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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
500+Naruto fans who are taking the time to help make this
game infinitely better.

1
NEW MECHANIC CONCEPTS
ELEMENTAL REACTIONS triggers. This reactions deals an additional 1 damage die
worth of the triggering damage type and the target
Elemental Reactions are a new mechanic being
becomes shocked until the end of their next turn.
proposed. Elemental Reactions will allow teams to play
off of each other’s strengths and weakness in new ways
OVERCHARGE
and open up new forms of team-based combat. This will
When a Creature has either a Wind Trigger and would
work differently than Combination Jutsu in that, while
take Lightning Damage or has a Lightning Trigger and
combination jutsu require both users to either; Know the
would take Wind Damage, the Overcharge Reaction
same Jutsu or be able to cast the same Nature Release.
triggers. This reactions deals an additional 1 damage die
Elemental Reactions will allow Shinobi who use
worth of the triggering damage type and all creatures
Elements to support each other by enhancing, protecting
except you, within 5 feet of the triggering creature takes
or even reinforcing another’s Jutsu.
1 damage die worth of damage. This damage does not

ELEMENTAL TRIGGER
trigger any on hit effects from any feature or jutsu.

The core part of all Elemental Reactions are the SCORCH


Elements themselves. You must be able to cast a Jutsu When a Creature has either a Fire Trigger and would take
that deals a certain Elemental Damage type in order to Wind Damage or has a Wind Trigger and would take Fire
create an Elemental Trigger. Elemental Triggers can be Damage, the Scorch Reaction triggers. This reactions
described in world as the residual Nature Release Chakra deals an additional 1 damage die worth of the triggering
left behind after you cast a Nature Transformation based damage type and the target becomes burned take the
Ninjutsu. Elemental Triggers are the first instance of maximum fire damage from the burned condition until
Elemental Damage that deals damage to a creatures Hit the end of their next turn.
points.
In short, when you deal Damage to creature that VAPORIZE
reduces their Hit points, with a Ninjutsu with a Nature When a Creature has either a Fire Trigger and would take
Release Keyword that deals the following damage type Cold Damage or has a Water Trigger and would take Fire
corresponding to its Nature Release, you mark that Damage, the Vaporize Reaction triggers. This reactions
creature with the corresponding Elemental Trigger; deals an additional 3 damage die worth of the triggering
damage type.
• Earth Release; Earth Damage; Earth Trigger
• Wind Release; Wind Damage; Wind Trigger
• Fire Release; Fire Damage; Fire Trigger
COMBINATION KEYWORD
• Water Release; Cold Damage; Water Trigger Combination-Jutsu with the Combination keyword are
• Lightning Release; Lightning Damage; Lightning able to be casted with different casters
Trigger simultaneously. Doing so magnifies its effects as listed
in the Combination text A jutsu with the Combination
A creature marked with an Elemental Trigger is keyword can be cast in one of 3 ways.
marked until the beginning of their next turn or they
o Cast as normal. Casting a Combination jutsu using
cleanse themselves of the Elemental Trigger. A creature
the designated casting time performs its normal
can only cleanse themselves of an Elemental Trigger by
effects, without the additional Combination
casting a Ninjutsu with a Nature Release Keyword that
effects added.
has a range of self. This causes any left-over Nature
o Casting with a Creature who has the jutsu on their
Transformation chakra to be purged from their person.
known jutsu list. When you cast a Combination

ELEMENTAL REACTION
jutsu and a creature knows the same jutsu and has
it on their known jutsu list, they can, as a
A creature marked with an elemental Trigger who would reaction, cast the jutsu as well. When they do,
take Damage to their hit points from a Jutsu that deals reduce the cost of the jutsu by 2 for each
another type of Damage from another Ninjutsu with the additional caster (to a minimum of Half the listed
Nature Release Keyword, may trigger an Elemental Cost). For each additional Caster, you apply the
Reaction. These Reactions are potent boons to the Combination effects an additional time.
teamwork of a squad. The following are the Current List o Casting with a creature who does not have the
of Elemental Reactions are their effects when they jutsu on their known jutsu list. When you cast a
trigger. Combination jutsu and a creature doesn’t know
the same jutsu but has the ability to cast jutsu
CRYSTALIZE with all required Keywords are within 30 feet of
When a Creature has either an Earth Trigger and would you, they can, as a reaction make a Ninshou,
take Cold Damage or has a Water Trigger and would take Martial Arts, or Illusion Check vs your Jutsu Save
Earth Damage, the Crystalize Reaction triggers. This DC. On a success, they assist you in casting the
reactions deals an additional 1 damage die worth of the jutsu as if they know it. They or you do not reduce
triggering damage type and the target becomes the cost of the Jutsu cast. For each additional
weakened until the end of their next turn. Caster, you apply the Combination effects an
additional time.
DISCHARGE
When a Creature has either an Earth Trigger and would
take Lightning Damage or has a Lightning Trigger and
would take Earth Damage, the Discharge Reaction

2
NEW CONDITIONS
CHILLED
• A Chilled Creature has its body overwhelmed by cold,
taking 1d6 cold damage at the start of each of their
turns for the duration of this condition or 1 minute has
passed, whichever comes first.
• Chilled can be applied to a creature up to 5 times total.
Each application increase the amount of cold damage
by 1d6, up to a maximum of 5d6 at max ranks.
• Each application of Chilled Resets the duration a
creature is affected by this condition.
• A creature takes a -1 Penalty to Dexterity Saving
throws and Ability Checks for each Rank of Chilled
they are currently affected by.
• A Creature Resistant to Cold Damage instead takes 1d4
cold damage and no further effects from this
condition.
• A Creature Immune to Cold Damage Cannot be Chilled
and therefor is immune to this condition.

NEW KEYWORD DESCRIPTIONS


• Unaware- Jutsu with the Unaware Keyword, are
genjutsu that completely ekes by a creatures ability to
discern the real from fake. These Genjutsu are subtle
enough to not be noticeable and requires a Wisdom
(Illusions) check vs the DC of the Genjutsu used, to
become fully aware of a single Genjutsu affecting you.
• Visual- Jutsu with the Visual Keyword, are genjutsu
that tricks the targets visual perception. Creatures
with True sight or Blindness are immune to jutsu with
only this keyword. Chakra sight provides advantage
against Jutsu with this keyword.
• Auditory- Jutsu with the Auditory keyword, are
genjutsu that tricks the targets personal perception of
sound. Deafness provides immunity to jutsu with only
this keyword.
• Inhaled- Jutsu with the Inhaled keyword, are genjutsu
that are triggered by inhaling a type of poison or drug.
Immunity to poison provides immunity to jutsu that
include this keyword.
• Tactile- Jutsu with the Tactile keyword, are genjutsu
that tricks the targets perception of touch (both
pleasure and pain). Only genjutsu with the Tactile
Keyword deals damage.

2
NEW NINJUTSU
EARTH RELEASE Once the shard blooms it sits unmoving on the ground
and counts as an Earth Construct. Up to 3 medium

D-RANK:
creatures may safely stand on the flower of earth. As a
reaction or bonus action you may cause the flower to
shoot 60 feet into the air taking any creature standing on
EARTH RELEASE: CALCITE: MIGHT it into the air with it. The flower either dissolves at the
Classification: Ninjutsu
end of the current turn or when it reaches its maximum
Rank: D-Rank
height automatically (your choice).
Casting Time: 1 Action

EARTH RELEASE: GEO ISOTOMA


Range: 30 Feet
Duration: Concentration, Up to 1 minute
Components: HS, CM Classification: Ninjutsu
Cost: 5 Chakra Rank: D-Rank
Casting Time: 1 Bonus Action
Keywords: Ninjutsu, Earth Release, Medical
Range: 90 Feet
Description: You create a surge of Earth Release Chakra
Duration: Concentration, Up to 1 minute
and use it to amplify a willing creature you can see Components: HS, CM
within range. Once successfully cast, you do not need to Cost: 5 Chakra
see where the target is and must remain within 120 feet Keywords: Ninjutsu, Earth Release
of them. Description: You amplify constructs made of earth
Target creatures Strength becomes 18 for the duration causing them to manifest an aura of Earth Release
if it is not already, their Unarmed, Weapon, and Taijutsu Chakra. Select an Earth Construct of your creation within
Attacks deal an additional 1d6 Earth Damage and you range. All creatures of your choice within 60 feet of the
always know when they take damage and their current chosen construct gains a +1 bonus to their AC, as you
condition even if you cannot see them for the duration. decrease the weight of the chosen creatures allowing
At Higher Ranks: For each rank you cast this jutsu them to move faster and with less resistance. A creature
above D-Rank, increase the cost of this jutsu by 3 and can be affected by no more than 2 Auras created by this
the damage by 1d6. jutsu.
At Higher Ranks: For each rank you cast this jutsu
EARTH RELEASE: GEO BREASTPLATE above D-Rank, increase the cost of this jutsu by 3.
Classification: Ninjutsu
Casting this jutsu at B-Rank, increase the AC bonus to
Rank: D-Rank
+2. Casting this jutsu at S-Rank, increase the AC bonus
Casting Time: 1 Action
Range: Self to +1.
Duration: 8 Hours
Components: HS, CM EARTH RELEASE: GEO RESONANCE
Cost: 5 Chakra Classification: Ninjutsu
Keywords: Ninjutsu, Earth Release Rank: D-Rank
Casting Time: 1 Action
Description: You create an aura of Earth Release chakra
Range: 90 Feet
that permeates your body for the duration. This chakra
Duration: Concentration, Up to 1 minute
acts as a breastplate of steel like material. Components: HS, CM
For the duration your AC is Calculated as 13 + Your Cost: 5 Chakra
Constitution Modifier + Half of your proficiency bonus Keywords: Ninjutsu, Earth Release
(Rounded Down). This jutsu ends if you wear armor or Description: You amplify constructs made of earth
dismiss the jutsu as a bonus action. causing them to manifest an aura of Earth Release
Chakra. Select an Earth Construct of your creature within
EARTH RELEASE: GEO GENESIS range. All creatures of your choice within 60 feet of the
Classification: Ninjutsu
chosen construct must succeed a Constitution saving
Rank: D-Rank
throw each turn they start in the aura of a Construct. If a
Casting Time: 1 Action
Range: 30 Feet creature is within 2 different aura created by this jutsu
Duration: Special they make a single Saving throw.
Components: HS, CM On a failed save, a creature’s AC is reduced by 1 until
Cost: 5 Chakra the beginning of their next turn as you increase the
Keywords: Ninjutsu, Earth Release weight of the chosen creatures forcing them to move
Description: You create a shard of shimmering earth, slower.
made of Earth Release Chakra. This shard can be any A creature can be affected by no more than 2 Auras
shape you chosen and can shimmer in any color you like. created by this jutsu.
You then select a space you can see within range and At Higher Ranks: For each rank you cast this jutsu
throw the shimmering shard to the chosen space. above D-Rank, increase the cost of this jutsu by 3.
As a bonus action on your turn, you may trigger the Casting this jutsu at B-Rank, increase the AC penalty
shard causing it to erupt into a blooming flowerhead to -2. Casting this jutsu at S-Rank, increase the AC
made of earth. All creatures within 10 feet of the shard bonus to -3.
must succeed a Dexterity saving throw taking 2d6 + Your
Ninjutsu ability Modifier Earth damage and being Dazed
on a failed save or half as much on and no additional
effects on a successful save.

1
EARTH RELEASE: GOLDEN GEMS Combination: If this jutsu is cast as a Combination
Classification: Ninjutsu jutsu with 2 or more casters you increase the damage die
Rank: D-Rank by 3.
Casting Time: 1 Action Any creature who assists in casting this jutsu as a
Range: Self combination jutsu increases the damage of this jutsu by
Duration: 1 minute one step based on the highest Charisma Modifier within
Components: HS, CM
the group of casters. (+0-1: No Change, +2: D6, +3: D8,
Cost: 5 Chakra
+4: D10, +5: D12).
Keywords: Ninjutsu, Earth Release
Description: You solidify your Earth Release chakra into EARTH RELEASE: JADE SCREEN
3 small Shimmering Crystalline Gems. The Gems can be Classification: Ninjutsu
any color you choose and they float around you for the Rank: D-Rank
duration. You can spend your gems to perform a series of Casting Time: 1 Action
actions as detailed below. When you spend a gem, they Range: 30 feet
shatter after use; Duration: Concentration, Up to 1 minute
As an Action, you may collect all remaining gems into Components: HS, CM, CS
a single mass of shimmering crystalline chakra before Cost: 20 Chakra
Keywords: Ninjutsu, Earth Release, Fuinjutsu, Combination
firing it like a cannon in a straight line. All creatures in a
Description: You summon two pillars of earth each 15 feet tall,
5-foot wide, 60-foot line must succeed a Dexterity
and 5 feet thick. They each occupy a space that can hold them
saving throw taking 1d10 for every gem you have + Your and must be within 25 feet of each other with no other
Ninjutsu Ability Modifier on a failed save or half as much structures directly in-between them. These pillars are
on a successful save. structures of your design and cannot be moved once conjured. A
As a bonus action you may make a ranged Ninjutsu film of earth release chakra is created between the two pillars in
attack, spending one of your gems, targeting a creature a straight line. This film and pillars share a number of hit
you can see within 60 feet of you. On a hit, you deal 2d6 points equal to twice your Ninjutsu Save DC. All Ranged Attacks
Earth damage. from one side of your choice, that would pass through this film
At Higher Ranks: For each rank you cast this jutsu instead strike it reducing its hit points as if it was the original
target. Once the hit points of the structure and film reaches 0,
above D-Rank, increase the cost of this jutsu by 3 and
this jutsu immediately ends as the structure crumbles.
you generate 1 additional Gem.
All Ranged attacks that would pass through the film of

