you were you gain advantage on the roll.
within 5ft of them. Using it in this way does not consume
a use of your Shinjutsu.
ABSOLUTE R EFLECTION
Drain: 30 CCD Chakra
You copy the pinnacle of defense worthy of a god. As a
reaction to being targeted with an attack while you are
within 5 feet of an allied creature or restrained or
grappled hostile creature, you can initiate the Reflect. If
you are within 5 feet of an unrestrained or underapplied
hostile creature you can make an unarmed strike against
them. On a success you initiate the Reflect. Spend the
Drain of this Shinjutsu and the triggering creature must
make a Wisdom Saving Throw against your highest Save
DC. On a failure they immediately suffer the effects of
their attack. On a success they must make the attack roll
against themselves. Either way you do not suffer the
effects of the attack.
Q UASI -J OUGAN
Drain: 15 CCD Chakra
You have begun to awaken a new Shinjutsu, one that looks
forward and not back. However, it is not a power easily
controlled. As an Action you can spend the drain of this
Shinjutsu and attempt to peer into the future. Make an
Intelligence ability check, the result is what happens.
J OUGAN
Prerequisite: Quasi-Jougan
Drain: 30 CCD Chakra
You have finally awakened the full power of the future and
it rules! When you would use the Quasi-Jougan ability you
can spend an additional use of your Shinjutsu limit and
this Shinjutsu’s Drain to skip the roll and get the benefits
of a 25.

J OUGAN T ABLE
Roll Result Effect

10 or lower You fail to get a glimpse of what will be.

10-15 You gain a vision of the emotions of all around. You can immediately know the way creatures within 60 feet view you,
either as an ally or enemy.
16-20 You gain a short glimpse of the future. For the next minute, you automatically gain the benefits of the Read the Enemy
action.
21-24 The future you see is one that is further away. However, it gives you insight into the current day. You have advantage on
saving throws for the next minute.

25 You gain all the previous benefits for the next minute.

199
SPYWARE BOLTZMANN BRAIN
At 14th Level your victims senses become putty in your
The Science-Nin who follow the path of Spyware fully
hand, as you take control of their Nervous system. When
embrace what it means to be a Shinobi. the job gets done, you cast a Genjutsu with a Hackers Kit that has a casting
and no one knows who did it. A job well done is enough time of an Action or Bonus Action, you can increase the
credit for you. casting time to a full turn action. If you do it loses all
sensory keywords and gains the Tactile keyword as you
GHOST IN THE SHELL hack their brain directly. A creature who fails a saving
When you choose this Inquiry at 3rd Level,, you gain throw against a Genjutsu cast in this way is always treated
expertise in Hackers and Forgery Toolkits. These Toolkits as if they critically failed.
gain additional charges equal to your Intelligence modifier.
When you would spend a charge of your Hackers Kit and CHAKRA BLACKOUT
succeed hacking into a system, you can spend 10 CCD At 17th level, you have added a new subroutine to your
Chakra. If you do, you can cast Beast Sense on the target as if Hacker’s Kit. As a Full turn action, you can expend 7 or
it were an animal. Any cameras in the system become your more charges of a Hacker’s kit and spend 75 CCD Chakra.
eyes, any microphones become your ears. If you do, you let your chakra explode outwards, its
Additionally, when you would spend a charge of your manifestation mimicking that of computer wires as they
Forgery Kit, you can spend an additional charge to add your seek out all hostile creatures within 60 feet of you. All
Intelligence Modifier to the roll, even if you already could. hostile creatures must make a Constitution saving Throw
against your Genjutsu save DC. You increase the DC by 1
CRUEL ANGEL’S THESIS for every charge spent past 7. On a failure they cannot
Also, at 3rd Level you have discovered how to treat a chakra mold chakra for 1d4+2 turns. On a success they cannot
network just like a computer system. Over the course of a mold chakra until the end of their next turn.
long rest, you can spend Creation Points to make Programs.
You can use Programs when you would affect a creature with THE FUTURE OF SHINOBI: PROGRAMS
a Genjutsu by paying their CCD cost when you cast the At Level 20, you have realized that Programs are the
Genjutsu. You can only use one Program per turn and can future of shinobi. When you cast a Genjutsu with a
only hold a number of Programs at a single time equal to Program you can double the cost. If you do, you can use
your Intelligence Modifier. If you use a Program as a part of every program you have on the Genjutsu and the target
a Genjutsu, you can use your Intelligence Modifier as your creatures cannot gain advantage or any bonuses to the
Genjutsu ability modifier. These programs are listed at the roll.
end of this subclass.

GLITCH IN THE SYSTEM


Beginning at 6th level, You have mastered the way to use
your Hackers Kit in combat. When you cast a Genjutsu you
can spend a charge of your Hackers Kit to reduce the cost
by 2(min. 1) and replace the CS component with the
Hackers Kit charge. When a creature would fail a saving
throw from a Genjutsu that utilizes a Hacker’s Kit as a
component, you can also spend an additional 10 CCD
chakra to make them unable to concentrate on a jutsu
until the end of their next turn.

I:P SPOOFING
Also at 6th Level, you have mastered the perfect fusion
of Technology and Forgery. When you would make an
Exquisite Forgery, you can spend 2 charges of your
Hackers Kit and your Forgery Kit and increase the time
to 1 week of downtime. If you do, you instead make a
Mastercraft Forgery. This Forgery can pass as authentic
to any human eye. If there is a chakra or electronic
component to a security check, you can make a Hacker’s
Kit check vs the DC of the security check to have it pass
as authentic.

FAMILIAR FACES
Starting at 9th level, you have come to the
understanding that a face is nothing but a shell. You gain
expertise in a Disguise Kit. You can spend 1 charge of a
disguise kit to cast the Transform Genjutsu as if it were
on your jutsu list. You can spend 5 charges to cast the
Advanced Transformation Ninjutsu as if it were on your
jutsu list, paying 5 CCD chakra.

NETRUNNER
Beginning at 9th level, you learn how to reroute the
chakra from the CCD into your Hackers Kit. Select one
Program. This becomes your Quick hack. You always
have this program prepared and it does not count
against your slot limit or Creation points. You can now
use this program as a Bonus Action without using a
Genjutsu, making a Genjutsu Attack roll instead. If you
would use this program while casting a Genjutsu, you
reduce its CCD chakra cost by 5.

200
SPYWARE PROGRAMS B YPASS D EFENSES
Cost: 4 Creation Point
MINOR Drain: 5 CCD Chakra
The Genjutsu you cast cannot be countered or negated the
ASSIST turn its cast by the target creature.
Cost: 2 Creation Points
Drain: 5 CCD Chakra V ITALITY B OOST
If your Genjutsu affects an ally creature they gain Cost: 4 Creation Points
advantage on their next attack roll. Drain: 5 CCD Chakra
You restart the healing properties of an allied creature. If
PING
you Genjutsu would affect an ally, it also heals them 2d4
Cost: 2 Creation Points Hit Points.
Drain: 5 CCD Chakra
If your Genjutsu would affect an enemy creature, on a GREATER
failure or on hit you learn one random resistance,
vulnerability, or immunity they have. On a Critical S YSTEM R ESET
Failure you can choose which of the three you learn. Cost: 8 Creation Points
C RIPPLE M OVEMENT Drain: 10 CCD Chakra
If you Genjutsu would affect an enemy creature, on a
Cost: 2 Creation Points failure or on a hit with a Genjutsu attack, they think they
Drain: 5 CCD Chakra have not accomplished their previous turn yet. On their
If you Genjutsu would affect a single enemy creature, on a next turn they must do the exact same actions and bonus
failure or on a hit with a Genjutsu attack, their movement actions, even if they are not applicable anymore (such as
speed is reduced by half until the end of their next turn. healing even if they are at full health)
On a critical failure it is set to 5 feet.
M EMORY W IPE
O VERHEAT
Cost: 8 Creation Points
Cost: 2 Creation Points Drain: 10 CCD Chakra
Drain: 5 CCD Chakra If you Genjutsu would affect an enemy creature, on a
If you Genjutsu would affect an enemy creature, on a failure or on a hit with a Genjutsu attack, they suffer
failure or on a hit with a Genjutsu attack, they gain one severe short term memory loss. They gain a rank of
rank of Burned. On a critical failure they gain 2 ranks of Confused. On a critical failure they gain a rank of
Burned. Confused and Dazzled.
S HORT C IRCUIT B REACH PROTOCOL
Cost: 2 Creation Points Cost: 8 Creation Points
Drain: 5 CCD Chakra Drain: 10 CCD Chakra
If you Genjutsu would affect a single enemy creature on a If you Genjutsu would affect an enemy creature, on a
failure or on a hit with a Genjutsu attack, they gain 1 rank failure or on a hit with a Genjutsu attack, you weaken
of the Shocked condition. On a critical failure they gain 2 their defenses. Until the end of your next turn, they have
Ranks of Shocked. disadvantage on the next saving throw from a jutsu you or
any ally cast. On a critical failure they also cannot gain
REFINED any bonuses.
C ONTAGION D ETONATE N INJA T OOL
Cost: 4 Creation Points Cost: 8 Creation Points
Drain: 5 CCD Chakra Drain: 10 CCD Chakra
If your Genjutsu would affect a single enemy creature If your Genjutsu would affect an enemy creature, on a
while they have an Elemental Condition, on a failure or on failure or on a hit with a Genjutsu attack it activates one
a hit with a Genjutsu attack, all enemy creatures within 10 random Ninja tool, or a Ninja tool you can see on them,
feet must make a Constitution Saving throw against you immediately. They are considered a hostile creature for
Genjutsu Save DC. On a fail they gain 1 rank of one of the the Ninja tool.
Elemental conditions the target creature had, your
choice. SUPERIOR
R EBOOT O PTICS R ELAY S TATION
Cost: 4 Creation Points Cost: 16 Creation Points
Drain: 5 CCD Chakra Drain: 15 CCD Chakra
If your Genjutsu affects an enemy creature, on a failure or You can have the point of origin for the Genjutsu start
on a hit with a Genjutsu attack, they gain the Blinded from any ally within 30 feet of you. If the Genjutsu has a
Condition until the start their next turn. On a critical range of self it instead targets the ally.
failure they are Blinded until the end of their next turn. If
the Genjutsu would already blind, the duration of the C HAKRA R EBOOT
blind is doubled. Cost: 16 Creation Points
S ONIC S HOCK Drain: 15 CCD Chakra
If your Genjutsu would affect an enemy creature, on a
Cost: 4 Creation Points failure or on a hit with a Genjutsu attack, you can end the
Drain: 5 CCD Chakra enemy creature's lowest cost Concentration jutsu. On
You augment your Genjutsu to throw off the equilibrium critical failure you instead end the Highest cost
of the target creature. On a failure or on a hit with a concentration jutsu.
Genjutsu attack,, they become Deafened until the start of
their next turn. On a critical failure, they gain a rank of
bleeding and become Deafened until the end of their next
turn as their eardrums rupture. If the Genjutsu would
already deafen, the duration of the deafen is doubled.

201
S CINTILLATING S COTOMAS
Cost: 16 Creation Points
Drain: 15 CCD Chakra
If you Genjutsu would affect an enemy creature, on a
failure or on a hit with a Genjutsu attack, you can induce a
blind spot in their vision, perfectly shaped like you. Until
the end of their next turn, you are Invisible to them. On a
critical failure this lasts until the end of your next turn
and you are also unable to be seen by any chakra sight
from the target creature for the duration.

SUPREME
S YNAPSE B URNOUT
Cost: 24 Creation Points
Drain: 20 CCD Chakra
You induce stroke-like symptoms onto a hostile creature
who fails your Genjutsu.. On a failure or on a hit with a
Genjutsu attack, they take xd12 psychic damage, where X
equals your Intelligence modifier. They take half of a
success.
C YBERPSYCHOSIS
Cost: 24 Creation Points
Drain: 20 CCD Chakra
You are the last straw on the back of the camel, and break
it you shall. On a failure or on a hit with a Genjutsu attack,
the hostile creature gains the Maddened Condition. They
remake the save at the end of their turn. On a critical
failure it lasts for a full minute and they only remake
saves when they take damage.

