You are on page 1of 7

CUSTOMIZING A JUTSU Ninjutsu

• You can change the Keywords your jutsu has to some


Sometimes you don’t want to create something new
from scratch. Sometimes you want to modify something, degree within reason.
making it your own. This process is called Jutsu o You can add one of the following keywords to
Customization, or Customizing a Jutsu. This process will your chosen Ninjutsu. When you do you can cast
allow you to take an already defined jutsu that you know this Ninjutsu using the appropriate casting
and modify its mechanics in multiple ways. You can take modifier of added keyword.
the simple Fireball Jutsu and modify it, enhancing it ▪ Medical
with Lightning Release, so you breathe a ball of multi- ▪ Sensory
elemental destruction, without having to start from ▪ Fuinjutsu – Must add the Chakra Seal (CS)
scratch. component.
As a Jutsu’s customizer, you must work with a jutsu ▪ Clash
that already exists and has predefined limitations built o If you have access to other Nature Release
in for you to push to their breaking points. Keywords, you can choose to add those
Select one Jutsu that you know. This jutsu is one you keywords. Your jutsu must deal the chosen
begin to modify its core functions, mechanics and damage of the select keyword.
potential. ▪ If Medical, your jutsu can deal one of the
following damage types; Acid, Poison or
CUSTOMIZING A JUTSU RULES Necrotic
o You can remove any keyword that your Jutsu
STEP ONE: DETERMINING THE FOCUS OF JUTSU YOU currently has.
HAVE . o You cannot remove the Ninjutsu or Fuinjutsu
Keyword.
The First potential step of customizing your jutsu is to
o You cannot remove a nature release keyword or
determine its core components figuring it out how it
the Medical keyword that your Ninjutsu already
works mechanically and what category it fills.
has.
In order to accomplish this, you must look at your
o If you have access to other Nature Release
chosen jutsu with a critical eye, if you are unsure be sure
keywords, you can choose to add those
to communicate with your DM to assist you in this.
keywords.
ANSWER THE FOLLOWING QUESTIONS . Taijutsu/Bukijutsu
• Does this jutsu deal damage or inflict an Elemental or • You can change the Keywords your Jutsu has to some
Physical condition? If yes, your Jutsu has the Offensive degree within reason.
Focus. o You can add one of the following keywords to
• Does this jutsu mitigate damage in some way, such as your chosen Taijutsu or Bukijutsu. When you do
damage reduction, resistance, immunity, temporary you can cast this jutsu using the appropriate
hit points or even summoning a construct or structure casting modifier of added keyword.
to intercept damage? If yes, your jutsu has the ▪ Medical
Defensive Focus. ▪ Sensory
• Does your jutsu manipulate or impact other creatures ▪ Clash
ability to act or impose penalties such as to saving o If you have access to Nature Release keywords,
throws or attack rolls or even inflict a Mental or you can choose to add those keywords. If you do,
Sensory condition? If yes, your jutsu has the Control the Jutsu's damage type changes to match the
Focus. corresponding damage type of the chosen
• Does your jutsu aid yourself or others? Does it provide keyword(s).
benefits such as healing, bonuses to hit or damage or o You can remove any keyword that your Jutsu
even condition removal? If yes, your jutsu has the currently has.
Support Focus. o If your Jutsu has the Combo or Finisher
Once you have found the category types your jutsu keywords, you cannot remove it.
occupies, you can select no more than 2 of these focuses o You cannot remove the Taijutsu or Bukijutsu
to begin the customization process. Even if your jutsu Keyword.
has all four focuses, you can only manipulate and
customize up to two, while maintaining the core
identity of the Jutsu you have chosen.

STEP TWO: DECIDING WHAT TO KEEP AND WHAT


TO GET RID OF.
The Second potential step of customizing your
jutsu is to decide what parts of it you want to keep
and what parts you don’t. For the most part
this section is potentially either the least
defining or the most defining aspect of
customizing your chosen jutsu.
Depending on the type of jutsu
you have selected as listed below,
you can only alter the listed
aspects as described.