EARTH RELEASE: JADE DEVOTION your choice passes through harmlessly and increases the
attacks range by 10 feet, and damage by 1 damage die.
Classification: Ninjutsu
Rank: D-Rank Combination: If this jutsu is cast as a Combination
Casting Time: 1 Action jutsu with 2 or more casters you do not need to maintain
Range: Self (10-foot Cube) concentration on this jutsu and its Duration becomes 1
Duration: Instant minute or until the film is destroyed.
Components: HS, CM Any creature who assists in casting this jutsu as a
Cost: 5 Chakra combination jutsu increases the damage based on the
Keywords: Ninjutsu, Earth Release highest Charisma Modifier within the group of casters.
Description: You release a surge of earth release chakra (+0-1: No Change, +2: 2 additional damage die, +3: 3
that permeates you and your allies. All willing creatures additional damage die, +4: 4 additional damage die, +5:
of your choice within a 10-foot cube centering on you, 5 additional damage die).
gains 2d6 Temporary Hit points and resistance to
bludgeoning piercing and slashing damage from Non- EARTH RELEASE: TECTONIC TIDE
Chakra Enhanced Weapons so long as they have Classification: Ninjutsu
temporary hit points granted by this jutsu. Rank: D-Rank
Additionally, creatures who have temporary hit points Casting Time: 1 Action
Range: Self (20-foot cone)
granted by this jutsu count as Earth Constructs created
Duration: 1 minute
by you for the purpose of Jutsu you cast and Features you
Components: HS, CM
use.
Cost: 4 Chakra
At Higher Ranks: For each rank you cast this jutsu
Keywords: Ninjutsu, Earth Release
above D-Rank, increase the cost of this jutsu by 3 and
Description: You churn the ground under you and create
temporary hit points by 1d6.
a localized quake of earth that bends and snaps the

EARTH RELEASE: JADE RAIN ground under you and rolls outward from you in a wave.
All creatures in range must succeed a Dexterity saving
Classification: Ninjutsu
Rank: D-Rank throw being thrown to the ground taking 2d8 earth
Casting Time: 1 Action damage and being prone on a failed save or half as much
Range: 90 feet with no additional effects on a successful save.
Duration: Instant At Higher Ranks: For each rank you cast this jutsu
Components: HS, CM, CS above D-Rank, increase the cost of this jutsu by 3 range
Cost: 15 Chakra by 5 feet, and damage by 1d8.
Keywords: Ninjutsu, Earth Release, Fuinjutsu, Combination
Description: By weaving your handseals together you create a
seal made completely of shimmering earth Release Chakra in
the air above you. This seal then alters its angle before you
release a swarm of shimmering shards of sharpened stone.
All creatures in a 15-foot wide, 90-foot-long line
originating from you must succeed a Dexterity saving
throw, taking 6d4 earth damage on a failed save or half
as much on a successful one.

2
C-RANK: EARTH RELEASE: GEO PROGENITURE
Classification: Ninjutsu
EARTH RELEASE: CALCITE: SWIFT Rank: C-Rank
Classification: Ninjutsu Casting Time: 1 Action
Rank: C-Rank Range: 60 Feet
Casting Time: 1 Action Duration: Special
Range: 30 Feet Components: HS, CM, CS
Duration: Concentration, Up to 1 minute Cost: 8 Chakra
Components: HS, CM Keywords: Ninjutsu, Earth Release, Fuinjutsu
Cost: 9 Chakra Description: You weave handseals as you can manifest
Keywords: Ninjutsu, Earth Release, Medical multiple shards of shimmering earth, made of Earth
Description: You create a surge of Earth Release Chakra Release Chakra. These shards can be any shape you
and use it to amplify a willing creature you can see chose and can shimmer in any color you like. You can
within range. Once successfully cast, you do not need to create up to 3 shards using this jutsu. You then select a
see where the target is and must remain within 120 feet number of space you can see equal to the number of
of them. shards you create within range and throw one
Target creatures Dexterity becomes 20 for the shimmering shard to each space. Each shard you create
duration if it is not already. They gain Proficiency in this way costs 8 chakra.
Dexterity saving throws and their speed is increased by As a bonus action on your turn, you may trigger all the
20 feet. shards created by this jutsu, causing it to erupt into a
At Higher Ranks: For each rank you cast this jutsu blooming flowerhead made of earth. All creatures within
above C-Rank, increase the cost of this jutsu by 3 and 15 feet of a shard must succeed a Dexterity saving throw
their speed by 10 feet. taking 4d8 Earth damage and being Dazed on a failed
save or half as much on and no additional effects on a
EARTH RELEASE: CRYSTALIZED ASCENSION successful save.
Classification: Ninjutsu A creature who is within the range or more than one
Rank: C-Rank shard takes a -1 penalty to their saving throw for each
Casting Time: 1 Action additional shard they are within the range of beyond the
Range: Touch first shard.
Duration: Concentration, Up to 1 minute A creature who is within the range of more than one
Components: HS, CM
shard makes only one saving throw, not three.
Cost: 9 Chakra
A creature that fails this save by 5 or more instead
Keywords: Ninjutsu, Earth Release
becomes stunned for a number of turns equal to the
Description: You materialize Earth release chakra into
number of shards they are within the range of.
the form of armor on a willing creatures body for the
A creature who fails this save by 10 or more and are
duration. Target creature’s AC becomes equal to your
within the range of three shards becomes petrified for 1
Ninjutsu Save DC + their Dexterity Modifier and gains
minute.
Temporary hit points equal to your Ninjutsu save DC.
Additionally, melee weapon attacks made by the target EARTH RELEASE: GEO ROCKBLADE
creature deal additional damage equal to your Ninjutsu Classification: Ninjutsu
Ability modifier for the duration. Rank: C-Rank
Casting Time: 1 Action
EARTH RELEASE: DARK ROCK Range: Touch
Classification: Ninjutsu Duration: 1 minute
Rank: C-Rank Components: HS, CM
Casting Time: 1 Action Cost: 9 Chakra
Range: 30 Feet Keywords: Ninjutsu, Earth Release
Duration: Concentration, Up to 1 minute Description: You manifest a Geo weapon made from
Components: HS, CM, CS
pure Earth Release chakra of your design and make by
Cost: 7 Chakra
picking up a single stone. This stone reshapes and
Keywords: Ninjutsu, Earth Release, Fuinjutsu
reforms until it takes the shape of the weapon you chose.
Description: You slam your palms into the ground as the
You gain proficiency in the Stone Weapon made and the
immediate area becomes blackened. A single earthen
Stone weapon gains all that weapons properties.
construct is erected from the ground at a point of your
If you create a weapon without the Two-Handed
choice within range. The structure is black and cold to
Property, the weapon deals 2d6 + your Ninjutsu Ability
the touch and emanates a light obstructing aura.
Modifier earth damage.
The Structure absorbs all light within 10 feet of it
If you create a weapon with the Two-Handed
creating a blackened field that cannot be seen through to
property, the weapon deals 2d8 + your Ninjutsu Ability
the other side. Creatures within that radius are
Modifier earth damage.
immediately blinded and cannot see while within the
If another creature takes this weapon and attempts to
radius and cannot be seen by creatures outside the radius
use it, it loses one damage die.
either. A creature who touches the structure can see
You can dismiss this weapon as a bonus action or
through the blackened field as if it wasn’t there at all and
reaction.
loses the blinded condition so long as they remain within
contact with the structure.
The structure has an AC and hit point value equal to
your Ninjutsu save DC. If the structure is destroyed the
jutsu immediately ends.

3
EARTH RELEASE: GUIDE TO RESISTANCE EARTH RELEASE: CRADLE OF JADE
Classification: Ninjutsu Classification: Ninjutsu
Rank: C-Rank Rank: B-Rank
Casting Time: 1 Action Casting Time: 1 Reaction, which you take, when you or a
Range: Touch creature you can see within range would take damage.
Duration: Concentration, up to 1 minute Range: 30 Feet
Components: HS, CM, CS Duration: 1 Round
Cost: 8 Chakra Components: HS, CM
Keywords: Ninjutsu, Earth Release, Medical, Fuinjutsu Cost: 13 Chakra
Description: You fuse a willing creature you touch with a Keywords: Ninjutsu, Earth Release, Medical
Fuinjutsu seal made of Earth release chakra. For the Description: You surround yourself or a creature you can
duration, the target creature gain resistance to see within range with Earth Release Chakra in an
bludgeoning, piercing, slashing Damage. Immunity to attempt to protect them. When a you or a creature you
Cold Damage, and Vulnerability to Lightning Damage. can see within range would take damage, you can spend
Additionally, you have the same Resistances, your reaction encasing them in chakra that quickly
Immunities, and Vulnerabilities as the target creature solidifies as Crystalline Jade right before impact.
for the duration. The Crystalline jade reduces the incoming damage by
10d6. The Crystalline jade has resistance to Cold
EARTH RELEASE: TECTONIC WAVE Damage, and Vulnerability to Lightning Damage.
Classification: Ninjutsu The Crystalline jade does not protect against psychic
Rank: C-Rank damage.
Casting Time: 1 Action The Crystalline jade then dissolves at the beginning of
Range: Self (25-foot cone) the affected creatures turn.
Duration: 1 Round
At Higher Ranks: For each rank you cast this jutsu
Components: HS, CM
above B-Rank, increase the cost of this jutsu by 3 and the
Cost: 9 Chakra
damage reduction by 1d6.
Keywords: Ninjutsu, Earth Release
Description: You clap your hands with the force of
colliding tectonic plates as your release a surge of Earth
EARTH RELEASE: CRYSTALLIZATION: WEISS
Classification: Ninjutsu
Release chakra into the air itself creating a cluster of Rank: B-Rank
floating crystalline earth satellites that then explode. At Casting Time: 1 Action
random. All creatures within range must succeed a Range: 75 Feet
Constitution saving throw. On a failed save a creature Duration: Concentration, Up to 1 minute.
roll 2d4+1 Recording the result. They take the result of Components: HS, CM
their d4 die roll times Your ninjutsu ability modifier in Cost: 12 Chakra
earth damage and are Dazed until the end of your next Keywords: Ninjutsu, Earth Release
turn. On a successful save, they take half damage. Description: You create a cage of earth release chakra
At Higher Ranks: For each rank you cast this jutsu that you use in an attempt to trap and capture a target
above C-Rank, increase the cost of this jutsu by 3 and the creature.
die creatures roll on a failed save by 1 step. Select one creature you can see within range. Target
(d4>d6>d8>d10>d12). creature must succeed a Constitution saving throw at the
beginning of each of their turns for the duration as you
B-RANK: attempt to encase them into a shard of Crystal.
A creature who fails 1 save begins to have crystal form
EARTH RELEASE: CALCITE: POWER across their body as they gain the Weakened condition.
Classification: Ninjutsu A creature who fails 2 saves begins to slow as their
Rank: B-Rank joints are overtaken by minerals, gaining the grappled
Casting Time: 1 Action Condition.
Range: Touch A creature who fails 3 saves begins to be overtaken as
Duration: Concentration, Up to 1 minute they find it difficult to move gaining the restrained
Components: HS, CM condition.
Cost: 12 Chakra A creature who fails 4 saves feels the crystals
Keywords: Ninjutsu, Earth Release, Medical overtaking them as they gain the stunned condition.
Description: You create a surge of Earth Release Chakra A creature who fails 5 saves becomes petrified for 24
and use it to amplify a willing creature you can reach hours.
within range. Once successfully cast, you do not need to A creature who passes 3 saves immediately ends this
see where the target is and must remain within 120 feet Jutsu's effect on them and become immune to it for 24
of them. hours.
Jutsu the target creature casts becomes amplified by
your Earth Release Chakra. Jutsu, they cast for the
duration deals an additional 3d8 Earth Damage, Clashes
made with their jutsu cannot be made at disadvantage,
and the Save DC for the jutsu they case increase by +2.
Additionally, if the target attempts to cast a Jutsu with
the Earth Release Keyword, reduce the cost of their jutsu
by 2.
At Higher Ranks: For each rank you cast this jutsu
above B-Rank, increase the cost of this jutsu by 3 and the
bonus damage by 1d8.