MASTERCRAFT
O VERCHARGE
Cost: 32 Creation Points
Drain: 30 CCD Chakra
If your Genjutsu would affect an ally. They gain an
additional action on their turn. If they use it they
gain a rank of Exhaustion at the end of the turn as their
mind catches back up. For every additional use without a
Full Rest, they gain an additional rank of Exhaustion

202
TECHNOBI S.E.N. TAGS
Starting at 9th level,, you have learned to condense your
The Science-Nin who follow the path of the Technobi
Kote scrolls down into your Ninja Tools. During a short or
specialize in Scientific Ninja Tools as their main tool in long rest, you can store a Kote Scroll into S.E.N Tag. You
combat. They focus on improving the standard tools such can have a number of S.E.N Tags equal to your proficiency
as Kunai, Shuriken, and Paper Bombs to make them as bonus at a time. They do not count against your Kote
devastating as a jutsu. Scroll limit. Ninjutsu stored in S.E.N Tags retain their
ninjutsu benefits and range, use your Ninjutsu Save DC
THE BEST LAID TRAP and Attack Modifier, and count as a Ninja Tool for the
When you choose this Inquiry at 3rd Level you gain purposes of Science Nin features and Mechanizations.
expertise in Demolitions and Trappers Kits. They each You have also learned to store explosive ninja tools into
gain additional charges equal to your Intelligence S.E.N Tags, increasing their range and effectiveness.
Modifier. When you make a Ninja Tool with your During a short or long rest, you can expend 2 charges of
Demolitions Kit you can expend an additional charge per your demolitions kit to seal an explosive ninja tool, other
Ninja Tool made and increase the damage die and save DC than a Breaching Tag, into a S.E.N Tag.. The range and DC
by 1. When you create a Trap with your Trappers Kit, you of the S.E.N Tag is changed to that of the explosive tool
can spend an additional charge to increase the damage die and retains both effects.
and save DC by 2.
Additionally, you use your wits to create unique effects NINJUTSU ARRAY
for your tools and traps. When you create a Ninja Tool or a At 9th level you also learn how to infuse Ninjutsu into the
trap with your toolkits, you can spend any remaining traps you lay. When you are creating a trap with your
Creation Points to upgrade its effect with a Trappers Kit, you can spend an additional charge and 20
Mechanization. These Mechanizations use your Ninjutsu CCD Chakra. If you do, you can store one Kote Scroll into
Save DC and require you to spend a bonus action to arm the trap. A creature who fails the Save DC or dismantle DC
and activate, spending the CCD Drain. A Mechanization for the trap also suffers the effect of the jutsu.
remains armed for one minute. Mechanization are listed
at the end of this subclass and The creation points spent OVERCHARGED GAUNTLET
on a Mechanization are returned once it is consumed or Beginning at 14th level, you can siphon more chakra from
dismantled. your CCD into your Kote. When you cast a jutsu from your
scroll you can upcast it however increase the cost of the
S.E.N.TS upcast by 2. When you do this you can upcast 1 rank
When you choose this Inquiry at 3rd Level you also can higher than normally allowed. If this would raise its rank
enhance your basic Ninja Tools into Scientifically Enhanced above S rank, apply its At higher ranks effects again.
Ninja Tools, or S.E.N.Ts During a Short Rest you can work
on a stack of Arrows, Bolts, Kunai, Shuriken, or Senbon. NINJUTSU ENHANCED AMMUNITION
This stack becomes your S.E.N.T. It immediately becomes a At 17th level, you have added a new subroutine to your
d10 stack and its damage die increases by a step. You can Kote. Once per turn, When you would make a weapon
also use your Intelligence Modifier in place of Dexterity for attack roll with one of your S.E.N. Ts, you can also cast
all weapon attack and damage rolls using S.E.N.Ts. one jutsu with your Kote. Its range becomes equal to your
weapons range. It uses the same attack result as the
SHINOBI GAUNTLET(KOTE) weapon attack. If it has a saving throw, it instead imposes
When you choose this Inquiry at 6th Level you gain a disadvantage on a hit but advantage on a miss.
Shinobi Gauntlet called a Kote. This Kote allows you to
instantly cast jutsu that are sealed in Kote scrolls using THE FUTURE OF SHINOBI: SCROLLS
chakra from your CCD. Jutsu cast this way have an At Level 20, you have realized that the Kote is the future
increased cost by the rank of the jutsu (D-Rank: +2. C- of Shinobi. Any Jutsu cast from the Kote now uses its
Rank: +4, B-Rank: +8, A-Rank: +16. S-Rank: +32.) and original cost and upcast cost. If it requires an attack roll
retain its casting time. you can spend 30 chakra from your CCD and gain
This Gauntlet lets you cast these sealed jutsu regardless advantage. If it requires a saving throw you can instead
if you can cast it or not. Jutsu cast this way cannot be invoke disadvantage.
upcasted. It can hold up to your Intelligence Modifier in
scrolls at once, and takes a Bonus Action to reload any
number of scrolls up to its maximum. During a rest, you
can prepare Kote Scrolls. You can store any non-self-
targeting, non-Hijutsu, Ninjutsu that you or an ally
within 60 feet of you during the rest knows into a Kote
Scroll. You can make a number of scrolls equal to your
Intelligence Modifier per rest, and carry an amount equal
to your Science Nin Level at a time. Once used the scroll is
consumed permanently.

MASTER OF CRAFT
Starting at 6th level, you have managed to almost master
the creation process of a single type of Mechanization.
Choose 1 Mechanization. It cost half as many creation
points to craft. Additionally, your understanding of the
mechanisms of that Mechanization has allowed you to
create them on the fly. That Mechanization can be created
as a bonus action using any Ninja tool you have and
paying twice the Drain of the Mechanization. with
chakra from your CCD.

203
TECHNOBI MECHANIZATIONS L AST RESORT T RIGGER
Cost: 4 Creation Points
MINOR Drain: 5 CCD Chakra
You integrate a hidden trigger in your armor allowing you
B LINDING ARRAY to take one last person with you. As a reaction when you
Cost: 2 Creation Points are reduced to 0 hit points you may choose to instantly
Drain: 5 CCD Chakra activate this tool or trap, ignoring any activation rules.
You rig your creation to emit a blinding white light. Each This creation explodes on your body and shields you from
creature within 30 feet of the creation must make a Wisdom these effects completely.
saving throw. A creature becomes blind until the end of their
turn on a failed save. V IRAL S MOG
Cost: 4 Creation Points
F RAGMENTATION T RIGGER
Drain: 5 CCD Chakra
Cost: 2 Creation Points You add an extra component to your creation that makes
Drain: 5 CCD Chakra it spew a noxious gas on activation. After this creation
You design your creation to fragment and maim any activates it leaves behind a 15-foot radius cloud. Creatures
creatures unlucky enough to be standing near it. Creatures who are in the cloud when it appears, start their turn in
within a 10-foot-radius sphere must make a Dexterity the cloud, or enter the cloud on their turn, must make a
saving throw, taking 2d8 piercing damage and suffering 1 Constitution Saving throw, becoming Poisoned on a failed
rank of bleed on a failed save, or half as much damage and save.
no additional effects on a successful one.
F LASHBANG
N ET D EPLOYMENT Cost: 4 Creation Points
Cost: 2 Creation Points Drain: 5 CCD Chakra
Drain: 5 CCD Chakra Your creation is made to discombobulate an enemy
You add a new component to the creation, unleashing a combatant. Creatures within 15 feet of the creation and
reinforced nylon net to restrain them. Creatures within 20 have a clear line of sight when it is activated must make a
feet of the creation when it detonates must make a Dexterity Constitution Saving throw. On a failed save they gain a
saving throw or be tangled in the net. A Large or smaller rank of Concussed until the end of their next turn.
creature who fails the saving throw is restrained until the
end of your next turn.. A net has no effect on creatures that
are formless, or creatures that are Huge or larger. A creature
can use its action to make an athletics check against your
Ninjutsu save DC freeing itself or another creature within its
reach on a success. Dealing 10 slashing damage to the net
(AC 15) also frees the creature without harming it, ending
the effect and destroying the net.
C ALTROP Z ONE
Cost: 2 Creation Points
Drain: 5 CCD Chakra
You modify your creation so that when it explodes it deploys
caltrops that cover the ground. The ground is covered in a
20-foot radius of caltrops on a point within range. The area
becomes difficult terrain for the duration. When a creature
moves into or within the area, it takes 2d4 piercing damage
for every 5 feet it travels. These caltrops last until the end of
your next turn.
H IDDEN M ECHANISMS
Cost: 2 Creation Points
Drain: 5 CCD Chakra
You add an extra layer of care to your creation. If this
is placed on a Ninja Tool you increase the radius by 10
feet. If this is placed on a Trap the dismantle DC is
increased by 2.

REFINED
M ALICIOUS I NTELLIGENCE
Cost: 4 Creation Points
Drain: 5 CCD Chakra
Damage you deal with this creation adds your Intelligence
Modifier to the damage rolls.
E LECTRIC PULSE
Cost: 4 Creation Points
Drain: 5 CCD Chakra
you add a shock device to your creation so that when it goes
off it unleashes a discharge of electricity that envelops all
around. Each creature within 15 feet must make a
Constitution saving throw. On a failed save, a creature takes
3d6 lightning damage and gains 1 rank of Shocked or half as
much damage and no additional effects on a successful one.

204
GREATER SUPREME
ADHESIVE C OATING E RADICATION T RIGGER
Cost: 8 Creation Points Cost: 24 Creation Points
Drain: 10 CCD Chakra Drain: 20 CCD Chakra
You add a coating of adhesive to the creation. If this is You craft the tool or trap to go off in a unique X shape that
applied to a Ninja Tool instead of a saving throw you can is filled with burning acidic gas. Your creation expands
make an attack roll. If this is applied to a Trap, if into 2 lines of acidic flames made in an X formation.
someone attempts to dismantle it and fails they These lines of flames are 10 feet thick, 90 feet long, and
automatically fail the Save DC for the trap. 30 feet tall. When the walls appear, each creature within
its area must make a Dexterity saving throw. On a failed
B LAZING G AS T RIGGER save, a creature takes 3d6 acid damage and 3d6 fire
Cost: 8 Creation Points damage, and gains 1 rank of burned and corroded on a
Drain: 10 CCD Chakra failed save, or half as much damage and no additional
You add an extra trigger to your creation so that when it effects on a successful one. The walls continue to burn,
goes off it also explodes in a gas that burns at the skin. losing 1d6 acid and fire damage at the end of each of your
Creatures who suffer the effects also take 2d12 fire turns as it cools down. Once there are no more
damage and gain 1 rank of burn on a failed save or half as damage dice, this creation ceases function.
much damage and no further effects on a success.
E VENT H ORIZON M ATRIX
ARCTIC S NAP Cost: 24 Creation Points
Cost: 8 Creation Points Drain: 20 CCD Chakra
Drain: 10 CCD Chakra You design your creation to pull creatures toward their
You super chill the components of this creation. When demise, before imploding. When the creation activates
activated all creatures within a 20-foot radius must creatures within a 30-foot-radius sphere must succeed a
succeed a Dexterity Saving throw. On a failure they are Strength saving throw or be pulled 15 feet towards the
caught in the flash freeze after the activation and gain 1 epicenter of this creation. After pulling creatures in, it
rank of Slowed until the end of their next turn. then explodes forcing creatures with 15-foot-radius
sphere to make a Dexterity saving throw dealing 4d8
S TATIC S HOCK T RIGGER force damage on a failed save. If a creature fails this
Cost: 8 Creation Points saving throw by 5 or more, they take double damage.
Drain: 10 CCD Chakra
You add an extra trigger to your creation so that when it MASTERCRAFT
goes off it also re-wires a creature's nerves. Creatures
who suffer the effects also have a -5 penalty to their next S TUNNING B LAST
initiative roll. If they are already in initiative they are Cost: 32 Creation Points
moved down one. Drain: 30 CCD Chakra
You modify this creation meticulously to disable and
SUPERIOR disorient. When it activates creatures within a 5-foot-
radius sphere must make a Constitution saving throw. On
S TONE R EGALIA
a failed save they are stunned and deafened until the end
Cost: 16 Creation Points of your next turn.
Drain: 15 CCD Chakra
You modify your creation to weaken creatures enough
that they surrender, or that dispatching them becomes a
trivial task. Each creature within 15 feet must make a
Constitution saving throw. On a failed save, a creature
takes 8d4 bludgeoning damage and gains 1 rank of
bruised or half as much damage and no additional effects
on a successful one.
R EPEATER N ODE
Cost: 16 Creation Points
Drain: 15 CCD Chakra
You add an extra trigger to your creation so that when it
goes off it immediately sets itself off again. Apply the
effects of this creation again..
S ENSOR T AG
Cost: 16 Creation Points
Drain: 15 CCD Chakra
You add an extra component to your creation to mark
your target. Creatures who fail the save of the creation
also are marked with the Chakra Mark Ninjutsu as if cast
at B-Rank.