7
Genjutsu REQUIRED FEATURE MODIFICATION
• You can change the Keywords your jutsu has to some Jutsu Type: All
degree within reason. Casting this jutsu now costs some form of special
o You can add one of the following keywords to resource. If modified in this way, select one feature from
your chosen Genjutsu. When you do you can cast your class or clan, that has a limited number of uses or
this Genjutsu using the appropriate casting utilizes a pool of resources that refresh on a short or
modifier of added keyword. long rest. (such as Superiority die or White Chakra or
▪ Medical Uzumaki Cells.) When you cast this jutsu, you must spend
▪ Sensory this resource as part of this casting. If your resource
▪ Fuinjutsu – Must add the Chakra Seal (CS) functions like chakra (Similar to White Chakra) you must
component. split the cost of evenly between your normal chakra and
o You can add any listed Sensory keyword (Visual, your chakra like resource. If cost would be an odd value,
Auditory, Inhale) to your Genjutsu. you always spend the higher cost with normal chakra.
o You cannot remove the Genjutsu, Fuinjutsu or If the feature chosen refreshes on a short rest, this
Tactile keywords. modification instead grants you +1 additional
o If you remove a Sensory Keyword (Visual, modifications for this jutsu, instead of costing 1.
Auditory, Inhale) you must replace it with If the feature chosen refreshes on a long rest, this
another Sensory keyword. modification instead grants you +2 additional
modifications for this jutsu, instead of costing 1.
STEP THREE: DETERMINING THE NUMBER OF
MODIFICATIONS YOU CAN APPLY TO YOUR JUTSU. CUSTOMIZED UPCAST MODIFICATION
Jutsu Type: All
Depending on the base rank of the jutsu you are This jutsu retains its upcast effects if it has one. If you
modifying your jutsu can be modified in a limited have given the customized jutsu additional effects such
number of ways. as inflicting new conditions or changing its range, you
• D & C-Rank: 4 Modifications can choose to incorporate those effects into its new
• B & A-Rank: 6 Modifications. upcasting.
• S-Rank: 8 Modifications If your jutsu inflicts a new condition, it can inflict an
additional rank of one new condition at B-Rank and an
This value, is the number of modifications you can apply
additional 2 ranks at S-Rank.
to your customized jutsu.
If your jutsu has a modified range, it can have its
STEP FOUR: PURCHASING MODIFICATIONS OR REMOVING range increased by 10ft for every rank above its base
rank it is cast.
EFFECTS .
You take the number of modifications found in step 3 OFFENSIVE FOCUS
and either purchase additional effects or remove current
effects from the jutsu you chose, based on the Focuses BLEEDING
you previously recorded. Some modifications can only be Jutsu Type: Ninjutsu, Taijutsu, Bukijutsu
added to certain jutsu types (Ninjutsu, Genjutsu, etc.) You customize your jutsu to give it the chance to inflict the
but this will be laid out in the modifications themselves Bleeding condition. You can only select this modification if
and labeled appropriately. Each modification falls under your Jutsu has the Slashing, Piercing or Wind damage types.
a focus, which can only be purchased if you have selected Once per turn, creatures affected by your Jutsu must make a
that focus for your customized jutsu. There is an constitution save vs your Jutsu Save DC. The base rank of
additional pool of modifications that any focus can pick this jutsu determines the number of ranks it inflicts on a
from called general modifications. These are general failed save.
purpose effects that can be added or removed from a D or C-Rank: 1 Rank of Bleed.
jutsu if they exist. B or A-Rank: 3 Ranks of Bleed.
Each modification purchased, or removed costs 1 S-Rank: 1 Rank of Lacerated.
modification, unless otherwise stated.
BURNED
GENERAL FOCUS Jutsu Type: Ninjutsu, Taijutsu, Bukijutsu
Your Jutsu has the chance to inflict the Burned condition.
AREA MODIFICATION You can only select this modification if the Jutsu has the
Jutsu Type: All Fire damage type. Once per turn, creatures affected by your
Requirements: Jutsu must affect an area in some way jutsu must make a constitution save vs your Jutsu save DC
already. or suffer the Burned Condition.
You can alter the effective area of your chosen jutsu. If D or C-Rank: 1 Rank of Burned.
modified in this way you can either increase or decrease B or A-Rank: 2 Ranks of Burned.
the target area of your chosen jutsu by 10ft. You can S-Rank: 3 Rank of Burned.
purchase this modification more than once.

RANGE MODIFICATION
Jutsu Type: All
You can alter the effective range of your chosen jutsu. If
modified in this way you can either increase or decrease
the range of your chosen jutsu by 15ft. You can purchase
this modification more than once.