4
EARTH RELEASE: LAPIS DOMINION EARTH RELEASE: UNPHASED ROCK
Classification: Ninjutsu Classification: Ninjutsu
Rank: B-Rank Rank: B-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Self (90-foot cube) Range: Touch
Duration: Concentration, Up to 1 minute Duration: 1 Minute
Components: HS, CM Components: HS, CM, CS
Cost: 14 Chakra Cost: 14 Chakra
Keywords: Ninjutsu, Earth Release, Fuinjutsu Keywords: Ninjutsu, Earth Release, Fuinjutsu
Description: You release earth release chakra from your Description: You mark a single stone you are holding
body touching everything within a 90-foot cube with chakra as you bind a piece of yourself to it for the
centering on you that does not move with you. For the duration. Select two Skill proficiencies or 1 Save
duration, you do not need to spend chakra to maintain Proficiency. This stone becomes imbued with that
this jutsu. knowledge and experience, as you temporarily lose that
When you cast this jutsu you erect walls of Lapis made proficiency for the duration or until you end this jutsu as
of Earth Release chakra 30 feet high and 10 feet thick on a bonus action.
the outside edges of this jutsu’s range. These walls have A creature who is holding this stone with one hand
an AC equal to your Ninjutsu save DC and a number of hit gains these proficiencies for the duration. While holding
points equal to 10 times your proficiency bonus. this stone you cannot make handseals or use Chakra
Earth Release Jutsu you cast while within your jutsu’s seals with the same hand holding the stone.
radius cost 2 less to cast and 1 less to maintain.
At the beginning of each of your turns select a number A-RANK:
of creatures within your jutsu’s range. Those creatures
are immune to this jutsu effects. All other creatures who EARTH RELEASE: CALCITE: TENACITY
begin their turns in your jutsu range or enter your Classification: Ninjutsu
Jutsu's range for the first time must succeed a Strength Rank: A-Rank
and Constitution saving throw. Casting Time: 1 Action
On a failed Strength saving throw the target is affected Range: Touch
by the monumental weight your chakra enforces on the Duration: Concentration, Up to 1 minute
Components: HS, CM
area and becomes weakened until the end of their next
Cost: 20 Chakra
turn.
Keywords: Ninjutsu, Earth Release, Medical
On a failed Constitution saving throw a target is
Description: You create a surge of Earth Release Chakra
unable to maintain concentration on a Jutsu that does
and use it to amplify a willing creature you can reach
not have the Earth Release Keyword until the end of their
within range. Once successfully cast, you do not need to
next turn.
see where the target is and must remain within 120 feet
EARTH RELEASE: LAZULI TUSK of them.
Classification: Ninjutsu The target creature gains advantage on saving throws
Rank: B-Rank that would deal damage to them, forcefully move them,
Casting Time: 1 Action or cause them to fall under the effects of a condition.
Range: 80 feet If the target creature falls under a condition inflicted
Duration: Instant by a jutsu cast by a creature other than you, you may as a
Components: HS, CM reaction spend 10 chakra to immediately end the
Cost: 14 Chakra condition.
Keywords: Ninjutsu, Earth Release, Fuinjutsu Additionally, if the target creature falls to 0 hit points,
Description: You generate an earthen construct in the you can as a reaction spend 20 chakra to instead heal
form of some tusked or horned creature of your them by an amount equal to 7d8 + 20 Hit points, when
description and manipulate it to ram into a target you do this jutsu immediately ends.
creature of your choice within range.
Make a Melee Ninjutsu Attack against a target creature EARTH RELEASE: CRYSTAL ARCANUM
within range, as the earthen construct attempts to ram Classification: Ninjutsu
the target. On a hit, you deal 3d10 Piercing damage and Rank: A-Rank
3d10 Earth Damage. Casting Time: 1 Action
Once this jutsu ends, the earthen construct stands in Range: 30 feet
place occupying a 5-foot cube. The construct weighs 500 Duration: Instant
Components: HS, CM, CS
pounds, and can be used as partial cover. It counts as an
Cost: 20 Chakra
Earthen Construct of your creation while remaining as a
Keywords: Ninjutsu, Earth Release, Fuinjutsu
part of the environment until destroyed or otherwise
Description: You create a field of potent Earth Release
moved.
Chakra that permeates through you and a number of
willing creatures of your choice equal to your Ninjutsu
Ability Modifier within range.
Select creatures gains a layer of earth release chakra
that solidifies into the shape of armor of your
description. Select creatures gains Temporary Hit points
equal to twice your Ninjutsu Save DC.
The temporary hit points you grant them has
Immunity to Cold Damage, and Vulnerability to
Lightning Damage.

5
EARTH RELEASE: JADE FOREST S-RANK:
Classification: Ninjutsu
Rank: A-Rank EARTH RELEASE: M OON FALL
Casting Time: 1 Action Classification: Ninjutsu
Range: Self (120-foot cube) Rank: S-Rank
Duration: Instant Casting Time: 1 Full Turn Action
Components: HS, CM, CS Range: 1 Mile
Cost: 50 Chakra Duration: Special
Keywords: Ninjutsu, Earth Release, Fuinjutsu, Components: HS, CM
Combination Cost: Special
Description: You create a gargantuan sized sealing circle Keywords: Ninjutsu, Earth Release
of made of earth release chakra that ingrains itself into Description: Upon Competition of your Jutsu's
the earth itself. Stalagmites made of stone, Jade and handsigns you manifest a single super huge earthen
lapis erupts from the ground forcing all creatures except construct 1 mile in the air.
you and any other potential casters to make a Strength, Spend chakra in multiples of 35 up to twice. For every
Dexterity and Constitution saving throw. 35 chakra spent this way, the Gargantuan Moon like
On a failed Strength Saving throw creatures are unable structure you manifest grows in size and affects a larger
to avoid being thrown around and keeping their footing area when dropped. You cannot reduce the cost of this
in this newly forming environment becomes Dazed for jutsu by any means.
the next minute and being knocked prone. 35 Chakra: The Moon like structure falls on a point
On a failed Dexterity save, creatures are unable to you can see within range crushing a space equal to a 30-
avoid being stabbed, crushed, or struck with newly foot sphere. Each creature who are within the 30-foot
erupted stone, jade and lapis taking 7d10 piercing and sphere and has a way to escape the radius be it by their
7d10 earth damage on a failed save or half as much on a base movement speed or a jutsu they could cast as a
successful save. A creature who fails this save by 10 or bonus action, makes a Dexterity saving throw. On a
more takes maximum damage. successful save, they are able to use their movement or a
On a failed Constitution saving throw, some of your jutsu which could allow them to escape the sphere. On a
Earth Release chakra infiltrates a creature’s body failed save they take 22d12 earth damage. All creatures
inflicting the Poisoned Condition for the next minute. who are within 30 feet of the sphere, including creatures
After casting, this area becomes difficult terrain and who succeeded the previous Dexterity saving throw must
counts as a single Earthen Construct. A creature cannot make a Dexterity saving throw as the shockwave from
see further than 10 feet in front of them. This forest of such a massive impact deals significant damage to the
Stone Jade and Lapis remains until destroyed or 1 year area. A creature takes 12d6 Bludgeoning & 12d6 Earth
has passed. Damage on a failed save or half as much damage on a
Combination: If this jutsu is cast as a Combination successful one.
jutsu with 2 or more casters you reduce the cost of this 70 Chakra: The Moon like structure falls on a point
jutsu by 2 for each Caster. you can see within range crushing a space equal to a 60-
Any creature who assists in casting this jutsu as a foot sphere. Each creature who are within the 60-foot
combination modifies its effects based on the highest sphere and has a way to escape the radius be it by their
Charisma Modifier within the group of casters. base movement speed or a jutsu they could cast as a
(+0-2: No Change, +3-4: Disadvantage on Strength bonus action, makes a Dexterity saving throw. On a
Saving throws, +4: Disadvantage on Strength & successful save, they are able to use their movement or a
Constitution Saving throws, +5: Disadvantage on All jutsu which could allow them to escape the sphere. On a
Saving throws). failed save they take 30d12 earth damage. All creatures
who are within 50 feet of the sphere, including creatures
EARTH RELEASE: STARFALL WAKE who succeeded the previous Dexterity saving throw must
Classification: Ninjutsu make a Dexterity saving throw as the shockwave from
Rank: A-Rank
such a massive impact deals significant damage to the
Casting Time: 1 Full Turn Action
area. A creature takes 15d6 Bludgeoning & 15d6 Earth
Range: 300 Feet
Damage on a failed save or half as much damage on a
Duration: Concentration, Up to 1 minute
Components: HS, CM, CS successful one.
Cost: 18 Chakra A creature who’s hit points are reduces to 0 as a result
Keywords: Ninjutsu, Earth Release, Fuinjutsu of this jutsu cannot be revived by any means as their
Description: You manifest a series of shimmering shards body is crush beyond repair.
of earth 300 feet in the air that floats above you for the
duration.
For the duration, as an Action, Bonus Action, or
Reaction you can call down these shard to bombard a
space you can see within range. A creatures within 10
feet of the selected space must succeed a Dexterity
saving throw taking 9d8 Earth damage on a failed save
or half as much on a successful one. A creature who
would make a second or third saving throws in the same
turn as the result of this jutsu instead would take 9d6
Earth damage on a failed save or half as much on a
successful one.

6
EARTH RELEASE: STAR SHATTER
Classification: Ninjutsu
Rank: S-Rank
Casting Time: 1 Full Turn Action
Range: 1 Mile
Duration: Concentration, Up to 1 minute
Components: HS, CM
Cost: 30 Chakra
Keywords: Ninjutsu, Earth Release
Description: You create a single star shaped earthen
construct in the sky, 1 mile in the air before you cause it
to shatter. Select a space you can see within range. All
creatures of your choice within 500 feet of the selected
space must succeed a Strength saving throw as the
weight of a dying star is thrust upon them.
On a failed save they are Paralyzed and knocked prone
as they become unable to move and find it hard to even
breathe.
A creature who begins their turn in this space, ends
their turn in this space, or enters this space for the first
time must make the Strength saving throw.
A creature paralyzed by this jutsu takes 9d8 earth
damage at the beginning of their turn. A creature
paralyzed by this jutsu takes 9d8 earth damage at the
end of their turns if they do not make the Saving throw
to end this jutsu’s effects.
A paralyzed creature makes a Strength Saving throw at
the end of their turns (They do not automatically fail as a
result of being Paralyzed). On a successful save, they end
the paralyzed condition on themselves immediately.

7
WIND RELEASE WIND RELEASE: PALM VORTEX
Classification: Ninjutsu

D-RANK: Rank: D-Rank


Casting Time: 1 Action

WIND RELEASE: COLLECTIVE GALE


Range: Self (10 Foot cone)
Duration: Instant
Classification: Ninjutsu
Components: HS, CM
Rank: D-Rank
Cost: 5 Chakra
Casting Time: 1 Action
Keywords: Wind Release, Ninjutsu
Range: 15 feet
Description: You create a localized vortex of cutting
Duration: 1 Minutes
wind. All creatures within range must succeed a
Components: HS, CM
Dexterity saving throw to avoid being horrendously
Cost: 5 Chakra
slashed. On a failed save creatures take 3d6 wind damage
Keywords: Wind Release, Ninjutsu, Medical
and being pulled 5 feet closer to you or half as much on a
Description: You collect wind release chakra and infuse
successful save and no additional affects.
it into your Medical Release technique. One willing
If a creature is currently affected by the burned
creature within range breathes in this Medically infused
condition, you trigger the dulled flames igniting them
wind.
again. A burned creature makes their saving throw at
For the duration a creature who has breathed this
Disadvantage. On a failed save a burned target instead
wind does not need to breathe, Ignores the effects of 1
takes 3d8 + Your Ninjutsu Ability Modifier Fire damage.
rank of Exhaustion and when they would regain hit
At Higher Ranks: For each rank you cast this jutsu
points as the result of a Ninjutsu with the Medical
above D-Rank, increase the cost of this jutsu by 3, the
Keyword, they regain an additional 1d4 Hit points.
damage by 1d6 or 1d8.
At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3,
WIND RELEASE: RAGING GALE
Ignores the effects of up to 1 additional rank of
Classification: Ninjutsu
Exhaustion.
Rank: D-Rank

WIND RELEASE: GRYPHONS WING BEAT


Casting Time: 1 Action
Range: Touch
Classification: Ninjutsu
Duration: Concentration, Up to 1 minute
Rank: D-Rank
Components: HS, CM
Casting Time: 1 Action
Cost: 5 Chakra
Range: 20 feet
Keywords: Wind Release, Ninjutsu
Duration: Instant
Description: You encircle a willing creature with potent
Components: HS, CM
Wind Release Chakra. For the duration, you magnify the
Cost: 4 Chakra
targets physical capabilities.
Keywords: Wind Release, Ninjutsu
The target creature adds 1d8 to all Strength and
Description: You create two wings made of wind release
Dexterity Ability Checks and Saving throws. Their
chakra that beats with enough force to feel like a tornado
movement speed is increased by 15 feet and melee
is passing through.
attacks they make that deal damage deals an additional
All creatures within range must succeed a Strength
1d6 Wind Damage.
saving throw to resist being Dazed until the end of their
At Higher Ranks: For each rank you cast this jutsu
next turn and Knocked prone.
above D-Rank, increase the cost of this jutsu by 3 and
A creature Dazed by this jutsu finds it difficult to
the number of targets you can affect by +1.
maintain concentration on multiple jutsu. If a creature is
concentrating on more than 1 jutsu, they must lose
concentration on all but 1 jutsu.
WIND RELEASE: RAGING VORTEX
Classification: Ninjutsu
At Higher Ranks: For each rank you cast this jutsu
Rank: D-Rank
above D-Rank, increase the cost of this jutsu by 3, the
Casting Time: 1 Action
range by 10 feet.
Range: Touch

WIND RELEASE: LIONS GROWL


Duration: Concentration, Up to 1 minute
Components: HS, CM
Classification: Ninjutsu
Cost: 5 Chakra
Rank: D-Rank
Keywords: Wind Release, Ninjutsu
Casting Time: 1 Action
Description: You encircle a willing creature with potent
Range: Self
Wind Release Chakra. For the duration, you magnify the
Duration: Concentration, Up to 1 Minute
targets physical capabilities.
Components: HS, CM
The target creature adds 1d8 to all Strength and
Cost: 5 Chakra
Dexterity Ability Checks and Saving throws. Their
Keywords: Wind Release, Ninjutsu
movement speed is increased by 15 feet and melee
Description: You weave Wind Release Chakra together,
attacks they make that deal damage deals an additional
creating a thin veil of chakra in the shape of a Lion
1d6 Wind Damage.
around you. This chakra then collapses on you granting
At Higher Ranks: For each rank you cast this jutsu
you benefits as listed below;
above D-Rank, increase the cost of this jutsu by 3 and
• Increase your Movement Speed by 15 feet. the number of targets you can affect by +1.
• You gain a bonus to Ninjutsu Attack Rolls equal to 1d6.
• Ninjutsu you cast with the Wind Release Keyword that
has a range of at least 5 feet, increases their range by
10 feet.