205
NINJANEER WARRIOR OF SCIENCE
Starting at 9th level, you have upgraded your CCD to turn
The Science-Nin who follow the path of the Ninjaneer
any weapon you wield into one of legend. As an Action you
specialize in Scientific Weaponry as their main tool in can spend 20 CCD chakra and turn an Enhanced Weapon
combat. They focus on improving their armor or weapon you are holding into a Legendary Weapon. You must pay
for both offensive and defensive capabilities 10 CCD chakra at the start of your turn to maintain this
benefit. A Legendary Weapon you are holding gains the
ENHANCED ARSENAL following benefits for one minute;
When you choose this Inquiry at 3rd Level you gain • It gains a +2 to Weapon and Taijutsu Attack Rolls
proficiency in Martial Weapons and expertise in • Once per turn, when it deals damage to a creature, you
Weaponsmith Kit and Crafting.
can have it ignore all THP and Damage reduction
During a Long Rest you can work on your weapons and
• You can select one Weapon Property (Besides Heavy,
make an Enhanced Weapon. You can use your Intelligence
Modifier in place of Dexterity for weapon attacks and Two-Handed) it has and double its benefits. In the
Bukijutsu using Enhanced Finesse weapons. This case of Thrown it doubles its range. In the case of
Enhanced Arsenal gains a number of Upgrade Slots equal Versatile, increase the damage die by an additional
to your Proficiency Bonus split between any weapon you step.
turn into an Enhanced Weapon. During a Long Rest you • When you cast a Bukijutsu with the weapon as a
can spend creation points to install an upgrade that you component you can double the cost of the Bukijutsu
meet the requirements for into the gear. If a modification and round up to the nearest interval of 5 and pay it
has prerequisites, you must meet them to install it. You
with your CCD. If you do the damage is converted to
can install the modification at the same time that you
force.
meet its prerequisites. These upgrades will be shown at
the end of this Inquiry page.
LEGENDARY BLACKSMITH: WEAPONRY
BEYOND STEEL Also at 9th Level, you have begun to see the joy in making
Also, at 3rd Level you have found a way to make your weapons. You can work on an allies weapon during a Long
weapons out of a new material, stronger than the usual Rest and turn it into a Perfected Weapon. A Perfected
metals in most weapons. Your Enhanced Weapons cannot Weapon increases its quality by one step and gains 1
be broken or damaged by any means and ignore half of Minor Seal of your choice. This seal does not count
the Damage reduction of any armor. As a Bonus Action against its seal slots. You can only have a number of
you can spend 10 CCD chakra to activate the chakra inside Perfected Weapons equal to your Intelligence Modifier at
your weapons. Until the end of this turn they ignore half a single time.
of all sources of damage reduction.
1000 WAYS TO DIE
THE DEFENDER OF TOMORROW, TODAY Beginning at 14th level, you have studied almost every
Beginning at 6th level you gain the ability to enhance the way to kill an enemy. Your Enhanced Weapons ignore
weapons of your squad, targeting the damage to the resistance and treat immunity as resistance. When you
weakness of your enemies. As a Bonus action, you can cast a “Crescent Moon” jutsu with a Legendary Weapon
activate an aura that extends from you in a 60-foot you can triple the cost of the jutsu and pay it with your
radius. The aura moves with you, centered on you, and CCD. If you do, you reduce the number of dice needed for
lasts for 1 minute. its passive ability by 1.
When you activate this aura, choose one of the
following damage types: Earth, cold, fire, lightning, or KINETIC OVERFLOW
Wind. Each creature of your choice in the aura deals an At 17th level, you have added a new subroutine to
extra 1d10 damage of the chosen type when it hits with a your CCD. Your Enhanced Weapons gain a new
weapon attack. You must spend 5 CCD chakra for each special property. When you deal damage with a
creature you want to gain the benefits of this feature. weapon attack and roll the maximum or
Once marked they stay marked until the next Long minimum damage on the weapon damage die,
rest. you can spend 10 CCD chakra and roll that die
You can use this feature a number of times equal again and add it to the damage. You can only
to your Intelligence modifier (minimum of once), trigger this feature twice per attack
and you regain all expended uses after a long rest.
THE FUTURE OF SHINOBI:
A WEAPON TO SURPASS WEAPONS
At 6th Level, you have further studied the art of war, At Level 20, you have realized that an
and your weapons show that. An Enhanced Weapon Enhanced Arsenal is the future of Shinobi.
increases its quality by one step. When applying a You gain additional upgrade slots for your
Weapon seal to an Enhanced Weapon, you can Enhanced Arsenal equal to your Intelligence
spend Creation points equal to its rank (Minor=2, modifier. Your Enhanced Weapons add your
Refined=4, Greater =8.) to apply it in a single week proficiency bonus to all damage rolls.
of Downtime. You can remove the seal to regain Legendary Weapons add twice your proficiency
the Creation Points. bonus to all damage rolls. Perfected Weapons
add your Intelligence Modifier to all damage
rolls.

206
ARSENAL MODIFICATIONS REFINED
If a modification has prerequisites, you must meet them to E LECTRIC PULSE PROTOCOL
install it. You can install the modification at the same time Cost: 4 Creation Points
that you meet its prerequisites. Drain: 5 CCD Chakra
You install electro shockers in your weapon. Whenever you
MINOR score a hit with a melee attack, you can spend the Drain of
this upgrade and an extra deal 1d6 lightning damage to the
C HAKRA B LAST attacker.
Cost: 2 Creation Points
Drain: 5 CCD Chakra
ACCURACY E NHANCER
You modify your weapon with a blaster with which you are Cost: 4 Creation Points
proficient. The weapon uses your Intelligence modifier for Drain: 5 CCD Chakra
its attack and damage rolls, and deals 1d6+Intelligence You can activate this accuracy enhancement device as a
Modifier Force damage on a hit. It has a normal range of 30 Bonus Action. For the next minute you gain a +1 bonus to
feet and a long range of 120 feet. You must spend the CCD weapon attack rolls made with this weapon.
chakra drain for each attack.
S UPERSONIC E DGE
C AMOUFLAGE PROTOCOL Prerequisite: Vibrosteel Edge
Cost: 2 Creation Points Cost: 4 Creation Points
Drain: 5 CCD Chakra Drain: 5 CCD Chakra
You install a cloaking device in your modified weapon. As an You replace the metal in the weapon with pure chakra alloy
action you can activate this device to cast Body Camouflage that vibrates at supersonic speeds when it is powered on.
on yourself. While the weapon is activated with Vibrosteel Edge, you can
pay this drain in addition to pour more chakra into the steel.
C HAIN H ILT Its benefits now affects both weapon and Taijutsu attack
Cost: 2 Creation Points rolls.
You install an expandable hilt on your modified weapon. If it
is a melee weapon it extends its range by 5 feet. If it is a
E NHANCED F RAME
thrown weapon it gains the returning property within its Cost: 4 Creation Points
normal range. If it is a ranged weapon it gains 30 feet to its Drain: 5 CCD Chakra
long range. You install a new frame in your modified weapon. As a part
of rolling initiative or as a bonus action you can activate this
H ARPOON R EEL upgrade, removing the Heavy property from the weapon for
Cost: 2 Creation Points the next minute.
Drain: 5 CCD Chakra
You install a secondary fire mode that launches a harpoon
S TAGGERING B LOW
attached to a tightly coiled cord. With this harpoon, you can Cost: 4 Creation Points
make a ranged weapon attack with a range of 30/60. On a Drain: 5 CCD Chakra
hit, it deals 1d6 piercing damage. This attack can target a When you hit with the weapon, you can activate this
surface, object, or creature. upgrade to force the target to make a Strength saving throw.
A creature struck by this attack is impaled by the harpoon. On a failed save, the creature is pushed back 15 feet and
As an action, a creature can attempt to remove the knocked prone. If they hit a wall instead of being knocked
harpoon. Removing the harpoon requires a Strength prone they take an extra 3d4 force damage. This can only
ability check vs a DC 8+your Intelligence Modifier. While trigger once per turn.
the harpoon is stuck in the target, you are connected to
the target by a 60-foot cable. GREATER
While connected in this manner, you can use your bonus
action to activate the reel, pulling yourself to the location
ARTIFICIAL I NTELLIGENCE
if the target is your size or larger. A creature or object Cost: 8 Creation Points
smaller than you is pulled to you. Alternatively, you can Drain: 10 CCD Chakra
opt to release the cable (no action required). You install an artificial intelligence into your weapon. When
Once you’ve used this feature, you can’t use it again until you make a weapon attack Roll with this weapon, You can
you recover and reinsert the harpoon as an action. spend the Drain of this CCD to gain advantage as your
artificial intelligence takes the Help action.
V IBROSTEEL E DGE
Cost: 2 Creation Points
C HAKRA S ABRE W EAPON
Drain: 5 CCD Chakra Cost: 8 Creation Points
You replace the metal in the weapon with pure chakra alloy Drain: 10 CCD Chakra
that vibrates at supersonic speeds when it is powered on. As You replace the striking portion of your weapon with a
an Action or bonus action you can activate the weapon. device that forms the weapon with your own chakra. To
While it is active you increase your critical threat range with activate your weapon takes a Bonus action and you must
weapon attacks by 1. When you critically hit with this spend half of the Drain at the start of your turn to keep the
weapon on a weapon attack, you deal an additional 2 weapon activated. The weapon deals an additional die of
damage dice. damage, and all damage it deals is now considered Force
damage.

207
S ONIC S TRIKE SUPREME
Cost: 8 Creation Points H IDDEN B LADE
Drain: 10 CCD Chakra
Cost: 24 Creation Points
You pack extra power into your modified weapon. Once per
Drain: 20 CCD Chakra
turn, when you hit with the weapon, you can spend the CCD
You modify your weapon so that it becomes hidden to the
Chakra Drain to deal an additional 1d8 damage. If you do so,
untrained. Your weapon gains the Hidden property. As a part
the weapon makes a loud boom which can be heard 100 feet
of initiative, you can activate this upgrade and when you do
away. If you are hidden, Intelligence (Investigation) and
for the next 1d4 turns, enemies cannot react to Weapon or
Wisdom (Perception) checks made to locate you that rely on
Taijutsu attacks you make with the weapon without a
sound have advantage. You can only use this 3 times in a
Perception check greater than the attack roll.
single attack.
D OUBLE W EAPON M ETAL G EAR
Cost: 24 Creation Points
Cost: 8 Creation Points
Drain: 20 CCD Chakra
Drain: 10 CCD Chakra
You modifier your weapon so that no other may surpass it.
Prerequisite: One Handed Melee Weapon
As a reaction, You can cast Weapon Break through the
You add an extra blade to a tool of war. After all, death
weapon as if you know it, ignoring components and paying
comes in pairs. As a Bonus action you can pay the Drain cost
this upgrade drain instead. You can pay twice its cost to
and Your weapon gains the Double property for the next
force the triggering creature to roll its Dexterity Saving
minute. A weapon with this property can be used with one or
throw at disadvantage. It can break any weapon, regardless
two hands like a versatile weapon however its two-handed
of quality.
die is one lower than its single-handed die. Once per turn,
When you make a weapon attack with a Double weapon, you
can make an additional attack using its Doubled die as a part
MASTERCRAFT
of the same action. It also is considered two different C-D RIVE
weapons for two-weapon fighting.
Cost: 32 Creation Points
SUPERIOR Drain: 30 CCD Chakra
A tool that lets you split the timeline, and jump backwards
S UPERIOR C HAKRA W EAPON in time, a technique on par with that of a high-ranking
Space Time Ninjutsu. You install a C-Drive into the center of
Prerequisite: Chakra Sabre Weapon
your weapon. You can activate this tool as a reaction at the
Cost: 16 Creation Points
end of your turn. Once activated, the gadget alters the flow
Drain: 15 CCD Chakra
of time, reversing any events or actions that took place
You have enhanced your chakra Sabre far beyond its limits.
during that turn. You can take your turn again and can
While a Chakra Sabre Weapon is active you can activate this
choose to take different actions or the same actions as
upgrade to make it a Superior weapon for the next minute as
previously, possibly with different results. Other creatures
an object interaction. While it is Superior it ignores Damage
must do the same thing they did before, even if it doesn't
reduction and Temporary Hit Points from Armor and Jutsu
make sense now, as you seem to have predicted their exact
sources. While this is active you increase the CCD Drain cost
action. Once used, this effect must be recharged and cannot
at the start of your turn by an additional 5 CCD Chakra.
be used again for 1d4 rounds.
S PLIT W EAPON
Cost: 16 Creation Points
Drain: 15 CCD Chakra
Prerequisite: Two-Handed Melee Weapon
You modify your weapon to split into two light weapons
with the same properties, seals, and enhancements
as the original, however both of their damage dice
are one step lower than the original. You can split
the weapon for the next minute as a Bonus action
by paying the Drain cost.
PENETRATING POINT
Cost: 16 Creation Points
Drain: 15 CCD Chakra
Prerequisite: Ranged Weapon
You modifier your weapon to follow its line of attack till the
end. When you make a ranged weapon attack you can pay
the drain and turn it into a Penetrating Attack. All enemies
in a 5 wide line between you and the normal range of the
weapon become the target for the ranged weapon attack.

208
MAD SCIENTIST DESECRATED AND VENERATE
Starting at 9th level, you have further improved your
The Science-Nin who follow the path of the Mad Scientist
control over the biology of humans. When you create a
find the small joys in healing their allies, or they ignore
the large sins of destroying their enemies. poison using your Poison Kit, you can spend 15 Maiming
CCD Chakra. If you do, the Poison is Desecrated. A
BIOTIC MASTERY Desecrated Poison adds your Intelligence modifier to its
When you choose this Inquiry at 3rd Level you gain damage rolls, increases its DC by 2 or uses your Ninjutsu
expertise in Poison and Medicine Toolkits. Each Toolkit DC, whichever is higher.
gains additional charges equal to your Intelligence Additionally, if you would create a Blood Pill using
Modifier. Additionally, you split your CCD into two, each your Medicine Kit, you can spend 15 Mending CCD
leading into an outlet on the palms of your hand. One Chakra. If you do, the pill is Venerated. A Venerated Pill
hand contains your Mending Device, the other contains adds your Intelligence modifier to its rolls, increases its
your Maiming Device. your CCD is split into two pools. dice by a step and can cure one rank of any Sensory
You can change the ratio of the two Devices during a long Condition inflicted on the user.
rest in intervals of 5. For generic Scientific Ninja Tools
you can spend the cost from either pool but cannot split COALESCENCE
the cost between them. Mending abilities can only spend Also at 9th Level, you have added a new subroutine to
Mending CCD. Maiming abilities can only spend your CCDs. As an Action you can spend 20 Mending CCD
Maiming CCD. Chakra and 20 Maiming CCD Chakra and fire a beam of
You also gain limited access to the Medical Keyword. chakra from both hands. All creatures in a 60 foot long
You can learn and cast any D-Rank Medical Ninjutsu.. 5-foot-wide line must make a Constitution saving
This increases to any C-Rank Medical Ninjutsu at Level 9 throw. A Creature can choose to fail this save. All
and B-Rank Medical Ninjutsu at Level 14. creatures who fail suffer the effects of Reconstructive
Hand.
INVERSION SERUMS
Beginning at 3th level you have created a new type of ANGEL AND DEMON
chemical called Inversion Serums. When activated with Beginning at 14th level, you can now apply your mastery
CCD chakra they become tools for life and death. During biology to both heal and harm. When you would use an
a Long Rest you can spend Creation Points to create Inversion Serum, you can spend double the CCD chakra
Inversion Serums. You can hold a number of Serums cost to double the effects.
equal to your Intelligence modifier at a single time. Each
Serum has a different effect depending on which CCD THE SHEEP AND THE SHEPHERD
At 17th level, you have gone further than anyone in your
chakra was used to pay its cost.
field of study. Select one Inversion Serum. When you cast
MEND AND MAIM a Medical Ninjutsu that restores hit points, you can
Also, at 6th Level you can quickly create either a healing double its cost and spend it in Mending CCD Chakra. If
beam of life, or a harmful ray of death. As an Action you you do it also applies to the effects of the chosen
can either: Inversion Serum. If you cast a Medical Ninjutsu that
would deal damage, you double its cost and pay it in
• Mend: spend 5 Mending CCD chakra and a charge of Maiming CCD Chakra. If you do it also applies the effects
your Medicine Kit to cast Healing Hands with an of the chosen Inversion Serum. You can change this
increased range of 30 feet Serum on a Full Rest.
• Maim: spend 5 Maiming CCD Chakra and a charge of
your Poison Kit to cast Necrosis with an increased THE FUTURE OF SHINOBI: BIOLOGY
range of 30 feet. At Level 20, you have realized that Biology is the future
At Level 9th you gain a third option as a Full turn Action: of Shinobi. You can Select one Medical Ninjutsu of S-
Rank or lower. Once per Long rest you can cast the jutsu
• Mend and Maim: Spend 10 Mending CCD and 10
using CCD chakra with its cost rounded up to the nearest
Maiming CCD to cast Wither and Bloom at B-Rank.
interval of 10. If it restores hit points you must use