8
CORRODED DAMAGE MAGNIFICATION
Jutsu Type: Ninjutsu, Taijutsu, Bukijutsu Jutsu Type: All
Your Jutsu has the chance to inflict the Corroded condition. Requirements: If the jutsu being modified rolls 10 or more dice
You can only select this modification if the Jutsu has the for any one damage roll, you cannot take this modification.
Acid damage type. Once per turn, creatures affected by your If your Jutsu deals damage of any type, you can modify it by
jutsu must make a constitution save vs your Jutsu save DC magnifying the damage it deals, you can increase the
or suffer the Corroded Condition. damage die of the jutsu by 1 step. Based on the original
D or C-Rank: 1 Rank of Corroded. damage die of the jutsu, this modification may cost
B or A-Rank: 2 Ranks of Corroded. additional modification slots. Use the below as a guide to
S-Rank: 3 Rank of Corroded. the total number of modification slots this modification
costs. You can take this modification up to twice, making its
CHILLED final cost the total sum cost of each die step increase as
Jutsu Type: Ninjutsu, Taijutsu, Bukijutsu listed below.
Your Jutsu has the chance to inflict the Chilled condition. D4 -> D6: 1 Modification slots.
You can only select this modification if the Jutsu has the D6 -> D8: 2 Modification slots.
Cold damage type. Once per turn, creatures affected by your D8 -> D10: 2 Modification slots.
jutsu must make a constitution save vs your Jutsu save DC D10 -> D12: 3 Modification slots.
or suffer the Chilled Condition.
D or C-Rank: 1 Rank of Chilled. ENVENOMING
B or A-Rank: 2 Ranks of Chilled. Jutsu Type: All
S-Rank: 3 Rank of Chilled. Your Jutsu has the chance to inflict the Envenomed
condition. You can only select this modification if the Jutsu
CRITICAL BOOST has the Poison or Necrotic damage type. Once per turn,
Jutsu Type: All creatures affected by your jutsu must make a constitution
Your Jutsu has an increased chance to score a critical hit. save vs your Jutsu save DC or suffer the Envenomed
You can only select this modification if the Jutsu makes a Condition for 1 minute.
Ninjutsu, Genjutsu or Taijutsu attack roll. Your jutsu gains a D or C-Rank: 1 Rank of Envenomed.
+1 Critical threat range. B or A-Rank: 3 Ranks of Envenomed.
You can take this modification up to two times, if you do S-Rank: 5 Rank of Envenomed.
the bonus increases to +2.
SHOCKING
CRITICAL MAGNIFICATION Jutsu Type: Ninjutsu, Taijutsu, Bukijutsu
Jutsu Type: All Your Jutsu has the chance to inflict the Shocked condition.
Your Jutsu deals additional damage when you score a critical You can only select this modification if the Jutsu has the
hit with it. You can only select this modification if the Jutsu Lightning damage type. Once per turn, creatures affected by
makes a Ninjutsu, Genjutsu or Taijutsu attack roll. Your your jutsu must make a constitution save vs your Jutsu save
jutsu deals an additional +2 damage die on a successful DC or suffer the Shocked Condition.
critical hit. D or C-Rank: 1 Rank of Shocked.
You can take this modification up to two times, if you do B or A-Rank: 2 Ranks of Shocked.
the bonus increases to +4 damage die on a successful critical S-Rank: 3 Rank of Shocked.
hit.
DEFENSIVE FOCUS
DAMAGE BOOST
Jutsu Type: All SHIELDING
If your Jutsu deals damage of any type, you can modify it by Jutsu Type: All
boosting its damage. When you do, you increase the number Your Jutsu reinforces your body with a layer or chakra or
of damage dice your jutsu has by a number of dice equal to fortifies your defenses in some way. Once per casting, your
the base rank of the jutsu being modified. For every attack jutsu grants you temporary hit points if it does not already
your jutsu can make beyond one, reduce the bonus damage equal to the rank of the jutsu for the jutsu’s duration or
die by 1, to a minimum of 1. beginning of your next turn whichever is longer.
D or C-Rank: +2 Damage die If the jutsu cast has the Earth Release keyword,
B or A-Rank: +3 Damage die. increase your chosen temporary hit point dice pool by +1
S-Rank: +4 Damage die. of the listed dice.
D-Rank: 3d4, 2d6, 1d8
DAMAGE EMPOWERING C-Rank: 4d4, 3d6, 2d8, 1d10
Jutsu Type: Taijutsu or Bukijutsu
B-Rank: 5d4, 4d6, 3d8, 2d10, 1d12
If your Jutsu requires a Taijutsu attack and does not add
A-Rank: 5d6, 4d8, 3d10, 2d12
your Unarmed or Weapon damage to the damage
S-Rank: 6d6, 5d8, 4d10, 3d12
calculation, you can modify it by adding one damage value
to your jutsu’s damage roll.
If Taijutsu, your jutsu reduces its base damage by 1
damage die, to a minimum of 1, and adds your unarmed
damage to its damage roll.
If Bukijutsu, your jutsu reduces its base damage by 1
damage die, to a minimum of 1, and adds your weapon
damage to its damage roll.
If your jutsu makes more than two attack rolls, you
instead reduce its base damage die by 2, to a minimum
of 1.