8
WIND RELEASE: SPLITTING GALE All creatures within the cylinder must succeed a
Classification: Ninjutsu Dexterity and Constitution saving throw.
Rank: D-Rank On a failed Dexterity save they are slashed with wind
Casting Time: 1 Action chakra repeatedly taking 2d6 Slashing Damage and 2d6
Range: 90 feet Wind Damage or half as much on a successful save. A
Duration: Concentration, Up to 1 minute creature makes this saving throw the beginning of each
Components: HS, CM turn they begin within this cylinder.
Cost: 5 Chakra On a fail Constitution Saving throw they are robbed of
Keywords: Wind Release, Ninjutsu their air in their lungs as they begin suffocating. A
Description: You create a field of oppressive and potent Suffocating creature can only survive a number of
wind that slashes and buffets any instance of Molded rounds equal to their constitution modifier before
Chakra. Select a space you can see within range, all passing out falling unconscious from the lack of air. A
creatures within 20 feet of the chosen space who would creature makes this saving throw at the beginning of
cast a jutsu with a Chakra Molding (CM) component each turn they begin within cylinder.
immediately takes 2d6 Wind Damage and must succeed a Creatures inside the cylinder cannot gain the benefits
Constitution Saving throw being Dazed until the end of of an increase to movement speed and are treated as if
the current turn on a failed save. they are in difficult terrain.
As a bonus action on your turn, you may move the Combination: If this jutsu is cast as a Combination
field to any space you can see within range. jutsu with 2 or more casters increase the damage by 2d6
At Higher Ranks: For each rank you cast this jutsu for each damage type.
above D-Rank, increase the cost of this jutsu by 3 and Any creature who assists in casting this jutsu as a
the size of the area affected by 5 feet, and the damage by combination jutsu increases this Jutsu's area of effect
1d6. size based on the highest Charisma Modifier within the
group of casters. (+0-1: No Change, +2: Increase the
WIND RELEASE: VACUUM BOMB Height by 10 feet and radius by 5 feet, +3: Increase the
Classification: Ninjutsu Height by 20 feet and radius by 15 feet, +4: Increase the
Rank: D-Rank Height by 30 feet and radius by 25 feet, +5: Increase the
Casting Time: 1 Action Height by 40 feet and radius by 35 feet).
Range: Self (20-foot radius sphere)
Duration: Instant C-RANK:
Components: HS, CM
Cost: 5 Chakra WIND RELEASE: LIONS ROAR
Keywords: Wind Release, Ninjutsu Classification: Ninjutsu
Description: You create a single point of high-density Rank: C-Rank
air pressure using your Wind Release Chakra before Casting Time: 1 Action
expanding it and creating a series of reactions. All Range: Self (15-foot radius sphere)
creatures currently affected by the following conditions; Duration: Concentration, Up to 1 Minute
Burning, Shocked and Chilled, may have their conditions Components: HS, CM
potentially passed around to other creatures near them. Cost: 9 Chakra
All creatures within range who are affected by the Keywords: Wind Release, Ninjutsu
Burned, Shocked or Chilled Condition must succeed a Description: You weave Wind Release Chakra together,
Constitution saving throw. On a failed save your wind creating a potent veil of chakra in the shape of a Lion
release chakra picks up and expands their conditions around you and allied creatures. This chakra then
outward to other creatures within 20 feet of them collapses on all creatures of your choice within range
(excluding you). granting the benefits as listed below, for the duration;
All creatures within 20 feet of a creature who failed
• Bonus +20 Movement speed.
their save must succeed a Constitution saving throw. On
• They gain a bonus to Ninjutsu and Taijutsu Attack
a failed save they gain the same condition the affected
Rolls equal to 1d8.
creature has.
• Ninjutsu, they cast with the Wind Release Keyword
At Higher Ranks: For each rank you cast this jutsu
that has a range of at least 5 feet, increases their range
above D-Rank, increase the cost of this jutsu by 3 and
by 20 feet,
the size of the area affected by 5 feet.
• Taijutsu, they cast that has a range of touch, or 5 feet,

WIND RELEASE: VACUUM RAIN increases their range by 10 feet, and deals an
additional 1d8 Wind Damage.
Classification: Ninjutsu
Rank: D-Rank
Casting Time: 1 Action
Range: 90 feet (60-foot cylinder)
Duration: Concentration, Up to 1 minute
Components: HS, CM
Cost: 26 Chakra
Keywords: Wind Release, Ninjutsu, Combination
Description: You create a powerful updraft that sucks
the oxygen and air upwards robbing creatures of the
ability to breathe within range. All casters of this jutsu
create a 60-foot tall, 30-foot-wide cylinder that
removes all air from inside of it replacing it with
furiously rotating blade of Wind Release Chakra,
centered on a point of your choice within range.

9
WIND RELEASE: RAKSHASA BARRIER WIND RELEASE: VACUUM BARRIER
Classification: Ninjutsu Classification: Ninjutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Reaction, which you take when you Casting Time: 1 Reaction, which you take when you see a
would take Earth, Wind, Fire, Cold, or Lightning Damage creature within range take damage.
Range: Self Range: 60 feet.
Duration: 1 Round Duration: Instant
Components: HS, CM Components: HS, CM
Cost: 9 Chakra Cost: 6 Chakra
Keywords: Wind Release, Ninjutsu, Clash Keywords: Wind Release, Ninjutsu, Fuinjutsu, Clash
Description: You raise your hand and generate an Description: You create a swirling vortex of air in front
intensely dense torrent of wind that circles around you, of a creature you can see within range right before take
creating a bubble of wind that envelops your entire body. damage. The compressed air compresses then explodes
The bubble of wind that envelops you has a number of pushing attacks and other forces back, protecting the
hit points equal to your Proficiency bonus times your creature. Reduce the damage the target creature takes by
Ninjutsu ability Modifier. This bubble has immunity to 4d8+ Your ninjutsu Ability Modifier.
Wind and Lightning Damage and vulnerability to Fire This damage reduction is doubled if the damage is
Damage. Lightning Damage.
If the bubble would take fire damage, all creatures This damage reduction is halved if the damage is Fire
within 10 feet of you must succeed a Dexterity saving Damage.
throw becoming burned on a failed save as the fire At Higher Ranks: For each rank you cast this jutsu
spreads around you from your rotating bubble of wind. above C-Rank, increase the cost of this jutsu by 3 and the
If the bubble would take Lightning damage, all damage reduced by 1d8.
creatures within 25 feet of you must succeed a Dexterity
saving throw becoming shocked on a failed save, as WIND RELEASE: VACUUM FIELD
lightning jumps from you to other creatures around you. Classification: Ninjutsu
If the bubble would take Cold damage, all creatures Rank: C-Rank
within 15 feet of you must succeed a Dexterity saving Casting Time: 1 Action.
throw becoming chilled on a failed save, as the cold is Range: Self (30-foot Radius Sphere)
spread to all creatures around you. Duration: Concentration, Up to 1 minute.
If the bubble would take Earth damage, all creatures Components: HS, CM
within 10 feet of you must succeed a Dexterity saving Cost: 36 Chakra
throw, gaining the bleeding condition on a failed save, as Keywords: Wind Release, Ninjutsu, Fuinjutsu,
they are pelted with shrapnel of earth. Combination
At Higher Ranks: For each rank you cast this jutsu Description: You manifest a Seal of wind Release Chakra
above C-Rank, increase the cost of this jutsu by 3, the that glows in the air. The seal then triggers completely
size of the area affected by 5 feet, and the number of hit removing all evidence of Oxygen and atmosphere from a
points your bubble has by +10. 30-foot radius sphere centering on you. You and all
other casters are immune to this jutsu’s effects.
WIND RELEASE: RECOVERING BREEZE All creatures who begin their turns in this jutsu’s
Classification: Ninjutsu range must succeed a Constitution Saving throw or begin
Rank: C-Rank immediately suffocating as they are robbed of their air in
Casting Time: 1 Action their lungs. A Suffocating creature can only survive a
Range: Self (20 Feet) number of rounds equal to their constitution modifier
Duration: Instant before passing out falling unconscious from the lack of
Components: HS, CM air. An unconscious creature in this jutsu’s radius
Cost: 8 Chakra automatically takes 5d10 Necrotic Damage. A creature
Keywords: Wind Release, Ninjutsu, Medical who’s hit points are reduced to 0 as a result of this jutsu
Description: You create a field of medical chakra infused lungs, heart and other internal organs explode while
wind release chakra that pulses outward from you. All inside the body. Being unable to be revived without these
creatures of your choice within Range, regains 2d6 + organs being restored as well. An unconscious creature
Your ninjutsu ability modifier in hit points. can regain consciousness when another creature spends
At Higher Ranks: For each rank you cast this jutsu an action waking them.
above C-Rank, increase the cost of this jutsu by 3 and the Fire & Lightning cannot exist within this Vacuum Field
amount healed by 1d6. and if fire or lightning, a jutsu with a Fire or Lightning
Release Keyword that deals fire or lightning damage
would attempt to enter this fields radius or affect a
creature within this fields Radius it is immediately
snuffed out and negated.
Combination: If this jutsu is cast as a Combination
jutsu with 2 or more casters increase the damage by
2d10.
Any creature who assists in casting this jutsu as a
combination jutsu increases this Jutsu's area of effect
size based on the highest Charisma Modifier within the
group of casters. (+0-1: No Change, +2: Increase the
radius by 10 feet, +3: Increase the radius by 20 feet, +4:
Increase the radius by 30 feet, +5: Increase the radius by
40 feet).

10
WIND RELEASE: WHIRLWIND SPEAR WIND RELEASE: WIND RIDER
Classification: Ninjutsu Classification: Ninjutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: 1 Bonus Action
Range: Self (120-foot line) Range: Touch
Duration: Instant Duration: 1 Minute
Components: HS, CM Components: HS, CM
Cost: 9 Chakra Cost: 9 Chakra
Keywords: Wind Release, Ninjutsu, Clash Keywords: Wind Release, Ninjutsu
Description: You create a molded construct of wind Description: You touch a willing creature you can see
release chakra that floats next to you. This construct can within range coating them in Wind Release Chakra. For
take the shape of any spear or piercing like object such as the duration, the target creature gains a 20 feet flying
an arrow, lance, sword or anything you prefer. You then speed, but at the end of their turn they must be within 1
launch this construct in a straight line, piercing through foot of the ground. The creature cannot suffer falling
all creatures in a 5-foot wide, 120-foot lone line damage as they are always carried by the Wind to a safe
originating from you. landing.
All creatures in range must succeed a Dexterity Saving Additionally, the creature is always floating at least 1
throw taking 5d6+ Your Ninjutsu Ability Modifier wind foot off the ground for the duration.
Damage on a failed Save or half as much on a successful
one. B-RANK:
The first creature your construct would pass through
that has the burned, chilled, or shocked condition has WIND RELEASE: CHERISHING BREEZES
that condition exacerbated. That creature must succeed a Classification: Ninjutsu
Constitution saving throw taking 2d10 fire damage if Rank: B-Rank
they are burned, cold damage if they are chilled or Casting Time: 1 Action
lightning damage if they are shocked. On a successful Range: Touch
save no additional damage is done. Duration: Instant
All remaining creatures behind a creature that would Components: HS, CM
make a constitution saving throw, must make a Cost: 12 Chakra
Constitution saving throw as well gaining that creatures Keywords: Wind Release, Ninjutsu, Medical
Burned, Chilled, or shocked condition on a failed save. Description: You inhale once, filling your lungs with Air
At Higher Ranks: For each rank you cast this jutsu that you mix medical release chakra. You then attempt to
above C-Rank, increase the cost of this jutsu by 3 and the pass this air from your lungs into the lungs of another
damage by 1d6 and 1d10. who have either died within the last minute or are dying.
This can be done in a number of ways such as CPR, a kiss,
WIND RELEASE: WHIRLWIND THRUST simply manipulating the air to exit your lungs and enter
Classification: Ninjutsu the downed creatures.
Rank: C-Rank When you do the dead or dying creature makes a
Casting Time: 1 Action Constitution Saving throw adding 2d4 to their roll vs a
Range: 90 feet DC 15 + 1 for each round they have been dead. On a
Duration: Instant Success, they immediately end the dead or dying
Components: HS, CM condition regaining consciousness with 1 Hit Point and a
Cost: 8 Chakra number of Temporary Hit points equal to three times
Keywords: Wind Release, Ninjutsu your Ninjutsu Save DC. These Temporary hit points last
Description: You create an updraft of cycling wind for 10 minutes.
release chakra that erupts from the ground under a At Higher Ranks: For each rank you cast this jutsu
group of creatures. Select a space within range. All above B-Rank, increase the cost of this jutsu by 3 and the
creatures within 15 feet of the selected space must bonus to the creatures Constitution Saving throw by 1d4.
succeed a Strength saving throw. On a failed save,
creatures are thrown 30 feet upwards into the air, while WIND RELEASE: GALE BLADE
taking 3d10 wind damage. If a creature cannot safely Classification: Ninjutsu
land, they take falling damage as normal. Rank: B-Rank
If the space this jutsu is casted overlaps with a source Casting Time: 1 Action
of Fire or Water additional effects happen. Range: 90 Feet
Fire: This Jutsu ignites and becomes a flaming Duration: Instant
whirlwind instead dealing 3d12 fire damage instead of Components: HS, CM
3d10 Wind Damage. Creatures must also succeed a Cost: 14 Chakra
Constitution saving throw gaining the burned condition Keywords: Wind Release, Ninjutsu
on a failed save. Description: You create a super thin blade of cutting
Water: This jutsu becomes swirled with a powerful wind that slices through everything in a continuous line.
torrent of Water instead dealing 3d12 Cold damage Select a space you can see within range. Then select a
instead of 3d10 Wind Damage. Creatures must also second space you can see within 60 feet of the originally
succeed a Constitution saving throw gaining the Dazed selected space. Draw a straight line in between both
condition on a failed save. spaces. All creatures who the line passes through or by
At Higher Ranks: For each rank you cast this jutsu within 5 feet must succeed a Dexterity saving throw,
above C-Rank, increase the cost of this jutsu by 3 and the taking 5d8 + Your proficiency bonus wind damage and
damage by 1d10 or 1d12. gaining 3 ranks of bleeding on a failed save or half as
much and no additional effects on a successful one.