FADE AWAY Mending CCD Chakra. if it deals damage, you must use
Maiming CCD Chakra. If it does both you must split the
At 6th Level you understand that your life is worth more
cost in between Maiming and Mending CCD chakra
than others. As a Bonus action you can spend 15 CCD
evenly.
chakra to move behind an ally within 60 feet of you. This
movement does not trigger attacks of opportunity. If you
or the targeted ally are suffering from any Elemental
Conditions, you can spend the cost in Mending CCD to
remove up to two ranks of the conditions or the cost in
Maiming CCD to give the conditions to an enemy in
between you and the targeted ally.

209
INVERSION SERUMS N OXIOUS A URA
Cost: 4 Creation Points
MINOR Drain: 5 Maiming CCD Chakra
As an action, You throw a canister of Inversion Serum that
B IOTIC D ART can turn the area around you into one no living creature
Cost: 2 Creation Points can survive for long. You cast Acid String at D-Rank. It
Drain: 5 CCD Chakra does not take a concentration slot but only lasts for 1d4+1
As an Action, You fire a dart filled with Inversion Serum rounds.
that can either heal your allies or harm your enemies.
ANATOMICAL R ESTRUCTURE
Make a Ranged weapon attack on a creature within 60
feet. A creature can choose to get hit. On hit: Cost: 4 Creation Points
If Paid with Mending: The target creature heals Drain: 5 Mending CCD Chakra
As a Bonus action, You throw a canister of Inversion
1d6+Intelligence modifier
Serum at an ally that temporarily bolsters their
If Paid with Maiming: the Target creature takes
immunoglobulins. You can target an ally within 30 feet
1d6+Intelligence Modifier in Necrotic damage. and end one Physical Condition of C-Rank or lower.
F OR /AGAINST B IO LIFE PROCEDURE
Cost: 2 Creation Points Cost: 4 Creation Points
Drain: 5 CCD Chakra Drain: 5 Mending CCD Chakra
As a reaction to a creature making a saving throw, You As an action, You pour your life energy into another. You
send a beam of Inversion Serum that can either be for or can roll a number of your hit dice, up to half. and give that
against success. Make a Ranged Ninjutsu attack. amount of hit points to an ally creature you can touch.
If Paid with Mending: The target creature adds a d4 to
W AR OR PEACE
the saving throw.
If Paid with Maiming: the Target creature subtracts a Cost: 4 Creation Points
d4 from the saving throw. Drain: 5 CCD Chakra
As a Bonus action, You throw a canister of Inversion
G IVE /T AKE Serum that can either induce a state of calm, or a state of
Cost: 2 Creation Points frenzy.
Drain: 5 CCD Chakra If Paid with Mending: You cast Song of Courage. You
As an Action, you throw a canister of Inversion Serum can use your Intelligence modifier for this Genjutsu.
that can either give an ally support and take the life of an If Paid with Maiming: You cast Song of Ancients. You
enemy. Select a point within 30 feet. all creatures within can use your Intelligence modifier for this Genjutsu.
10 feet.
If Paid with Mending: The creatures gain 5 Temporary GREATER
hit points.
If Paid with Maiming: Enemy creature loses 5 S LEEP D ART
Temporary Hit points. Cost: 8 Creation Points
Drain: 10 Maiming CCD Chakra
B IOMONITOR As an Action you shoot a sleep dart at an enemy creature
Cost: 2 Creation Points within 30 feet of you. Make a Ranged Ninjutsu attack. On a
Drain: 5 CCD Chakra hit they become incapacitated until the start of their next
As a Bonus action, you can scan an ally creature. For the turn or until they take damage, whichever comes first.
next minute you know any conditions they are under and
their exact remaining hit points.
R AVENOUS V ORTEX
Cost: 8 Creation Points
D ISCORD AND H ARMONY Drain: 10 Maiming CCD Chakra
Cost: 2 Creation Points As a Bonus action, You throw a canister of Inversion
Drain: 5 CCD Chakra Serum that creates a no-fly zone. Select a point within 30
As a Bonus action, You throw a canister of Inversion feet. From that spot all creatures within a 15 radius, 30-
Serum at an enemy or ally. foot-high Cylinder that tries to fly need to make a
If Paid with Mending: The target creature gains the Strength Save versus your Ninjutsu Save DC. On a failure
effects of Water Release: Medical Jellyfish for 1d4 their fly speed is set to 0 until the end of the current turn.
rounds. B IOTIC B ARRIER
If Paid with Maiming: the Target creature suffers the Cost: 8 Creation Points
effects of the Pain Genjutsu at 5th Level for the next 1d4 Drain: 10 Maiming CCD Chakra
instances of damage As a reaction to you being an ally within 15 feet being
targeted by an attack you drop a canister of Inversion
REFINED Serum meant to avoid the damage.
W OUNDING C ARNAGE If Paid with Mending: You create a protective barrier
that reduces the damage by 2d10.
Cost: 4 Creation Points
If Paid with Maiming: You create a shockwave that
Drain: 5 Maiming CCD Chakra
As an action, You send out a slash of Inversion Serum that forces the triggering creature to make a Strength saving
disrupts the blood flow of enemies. Make a melee ninjutsu throw. Ona failure they take 2d10 Force damage and are
attack on an enemy creature within 10 feet of you. On a hit knocked back 15 feet.
they gain a rank of bleeding for a number of rounds equal
to your Intelligence Modifier. When they take damage
from bleeding from this ability, you heal the amount
dealt.

210
B IOTIC G RENADE ANNIHILATION
Cost: 8 Creation Points Cost: 24 Creation Points
Drain: 10 CCD Chakra Drain: 20 Maiming CCD Chakra
As a Bonus action, You throw a canister of Inversion As an Action you create a field of death around you. For
Serum that can either bolster your allies healing or the next 1d4 rounds enemies who start their turns within
hamper your enemies. Select a point within 30 ft 30 feet of you must succeed a Constitution Saving Throw.
If Paid with Mending: All allies within 15 feet of the On a failed save they take 3d12 Necrotic Damage and all
damage they deal that turn is reduced by an amount equal
selected point gain boosted healing for the next minute.
to your Intelligence Modifier. If 3 creatures fail this save
Whenever they would regain health they gain 1.5x the
in a single round, its duration is increased by a round.
amount.
If Paid with Maiming: All enemies within 20 feet must MASTERCRAFT
make a Constitution Saving throw against your highest
save DC. On a failed save for the next 1d6 rounds all AMPLIFICATION M ATRIX
healing they receive is halved. Cost: 32 Creation Points
Drain: 15 Maiming CCD Chakra and 15 Mending CCD Chakra
SUPERIOR As a Bonus action, You throw a canister of Inversion
Serum that is a mix of both worlds. A field of living chakra
B IOTIC O RB energy that boosts all damage coming out and reduces all
Cost: 16 Creation Points damage coming in. You create a 20-foot radius around
Drain: 15 CCD Chakra you for a number of rounds equal to your Intelligence
As an Action, you throw out an orb of life or death. Modifier. All damage that an ally does within range adds
If Paid with Mending: You throw out a healing orb. an additional 2 damage die. All damage that an ally takes
You cast Aura of Life. It is not considered concentrated within range is reduced by twice your Intelligence
on However it only last until the end of your next turn modifier. You can only use this feature once per combat.
If Paid with Maiming: You throw out a damage orb.
You cast Vitriolic Sphere. It is not considered
concentrated on However it only lasts until the end of
your next turn.

B IOTIC R ALLY
Cost: 16 Creation Points
Drain: 15 Mending CCD Chakra
As an Action, You release an aura of Inversion Serum that
can bolster the defenses of your allies. You cast Circle of
Defiance, however when cast this way you would give an
ally the benefits of Circle of Defiance you instead and give
it to all allies within 20 feet of you.
V ENOM M INE
Cost: 16 Creation Points
Drain: 15 Maiming CCD Chakra
As a Bonus action, You throw down a canister of Inversion
Chakra set to go off when an enemy enters within 15 feet.
Choose one Poison of B-Rank or lower. It remains active
for 1 minute before going inert. If it is triggered within the
time, it emits an Aerosolized version of the chosen poison
in a 15-radius cloud that remains for a number of rounds
equal to your Intelligence Modifier. Enemies who are in
the area when it appears, ends their turn inside the cloud,
or enters the cloud for the first time suffers the effects of
the poison, making their save against your Ninjutsu Save
Dc or the Poisons DC, whichever is higher.

SUPREME
N ANO B OOST
Cost: 24 Creation Points
Drain: 20 Mending CCD Chakra
As an Action, you supercharge an ally's chakra and body.
Choose an ally within 60 feet that you have a clear line of
sight towards. For the next 1d4 Rounds, they become
Supercharged. They heal 2d12 hit points at the start of
their turn, They add your Intelligence Modifier to up to
two damage rolls they make on their turn and reduce all
damage they take by an amount equal to your Intelligence
Modifier. A creature can only benefit from this ability
once every minute.

211
SCIENTIFIC NINJA TOOLS E XPLOSIVE AMPLIFIER
Cost: 2 Creation Point
MINOR Drain: 5 CCD Chakra
You integrate a booster in your body that enhances your
AERO A MPLIFIER jutsu’s that deal fire damage. While wielding this
Cost: 2 Creation Point amplifier, when a creature takes fire damage from a jutsu
Drain: 5 CCD Chakra you cast, you can activate this amplifier. The target
You integrate a booster in your body that enhances your creature takes additional fire damage equal to your
jutsu’s that deal wind damage. While wielding this amplifier, Intelligence modifier. You can use this amplifier a number
when a creature takes wind damage from a jutsu you cast, of times equal to your Intelligence modifier (a minimum
you can activate this amplifier. The target creature takes of once). You regain all expended uses when you complete
additional wind damage equal to your Intelligence modifier. a short or long rest
You can use this amplifier a number of times equal to your
SCUBA E QUIPMENT
Intelligence modifier (a minimum of once). You regain all
expended uses when you complete a short or long rest. Cost: 2 Creation Point
Drain: 5 CCD Chakra
B IOTIC AMPLIFIER You can activate this ability for a total time of 1 hour per long
Cost: 2 Creation Point rest. You gain a swim speed equal to your walking speed and
Drain: 5 CCD Chakra you can breathe underwater.
You integrate a booster in your body that enhances your
C HAKRA R ADAR
jutsu’s that deal wind damage. While wielding this
amplifier, when a creature regains Hit Points from a jutsu Cost: 2 Creation Point
you cast, you can activate this amplifier. The target Drain: 5 CCD Chakra
creature gains additional Hit Points equal to your You can activate this radar for a total time of 1 minute per
Intelligence modifier. You can use this amplifier a number short rest. When active This tool has a sensor that begins to
of times equal to your Intelligence modifier (a minimum vibrate or glow when a chakra source similar in size to
of once). You regain all expended uses when you complete parameters given is nearby. This can be set to also ignore
a short or long rest certain creatures' chakra and instead pick up all chakra
within a 30 ft Radius.
G EO AMPLIFIER
S COUT L ENS
Cost: 2 Creation Point
Drain: 5 CCD Chakra Cost: 2 Creation Point
You integrate a booster in your body that enhances your Drain: 5 CCD Chakra
jutsu’s that deal Earth damage. While wielding this amplifier, You can activate this tool for a total time of 1 minute per rest.
when a creature takes Earth damage from a jutsu you cast, The lenses can magnify objects viewed to twice their size. You
you can activate this amplifier. The target creature takes can have advantage on perception checks on items within 20
additional Earth damage equal to your Intelligence modifier. ft of you. You can also instantly detect any physical
You can use this amplifier a number of times equal to your deformities
Intelligence modifier (a minimum of once). You regain all E NHANCED N INJA T ABI
expended uses when you complete a short or long rest
Cost: 2 Creation Point
C RYO AMPLIFIER Drain: 5 CCD Chakra
Cost: 2 Creation Point You enhanced the standard tabi given to shinobi. You can
Drain: 5 CCD Chakra activate this tool for a total time of 1 minute per hour. As a
You integrate a booster in your body that enhances your Bonus action you can Increase your walking speed by 10 feet.
jutsu’s that deal Cold damage. While wielding this amplifier, Jump distance and height are doubled and use your Int score
when a creature takes Cold damage from a jutsu you cast, you and modifier instead of Str. Whenever you take fall damage,
can activate this amplifier. The target creature takes you can activate this as a reaction. You instead take 1d6 for
additional Cold damage equal to your Intelligence modifier. every 20 feet instead of 10
You can use this amplifier a number of times equal to your H OLOGRAPHIC C LOAK
Intelligence modifier (a minimum of once). You regain all
expended uses when you complete a short or long rest Cost: 2 Creation Point
You can use this amplifier a number of times equal to your Drain: 5 CCD Chakra
Intelligence modifier (a minimum of once). You regain all As a reaction whenever you become incapacitated or as
expended uses when you complete a short or long rest. part of a Disengage action you can cast Body Camouflage
and immediately make a Stealth check. When cast this
E LECTRO AMPLIFIER way the jutsu remains active until the start of your next
Cost: 2 Creation Point turn or until you do anything besides take the move
Drain: 5 CCD Chakra action
You integrate a booster in your body that enhances your V OICE C HANGER AND AMPLIFIER
jutsu’s that deal Lightning damage. While wielding this
amplifier, when a creature takes Lightning damage from a Cost: 2 Creation Point
jutsu you cast, you can activate this amplifier. The target Drain: 5 CCD Chakra
creature takes additional Lightning damage equal to your If you have spent a minute or more hearing a creature speak,
Intelligence modifier. You can use this amplifier a number of you can mimic their voice unerringly. You can activate this
times equal to your Intelligence modifier (a minimum of tool to say something in a voice you have studied. A Wisdom
once). You regain all expended uses when you complete a (Insight) check vs your Ninjutsu Save DC is required to
short or long rest discern that the voice is false. You can also increase the
volume of your voice to 10 times as much.