9
SHIELDING BOOST DAMAGE REDUCTION MAGNIFICATION
Jutsu Type: All Jutsu Type: All
If your jutsu grants you temporary hit points its effects are Requirements: If the jutsu being modified rolls 10 or more dice
further enhanced. Increase the number of dice rolled by its to grant temporary hit points roll, you cannot take this
base rank. modification.
If the jutsu cast has the Earth Release keyword, If your Jutsu grants Damage reduction, you can modify it by
increase your chosen temporary hit point dice pool by +1 magnifying the Damage reduction it grants, you can
of the listed dice. increase the die of the jutsu by 1 step. Based on the original
D or C-Rank: +2 die die of the jutsu, this modification may cost additional
B or A-Rank: +3 die. modification slots. Use the below as a guide to the total
S-Rank: +4 die number of modification slots this modification costs. You
can take this modification up to twice, making its final cost
SHIELDING MAGNIFICATION the total sum cost of each die step increase as listed below.
Jutsu Type: All D4 -> D6: 1 Modification slots.
Requirements: If the jutsu being modified rolls 10 or more dice D6 -> D8: 2 Modification slots.
to grant temporary hit points roll, you cannot take this D8 -> D10: 2 Modification slots.
modification. D10 -> D12: 3 Modification slots.
If your Jutsu grants temporary hit points, you can modify it
by magnifying the Temporary hit points it grants, you can CONTROL FOCUS
increase the die of the jutsu by 1 step. Based on the original
die of the jutsu, this modification may cost additional BLINDING
modification slots. Use the below as a guide to the total Jutsu Type: All
number of modification slots this modification costs. You Your jutsu has the chance to inflict the Blinded
can take this modification up to twice, making its final cost condition. Creatures affected by your jutsu must make a
the total sum cost of each die step increase as listed below. constitution (or wisdom) save vs your Jutsu Save DC or
D4 -> D6: 1 Modification slots. suffer the Blinded Condition for the jutsu’s duration or
D6 -> D8: 2 Modification slots. until the beginning of their next turn, whichever is
D8 -> D10: 2 Modification slots. longer. If this modification is added to a jutsu that can be
D10 -> D12: 3 Modification slots. concentrated on, the target gets to remake their saves at
the end of each of their turns.
DAMAGE REDUCTION
Jutsu Type: All BERSERKER
Your Jutsu reinforces your body with a layer or chakra or Jutsu Type: Genjutsu
fortifies your defenses in some way. Once per casting, your Your Justus has the chance to inflict the Berserk condition
jutsu grants you temporary hit points if it does not already until the end of their next turn or the jutsu’s duration.
equal to the rank of the jutsu cast until the end of the Creatures affected by your jutsu must an (Intelligence,
current turn. Wisdom or Charisma) save vs your Jutsu Save DC. The
If the jutsu cast has the Earth Release keyword, saving throw is chosen once you select this modification.
increase your chosen temporary hit point dice pool by +1
of the listed dice. CHARMING
D-Rank: 2d4, 1d6 Jutsu Type: Genjutsu
C-Rank: 3d4, 2d6, 1d8 Your Justus has the chance to inflict the Charmed
B-Rank: 4d4, 3d6, 2d8, 1d10 condition until the end of their next turn or the jutsu’s
A-Rank: 4d6, 3d8, 2d10, 1d12 duration. Creatures affected by your jutsu must an
S-Rank: 5d6, 4d8, 3d10, 2d12 (Intelligence, Wisdom or Charisma) save vs your Jutsu
Save DC. The saving throw is chosen once you select this
DAMAGE REDUCTION BOOST modification. If this modification is added to a jutsu that
Jutsu Type: All can be concentrated on, the target gets to remake their
If your jutsu grants you Damage reduction its effects are saves at the end of each of their turns.
further enhanced. Increase the number of dice rolled by its
base rank. CONCUSSIVE
If the jutsu cast has the Earth Release keyword, Jutsu Type: All
increase your chosen temporary hit point dice pool by +1 Your Justus has the chance to inflict the Concussed
of the listed dice. condition. Creatures affected by your jutsu must an
D or C-Rank: +1 die (Intelligence, Wisdom or Charisma) save vs your Jutsu
B or A-Rank: +2 die. Save DC. The saving throw is chosen once you select this
S-Rank: +3 die modification.