11
WIND RELEASE: GRYPHONS TALONS WIND RELEASE: THUMB OF DESTRUCTION
Classification: Ninjutsu Classification: Ninjutsu
Rank: B-Rank Rank: B-Rank
Casting Time: 1 Action Casting Time: Full Turn Action
Range: Self Range: 120 Feet
Duration: Concentration, Up to 1 minute Duration: Instant
Components: HS, CM, CS Components: HS, CM, CS
Cost: 14 Chakra Cost: 60 Chakra
Keywords: Wind Release, Ninjutsu, Fuinjutsu, Clash Keywords: Wind Release, Ninjutsu, Combination
Description: You place a sealing talisman on your hands Description: You generate a super massive tornado that
as you focus your Wind Release chakra onto them touches down on a space you can see within range. This
activating them. Chakra forms into the shape of 2 Claws, Tornado is 120 feet tall and 30 feet wide. You can
Talons, or weapons of your description on either hand. command it to touch down on top of a creature or space
For the duration you do not spend chakra to maintain you can see within range.
concentration on this jutsu. If you, have it touch down on top of a creature, make a
For the duration you can as an action make up to two Ranged Ninjutsu attack, dealing 10d8 wind damage on a
Melee Ninjutsu Attacks with these wind claws you hit.
created. Your Melee Ninjutsu attacks made with these All creatures, objects and structures, excluding casters
wind claws have a range of 10 feet, and deal 3d8 + Your of this jutsu, within 60 feet of the tornado must succeed
ninjutsu ability modifier wind damage on a successful a Strength saving throw being sucked into the eye of this
hit. storm. On a failed save they are thrown to the top of this
tornado for but a moment before the tornado
WIND RELEASE: GUST SURGE compresses and fires all creatures within the eye of its
Classification: Ninjutsu storm directly into the ground as sound breaking.
Rank: B-Rank All creatures, objects and structures are immediately
Casting Time: 1 Reaction, which you take when a blasted directly into the ground taking triple falling
creature attempts any action damage.
Range: Self (45- foot radius sphere) Combination: If this jutsu is cast as a Combination
Duration: Instant jutsu with 2 or more casters increase the targeted
Components: HS, CM, CS damage by 2d8.
Cost: 14 Chakra Any creature who assists in casting this jutsu as a
Keywords: Wind Release, Ninjutsu, Clash combination jutsu increases this Jutsu's area of effect
Description: You punch the ground creating a single size and damage based on the highest Charisma Modifier
point of intense air pressure that explodes outwards within the group of casters. (+0-1: No Change, +2:
blowing away all creatures and potentially all attacks. Increase the height of the tornado by 60 feet, +3:
All creatures within range of your choice must succeed Increase the height of the tornado by 80 feet, +4:
a Strength saving throw. On a failed save they are thrown Increase the height of the tornado by 120 feet, +5:
back to the edge of this jutsu’s radius into a space that Increase the height of the tornado by 120 feet and
can hold them. instead deal quadruple falling damage).
Creatures who fail their strength saving throw must
succeed a Constitution saving throw being Dazed for 1 WIND RELEASE: WYVERNS SURGE
minute on a failed save. A Creature Dazed this way Classification: Ninjutsu
remakes their saving throw at the end of their turns Rank: B-Rank
ending the condition on a successful save. Casting Time: 1 Action
If this jutsu is used in reaction to a Ninjutsu or Range: Self
Taijutsu being cast the shockwave of air pressure Duration: Concentration, Up to 1 minute
reduces the damage the jutsu would deal by 5d6 + 15. If Components: HS, CM, CS
the jutsu used does not deal damage the triggering Cost: 14 Chakra
creature must succeed a Constitution (Chakra Control) Keywords: Wind Release, Ninjutsu, Fuinjutsu
check vs your Ninjutsu save DC. On a success their jutsu Description: You place a sealing tag on your body in any
is cast as normal. On a failure, their jutsu is also blown place you desire, as you place a massive reserve of Wind
away as this jutsu negates it. Release Chakra into the tag itself, activating it and
If this jutsu is used to trigger a clash with a Jutsu with magnifying your physical potential. You do not need to
the Fire Release Keyword, you make your clash check at spend chakra to maintain concentration on this jutsu.
advantage as you are pushing all the wind away from For the duration once per turn, Jutsu you cast with any
you. If you succeed your clash check against a jutsu with Nature Release Keyword that deals damage deals
the fire release keyword, they take an additional 4d8 additional Wind Damage Equal to 4d8.
wind Damage and must succeed a Constitution saving If a Jutsu you cast has the Earth Release Keyword, they
throw being burned on a failed save. ignore Temporary Hit points granted by Jutsu.
If a Jutsu you cast has the Wind Release Keyword,
increase its die size by 1. (D4>D6>D8>D10>D12).
If a Jutsu you cast has the Fire Release Keyword,
affected creatures gains 2 ranks of the Burned Condition.
If a Jutsu you cast has the Water Release Keyword,
affected creatures gains 2 ranks of the Chilled Condition
until the end of their next turn.
If a Jutsu you cast as the Lightning Release Keyword,
affected creatures gains the Shocked Condition for the
next minute.

12
A-RANK: WIND RELEASE: LIONS FANG BLADE
Classification: Ninjutsu
WIND RELEASE: DEFIANCE STORM Rank: A-Rank
Classification: Ninjutsu Casting Time: 1 Action
Rank: A-Rank Range: 120 feet
Casting Time: 1 Full Turn Action Duration: Instant
Range: 90 Feet (30-foot-Radius Sphere) Components: HS, CM
Duration: 1 minute Cost: 19 Chakra
Components: HS, CM, CS Keywords: Wind Release, Ninjutsu
Cost: 20 Chakra Description: You mold wind Release Chakra to create a
Keywords: Wind Release, Ninjutsu, Fuinjutsu beast made purely of Wind Release Chakra, that has a
Description: You throw a Chakra seal onto the ground design and look of your description that counts as large.
before you release the chakra sealed within in creating Upon its creation, you command it to attack a number
an aura of reinforcing Wind release chakra. Select up to 4 of creatures up to your Ninjutsu Ability Modifier once
creatures to gain the benefits of this jutsu while inside each. Make a Melee Ninjutsu attack for each creature it
this Jutsu's radius. attacks within range as it leaps and assaults each
For the duration select creatures within this jutsu’s creature. On a hit, you deal 5d8 Wind Damage.
radius makes Strength, Dexterity and Wisdom Ability A creature that takes damage from the Construct must
checks and Saving throws at advantage, Ninjutsu they succeed a Constitution saving throw being torn apart
cast of B-Rank or lower has their cost reduced by -2 from the thousands of blades made of Wind Release
(Min 1.), Taijutsu & Bukijutsu they cast deal additional chakra that makes up your constructs form. On a failed
wind damage equal to your Ninjutsu Ability modifier. save they gain 10 Ranks of Bleeding.
The Chakra Seal used to cast this jutsu can be targeted
for attacks, although it is protected by a bubble of Wind WIND RELEASE: SPLITTING BREEZE
Release Chakra. It has an AC equal to your Ninjutsu Save Classification: Ninjutsu
DC, and Hit Points equal to twice your Ninjutsu Save DC. Rank: A-Rank
It has Immunity to Lightning Damage and Vulnerability Casting Time: 1 Action
to Fire Damage. Once Destroyed, this jutsu immediately Range: 5 Feet
ends. Duration: Instant
Components: HS, CM
WIND RELEASE: EYE OF THE STORM Cost: Special
Classification: Ninjutsu Keywords: Wind Release, Ninjutsu
Rank: A-Rank Description: You mold wind Release Chakra to create a
Casting Time: 1 Full Turn Action blade of wind release chakra that is so compressed it fits
Range: Self (60-foot-Radius Sphere) into the palm of your hand. The amount of power this
Duration: Concentration, Up to 1 minute jutsu exhibits is entirely dependent on the amount of
Components: HS, CM, CS chakra you commit to it.
Cost: 20 Chakra Spend chakra in multiples of 20 up to three times. For
Keywords: Wind Release, Ninjutsu every 20 chakra spent this way you deal the listed effect.
Description: You Create a powerful twisting cyclone of A creature reduced to 0 as a result of this jutsu is bisected
wind that seals yourself and all creatures in this jutsu’s at any angle the caster decides;
Radius off from other creatures and effects from outside 20 Chakra: You make a single melee Ninjutsu attack.
this jutsu’s radius. On a successful hit, you dealing 12d4 Wind Damage and
Creatures outside this jutsu’s radius cannot see into 12d4 Slashing damage. A creature must also succeed a
the opaque wall of twisting wind, dust, dirt and chakra. A Constitution saving throw gaining 10 Ranks of Bleeding
creature with Chakra sight when looking at the wall only on a failed save.
sees a wall of chakra and cannot make out anything 40 Chakra: You make a single melee Ninjutsu attack.
passed it. On a successful hit, you dealing 18d4 Wind Damage and
If a creature attempts to pass through the wall, they 18d4 Slashing damage. A creature must also succeed a
must succeed a Strength saving throw. On a successful Constitution saving throw with a -2 penalty, gaining 15
save they pass through the wall. On a failed save they Ranks of Bleeding on a failed save. A creature who fails
take 8d8 wind damage and are thrown back 30 feet. this saving throw cannot remove bleeding caused by this
Attacks and Jutsu cannot penetrate this jutsu’s walls. jutsu without a Jutsu of at least A-Rank or Higher.
While inside this jutsu’s radius, creatures cannot 60 Chakra: You make a single melee Ninjutsu attack.
generate electricity preventing them from casting Jutsu On a successful hit, you dealing 24d4 Wind Damage and
with only the Lightning Release Keyword. 24d4 Slashing damage. A creature must also succeed a
If the wall is struck with a Jutsu with the Water Constitution saving throw with a -5 penalty, gaining 25
Release Keyword, the walls becomes wreathed in Water Ranks of Bleeding on a failed save. A creature who fails
Release Chakra. If this jutsu’s walls become wreathed in this saving throw cannot remove bleeding caused by this
Water Release chakra, creatures within this jutsu’s jutsu without a Jutsu of at least A-Rank or Higher.
radius cannot generate fire, preventing them from
casting jutsu with only the Fire Release Keyword.
If the wall is struck with a Jutsu with the Fire Release
Keyword, the walls becomes wreathed in Fire Release
Chakra. If this jutsu’s walls become wreathed in Fire
Release chakra, creatures within this jutsu’s radius
cannot generate strong wind, preventing them from
casting jutsu with only the Wind Release Keyword.

13
S-RANK: WIND RELEASE: SPIRALING TEMPEST
Classification: Ninjutsu
WIND RELEASE: HURRICANE OF DISASTER Rank: S-Rank
Classification: Ninjutsu Casting Time: 1 Bonus Action
Rank: S-Rank Range: Self (45-foot radius)
Casting Time: Full Turn Action Duration: 1 Minute
Range: Self (120-foot radius) Components: HS, CM
Duration: Instant Cost: 45 Chakra
Components: HS, CM, CS Keywords: Wind Release, Ninjutsu
Cost: 100 Chakra Description: You release a surge of Wind Release Chakra
Keywords: Wind Release, Ninjutsu, Combination that protects and enhances all of your allies for the
Description: You generate a Category 6 Hurricane that duration. All creatures of your choice within range gain
touches down with the sole intent of bringing nothing the following;
but ruin in its wake. This Hurricane extends 250 feet • If a creature starts their turns in this jutsu’s radius,
into the air and has a complete 120-foot radius. This they gain a Bonus +30 Movement speed until the end
hurricane affects all creatures except its casters within of their next turns.
its radius. • They gain a bonus to Ninjutsu and Taijutsu Attack
At the end of each of your turns, it moves 90 feet in a Rolls equal to your Ninjutsu Ability Modifier.
random direction (Roll 1d8. 1: North, 2: North East, 3: • They gain a number of Temporary Hit points equal to
East, 4: South East, 5: South, 6: South West, 7: West, 8: your Ninjutsu Save DC at the beginning of each of their
North West.). Creatures within this jutsu’s area of effect turns. These Temporary hit points do not stack.
must succeed a Strength saving throw being ripped from • Taijutsu they cast that has a range of touch, or 5 feet,
their current position and thrown 250 feet into the air increases their range by 15 feet, and deals an
taking 12d8 wind Damage and being restrained by the additional 3d8 Wind Damage.
wind on a failed save. A creature thrown into the air may • Affected Creatures cannot be Dazed or Weakened.
repeat their Strength Saving throw to escape this wind at • Affected creatures gain Resistance to Lightning
the end of each of their turns, taking 12d8 wind damage Damage.
on a failed save and escaping, falling to the ground on a
successful save.
All structures and constructs in this jutsu’s path
automatically fail their saves and are destroyed as they
are pulled into the hurricane’s rotation. This Hurricane
lasts for 1 Minute as once cast it cannot be stopped or
dispelled by its casters willingly.
Combination: If this jutsu is cast as a Combination
jutsu with 2 or more casters increase the targeted
damage by 4d8.
Any creature who assists in casting this jutsu as a
combination jutsu increases this Jutsu's area of effect
size and damage based on the highest Charisma Modifier
within the group of casters. (+0-1: No Change, +2:
Increase the radius of the hurricane by 30 feet, +3:
Increase the radius of the hurricane by 60 feet, +4:
Increase the radius of the hurricane by 90 feet, +5:
Increase the radius of the hurricane by 120 feet).