212
REFINED E NHANCED E LECTRO AMPLIFIER
AUTONOMOUS N INJA T OOLS Prerequisite: Electro Amplifier
Cost: 4 Creation Points
Cost: 4 Creation Points
Drain: 5 CCD Chakra
Drain: 5 CCD Chakra
You fine tune your Electro amplifier. When you activate this
You learn how to craft small sentry turrets shaped like
amplifier you can spend additional CCD Chakra. The target
globes that can adhere to any surface, called A.N.Ts. As an
creature gains 1 Rank of Shocked until the end of your next
action or bonus action (your choice), you can spend the
turn. If you reapply shock by this amplifier the duration is
Drain of this upgrade and throw a sentry to a point you
reset.
can see within 60 ft. At the end of each of your turns, a
deployed sentry automatically targets a hostile creature C HAKRA F LOW D ISTRIBUTION D EVICE
within 30 feet of it. If multiple targets are available, one is
Cost: 4 Creation Points
chosen at random. The target must make a Dexterity
Drain: 5 CCD Chakra
saving throw. On a failed save, it takes 1d6 damage of your
As an Action, You can make a ranged attack and throw this
choice (decided when thrown)
device at a target within 30 feet of you. On a hit it affixes to
A.N. Ts have 1 hit point, an AC equal to your Ninjutsu Save
them. They can remove it as an Action by making a Strength
DC, and can be repaired over the course of a long rest.
ability Check contested by your Intelligence ability Check.
Each sentry lasts for 1 minute before deactivating. You can
While this is affixed to a target, they cannot upcast jutsu.
maintain a number of sentries equal to your Intelligence
modifier. If a Sentry is destroyed until it is repaired your M INING D RILL
limit is decreased by 1 for every destroyed sentry. Cost: 4 Creation Points
E NHANCED BIOTIC AMPLIFIER Drain: 5 CCD Chakra
As an action you can activate this gadget. It can remain active
Prerequisite: Biotic Amplifier
for a total time of 1 minute per short rest. While active, you
Cost: 4 Creation Points
gain a burrowing speed of 15 feet. You leave a tunnel 5’ wide
Drain: 5 CCD Chakra
and as high as you are tall in your wake.
You fine tune your biotic amplifier. While wielding this
amplifier, when a creature gains temporary hit points E LEMENT E ATER
from your biotic amplifier you can spend additional CCD Cost: 4 Creation Points
Chakra. The target creature gains twice as many. This Drain: 5 CCD Chakra
amount can’t exceed the number of hit points regained. You create a device capable of absorbing incoming damage.
E NHANCED G EO AMPLIFIER You can cast Absorb Heat as a reaction to taking Elemental
damage, paying the CCD drain.
Prerequisite: Geo Amplifier
Cost: 4 Creation Points L AYERED C HAKRA B ARRIER
Drain: 5 CCD Chakra Cost: 4 Creation Points
You fine tune your Corrosive Amplifier. When you activate Drain: 5 CCD Chakra
this amplifier, you can spend additional CCD Chakra. The As a reaction to being attacked, a spherical shield appears
next attack roll made against that creature before the end around you and moves with you. The shield has an AC of
of its next turn has advantage. 10+Int Mod and HP 25. It disappears at the end of the
E NHANCED CRYO AMPLIFIER current turn and does not regain missing HP until the end
of your next long rest.
Prerequisite: Cryo Amplifier
Cost: 4 Creation Points S EMTEX S ERUM
Drain: 5 CCD Chakra Cost: 4 Creation Points
You fine tune your Cryo Amplifier. When you activate this Drain: 5 CCD Chakra
amplifier, you can spend additional CCD Chakra. The As a reaction to being grappled you release an ooze of
target creature gains 1 rank of Chilled. explosive jelly around you. You immediately can make a
E NHANCED EXPLOSIVE AMPLIFIER check to escape the grapple using Intelligence for
Athletics or Acrobatics, and on a successful escape the
Prerequisite: Explosive Amplifier
triggering creature takes 3d4 fire damage and is knocked
Cost: 4 Creation Points
back 15 feet.
Drain: 5 CCD Chakra
You fine tune your Explosive Amplifier. When you activate
this amplifier, you can spend additional CCD Chakra. The
GREATER
target creature is also ignited for 1 minute. At the start of ADVANCED BIOTIC AMPLIFIER
each of its turns, the creature takes additional fire
Prerequisite: Enhanced Biotic Amplifier
damage equal to your Intelligence modifier and then
Cost: 8 Creation Points
makes a Dexterity saving throw against your Ninjutsu
Drain: 10 CCD Chakra
Save DC, ending this effect on a success. If the target or a
You further fine tune your biotic amplifier. While wielding
creature within 5 feet of it uses an action to put out the
this amplifier, when a creature gains temporary hit points
flames, or if some other effect douses the flames, the
from your biotic amplifier you can spend additional CCD
effect ends.
Chakra. they instead gain four times as many. This
E NHANCED AERO AMPLIFIER amount can’t exceed the number of hit points regained.
Prerequisite: Pyro Amplifier ADVANCED G EO AMPLIFIER
Cost: 4 Creation Points
Prerequisite: Enhanced Geo Amplifier
Drain: 5 CCD Chakra
Cost: 8 Creation Points
You fine tune your Aero Amplifier. When you activate this
Drain: 10 CCD Chakra
amplifier you can spend additional CCD Chakra. The target
You further fine tune your Corrosive Amplifier. When you
creature gains 1 rank of Bleed.
activate this amplifier you can spend additional CCD
Chakra, the next attack roll made by the target creature
before the end of its next turn has disadvantage.

213
ADVANCED CRYO AMPLIFIER SUPERIOR
Prerequisite: Enhanced Cryo Amplifier C HAKRA D ISINTEGRATOR
Cost: 8 Creation Points
Cost: 16 Creation Points
Drain: 10 CCD Chakra
Drain: 15 CCD Chakra
You further fine tune your Cryo Amplifier. When you
As an action, you force a target within 120ft to make
activate this amplifier you can spend additional CCD
Dexterity Saving throw. If the saving throw succeeds, the
Chakra.. The target creature is restrained until the end of
gadget has no effect. If the saving throw fails, the target
their next turn.
takes 8d10 Fire damage. If this damage reduces the target
ADVANCED EXPLOSIVE AMPLIFIER to 0 hit points, it is disintegrated. A disintegrated creature
and mundane items it is wearing and carrying, are
Prerequisite: Enhanced Explosive Amplifier
reduced to a pile of fine gray dust.
Cost: 8 Creation Points
Drain: 10 CCD Chakra F REEZE R AY
You further fine tune your Explosive Amplifier. When a
creature takes fire damage while ignited, you can spend Cost: 16 Creation Points
additional CCD. The creature has disadvantage on the next Drain: 15 CCD Chakra
Dexterity saving throw it makes before the start of your As an action, you spray a large mist of ice in a 30 ft cone,
next turn. all creatures in the area must make a Dexterity Saving
Throw, on a fail they will take 4d6 Cold damage and will
ADVANCED AERO A MPLIFIER be restrained by ice until the start of your next turn, if
Prerequisite: Enhanced Aero Amplifier they take damage before then, the ice is broken and they
Cost: 8 Creation Points are freed. On a pass they instead take half damage and no
Drain: 10 CCD Chakra additional effects.
You further fine tune your Aero Amplifier. When you activate S ECONDARY C HAKRA C ONTAINMENT D EVICE
this amplifier you can spend additional CCD Chakra. The
target creature is Dazed until the end of their next turn. Cost: 16 Creation Points
You gain an additional 15 CCD Chakra.
ADVANCED E LECTRO A MPLIFIER
Prerequisite: Enhanced Electro Amplifier SUPREME
Cost: 8 Creation Points
L IGHTWEIGHT ARTILLERY C HAKRA M ATRIX
Drain: 10 CCD Chakra
You further fine tune your Electro amplifier. When you Cost: 24 Creation Points
activate this amplifier you can spend additional CCD Drain: 20 CCD Chakra
Chakra. The target creature is Dazed for the duration they are As an action, you can cast Delayed Fire Missile. Holding it
shocked by this amplifier. does not cost chakra to concentrate however If you are
attacked and fail the concentration check it goes off
F LOATING S HOES immediately.
Prerequisite: Enhanced Ninja Tabi
N EUROADAPTABLE H EADGEAR
Cost: 8 Creation Points
Drain: 10 CCD Chakra Cost: 24 Creation Points
You can spend additional CCD Chakra when you activate Drain: 20 CCD Chakra
Enhanced Ninja Tabi. For the same duration You can walk or You gain resistance to Psychic Damage as you modifier your
run across any liquid as if it were solid stone. Any damaging head gear to resist outside influences. You can activate this
liquids (lava, acid, etc.) cause you 2d4 damage of the tool as a bonus action. For the next hour, your thoughts
appropriate type every round you end your turn on them, cannot be read, and attempts to detect your presence through
unless the damage amount is specified to be lower. your consciousness fail. Once per long rest while it is active,
you can spend the CCD Drain again and if you do You cast
R ICOCHETING W EAPON Geas as an Action
Prerequisite: Thrown Weapon (consumed on creation)
M ASS C HAKRA ABSORPTION
Cost: 8 Creation Points
Drain: 10 CCD Chakra Cost: 24 Creation Points
You create a ranged weapon engineered to ricochet of its Drain: 20 CCD Chakra
targets You have proficiency in this weapon, and it has the As an action, You can force all living creatures within 60ft,
Finesse, Thrown (30/90), and Special properties, and deals including yourself, to make a Constitution check, DC 15. On a
2d8 bludgeoning, piercing or slashing damage (chosen at the Fail they lose 8d12 Chakra and your CCD absorbs half of the
time you select this upgrade). You do not add any modifiers rolled amount (This is not per creature). If they do not have
to any damage rolls with this weapon. enough chakra to pay the cost they lose HP instead. You can
Special: When this weapon is thrown you can spend do this once per Long rest.
the CCD Chakra Drain target two creatures within 20 ft of
the original target, making a separate attack roll against
each target. You can add your Intelligence modifier to
damage rolls while it is ricocheting. The weapon shatters
after the third attack roll and you regain the Creation
Points Spent.

214
MASTERCRAFT
S UPER E NHANCED D EFENSE PROTOCOL
Cost: 32 Creation Points
Drain: 30 CCD Chakra
You gain a barrier of HP equal to your Intelligence modifier.
You regain this HP at the start of your turn. You can use your
reaction to deflect a ranged attack. When you are hit by a
ranged attack, you can reduce the damage by 3d12+Int Mod.
If you reduce the damage to 0, you can spend an additional 15
CCD Chakra to reflect the projectile back at the attacker, who
must make a Dexterity saving throw. On a failure, the
attacker takes the initial full damage and half on a success.
S UPER E NHANCED O FFENSE PROTOCOL
Cost: 32 Creation Points
Drain: 30 CCD Chakra
As a bonus action you may enhance all weapons within 30 ft
with energy from the system. Choose between acid, cold, fire,
lightning, poison or wind. Weapon attacks deal an additional
2d6 damage of this type for a minute. You must pay 10 CCD
Chakra at the start of your turn to maintain this effect.
As an action you may shoot a chakra beam at a target within
30ft. Make a Ninjutsu Attack roll This attack deals Force
damage equal to 6d6 + your Intelligence modifier. On a
Successful attack you can spend 10 additional Chakra to force
the target to make a Strength save. On a failure, it is sent
flying back a number of feet equal to 5 x your Intelligence
modifier, taking appropriate falling damage if it collides with
an obstacle. Huge or larger creatures gain advantage on this
saving throw and are only pushed back half the distance.