DAZING
Jutsu Type: All
Your jutsu has the chance to inflict the Daze condition.
Creatures affected by your jutsu must make a
constitution (or wisdom) save vs your Jutsu Save DC or
suffer the Daze Condition until the beginning of their
next turn.

10
DEAFENING Damage. On a failed save the target(s) suffers a
Jutsu Type: All penalty to its damage dealt equal to the rank this jutsu
Your jutsu has the chance to cause the Deafened was cast at. (D-Rank: -1 damage die, C-Rank: -2 damage
condition until the end of their next turn or the jutsu’s die, B-Rank: -3 damage die, A-Rank: -4 damage die, S-
duration. Creatures affected by your jutsu must make a Rank: -5 damage die.)
constitution (or wisdom, pick one at jutsu creation) save
vs your Jutsu save DC. If this modification is added to a FRIGHTENING
jutsu that can be concentrated on, the target gets to Jutsu Type: Genjutsu
remake their saves at the end of each of their turns. Your Jutsu has the chance to inflict 1 rank of the Fear
Condition until the end of their next turn or the jutsu’s
KNOCK BACK duration.
Your Jutsu has the chance to knock a creature back 15ft. Creatures affected by your jutsu must an (Intelligence,
Creatures affected by your jutsu must make a Strength Wisdom or Charisma) save vs your Genjutsu Save DC. If
saving throw vs your Jutsu Save DC. this modification is added to a jutsu that can be
If this effect is added to a Taijutsu/Bukijutsu of C- concentrated on, the target gets to remake their saves at
Rank or higher, failing creatures can instead be pushed the end of each of their turns. The saving throw is
back by an additional +10 feet for each rank above D- chosen once you select this modification.
Rank the jutsu this effect is added to is.
HINDERING
POISONING Jutsu Type: Genjutsu
Jutsu Type: All Your Jutsu modifies chance in a negative way for its
Your Jutsu has the chance to inflict the Poisoned condition. targets. Select one from the following; Attack Rolls,
You can only select this modification if the Jutsu has the Saving throws, Ability Checks or Skill Checks
Poison or Necrotic damage type. Once per turn, creatures Attack Rolls, select one of the following; Weapon
affected by your jutsu must make a constitution save vs attacks, Ninjutsu Attacks, Taijutsu Attacks or Genjutsu
your Jutsu save DC or suffer the Poisoned Condition for 1 Attacks. This jutsu will only affect the selected type.
minute. Saving Throws, Ability Checks or Skill Checks, select one
of the following ability scores; Strength, Dexterity,
RESTRAINING Constitution, Intelligence, Wisdom, Charisma. This
Jutsu Type: All jutsu will on affect saving throws, ability checks or skill
Your Jutsu has the chance to inflict the Restrained checks of the selected ability score.
condition. Creatures affected by your jutsu must make a Next, if Attack Rolls were selected, for the duration,
Strength (or Dexterity or Constitution) save vs your this jutsu penalizes the select attack roll by 1d4 for the
Jutsu save DC or suffer the restrained condition. If this duration. This bonus is increased to a d6 at B-Rank and
modification is added to a jutsu that can be concentrated a d8 at S-Rank.
on, the target gets to remake their saves at the end of
each of their turns. SEALING
Jutsu Type: Ninjutsu, Genjutsu
WEAKENING Requirements: The chosen jutsu must have the Fuinjutsu
Jutsu Type: All keyword.
Your Jutsu has a chance to inflict the Weakened Your Jutsu seals away a creatures memories or thoughts.
condition. Creatures affected by your jutsu must make a Creatures affected by your jutsu must make a Charisma
Strength (or Constitution) save vs your Jutsu save DC or saving throw. On a failed save, the target is marked with
suffer the weakened condition or for the jutsu’s a single seal of your description for the duration. This
duration. The saving throw is chosen once you select this seal does one of the following, of your choice. (Choose
modification. If this modification is added to a jutsu that during jutsu modification.)
can be concentrated on, the target gets to remake their Memory Seal. While bound with this seal, the target
saves at the end of each of their turns. suffers forgets how to cast a number of jutsu of your
choice equal to the rank this jutsu is cast; (D-Rank/C-
HINDERING BOOST Rank: 1, B-Rank/A-Rank: 2, S-Rank: 3)
Jutsu Type: Genjutsu Thought Seal. While bound with this seal, the target
Your jutsu can hinder other statistics of your target. cannot maintain concentration on a number of jutsu
select one of the following; Ability Score, Armor Class, equal to the rank this jutsu is cast; (D-Rank/C-Rank/
Speed, Damage. B-Rank: 1, A-Rank/S-Rank: 2)
Ability Score. Select one of the following ability scores; Emotional Seal. While bound with this seal, the target
Strength, Dexterity, Constitution, Intelligence, Wisdom, cannot target a creature of your choice with any jutsu for
Charisma. On a failed save the target(s) suffers a penalty the duration.
to the chosen ability score equal to the rank this jutsu
was cast at. (D-Rank: -1, C-Rank: -2, B-Rank: -3, A-Rank: SLOWING
-4, S-Rank: -5.) Jutsu Type: Genjutsu
Armor Class. On a failed save the target(s) suffers a Your Jutsu has the chance to inflict 1 rank of the Slow
penalty to its Armor class equal to the rank this jutsu condition until the end of their next turn or the jutsu’s
was cast at. (D-Rank: -1, C-Rank: -2, B-Rank: -3, A-Rank: duration. Creatures affected by your jutsu must an
-4, S-Rank: -5.) (Intelligence, Wisdom or Charisma) save vs your
Speed. On a failed save the target(s) suffers a penalty Genjutsu Save DC. If this modification is added to a jutsu
to its speed equal to the rank this jutsu was cast at. that can be concentrated on, the target gets to remake
(D-Rank: -10ft, C-Rank: -20ft, B-Rank: -30ft, their saves at the end of each of their turns. The saving
A-Rank: -40ft, S-Rank: -50ft.) throw is chosen once you select this modification.