14
FIRE RELEASE FIRE RELEASE: GREEN FIRE
Classification: Ninjutsu

D-RANK: Rank: D-Rank


Casting Time: 1 Bonus Action.

FIRE RELEASE: BLAZING EMBER


Range: 90 feet
Duration: Concentration, Up to 1 minute
Classification: Ninjutsu
Components: HS, CM
Rank: D-Rank
Cost: 4 Chakra
Casting Time: 1 Action
Keywords: Fire Release, Ninjutsu
Range: 60 feet
Description: You manifest an emerald-colored flame
Duration: Instant
and mark a creature you can see withing range with it.
Components: HS, CM
For the duration, when the target would make a Saving
Cost: 4 Chakra
throw from a Jutsu cast with the Fire Release Keyword,
Keywords: Fire Release, Ninjutsu
they roll and additional 1d6. Reducing their saving throw
Description: You manifest motes of fire in the palms of
by the result.
each of your hands. Make two Ranged Ninjutsu attacks.
If the marked creature would take fire damage from an
These attacks can target one creature or two. If targeting
attack that you make, you deal an additional 1d6 Fire
multiple creatures make a single Ranged Ninjutsu attack
Damage.
against each.
At Higher Ranks: For each rank you cast this jutsu
On a successful hit you deal 2d4 + Your Ninjutsu
above D-Rank, increase the cost of this jutsu by 3 and
Ability modifier Fire Damage. If a creature hit is affected
the number of marked creatures by +1.
by the burned condition, they immediately suffer the
damage of their condition. Afterwards, they gain an
FIRE RELEASE: PASSIONATE FLAMES
additional rank of the burned condition. A creature can
Classification: Ninjutsu
only gain one additional rank of the burned condition as
Rank: D-Rank
a result of this jutsu per casting.
Casting Time: 1 Action.
At Higher Ranks: For each rank you cast this jutsu
Range: Touch
above D-Rank, increase the cost of this jutsu by 3 and
Duration: Instant
the amount of attacks you can make by +1.
Components: HS, CM

FIRE RELEASE: BLUE FIRE


Cost: 5 Chakra
Keywords: Fire Release, Ninjutsu, Medical
Classification: Ninjutsu
Description: You manifest a fuchsia-colored flame and
Rank: D-Rank
place it on a wounded creature you can see within range.
Casting Time: 1 Reaction, which you take when you see a
Target creature rolls 2 Hit Die, spending one. When
creature targeted by an attack within range.
they do, they recover the result + Your Ninjutsu ability
Range: 30 feet
modifier.
Duration: 1 Round
After casting the target creature gains resistance to
Components: HS, CM
Fire Damage until the end of your next turn.
Cost: 5 Chakra
At Higher Ranks: For each rank you cast this jutsu
Keywords: Fire Release, Ninjutsu, Clash
above D-Rank, increase the cost of this jutsu by 3 and
Description: You manifest a sapphire-colored flame
the number of Hit die rolled by 1.
around a willing creature you can see within range
protecting them.
FIRE RELEASE: REKINDLED FLAMES
As a reaction to the target creature being targeted by
Classification: Ninjutsu
an attack that you can see a gout of blue hot flame erupts
Rank: D-Rank
around them creating a barrier of heat.
Casting Time: 1 Action.
Until the beginning of the creatures next turn, ranged
Range: Touch
attacks deal reduced damage equal to 3d4. Melee attacks
Duration: Instant
deal reduced damage equal to 2d6 and deals 2d8 + Your
Components: HS, CM
ninjutsu ability modifier in fire damage to the attacking
Cost: 5 Chakra
creature.
Keywords: Fire Release, Ninjutsu, Medical
If the attacking creature would deal Cold Damage, this
Description: You manifest a golden-colored flame and
jutsu is immediately extinguished, ending it before any
place it on a dying creature you can see within range.
damage reduction or damage could be dealt.
Target creature is immediately stabilized and rolls 3
At Higher Ranks: For each rank you cast this jutsu
Hit Die, spending two. If the target has less than 3 Hit
above D-Rank, increase the cost of this jutsu by 3, the
die, they roll what they have left spending all of it. If the
damage reduction by 1d4 and damage done by 1d8.
creature has no hit die, they are not able to be stabilized.
They recover the result of the rolled Hit die + Your
Ninjutsu ability modifier.
After casting the target creature gains resistance to
Fire Damage until the end of your next turn.
At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3 and
the number of Hit die rolled by 1.

15
FIRE RELEASE: SANGUINE SPEAR this jutsu is cast at S-Rank, the bonus becomes +3 and
Classification: Ninjutsu the damage die is increased by an additional step.
Rank: D-Rank
Casting Time: 1 Action. FIRE RELEASE: WHITE FIRE
Range: 5 Feet Classification: Ninjutsu
Duration: Instant Rank: D-Rank
Components: HS, CM Casting Time: 1 Action
Cost: 4 Chakra Range: Self
Keywords: Fire Release, Ninjutsu Duration: Concentration, Up to 1 Minute
Description: You manifest a sanguine-colored flame and Components: HS, CM, CS
mold it into a melee weapon of your description that you Cost: 5 Chakra
then use to strike a target within range. Keywords: Fire Release, Ninjutsu, Fuinjutsu
Make two melee ninjutsu attacks, dealing 1d12 + Your Description: You manifest a pale white-colored flame
Ninjutsu ability modifier in fire damage on a hit. and mold it to coat your hands. For the duration, you do
A target currently burned or chilled suffer exasperated not need to spend chakra to maintain concentration on
effected. this jutsu.
Burned: A burned creature gain an additional rank of For the duration, Jutsu you cast with the fire release
the burned condition. keyword always forces affected creatures to make a
Chilled: A chilled creature loses the chilled condition Constitution saving throw. On a failed save they gain the
suffering from a sudden shift in temperatures taking 2d6 burned condition. On a successful save no further effects
Necrotic Damage as a result. or conditions are imposed as a result of this jutsu.
At Higher Ranks: For each rank you cast this jutsu Creatures who gain the burned condition as a result of
above D-Rank, increase the cost of this jutsu by 3 and this jutsu, instead must beat a DC 20 Dexterity (Survival)
the number of melee ninjutsu attacks by +1. Check to end the condition.

FIRE RELEASE: SPARK FIRE RELEASE: WILDFIRE


Classification: Ninjutsu Classification: Ninjutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action. Casting Time: 1 Action
Range: 5 Feet Range: 45 Feet
Duration: Instant Duration: Instant
Components: HS, CM Components: HS, CM
Cost: 3 Chakra Cost: 5 Chakra
Keywords: Fire Release, Ninjutsu Keywords: Fire Release, Ninjutsu, Clash
Description: You manifest a highly flammable ember of Description: You manifest a multicolored flame and fire
fire release chakra. You can throw this ember onto any a stream of it towards a creature you can see within
unworn or held highly flammable material or substance range. Target creature must succeed a Dexterity saving
causing it to immediately go up in flames. The fires throw. On a failed save they gain 2 ranks of the burned
created by this jutsu grow in size as normal fire would condition, and take 2d8 Fire Damage.
and are not controlled by you. These flames are so hot If the target already had the burned condition, on a
they evaporate all water from sources that are not failed save, they instead immediately take damage from
created by a Jutsu with the Water Release keyword of at the burned condition they have and take 2d12 fire
least D-Rank or Higher. These flames extinguish damage with no further effects.
themselves after 10 minutes. On a successful save they take half damage from the
2d8 if they did not have the burned condition, or the
FIRE RELEASE: TEMPERED METALS 2d12 if they already had the burned condition.
Classification: Ninjutsu
Rank: D-Rank C-RANK:
Casting Time: 1 Action
Range: Touch FIRE RELEASE: BLUE FIRE EMBER
Duration: 1 Minute Classification: Ninjutsu
Components: HS, CM Rank: C-Rank
Cost: 5 Chakra Casting Time: 1 Action
Keywords: Fire Release, Ninjutsu Range: 60 feet
Description: You superheat a single weapon or stack of Duration: Special
weapons or ammunition. For the next minute these Components: HS, CM
weapons glow red hot and to all creatures but you are Cost: 7 Chakra
scalding hot to the touch. Keywords: Fire Release, Ninjutsu
Weapon affected by this jutsu gains a +1 bonus to Description: You manifest a sapphire-colored ember
attack and damage rolls and their damage die is into a solid but flickering form. This flame appears in a
increased by one step for the duration. willing creature of your choices hand within range. This
(D4>D6>D8>D10>D12) flame causes no harm to the creature and can be given or
At the conclusion of this jutsu, the weapon becomes carried by any other creature you designate as a holder.
brittle, unusable and breaks. A holder of this flame may as their bonus action coat
At Higher Ranks: For each rank you cast this jutsu themselves in this blue flame granting them a fast
above D-Rank, increase the cost of this jutsu by 3. When burning but dense shield of flame for a short time. Until
this jutsu is cast at B-Rank, the bonus becomes +2 and the beginning of their next turn, they gain a number of
the damage die is increased by an additional step. When Temporary Hit points equal to 3d8 + 10.

16
Melee attacks that strike the creature deals 10 fire FIRE RELEASE: EVERFLAME SEEDS
damage to all creatures within 10 feet of them as the fire Classification: Ninjutsu
sparks off of them. Rank: C-Rank
This armor grants the creature Resistance to Fire Casting Time: 1 Action.
Damage for its duration. Range: Touch
When the creature would take Wind damage this Duration: Instant
Armor instead is reinvigorated gaining additional hit Components: HS, CM
points equal to the damage done and its duration is Cost: 9 Chakra
extended until the Start of the triggering creature’s next Keywords: Fire Release, Ninjutsu, Medical
turn. Description: You manifest a 2 gems of Fire Release
When the creature would take Cold Damage, this Chakra infused with Medical Release Chakra that feel hot
armor instead takes double damage. to the touch. You spend 2 of your Chakra Die, rolling and
At Higher Ranks: For each rank you cast this jutsu recording the result.
above C-Rank, increase the cost of this jutsu by 3 and the A creature can use its bonus action to eat one gem.
Damage by 5. Eating a gem forces a creature to roll 2 Hit die, spending
them both.
FIRE RELEASE: DANCE OF FIRE The creature regains Hit points equal to the result of
Classification: Ninjutsu their Hit Die + The casters Chakra die roll.
Rank: C-Rank A creature can gain the benefits of this jutsu twice per
Casting Time: 1 Reaction, which you take when you or a long rest. If a creature attempts to gain the benefits of
creature you can see in range is either targeted by an this jutsu more than twice per long rest, each time after
attack or would make a Dexterity Saving throw. the second, they take an amount of fire damage equal to
Range: Self (15-foot Radius Sphere) the result of the casters Chakra Die roll + Constitution
Duration: 1 Round Score. This damage cannot be resisted or reduced by any
Components: HS, CM means.
Cost: 9 Chakra
Keywords: Fire Release, Ninjutsu, Clash FIRE RELEASE: GREENFLAME EMBER
Description: You manifest a super dense barrier of flame Classification: Ninjutsu
around yourself and all creatures within range. Rank: C-Rank
This barrier of flame has a number of hit points equal Casting Time: 1 Bonus Action.
to twice your Ninjutsu Save DC, An AC equal to your Range: 90 feet
Ninjutsu Save DC and counts as a Structure. Creatures Duration: Concentration, Up to 1 minute
outside of the radius of this barrier cannot see passed its Components: HS, CM
walls. Creatures who attempt to pass through this Cost: 7 Chakra
barrier of flame from either side takes 15 Fire Damage. Keywords: Fire Release, Ninjutsu
This barrier cannot move and intercepts all attacks Description: You manifest an emerald-colored flame
and Jutsu, taking damage if any would attempt to pass that glows with a bright hue and attempt to mark a
through the walls exterior. creature you can see withing range with it. A Creature
This wall is immune to Wind Damage, and Jutsu with you can see within range must succeed a Constitution
the Wind Release Keyword cannot initiate a clash with it saving throw. On a failed save being marked by this
by any means, resistance to fire damage and flame. For the duration, when you make an attack
vulnerability to Cold Damage. against the marked creature you roll an additional 2d4
At Higher Ranks: For each rank you cast this jutsu adding the result to your attack & damage rolls.
above C-Rank, increase the cost of this jutsu by 3 and the At Higher Ranks: For each rank you cast this jutsu
damage by 10. above C-Rank, increase the cost of this jutsu by 3 and the
number of marked creatures by +1.
FIRE RELEASE: EMBER
Classification: Ninjutsu FIRE RELEASE: SANGUINE BLADE
Rank: C-Rank Classification: Ninjutsu
Casting Time: 1 Bonus Action Rank: C-Rank
Range: 60 feet Casting Time: 1 Action.
Duration: Instant Range: 60 Feet
Components: HS, CM Duration: Concentration, Up to 1 minute
Cost: 8 Chakra Components: HS, CM
Keywords: Fire Release, Ninjutsu Cost: 8 Chakra
Description: You manifest an unassuming mote of fire Keywords: Fire Release, Ninjutsu
that floats just above the palms of your hands. Select one Description: You manifest a sanguine-colored flame and
creature who you can see within range that has the mold it into a large melee weapon of your description
burned condition. You attempt to maximize the potential that floats near you upon its creation.
damage they take. When you cast this jutsu, you can make a melee
The target creature makes a Constitution saving ninjutsu attack against a creature within 10 feet of the
throw. On a failed save, the target immediately suffers weapon. On a hit, the target takes fire damage equal to
the maximum damage from their burned condition. The 3d6 + Your ninjutsu ability modifier.
target then gains an additional rank of the Burned As a bonus action, you can command the weapons to
Condition. move up to 30 feet and repeat the attack against a
creature within 10 feet of it.
A target currently burned or chilled suffer exasperated
effected.