215
CLASS FEATS HUNTER-NIN
ARCHETYPE CLASS FEATS HUNTERS TRAINING
Category: Archetype
GENJUTSU SPECIALIST Archetype: Hunter-Nin
Prerequisite: Level 5+, Dexterity 15+, You cannot have
ILLUSIONIST TRAINING class levels in Hunter-Nin
You have begun to training to better master the art of
Category: Archetype Assassination. While training you begin to imitate your
Archetype: Genjutsu Specialist masters, trainers or inspirations to the best of your
Prerequisite: Level 5+, Wisdom 15+, You cannot have ability. You learn how to exploit a foes distraction, drop
class levels in Genjutsu Specialist in guard and moment of hesitation. You gain the
You have begun to train to better master the art of following benefits;
Genjutsu. While training you have learned how to best
• You gain Proficiency in Stealth.
enable your current Genjutsu casting abilities and bring
• You learn one Hunters Exploit that you qualify for. You
them to a new level with enhanced chakra molding
techniques. can use Exploits twice per rest.
• You gain the Lethal Attack feature, but you instead only
• You gain Proficiency in Illusions.
deal 2d6 additional damage. You do not increase the
• You learn one Malleable Mirage that you qualify for, as
number of dice as you gain levels.
if you were a 2nd level Genjutsu Specialist.
• Select one effect granted by Real World Conversion. You
HUNTERS EXPERT
gain the chosen ability.
Category: Archetype
• You gain 2 Actualization Die, which is represented as a
Archetype: Hunter-Nin
D4, which you can spend only on effects granted by Real
Prerequisite: Hunters Training, Level 10+
World Conversion or by spending 1, you can increase a
You have continued to training to better master the art
Genjutsu you casts DC by +1, once per turn. You regain
of Assassination. This training has culminated into you
spent Actualization Die when you complete a rest.
being defined as an expert;
ILLUSIONIST EXPERT • You gain the Cunning Action feature.
• You learn one Hunters Exploit that you qualify for.
Category: Archetype
• Your Lethal Attack bonus damage increases to 4d6.
Archetype: Genjutsu Specialist
Prerequisite: Illusionist Training, Level 10+
You have continued to train to better master the art of HUNTERS ENTHUSIAST
Genjutsu. This training has culminated into you being Category: Archetype
defined as an Expert. Archetype: Hunter-Nin
• You gain 1 additional Actualization Die.
Prerequisite: Hunters Expert
• You learn one Malleable Mirage that you qualify for, as
You continue your training to learn more of the secrets
of Assassination, but this time specializing into a
if you were a 5th level Genjutsu Specialist.
specific Creed. This training has culminated into you
• Select one effect granted by Real World Conversion. You
being defined as an Enthusiast.
gain the chosen ability.
• Select one Hunter-Nin Class, Hunters Creed
ILLUSIONIST ENTHUSIAST (Subclass). You gain the 3rd Level Proficiency feature.
Category: Archetype You do not gain its 10th level advancement.

HUNTER SPECIALIST
Archetype: Genjutsu Specialist
Prerequisite: Illusionist Expert
You continue your training to learn more of the secrets Category: Archetype
of Illusion, but this time specializing into a specific Archetype: Hunter-Nin
Pledge. This training has culminated into you being Prerequisite: Hunter Expert, Level 15+
defined as an Enthusiast. You have continued to training to better master the art
of Assassination. This training has culminated into you
• Select one Genjutsu Specialist Class, Genjutsu Pledge
being defined as a specialist.
(Subclass). You gain the 6th Level feature it has.
• You gain the Primary Target class feature. You cannot
ILLUSIONIST SPECIALIST mark a creature as part of your initiative roll.
• You learn one Hunters Exploit that you qualify for.
Category: Archetype
Archetype: Genjutsu Specialist Increase the number of exploits you can use per rest,
Prerequisite: Illusionist Expert, Level 15+ by 1.
• Your Lethal Attack bonus damage increases to 6d6.
You have continued to train to better master the art of
Genjutsu. This training has culminated into you being
defined as a Specialist.
• You gain 1 additional Actualization Die.
• You learn one Malleable Mirage that you qualify for, as
if you were a 5th level Genjutsu Specialist.
• Select one Genjutsu Inception. You gain it as if you were
a 9th level Genjutsu Specialist

216
INTELLIGENCE OPERATIVE MEDICAL-NIN
OPERATIVE TRAINING MEDICAL TRAINING
Category: Archetype Category: Archetype
Archetype: Intelligence Operative Archetype: Medical-Nin
Prerequisite: Level 5+, Intelligence 13+, Wisdom 13+, Prerequisite: Level 5+, Intelligence or Wisdom 15+, You
You cannot have class levels in Intelligence Operative cannot have class levels in Medical-Nin
You have begun to training to better master the art of You have begun to training to better master the art of
strategy and planning. While training you begin to medicine. While training you begin to imitate your
imitate your masters, trainers or inspirations to the best masters, trainers or inspirations to the best of your
of your ability. You learn how to analyze a target and ability. You learn how to both heal and harm in a
develop plans to defeat them. You gain the following beautiful display of medicine. You gain the following
benefits; benefits;
• You gain Proficiency in Investigation. • You gain Proficiency in Medicine.
• You gain 2 Brave Orders, which you can only spend to • You gain the Medical keyword, and the ability to cast
activate Plans. You regain spent Brave orders when you jutsu with the Medical keyword, up to C-Rank.
complete a rest. • You gain the Rejuvenating class feature as if you were a
• You learn 1 Plan from the Intelligence Operative list of 2nd level Medical-Nin. You do not gain any benefits as
plans. You cannot change this plan once known. a result of being higher level.

OPERATIVE EXPERT MEDICAL EXPERT


Category: Archetype Category: Archetype
Archetype: Intelligence Operative Archetype: Medical-Nin
Prerequisite: Operative Training, Level 10+ Prerequisite: Medical Training, Level 10+
You have continued to training to better master the art You have continued to training to better master the art
of strategy and planning. This training has culminated of medicine. This training has culminated into you being
into you being defined as an expert; defined as an expert;
• You gain the Helpful Operative feature. • You gain the Chakra Scalpel feature as if you were a 3rd
• You gain 1 Brave Order. level Medical-Nin. You gain 3 charges per long rest.
• You learn one Plan. • You can learn jutsu with the Medical keyword, up to B-
Rank.
OPERATIVE ENTHUSIAST • You gain the Preserve/Take Life class feature as if you

Category: Archetype were a 5th level Medical Nin. You do not gain any
Archetype: Intelligence Operative benefits as a result of being higher level. You can use
Prerequisite: Operative Expert this feature, twice per rest.
You continue your training to learn more of the secrets
of strategy and planning, but this time specializing into MEDICAL ENTHUSIAST
a specific Strategy. This training has culminated into you Category: Archetype
being defined as an Enthusiast. Archetype: Medical-Nin
• Select one Intelligence Operative Class, Master Prerequisite: Medical Expert
You continue your training to learn more of the secrets
Strategy (Subclass). You gain their first 3 rd Level
of medicine, but this time specializing into a specific
feature. You do not gain any higher-level
Tenet of Medicine. This training has culminated into you
advancements it may present. Additionally, you
being defined as an Enthusiast.
cannot gain the benefits of the Grave Controller or
Shadowhand subclasses. • Select one Medical-Nin Class, Tenet of Medicine
(Subclass). You gain their first 6 th level Preserve Life or
OPERATIVE SPECIALIST Take Life feature. You do not gain any higher-level
Category: Archetype advancements it may present. Additionally, you
Archetype: Intelligence Operative cannot gain the benefits of the Shaman subclass.
Prerequisite: Operative Expert, Level 15+
You have continued to training to better master the art MEDICAL SPECIALIST
of Assassination. This training has culminated into you Category: Archetype
being defined as a specialist. Archetype: Medical-Nin
• You gain the Tactical Scheme class feature. Prerequisite: Medical Expert, Level 15+
• You gain the Exploit Weakness class feature. You do not You have continued to training to better master the art
of Medicine. This training has culminated into you being
gain the 7th level advancement.
• You learn 1 Plan from the Intelligence Operative list of
defined as a specialist.
plans. You cannot change this plan once known. • You gain the 7th level benefits of the Chakra Scalpel class
feature.
• You gain one doctrine from the Medical Doctrine class
feature.
• You can learn jutsu with the Medical keyword, up to A-
Rank.

217
NINJUTSU SPECIALIST NINSHOU ENTHUSIAST
Category: Archetype
NINSHOU TRAINING Archetype: Ninjutsu Specialist
Category: Archetype Prerequisite: Ninshou Expert
Archetype: Ninjutsu Specialist You continue your training to learn more of the secrets
Prerequisite: Level 5+, Intelligence 15+, You cannot have of Ninshou, but this time specializing into a specific
class levels in Ninjutsu Specialist Focus. This training has culminated into you being
You have begun to training to better master the art of defined as an Enthusiast.
Ninjutsu. While training you have learned how to best • Select one Ninjutsu Specialist Class, Ninjutsu Focus
enable your current Ninjutsu casting abilities and bring (Subclass). You gain the 6th Level Molding feature it
them to a new level with enhanced chakra molding has. The Alternate Cost of this Molding is increased to
techniques. 10.
• You gain Proficiency in Ninshou.
• Select one Ninjutsu you know, this Ninjutsu becomes NINSHOU SPECIALIST
Refined for you. A Ninjutsu you have Refined increases Category: Archetype
its Damage die by +1, once per casting. You can switch Archetype: Ninjutsu Specialist
Ninjutsu you have Refined over the course of a long Prerequisite: Ninshou Expert, Level 15+
rest. You continue your training to master more of the secrets
• Select one Efficient Molding between the following, of Ninshou. This training has culminated into you being
you gain the chosen Molding and can use it once at no defined as a Specialist.
cost per rest; • Ninjutsu you have Refined has its damage die
o Careful Ninjutsu
increased by +2, instead of +1, once per casting.
o Distant Ninjutsu
• Once per rest, when you would cast a Ninjutsu you
o Doubled Ninjutsu
have Refined, you can half the Ninjutsu’s cost..
o Heightened Ninjutsu
• Efficient Moldings you have gain 1 additional use per
o Quickened Ninjutsu
rest.
o Subtle Ninjutsu
• Select one Efficient Molding, you do not currently
o Widened Ninjutsu
have between the following, you gain the chosen

NINSHOU EXPERT Molding;


o Careful Ninjutsu
Category: Archetype o Distant Ninjutsu
Archetype: Ninjutsu Specialist o Doubled Ninjutsu
Prerequisite: Ninshou Training, Level 10+ o Heightened Ninjutsu
You continue your training to learn more of the secrets o Quickened Ninjutsu
of Ninshou. This training has culminated into you being o Subtle Ninjutsu
defined as an Expert. o Widened Ninjutsu
• Select one Ninjutsu you know, this Ninjutsu becomes
Refined for you.
• Every 3-character levels after you gain this Archetype
feat, you learn 1 additional Ninjutsu of a Rank you
qualify for.
• Efficient Moldings you have gain 1 additional use per
rest.
• Select one Efficient Molding, you do not currently
have between the following, you gain the chosen
Molding;
o Careful Ninjutsu
o Distant Ninjutsu
o Doubled Ninjutsu
o Heightened Ninjutsu
o Quickened Ninjutsu
o Subtle Ninjutsu
o Widened Ninjutsu

218
SCOUT-NIN TAIJUTSU SPECIALIST
SCOUT TRAINING MARTIAL ARTS TRAINING
Category: Archetype Category: Archetype
Archetype: Scout-Nin Archetype: Taijutsu Specialist
Prerequisite: Level 5+, Any two of the following three Prerequisite: Level 5+, Strength or Dexterity 15+, You
ability scores must be 14+ (Strength, Intelligence, cannot have class levels in Taijutsu Specialist
Wisdom), You cannot have class levels in Scout-Nin You have begun to train to better master the art of Mixed
You have begun to training to better Generalize your Martial Arts. While training you have learned how to
skills. While training you begin to imitate your masters, fight in ways you couldn’t prior. You gain the following
trainers or inspirations to the best of your ability. You benefits;
learn how become a jack of all, master of none. You gain • You gain Proficiency in Martial Arts.
the following benefits; • Select one Taijutsu Stance located in Chapter 13:
• You gain Proficiency in two toolkits of your choice. Customization Options. You cannot take a Taijutsu
• Select one Scout-Nin class, Scouting Technique Stance more than once.
(Subclass). All Archetype feats that refer to any • Your speed is increased by 5 feet.
features gains at specific levels are in reference to the • You gain 1 Martial Die, which is a d4. You regain spent
scouting technique chosen. You cannot choose Martial die at the end of your following turn.
Trickster Scout. • You gain 1 Martial Technique of your choice.
• You gain 2 Superiority Die, which are d4’s. Which you
can spend on maneuvers. You regain spent Superiority MARTIAL ARTS EXPERT
Die when you complete a rest. Category: Archetype
• You gain 1 Maneuver granted by your Scouting
Archetype: Taijutsu Specialist
Technique. Prerequisite: Martial Arts Training, Level 10+
You have continued to train to better master the art of
SCOUT EXPERT Taijutsu. This training has culminated into you being
Category: Archetype defined as an Expert.
Archetype: Scout-Nin • You gain 1 additional Martial Die.
Prerequisite: Scout Training, Level 10+ • You learn one Martial Technique.
You have continued to training to better master the art • Your Speed is increased by an additional +5 feet.
of skill generalization. This training has culminated into
you being defined as an expert;
MARTIAL ARTS ENTHUSIAST
• You gain your second 3 rd level Scouting Technique
Category: Archetype
feature. You do not gain any higher-level Archetype: Taijutsu Specialist
advancements it may present. If the gained Scout-Nin Prerequisite: Martial Arts Expert
Class feature scales based on your class level, you are You continue your training to learn more of the secrets
treated as a 3rd level scout. of Taijutsu, but this time specializing into a specific
• You gain 1 Superiority Die.
Style. This training has culminated into you being
• You gain 1 Maneuver granted by your Scouting
defined as an Enthusiast.
Technique.
• Select one Taijutsu Specialist Class, Taijutsu Style

SCOUT ENTHUSIAST (Subclass). You gain its 3 rd Level Martial Techniques.