11
MADDENING AUGMENTATION
Jutsu Type: Genjutsu Jutsu Type: All
Your Jutsu has the chance to inflict the Maddened Your Jutsu modifies your targets attacks in some way,
Condition until the end of their next turn or the jutsu’s making it more lethal, more powerful, accurate or more
duration. Creatures affected by your jutsu must an potent.
(Intelligence, Wisdom or Charisma) save vs your Select one of the following; Weapon attacks, Ninjutsu
Genjutsu Save DC. If this modification is added to a jutsu Attacks, Taijutsu Attacks or Genjutsu Attacks. This jutsu
that can be concentrated on, the target gets to remake will only affect the selected type.
their saves at the end of each of their turns. The saving Next choose which aspect of the chosen attack is being
throw is chosen once you select this modification. augmented; Attack roll or Damage roll.
If Attack roll, for the duration, this jutsu increases the
DAZZLING select attack roll by 1d4 for the duration. This bonus is
Jutsu Type: Genjutsu increased to a d6 if added to a B-Rank or higher jutsu.
Your Jutsu has the chance to inflict 1 rank of the Dazzled If Damage roll, you must select from the following
Condition. Creatures affected by your jutsu must an bonus damage dice pools;
(Intelligence, Wisdom or Charisma) save vs your D-Rank: 2d4, 1d6
Genjutsu Save DC. If this modification is added to a jutsu C-Rank: 2d6, 1d10
that can be concentrated on, the target gets to remake B-Rank: 2d8, 1d12
their saves at the end of each of their turns. The saving A-Rank: 3d6, 2d10
throw is chosen once you select this modification. S-Rank: 3d8, 2d12