17
Burned: A burned creature gain an additional rank of B-RANK:
the burned condition.
Chilled: A chilled creature loses the chilled condition FIRE RELEASE: ALCHEMIST FLAME
suffering from a sudden shift in temperatures taking 2d6 Classification: Ninjutsu
Necrotic Damage as a result. Rank: B-Rank
At Higher Ranks: For each rank you cast this jutsu Casting Time: 1 Action
above C-Rank, increase the cost of this jutsu by 3 and the Range: 90-foot cone
weapon gains a +1 bonus to attack and Damage rolls. Duration: Instant
Components: HS, CM
FIRE RELEASE: SEARING RUSH Cost: 12 Chakra
Classification: Ninjutsu
Keywords: Fire Release, Ninjutsu
Rank: C-Rank
Description: You manifest a colorless flame that you
Casting Time: 1 Action.
ingest before you exhale outward spraying it across a
Range: Self (120 Foot Line)
massive range. All creatures in range must succeed a
Duration: Instant Constitution saving throw. On a failed save they gain the
Components: HS, CM burned condition. Creatures burned by this jutsu also
Cost: 38 Chakra gain the Weakened and Slowed Conditions for the same
Keywords: Fire Release, Ninjutsu, Combination duration as their burned condition persists.
Description: You weave handsigns as you and any other At Higher Ranks: For each rank you cast this jutsu
casters conjure superhot globes of flame. These globes above C-Rank, increase the cost of this jutsu by 3 and the
are so hot that they begin to boil the water out of the air
range my 5 feet.
itself. These globes combine to form a single super
compressed globe of flame that explodes with such force FIRE RELEASE: CROSSFIRE
as it fires a powerful beam of Flame that burns the air as Classification: Ninjutsu
it passes. Rank: B-Rank
All creatures in a 15-foot wide 120 feet long line Casting Time: 1 Action.
originating from you must succeed a Dexterity saving Range: 250 feet
throw. On a failed save creature take 11d8 Fire Damage Duration: Instant
and gaining 3 ranks of burned or half as much damage Components: HS, CM
and no additional conditions on a successful save. Cost: 66 Chakra
Creatures who’s Hit points are reduced to 0 as a result of Keywords: Fire Release, Ninjutsu, Combination
this jutsu become ash. Description: You weave handsigns as you select one
Combination: If this jutsu is cast as a Combination space you can see within range. The point you choose
jutsu with 2 or more casters increase the targeted erupts with 4 different 10 feet wide, 120 feet long beams
damage by 2d8. of blazing heat that fire in different directions that all
Any creature who assists in casting this jutsu as a originate from the point you chose. No beam can fire in
combination jutsu increases this Jutsu's area of effect the same direction and must all fire at the same time.
size and damage based on the highest Charisma Modifier All creatures who are in the range of any beam fired
within the group of casters. (+0-2: No Change, +3-4: must succeed a Dexterity saving throw taking 12d6 fire
Increase the damage die to a d10, +5: Increase the damage and gaining 3 ranks of the burned condition on a
damage die to a d12). failed save or half as much damage on a successful save.
Combination: If this jutsu is cast as a Combination
FIRE RELEASE: WHITE FIRE EMBER jutsu with 2 or more casters increase the targeted
Classification: Ninjutsu damage by 3d6.
Rank: C-Rank Any creature who assists in casting this jutsu as a
Casting Time: 1 Full Turn Action combination jutsu increases this Jutsu's area of effect
Range: Self size based on the highest Charisma Modifier within the
Duration: 1 Minute group of casters. (+0-2: No Change, +3-4: Increase the
Components: HS, CM, CS width of the jutsu by 15 feet, +5: Increase the width of
Cost: 9 Chakra the jutsu by 25 feet.)
Keywords: Fire Release, Ninjutsu, Fuinjutsu
Description: You manifest a pale white-colored flame FIRE RELEASE: DUST TO DUST
and use it to enhance your Fire Release Jutsu for the Classification: Ninjutsu
duration. Rank: B-Rank
For the duration, Jutsu you cast with the fire release Casting Time: 1 Action
keyword rerolls all Attack rolls of 1~5, taking the second Range: 90 feet
result. Also, Jutsu you cast with the fire Release keyword Duration: Instant
rerolls all Damage rolls of 1 or 2, taking the second Components: HS, CM
result. Cost: 14 Chakra
You choose when to apply this effect to a jutsu you Keywords: Fire Release, Ninjutsu
cast. You may use this effect to enhance jutsu with the Description: You snap your fingers in an attempt to turn
fire release keyword a number of times equal to your a burning target into dust. You can only target a creature
proficiency bonus before this jutsu immediately ends. currently under the burned condition forcing them to
make a Constitution saving throw. Creatures with two
ranks of the burned condition, they take a -2 Penalty to
their save. Creatures with 3 ranks of the burned
condition takes a -5 penalty to the save.

18
On a failed save they take twice the maximum possible FIRE RELEASE: PYRONADO
damage from your burned condition. Classification: Ninjutsu
If they failed by 5 or more, they instead take three Rank: B-Rank
times the maximum possible damage from the burned Casting Time: 1 Action
condition. Range: 5-foot Radius
If they failed by 10 or more, they instead take four Duration: Concentration, Up to 1 minute
times the maximum possible damage from the burned Components: HS, CM, CS, W (any melee)
condition. Cost: 12 Chakra
At Higher Ranks: For each rank you cast this jutsu Keywords: Fire Release, Ninjutsu, Fuinjutsu
above B-Rank, increase the cost of this jutsu by 3 and the Description: You bathe your weapon in Fire Release
number of creatures you can target by +1. Chakra and throw it, spinning the weapon like
boomerang. The Weapon spins around you striking all
FIRE RELEASE: EVERFLAME FRUIT creatures who come within 5 feet of you for the first time
Classification: Ninjutsu or begin their turns there. Creatures who comes within
Rank: B-Rank range must succeed a Dexterity saving throw. On a failed
Casting Time: 1 Action. save they take damage equal to your weapons damage +
Range: Touch 9d6 and the burned condition or half as much and no
Duration: Instant additional effects on a successful save.
Components: HS, CM At Higher Ranks: For each rank you cast this jutsu
Cost: 14 Chakra above B-Rank, increase the cost of this jutsu by 3 and the
Keywords: Fire Release, Ninjutsu, Medical radius of this jutsu by 5 feet.
Description: You manifest a 1 apple sized gem or shard
of Fire Release Chakra infused with Medical Release FIRE RELEASE: STARFALL
Chakra that feels scalding to touch. You spend all of your Classification: Ninjutsu
Chakra Die, rolling and recording the result. Rank: B-Rank
A creature can use its bonus action to eat the gem. Casting Time: Full Turn Action
Eating a gem forces a creature to roll all of its Hit die, Range: 500 Feet
spending them all. A creature can also spend an action Duration: Concentration, Up to 1 Minute
feeding this to a dead or dying creature. Components: HS, CM, CS
The creature regains Hit points equal to the result of Cost: 72 Chakra
their Hit Die + The casters Chakra die roll. Keywords: Fire Release, Ninjutsu, Fuinjutsu,
A creature can gain the benefits of this jutsu once per Combination
long rest. If a creature attempts to gain the benefits of Description: You focus on a point you can see, 1 mile
this jutsu more than once per long rest, each time after above you. Collecting Fire Release chakra into a single
the second, they take an amount of fire damage equal to point as it grows into a mini sun.
three times the casters Ninjutsu Save DC + Twice their You can as a part of casting this jutsu, delay its effect
constitution score. This damage cannot be resisted or until your next turn. Doing this requires all casters to
reduced by any means. also spend their actions to maintain concentration. If
they do not this jutsu is casted prematurely as if there
FIRE RELEASE: EVERFLAME FRUIT was No Delay. Delaying the casting increases the
Classification: Ninjutsu strength of this jutsu by several magnitudes.
Rank: B-Rank As an action, on your turn, you can cause the mini sun
Casting Time: 1 Action. to fall on a creature you can see within range. Depending
Range: Touch on the number of rounds you have delayed this jutsu its
Duration: Instant effects change;
Components: HS, CM No Delay: Creatures who are within 60 feet of the
Cost: 14 Chakra target location must succeed a Constitution saving
Keywords: Fire Release, Ninjutsu, Medical throw. On a Failed save taking 12d8 Fire Damage gaining
Description: You manifest a 1 apple sized gem or shard 3 ranks of the Burned Condition and half as much on a
of Fire Release Chakra infused with Medical Release successful save and no further effects.
Chakra that feels scalding to touch. You spend all of your 1 Turn Delay: Creatures who are within 90 feet of the
Chakra Die, rolling and recording the result. target location must succeed a Constitution saving
A creature can use its bonus action to eat the gem. throw. On a Failed save taking 16d8 Fire Damage gaining
Eating a gem forces a creature to roll all of its Hit die, 3 ranks of the Burned Condition and half as much on a
spending them all. A creature can also spend an action successful save and no further effects.
feeding this to a dead or dying creature who’s been dead 2 Turn Delay: Creatures who are within 120 feet of the
for no longer than 1 minute. target location must succeed a Constitution saving
The creature regains Hit points equal to the result of throw. On a Failed save taking 20d8 Fire Damage gaining
their Hit Die + The casters Chakra die roll. 3 ranks of the Burned Condition and half as much on a
A creature can gain the benefits of this jutsu once per successful save and no further effects.
long rest. If a creature attempts to gain the benefits of 3 Turn Delay: Creatures who are within 160 feet of the
this jutsu more than once per long rest, each time after target location must succeed a Constitution saving
the second, they take an amount of fire damage equal to throw. On a Failed save taking 25d8 Fire Damage gaining
three times the casters Ninjutsu Save DC + Twice their 3 ranks of the Burned Condition and half as much on a
constitution score. This damage cannot be resisted or successful save and no further effects.
reduced by any means. Combination: If this jutsu is cast as a Combination
jutsu with 2 or more casters increase the targeted
damage by 2d8.

19
Any creature who assists in casting this jutsu as a FIRE RELEASE: NOVA
combination jutsu increases this Jutsu's damage Classification: Ninjutsu
potential based on the highest Charisma Modifier within Rank: A-Rank
the group of casters. (+0-2: No Change, +3-4: Increase Casting Time: 1 Action
the damage die to a d10, +5: Increase the damage die to a Range: 250 Feet
d12). Duration: Instant
Components: HS, CM
A-RANK: Cost: 120 Chakra
Keywords: Fire Release, Ninjutsu, Combination
FIRE RELEASE: BLAZING FERVOR Description: You select a space you can see within range.
Classification: Ninjutsu This space manifests a sphere of pure fire release chakra.
Rank: A-Rank The sphere begins to pull in all creatures within 120 feet
Casting Time: 1 Action of it as if it were a gravity well.
Range: Self All creatures within a 120 feet radius of the space you
Duration: 1 Minute selected must succeed a Strength saving throw, being
Components: HS, CM pulled up to 90 feet towards the space. On a successful
Cost: 20 Chakra save, they are instead pulled half that distance.
Keywords: Fire Release, Ninjutsu Creatures who end this movement within 60 feet of
Description: You pump Fire Release Chakra through the sphere must succeed a Constitution saving throw as
your veins, muscles, and even blood. When you do, for a wave of heat overwhelms them. On a failed save
the duration, your Strength & Dexterity becomes 20. If creatures take 8d12 + 75 Fire Damage. On a successful
either of these ability scores are already 20, they instead save they take Half. A creature who’s hit points are
gain a +2 bonus. reduced to 0 as a result of this jutsu, are turned to ash.
You gain a number of Temporary Hit points equal to Combination: If this jutsu is cast as a Combination
twice your Ninjutsu Save DC. Melee attacks that strike jutsu with 2 or more casters increase the targeted
you deals 15 fire damage to all creatures within 10 feet of damage by 2d12.
you as you release a mass of heat from your body in Any creature who assists in casting this jutsu as a
response. Your Unarmed or Weapon attacks deals an combination jutsu increases this Jutsu's damage
additional 2d8 Fire Damage. You gain a +3 Bonus to your potential based on the highest Charisma Modifier within
AC and Taijutsu you cast for the duration gains the Fire the group of casters. (+0-2: No Change, +3-4: Increase
Release Keyword and deals fire damage instead of its the range of this jutsu by 80 feet, and the radius by 20
listed type. feet, +5: Increase the range of this jutsu by 250 feet, the
At the end of this jutsu’s duration, you gain the radius by 60 feet and damage by 50.).
Weakened, Dazed and Slowed Conditions for the next
hour. Additionally, this jutsu cannot be cast again for the FIRE RELEASE: RELENTLESS BLAZE
next hour as your body recovers. Classification: Ninjutsu
Rank: A-Rank
FIRE RELEASE: CRIMSON BUTTERFLY Casting Time: 1 Action.
Classification: Ninjutsu Range: Touch
Rank: A-Rank Duration: 1 Minute
Casting Time: 1 Action Components: HS, CM
Range: 1 Mile Cost: 250 Chakra
Duration: Instant Keywords: Fire Release, Ninjutsu, Medical, Combination
Components: HS, CM Description: You and all other casters, if any, touch a
Cost: 20 Chakra creature who has been dead no longer than 10 minutes,
Keywords: Fire Release, Ninjutsu infusing its body with Fire Release chakra, giving it a
Description: You manifest a swarm of Fire Release temporary spark of life fueled by you.
constructs in the shape of butterflies. This swarm The creature awakes with full Hit points and Chakra
occupies a 90-foot cube centered on a space you can see points. All jutsu they cast lose any other Nature Release
within range and can occupy the spaces of multiple Keywords and Gain the Fire Release Keyword in its place.
creatures as they flutter around them. All Class, or Clan features that would require a Nature
At the end of your next turn, all butterflies in the cube Release Keyword of any type works with Jutsu with the
explode violently. Fire Release Keyword. All Damage they deal is counted as
Creatures caught in the explosion (including casters) Fire Damage and Ignores Resistance, and treats
make a Dexterity saving throw at disadvantage. On a immunity as resistance instead.
failed save they take 8d10 fire damage and gain 2 ranks At the end of the 1-minute duration or if the creatures
of the burned condition. On a successful save they take hit points is reduced to 0, they turn to ash as that spark
half damage and 1 rank of the burned condition. of life goes out being unable to be revived by any means.
At Higher Ranks: For each rank you cast this jutsu Combination: If this jutsu is cast as a Combination
above A-Rank, increase the cost of this jutsu by 3 and the jutsu with 2 or more casters increase the duration by 1
size of this jutsu by 10 feet and the damage by 2d10. minute.
Any creature who assists in casting this jutsu as a
combination jutsu increases this Jutsu's duration based
on the highest Charisma Modifier within the group of
casters. (+0-2: No Change, +3-4: Increase the duration
of this jutsu to 1 hour, +5: Increase the duration of this
jutsu to permanent.)