Category: Archetype MARTIAL ARTS SPECIALIST


Archetype: Scout-Nin
Prerequisite: Scout Expert Category: Archetype
You continue your training to learn more of the secrets Archetype: Taijutsu Specialist
of Assassination, but this time specializing into a Prerequisite: Martial Arts Expert, Level 15+
specific Technique. This training has culminated into you You have continued to train to better master the art of
being defined as an Enthusiast. Taijutsu. This training has culminated into you being
defined as a Specialist.
• You gain the 6 th level Scouting Technique feature. You
• You gain 1 additional Martial Die.
do not gain any higher-level advancements it may
• You gain 1 additional Martial Technique.
present.
• You gain the Evasion or Chakra Enhanced Strikes class

SCOUT SPECIALIST feature, Pick one.

Category: Archetype
Archetype: Scout-Nin
Prerequisite: Scout Expert, Level 15+
You have continued to training to better master the art
of skill generalization. This training has culminated into
you being defined as a specialist.
• You gain the 9th level Scouting Technique feature. You
do not gain any higher-level advancements it may
present.
• You gain 1 Superiority Die.
• You gain 1 Maneuver granted by your Scouting
Technique.

219
WEAPON SPECIALIST PUPPET MASTER
WEAPON ARTS TRAINING PUPPETEER TRAINING
Category: Archetype
Category: Archetype
Archetype: Puppet Master
Archetype: Weapon Specialist
Prerequisite: Strength or Dexterity 15 & Intelligence 15,
Prerequisite: Level 5+, Strength or Dexterity 15+, You
cannot have class levels in Weapon Specialist Level 5+, You cannot have levels in the Puppet Master
You have begun to train to better master the art of Class. You have begun to study under the ancient
Bukijutsu. While training you have learned how to fight scholars of the Puppet Master technique from the
in ways you couldn’t prior. You gain the following outskirts of the Sunagakure and do your best to adopt
their knowledge of puppetry into your current skill set.
benefits;
• You gain proficiency in Crafting.
• You gain Proficiency in Martial Arts.
• You gain one tactic from the Tactics of the Craft
• Select one Weapon Stance located in Chapter 13:
Customization Options. You cannot take a Weapon feature, selecting from the following options;
Stance more than once. o Agile Tactics
• You gain a Flurry die, represented as a d4. o Defensive Tactics
• Select one Flurry Technique from the 2nd level Weapon
o Resourceful Tactics
• You gain a weaker puppet tool. You gain the Puppet
Flurry class feature. You gain the ability to use the
Tool feature of the Puppet Master class. You do not
chosen Flurry Technique.
gain this feature's 6th level benefit. Your Puppet Tool
WEAPON ARTS EXPERT has its hit point maximum halved. Use your character
level as your Puppet Master level for your Puppet
Category: Archetype Tool's hit points.
Archetype: Weapon Specialist o This Puppet increases one ability score by +2, or
Prerequisite: Weapon Arts Training, Level 10+ two ability scores by +1. This occurs again for each
You have continued to train to better master the art of Puppet Master Archetype feat you acquire.
Bukijutsu. This training has culminated into you being • You gain two Wood tier Puppet Upgrades. You can
defined as an Expert.
exchange any number of upgrades with 1 week of
• Select one Flurry Technique from the 2nd level Weapon downtime.
Flurry class feature that you did not select prior. You
gain the ability to use the chosen Flurry Technique. PUPPETEER EXPERT
• Select one weapon type you have proficiency with such Category: Archetype
as Katana’s, Short Swords, etc. The chosen weapon Archetype: Puppet Master
becomes your Weapon Focus. Your Weapon Focus gains Prerequisite: Puppeteer Training, Level 10+
a +1 bonus to attack and damage rolls, if it doesn’t You religiously dedicate your free time to studying the
already. meticulous string movements needed to control your
• Select one Weapon Trait found on the chart under the puppet. This training has culminated into you being
Weapon Focus class feature. Your Weapon Focus gains defined as an Expert.
the chosen trait, following the set requirements. • You gain one Bronze tier upgrade. You can
alternatively choose to take a lower tier upgrade.
WEAPON ARTS ENTHUSIAST • You gain the 6th and 9th level advancements for your
Category: Archetype Puppet Tool feature.
Archetype: Weapon Specialist • Your Puppet Tool gains 5 slots for Enhancement Seals.
Prerequisite: Weapon Arts Expert
You continue your training to learn more of the secrets PUPPETEER ENTHUSIAST
of Bukijutsu, but this time specializing into a specific Category: Archetype
Form. This training has culminated into you being Archetype: Puppet Master
defined as an Enthusiast. Prerequisite: Puppeteer Expert
You learn more of the history of how the Puppet Master
• Select one Weapon Specialist Class, Weapon Form
form developed. Multiple generations of masters defined
(Subclass). You gain one of its 3 rd level Flurry
under various color-based techniques passing down
Techniques.
their work so that the next generation can continue. You
• Select one Weapon Specialist Class, Weapon Form
decide to study the secrets of a particular Technique.
(Subclass). You one of its 3 rd level Styles.
This training has culminated into you being defined as
WEAPON ARTS SPECIALIST an Enthusiast.
• You gain one Silver tier upgrade. You can alternatively
Category: Archetype
Archetype: Weapon Specialist choose to take a lower tier upgrade.
• Select one Puppet Master class, Puppet Technique
Prerequisite: Weapon Arts Expert, Level 15+
You have continued to train to better master the art of (Subclass). You can take up to one upgrade exclusive to
Bukijutsu. This training has culminated into you being your chosen subclass using your acquired pool, and
defined as a Specialist. gain the second 2nd level feature of your chosen
subclass. For any scaling these features may have,
• Increase the size of your Flurry die to a d6.
treat your Puppet Master level as 10.
• Select one Flurry Technique from the 2nd level Weapon
Flurry class feature that you did not select prior. You
gain the ability to use the chosen Flurry Technique.

220
PUPPETEER SPECIALIST SCIENTIST SPECIALIST
Category: Archetype
Category: Archetype
Archetype: Puppet Master
Archetype: Science-Nin
Prerequisite: Puppeteer Expert, Level 15+
Prerequisite: Scientist Expert, Level 15+
Your study under the elders of the Sunagakure's The universe sings to you, and you must study tis opera
renowned Puppet Masters has come to a close, and what in great detail. This training has culminated into you
you have accomplished in such a short span of time is being defined as an Expert.
exemplary. Though not a true Puppeteer, your work shall
• You gain 10 more Creation Points.
be recorded to aid in training the next generation of
• You can select two Scientific Ninja Tools that cost 8
curious shinobi such as yourself. Your training has
culminated into you being defined as a specialist. Creation Points or lower and make them your favored
tools. Their Creation Point cost is reduced by 2 and
• You gain one Gold tier upgrade. You can alternatively
their CCD Chakra Drain is reduced by 5.
choose to take a lower tier upgrade.

CASTER CLASS FEATS


• You gain the 15th level advancement for the Puppet
Tool feature.
• You gain a second Tactic of the Craft feature, picking
from the same list as specified with the Puppeteer GENJUTSU SPECIALIST
training feat.
ACTUALIZE REALITY
SCIENCE-NIN Category: Class
Prerequisite: 4+ levels in Genjutsu Specialist
SCIENTIST TRAINING You learn to manipulate Reality by spending your pool of
creativity to bend it to your whim. You gain the following
Category: Archetype
benefits;
Archetype: Science-Nin
Prerequisite: Level 5+, Intelligence 15+, You cannot have • You gain 1 additional Actualization Die.

class levels in Science-Nin • You gain a pool of abilities called; Reality Inceptions.

You have begun to enhance your understanding of the These Reality Inceptions grant you additional options
universe. While studying you have found new ways to that you can use by spending Actualization Die as fuel
utilize chakra in and out of combat. You gain the to manifest them. You gain the following;
following benefits; o Now You See Me (1 Die): As an action select one
• You gain Proficiency in Crafting. creature you can see. You become invisible to that
• You gain the Chakra Containment Device feature. It can creature until the end of the next turn.
instead hold your level x 5, in CCD Chakra.. o If Only You Knew (2 Die): As a bonus action when
• You gain the Scientific Ninja Tool feature. you cast a Genjutsu that affects a hostile creature,
• You gain 10 Creation Points that Genjutsu gains the Unaware Keyword
o And For My Next Trick… (X Die): As an Action, you
SCIENTIST EXPERT can select two different Genjutsu of the same rank
that you know. You spend a number of Die equal to
Category: Archetype
their Rank. You cast them simultaneously, in the
Archetype: Science-Nin
same action. These jutsu count as both being cast
Prerequisite: Scientist Training, Level 10+
at the same time with neither taking hold before
You have delved deeper into the wonders of chakra. This
the other. A creature makes a single save against
training has culminated into you being defined as an
both Jutsu, passing or failing both depending on
Expert.
the result. The jutsu cast cannot benefit from cost
• You gain the Yhprum’s Law feature. reduction, by any means, excluding cost reduction
• You gain the 3 rd level features of 1 Scientific Inquiry granted by the Genjutsu Specialist Class. (D-Rank:
(Subclass) 2, C-Rank: 4, B-Rank: 6, A-Rank: 8, S-Rank: 10.)
• You gain 10 more Creation Points
MIRAGE EXHIBITION
SCIENTIST ENTHUSIAST Category: Class
Category: Archetype Prerequisite: At least 2+ levels in Genjutsu Specialist
Archetype: Science-Nin You begin to tap into a deep pool of hallucinations
Prerequisite: Scientist Expert you’ve been having or have dreamt up. You then begin to
You have given your life to the pursuit of the future. This manifest them into a more permanent form. You gain
training has culminated into you being defined as an the following benefits;
Enthusiast. • You gain 1 Additional Malleable Mirage that you
• You gain the Calculated Response feature qualify for.
• You gain Infused Genius feature. • You gain an additional Malleable Mirage at 5 th, 9th, 13th,
and 17th Genjutsu Specialist levels.

221
NINJUTSU SPECIALIST INTELLIGENCE OPERATIVE
ALTERED, REFINEMENT X COURAGEOUS ORDERS
Category: Class Category: Class
Prerequisite: At least 8+ levels in Ninjutsu Specialist Prerequisite: At least 2+ levels in Intelligence Operative
You learn to refine ninjutsu in such a way that it becomes You learn from your peers how to manage and utilize
almost unrecognizable when compared to other, similar more plans mid battle in different ways, allowing you to
casters. You gain the following benefits; become more flexible in your thinking and in how you
• Jutsu that are benefiting from your Refined Ninjutsu respond to danger. You gain the following benefits;
class feature, no longer increases their Save DC. • You gain 1 Additional Brave order.
• Jutsu that are benefiting from your Refined Ninjutsu • You gain an additional Brave Order at 11 th and 17th
class feature instead increases their damage die by 1 Intelligence Operative levels.
Step up to a D12 and always add your Ninjutsu ability
modifier to the damage dealt. EXPLOIT KNOWLEDGE
Category: Class
o When your Refined Ninjutsu class feature would
Prerequisite: At least 4+ levels in Intelligence Operative
increase the your Refined jutsu’s save DC, you
After countless hours of studying, researching and using
instead increase the die used by the jutsu by 1 step.
your investigative Skill, you develop a well of knowledge
• You cannot have the Altered, Refinement Y feat. that most other operative wish they had. You gain the
• You cannot have the Altered, Refinement Z feat. following benefits;

ALTERED, REFINEMENT Y
• Creatures who you have Analyzed can be further
scrutinized. As an action, you can end your Exploit
Category: Class
Weakness class feature on an analyzed creature. When
Prerequisite: At least 8+ levels in Ninjutsu Specialist
you do, make an Intelligence (Investigation) or
You learn to refine ninjutsu in such a way that it becomes
(History) check vs a DC 8 + The creatures Level. On a
almost unrecognizable when compared to other, similar
success, based on the severity of the success, you gain
casters. You gain the following benefits;
the Meets or Exceeds result and 1 of the following
• Jutsu that are benefiting from your Refined Ninjutsu pieces of information if you Exceed the DC by 5 or
class feature, no longer increases their Save DC. more;
• Jutsu that are benefiting from your Refined Ninjutsu
class feature reduces their damage die by 1 Step down E XPLOIT K NOWLEDGE T ABLE
to a D4, but increase their damage die by an additional
Success Severity Learned Information (Offensive)
+2 and always add your Ninjutsu ability modifier to
the damage dealt/healing applied. Meets or Exceeds DC Creatures Rank, Role, Level
o When your Refined Ninjutsu class feature would Exceeds DC by +5 Unarmed Attack Bonus
increase the your Refined jutsu’s save DC, you Weapon Attack Bonus
instead increase the bonus die by +2. Ninjutsu Attack Bonus
• You cannot have the Altered, Refinement X feat.
Genjutsu Attack Bonus
• You cannot have the Altered, Refinement Z feat.
Taijutsu Attack Bonus

ALTERED, REFINEMENT Z Ninjutsu Save DC


Genjutsu Save DC
Category: Class
Prerequisite: At least 8+ levels in Ninjutsu Specialist
Taijutsu Save DC.
You learn to refine ninjutsu in such a way that it becomes Exceeds DC by +10 Strength Save Bonus
almost unrecognizable when compared to other, similar Dexterity Save Bonus
casters. You gain the following benefits; Constitution Save Bonus
• Jutsu that are benefiting from your Refined Ninjutsu Intelligence Save Bonus
class feature, no longer adds additional damage die. Wisdom Save Bonus
• Jutsu that are benefiting from your Refined Ninjutsu Charisma Save Bonus
class feature can now benefit from up to two Efficient Exceeds DC by +15 General Traits (If any)
Moldings at once, ignoring the moldings restriction, if Role Traits (If any)
it has any. Clan Traits (If any)
• You cannot have the Altered, Refinement X feat.
# Of Tenacity Die. (If any)
• You cannot have the Altered, Refinement Y feat.
# Of Legendary Resistances. (If any)

REFINED, REFINEMENT
Category: Class
Prerequisite: At least 4+ levels in Ninjutsu Specialist
You learn to refine ninjutsu in such a way that it becomes
almost unrecognizable when compared to other, similar
casters. You gain the following benefits;
• You can Refine 1 additional Ninjutsu.
• You can Refine additional Ninjutsu at 12 th and 20th
Ninjutsu Specialist levels.