CONFUSING BOOSTING
Jutsu Type: Genjutsu Jutsu Type: All
Your Jutsu has the chance to inflict 1 rank of the Confused Your Jutsu modifies chance in a positive way for its
Condition. Creatures affected by your jutsu must an targets. Select one from the following; Saving throws,
(Intelligence, Wisdom or Charisma) save vs your Ability Checks, Skill Checks, Ability Score, Armor Class, Speed
Genjutsu Save DC. If this modification is added to a jutsu or Damage
that can be concentrated on, the target gets to remake If Saving Throws, Ability Checks or Skill Checks, select
their saves at the end of each of their turns. The saving one of the following ability scores; Strength, Dexterity,
throw is chosen once you select this modification. Constitution, Intelligence, Wisdom, Charisma. This
jutsu will on affect saving throws, ability checks or skill
SUPPORT FOCUS checks of the selected ability score.
If Saving Throws were selected, for the duration, this
HEALING BOOST jutsu boosts the select save by +1. This boost increases to
Jutsu Type: All +2 at B-Rank and +3 at S-Rank.
If your Jutsu restores hit points, you can modify it by If Ability Checks or Skill Checks were selected, for the
boosting its healing. When you do, you increase the number duration, this jutsu boosts the select check by 1d4. This
of healing dice your jutsu has by a number of dice equal to penalty increases to d6 at B-Rank and d8 at S-Rank.
the base rank of the jutsu being modified. Ability Score. Select one of the following ability scores;
D or C-Rank: +2 Healing die Strength, Dexterity, Constitution, Intelligence, Wisdom,
B or A-Rank: +3 Healing die. Charisma. Target(s) gains a boost to the chosen ability
S-Rank: +4 Healing die. score equal to the rank this jutsu was cast at. (D-Rank:
+1, C-Rank: +2, B-Rank: +3, A-Rank: +4, S-Rank: +5.)
HEALING MAGNIFICATION Armor Class. Target(s) gains a boost to its Armor class
Jutsu Type: All equal to the rank this jutsu was cast at until the
Requirements: If the jutsu being modified rolls 10 or more dice beginning of your next turn or for the jutsu’s duration
for any one healing roll, you cannot take this modification. only if a concentration. (D-Rank/C-Rank: +1, B-Rank/A-
If your Jutsu restores hit points, you can modify it by Rank: +3, S-Rank: +5.)
magnifying the healing it does, you can increase the healing Speed. Target(s) gain a boost to its speed equal to the
die of the jutsu by 1 step. Based on the original healing die of rank this jutsu was cast at until the end of your next
the jutsu, this modification may cost additional turn. (D-Rank: +10ft, C-Rank: +20ft, B-Rank: +30ft, A-
modification slots. Use the below as a guide to the total Rank: +40ft, S-Rank: +50ft.)
number of modification slots this modification costs. You Damage. Target(s) gain a boost to its damage dealt
can take this modification up to twice, making its final cost equal to the rank this jutsu was cast at until the
the total sum cost of each die step increase as listed below. beginning of your next turn. (D-Rank: +1 damage die, C-
D4 -> D6: 1 Modification slots. Rank: +2 damage die, B-Rank: +3 damage die, A-Rank: +4
D6 -> D8: 2 Modification slots. damage die, S-Rank: +5 damage die.)
D8 -> D10: 2 Modification slots.
D10 -> D12: 3 Modification slots.

12
STEP FIVE: FINALIZING THE COST, NEW
NAME & DOWNTIME COST .
The Final step is to clarify the final rank, cost
and downtime cost of Your Jutsu, while also
coming up with a memorable name.
First, your jutsu’s base rank is increased
by 1 rank. While it has been customized, its
overall rank only slightly increases.
Second, your jutsu’s base cost only
increases by an amount equal to its current
rank as seen in the below chart.
Third, you spend the listed Downtime cost
for your jutsu based on its final rank.

F INAL C OST , R ANK AND DT C OST . (C HANGED )


Associated Downtime Downtime
Rank Chakra Cost Cost (Solo) Cost (Master)
C-Rank +1 4 2
B-Rank +2 8 4
A-Rank +3 12 8
S-Rank +4 16 12

13

You might also like