222
MEDICAL-NIN SECONDARY TARGET
Category: Class
BAD MEDICINE Prerequisite: Hunter-Nin, Level 4+
Category: Class You aren’t like other Hunter’s, you can split your focus,
Prerequisite: Medical-Nin, Level 8+ killing two birds with one stone. You gain the following
You take the more combative aspects of medical ninjutsu benefits;
to heart as you focus on trying to take down your • When you end a rest, you may mark your Secondary
enemies faster than they can harm your allies. You gain Target so long as you know their name and/or how
the following benefits; they look. You may also a Reaction on your turn mark
• Your Chakra Scalpel class feature gains +2 additional a creature you can see within 90 feet of you using this
uses, per long rest. feature. Until your next rest, you gain the following
• Your Take Life class feature now deals additional benefits:
damage equal to 5+ Three times your Medical-Nin o You gain the same benefits against creatures
level. marked by Secondary Target as you would
against your Primary Target.
FOCUSED HEALING • The first Hunters Exploit you use against your
Category: Class Primary or Secondary Target(s) does not count
Prerequisite: Medical-Nin, Level 4+ against your use limit.
You learn from your peers how to manage your chakra,
allowing you to better utilize your healing potential, SCOUT-NIN
allowing you to become more flexible in your restorative
techniques. You gain the following benefits; SCOUTING ADEPT
• Your Rejuvenating Rest class feature, healing die is Category: Class
Prerequisite: At least 4+ levels in Scout-Nin
increased to d10’s.
• Jutsu with the Medical Keyword that would benefit Unlike other Scouts, you have pushed your Martial
prowess toa new level, evolving, becoming more adept in
from your Channeled Healing class feature heals
your style of combat. You gain the following benefits;
additional hit points equal to your Ninjutsu ability
modifier, if it doesn’t already. • You learn two maneuver that you qualify for.
• You gain 1 Superiority Die.

MARTIAL CLASS FEATS SCOUTING VETERAN


HUNTER-NIN Category: Class
Prerequisite: At least 8+ levels in Scout-Nin
Your time and experience in the Art of Scouting has
EXPLOITING EXPLOITS granted you valuable knowledge in how to handle
Category: Class
yourself both in and out of Combat. You gain the
Prerequisite: Hunter-Nin, Level 2+
following benefits;
You learn to draw on the wide array of Exploits available
to you. You gain the following benefits; • You gain 2 Superiority Die.
• You learn two maneuvers that you qualify for.
• You gain 1 Additional Hunters Exploit.
• You gain an additional Hunters Exploit at 7 th and 15th
Hunter-Nin levels.
TAIJUTSU SPECIALIST
SWIFTER RESPONSE COMBO EXPERT
Category: Class
Category: Class
Prerequisite: At least 4+ levels in Taijutsu Specialist
Prerequisite: Hunter-Nin, Level 4+
Your excessive Training has granted you a deeper pool of
You learn from your peers how to move in an excessively
Stamina. You gain the following benefits;
swift way. You gain the following benefits;
• Reduce the cost of Taijutsu with the Combo keyword
• You have Advantage on Initiative Checks.
by 1.
• During the first round of initiative, increase your
• When you would cast a Taijutsu with the Finisher
speed by 15 feet.
Keyword after casting one with the Combo keyword
• During the first round of initiative, you have a +1
reduce the cost of the Cost of that finisher by -2. (Min 1.)
bonus to your first attacks critical threat range against
all creatures who have not acted yet.
• If you score a hit against a creature who has yet to act
MARTIAL OFFENSE
Category: Class
in the initiative during the first round of combat, you
Prerequisite: Taijutsu Specialist, Level 8+
can trigger Sneak attack ignoring its normal activation
You take your teachings of Martial Defense and convert
requirements.
them into an offensive tool. You gain the following
benefits;
• When you would gain the benefits of the Martial
Defense class feature while grants you Guard Slots, you
can choose to instead of adding Armor Seals, add
Weapon seals to your Guard slots, with the same Rank
and slot limitations that Guard slots have.

223
WEAPON SPECIALIST THE MOMENT I UNDERSTOOD
Category: Class
EXPANDED FOCUS Prerequisites: At least 8+ Levels in Puppet Master
Category: Class
Through necessity or drive you’ve found that your body
Prerequisite: At least 4+ levels in Weapon Specialist
can no longer upkeep with what you need of it, by adding
You become able to focus on more than your current
or outright replacing body parts with chakra enhanced
limitation of weapon focuses. You gain the following
items you’ve opened the path that very few puppet
benefits;
masters have. You gain the following benefits;
• Select one weapon type, such as Katana’s or Kunai,
• While you have at least 1 hit point at the start of your
that you have not already marked as a Weapon Focus.
turn, you may spend a hit die and regain hit points
This chosen weapon becomes known as your Weapon
equal to the result + your Constitution modifier. If you
Focus granting it a +1 bonus to Attack and Damage
have 0 hit points, you may use this feature at the end
rolls and a trait.
of your turn.
• A Weapon Focus can only have a +3 bonus to Attack
• You may now integrate any Upgrade with the
and Damage rolls as a result of being a Weapon Focus.
Techniques: Perfect tag on it into yourself. These
• You can take this Feat more than once, selecting either
upgrades count you as a puppet and utilize you for any
a new weapon type, or the same weapon you previous calculations asked for. You can always take Upgrades
selected with this Feat. with the Perfect tag, even from Puppet Techniques you

FREE FLOWING STYLE


do not have.
• You can choose to delegate half of the seal slots you
Category: Class
would gain for your Puppet Tool with your Chakra
Prerequisite: At least 8+ levels in Weapon Specialist
Enhanced Retrofit feature to yourself instead.
You learn to meld your Flurry Techniques with your
Bukijutsu. You gain the following benefits;
THE CERTAINTY OF STEEL
• You learn one Style that you qualify for.
Category: Class
• Bukijutsu without a Range of Self, that you cast may
Prerequisites: At least 12+ Levels in Puppet Master, The
gain the benefit of Flurry Techniques as if you had
Moment I Understood class feat, 16+ Constitution
made a Weapon attack.
You’ve finally managed it, a way to be unending, by

PUPPET MASTER sealing your heart and soul into a container your body
will no longer ever be a detriment to you. You’ve become
a living puppet. You gain the following benefits;
• You gain 2 additional upgrades that can be up to Silver
tier. These upgrades must be fitted into yourself as
specified in The Moment I Understood.
• You no longer need to eat, breathe, drink, or sleep, and
are immune to suffocation and poison.
• When you would receive healing from a medical jutsu,
you may use the first bullet of The Moment I
Understood and spend hit die to regain hit points
immediately as part of regaining hit points.
• When taking a short rest, you regain a number of hit
dice equal to 1/4th your maximum number of hit dice

SCIENCE-NIN
TOOLS TO CARRY ON A LEGACY SECONDARY STORAGE DEVICE
Category: Class Category: Class
Prerequisite: At least 4+ levels in Puppet Master Prerequisite: At least 4+ levels in Science-Nin
To carry on the legacy of the Puppet Masters who came You learn to create a Secondary Storage device, or SSD,
before you, you must strive to make your armament for your tools. You gain the following benefits;
stronger and better. You are able to push your creations
• You gain an additional 5 CCD chakra per Science-Nin
one step further, fitting more in, more efficiently. You
level.
gain the following benefits;
• You gain an additional 8 creation Points.
• You gain one Wood tier upgrade.
• You gain an additional Bronze tier upgrade at 9th A TOOL FOR EVERY OCCASION
Level of Puppet Master. Category: Class
• You gain an additional Silver tier upgrade at 14th Level Prerequisite: At least 8+ levels in Science-Nin
of Puppet Master. You make sure you have the right tool for the right job,
• You gain an additional Gold or Platinum tier upgrade the first rule of being the smartest in the room. You gain
at 19th Level of Puppet Master. the following benefits;
• You can spend a Full Turn Action, to swap a Scientific
Ninja Tool for another. You can do this twice per rest.
• When you would use Calculated Response on an allied
creature, you can also use a Scientific Ninja tool as
part of the same action.

224
RENAISSANCE SHINOBI
Category: Class
Prerequisite: At least 12+ levels in Science-Nin
You want to learn the other paths of science, not just
your own major. You gain the following benefits;
• You can select one other Scientific Ninja Tool from
another subclass, that you do not have, of Creation
point cost 8 or lower, gaining access to it. You cannot
change this choice, once made.
• You can take this feat multiple times, selecting a
different subclass and Scientific Ninja tool with each
selection..

225
LEGACY CONTENT Martial die to adding the result to all unarmed attacks
made until the beginning of your next turn.

Below you will find Subclasses that no longer will be 8 INNER GATES
supported by normal means. I and the team did not want Starting at 6th Level, you learn how to access the 8 inner
to remove them to give people the ability to play them, gates. This is an extremely dangerous technique but the
but they have not been updated and will no longer be benefits sure balance out with the risks. You gain the ability
updated by myself, but instead placed here for historical to unlock 3 gates of the 8 that exist. You learn to unlock
reasons. more gates at 10th, 14th, and 17th Levels.
Developers and other people can take this concepts Each Gate is released on its own, and provides its own
and do what they wish. The original creators of these benefits and detriments. Each Inner gate has a maximum
subclasses or classes will have links appended to them duration of 1 minute after which you immediately end the
pointing to their current most recent version where their gates activation and gain any detriments you would
creative vision can be seen without any input from normally gain.
myself. While active you cannot cast or maintain concentration
on any Ninjutsu or Genjutsu.
PASSIONATE YOUTH [LEGACY Please Refer to the 8 Inner Gate Chart to See which Gates are

CONTENT] unlocked at which levels and the benefits/detriments they


bring with each gate.
Taijutsu Specialists who blend their style with the Passion Benefits and detriments stack both while active and upon
of Youth exude a level of charisma unmatched by most in ending the forms. You can end the activation of any gate but
the world of Taijutsu, but they also have a level of dedication the 8th gate as a bonus action, taking on accumulated
that overshadows most. With the Conviction to master the 8 exhaustion from each previous gate all at once.
Gates, the Passion of Youth is never to be underestimated. When you would end the 8th gate of Death, you turn to
ash, unable to be revived by any means.
FISTS OF IRON
When you choose this Style starting at 3rd level, you focus IRON HEART FORTITUDE
all of your effort on mastering hardening your fists, elbows, Beginning at 10th Level, while gaining the benefits of your 8
and other parts of your body until they feel like Iron while in Inner gates feature, and you are in the 3rd Gate of Life or
combat. Once per turn, your Unarmed Strike deal an above, you are immune to the Effects of Exhaustion,
additional die of damage. This damage increases as you gain Weakened and Slowed. You suffer the effects whenever you
levels in this class based on the Fists of Iron Strike damage are no longer gaining the benefits of the 8 Inner gates.
chart. Also, at 10th level, as a Full Turn Action, and by reducing
F IST OF I RON B ONUS DAMAGE C HART your movement speed to 0, you can immediately assume up
to the 5th gate, gaining all previous gates benefits and
Level damage Die detriments as well. You can do this twice per long rest.
3rd 1d8
6th 1d10
PASSIONATE NAPS
Beginning at 14th Level, when you would take a short rest,
10th 1d12 you recover 1 rank of exhaustion, Weakened and Slowed.
17th 2d6 You gain the benefit of this feature twice, before you need a
long rest.
ENHANCED FLURRY [LEGACY UPDATE]
Also, you learn to accomplish powerful attacks TRIED AND TRUE RESTS
Beginning at 17th level, when you would gain the benefit of
through a series of Martial Techniques, unique to you and
a long rest, you recover up to two ranks of exhaustion,
your style of combat. You learn the following two Martial
Slowed, and Weakened instead of one.
Techniques.
Open hand Technique. Whenever you hit a creature with at
least one unarmed attack, you can spend 1 Martial die,
forcing them to make a Constitution saving throw or be
knocked prone and bruised.
Chakra Enhanced Blows. You channel Chakra into your hands
enhancing your blows even further. You can spend 1

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

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