20
S-RANK:
FIRE RELEASE: DAWN
Classification: Ninjutsu
Rank: S-Rank
Casting Time: 1 Action
Range: Self (120-foot Radius Sphere)
Duration: Instant
Components: HS, CM, CS
Cost: 45 Chakra
Keywords: Fire Release, Ninjutsu, Fuinjutsu
Description: You coat your body in such a dense amount
of Fire Release chakra that you emit a painfully bright
Light. All creatures who can see within range who are
not behind total cover, are affected by this jutsu.
Affected Creatures, must succeed a Constitution
saving throw. On a failed save, they take 18d8 fire
damage, become permanently blinded, and gain 10 ranks
of the burned Condition, going beyond what a creature
can normally sustain for burns. On a successful save they
take half damage, becomes blind for the next minute and
gains 3 ranks of the burned condition.
A creature burned by this jutsu cannot extinguish the
flames on their own and can only have the condition
ended by;
• A Jutsu that removes conditions casted at no less than
S-Rank.
• Waiting 1 minute for the Burned Condition to end
naturally.

FIRE RELEASE: PHOENIX BLESSING


Classification: Ninjutsu
Rank: S-Rank
Casting Time: 1 Action
Range: Touch
Duration: Permanent
Components: HS, CM, CS
Cost: Special
Keywords: Fire Release, Ninjutsu, Fuinjutsu, Medical
Description: You touch a willing creature, passing on
your flame. A creature you touch regains a number of hit
and chakra points equal to your maximum hit and
chakra points respectively.
They gain a number of Temporary hit points equal to
their Maximum Hit points and a number of Temporary
Chakra points equal to their Maximum Chakra points.
You end all conditions on the target and they feel
immediately revitalized, gaining Advantage on all Ability
Checks, Saving throws, and attack rolls for the next
minute.
Your Maximum Hit & Chakra points become 0, and
cannot be increased by any means.

21
WATER RELEASE WATER RELEASE: MANTIS WINGS
Classification: Ninjutsu

D-RANK: Rank: D-Rank


Casting Time: 1 Bonus Action.

WATER RELEASE: DOLPHIN BREAK


Range: Self
Duration: Instant
Classification: Ninjutsu
Components: HS, CM
Rank: D-Rank
Cost: 4 Chakra
Casting Time: 1 Action
Keywords: Water Release, Ninjutsu
Range: 15 feet
Description: You manifest wings of water that flutter at
Duration: Instant
your command. Until the end of your turn, you gain a
Components: HS, CM
30-foot fly speed.
Cost: 4 Chakra
At the end of this jutsu’s duration if you have not
Keywords: Water Release, Ninjutsu
landed, your wings slow down bringing you gently down
Description: You manipulate your water release chakra
onto whatever surface may be directly below you.
to generate an aquatic beast of your choice that appears
At Higher Ranks: For each rank you cast this jutsu
to ram into a creature you can see within range.
above D-Rank, increase the cost of this jutsu by 3.
Make a melee ninjutsu attack. On a success you deal
Casting this jutsu at C-Rank, gives it a Concentration, up
2d6 + Your Ninjutsu ability modifier in cold damage and
to 1 minute duration at no additional chakra cost to
forcing the target creature to make a Constitution saving
maintain concentration. Casting this jutsu at A-Rank,
throw. On a failed save they gain 1 rank of Chilled.
gives it a Concentration, up to 10-minute duration at no
At Higher Ranks: For each rank you cast this jutsu
additional chakra cost to maintain concentration.
above D-Rank, increase the cost of this jutsu by 3 and
the amount of attacks you make by +1. Each attack can
WATER RELEASE: PIRANHA SWARM
target the same or a different creature. A creature must
Classification: Ninjutsu
succeed a Constitution saving throw for each successful
Rank: D-Rank
hit of this jutsu.
Casting Time: 1 Action.

WATER RELEASE: ENCOURAGING


Range: 90 Feet
Duration: 1 Minute
DROPLETS: THIRST Components: HS, CM, CS
Classification: Ninjutsu
Cost: 5 Chakra
Rank: D-Rank
Keywords: Water Release, Ninjutsu, Fuinjutsu
Casting Time: 1 Action
Description: You manifest a medium sized bubble of
Range: Touch
water that you then summon a swarm of Water
Duration: Instant
Construct piranhas within. If used near a sufficient
Components: HS, CM
source of water, reduce the chakra cost of this jutsu by 2.
Cost: 5 Chakra
When you cast this jutsu, you can make a ranged
Keywords: Water Release, Ninjutsu, Medical
ninjutsu attack against a creature within 5 feet of the
Description: You solidify your Water Release Chakra into
swarm. On a hit, the target takes damage equal to 2d6
pure water that floats above your hand. When cast, a
Cold + 2d6 Piercing damage.
willing creature within range can as a part of casting this
As a bonus action, you can command the swarm to
jutsu drink the water.
move up to 30 feet and repeat the attack against a
The target gains temporary hit points equal to your
creature within 5 feet of it.
Ninjutsu save DC until the end of their next turn.
If you cast this jutsu while submerged underwater, the
Additionally, until the end of their next turn, they gain
piranha’s can instead be commanded to move up to 45
an additional action, which they can use to make a single
feet instead of 30.
weapon attack, dash, hide, disengage, or dodge, and the
A creature who takes more cold damage than piercing
target is healed of one of the following conditions;
damage makes a Constitution saving throw gaining 1
Bleeding, Burned, Chilled, Dazed or Poisoned, from the
rank of Chilled on a failed save.
use of a jutsu of equal rank or lower.
A creature who takes more piercing damage than cold
At Higher Ranks: For each rank you cast this jutsu
damage makes a constitution saving throw gaining 1
above D-Rank, increase the cost of this jutsu by 3. If cast
rank of Bleeding on a failed save.
at B-Rank, increase the number of conditions healed to
2. If cast at S-Rank, increase the number of conditions
healed to 3.

22
WATER RELEASE: SHARKS MAW WATER RELEASE: WATER CLAWS
Classification: Ninjutsu Classification: Ninjutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action. Casting Time: 1 Action
Range: Self Range: Touch
Duration: Concentration, up to 1 Minute Duration: Instant
Components: HS, CM Components: HS, CM
Cost: 5 Chakra Cost: 5 Chakra
Keywords: Water Release, Ninjutsu Keywords: Water Release, Ninjutsu
Description: You manifest a construct of water release Description: You manifest a construct of water release
chakra around your hands to take the shape of a sharks chakra in the shape of two claws that surround your
that clamp down and bite into targets for the duration. hands, of your design and description. Make two Melee
You do not need to spend chakra to maintain Ninjutsu attack against a target creature within range.
concentration on this jutsu. If used near a sufficient On a successful hit, you deal cold damage equal to 2d8.
source of water, reduce the chakra cost of this jutsu by 2. The target creature must also succeed a Constitution
For the duration, when you make an unarmed attack, Saving throw, gaining the bleeding condition on a failed
you may replace a number of unarmed attacks equal to save.
the number of unarmed attacks you can make with a A creature with ranks of bleeding inflicted by this
Melee Ninjutsu attack. When you do, on a hit, you deal jutsu takes the maximum possible damage from their
cold damage equal to 1d10 + Ninjutsu ability modifier. condition at the beginning of their next turn.
A creature who takes cold damage as a result of this If used near a sufficient source of water, reduce the
jutsu must succeed a Dexterity saving throw on a failed chakra cost of this jutsu by 2.
save the construct shark around your hand bites into At Higher Ranks: For each rank you cast this jutsu
them as they become grappled by you. above D-Rank, increase the cost of this jutsu by 3 and
A creature grappled by you this way takes 1d8 cold the damage by 1d8.
damage at the start of each of their turns as the sharks
bite deeper into them. WATER RELEASE: WATER SEALING TRAP:
If you cast this jutsu while submerged underwater, the SUBMERGE
sharks grant you a swim speed of 60 feet and Melee Classification: Ninjutsu
Ninjutsu attacks made with this jutsu for the duration Rank: D-Rank
are made at advantage. Casting Time: 1 Action
At Higher Ranks: For each rank you cast this jutsu Range: 120 Feet
above D-Rank, increase the cost of this jutsu by 3 and Duration: 10 Minutes
damage by 1d10. Components: HS, CM, CS
Cost: 5 Chakra
WATER RELEASE: TSUNAMI MALLET Keywords: Water Release, Ninjutsu, Fuinjutsu
Classification: Ninjutsu Description: As a part of casting this jutsu, the target of
Rank: D-Rank this jutsu must be submerged fully in any type of Liquid.
Casting Time: 1 Action You weave a chakra seal made of water release chakra
Range: 10 feet that you then place on the surface of a liquid.
Duration: Instant A creature currently submerged within this liquid
Components: HS, CM becomes bound by the waters itself. Target creature
Cost: 4 Chakra must succeed a Strength saving throw. On a failed save,
Keywords: Water Release, Ninjutsu they become Restrained and unable to weave handseals
Description: You manifest a construct of water release for the duration. The target cannot drown while
chakra in the shape of a large mallet, of your design and restrained by this jutsu.
description. This mallet is then immediately used to A Creature Restrained by this jutsu, remakes their
make a Single Melee Ninjutsu attack against a target saving throws at the end of each of their turns. On a
creature within range. On a successful hit, you deal cold success ending this jutsu immediately.
damage equal to 2d6 + Your Ninjutsu Ability modifier.
The target creature must also succeed a Constitution
Saving throw, being Chilled on a failed save.
If the target of this jutsu already has 1~3 ranks of
chilled, they make the saving throw at disadvantage and
this Jutsu's damage die becomes d8’s. If the target
already has 4~5 ranks of chilled, they automatically fail
the saving throw and this jutsu’s damage die becomes
d10’s
If used near a sufficient source of water, reduce the
chakra cost of this jutsu by 2.
At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3 and
the number of attacks by +1.

23
WATER RELEASE: WHALES TORRENT C-RANK:
Classification: Ninjutsu
Rank: D-Rank WATER RELEASE: CLEANSING DROP
Casting Time: 1 Reaction, which you take when you or a Classification: Ninjutsu
creature within range would take damage, or make a Rank: C-Rank
Saving throw of any type. Casting Time: 1 Bonus Action
Range: 15-foot radius Range: 45 feet
Duration: 1 Minute Duration: Instant
Components: HS, CM, CS Components: HS, CM
Cost: 36 Chakra Cost: 7 Chakra
Keywords: Water Release, Ninjutsu, Fuinjutsu, Keywords: Water Release, Ninjutsu, Medical
Combination Description: You manipulate your water release chakra
Description: You and any other caster weave together a and infuse it with Medical Release Chakra. When you do
highly intricate mix of Water Release Chakra until you you create a single drop of water made from this jutsu,
conjure a massive Barrier of Water that protects all and send it to a single willing creature you can see within
creatures within this jutsu’s Radius. range allowing them to drink it.
This Barrier has a number of hit points equal to 24d6. A creature who drinks this drop of water who are
Resistance to Fire Damage, Vulnerability to Earth under any of the following effects from a Jutsu or
Damage. environmental hazard of Equal Rank or lower, has two of
This Barrier intercepts all attacks and Jutsu that would them completely removed at your discretion; Poisoned,
cross its space for the duration or until it reaches 0 Hit Burned, Shocked, Chilled, Dazed.
points. At Higher Ranks: For each rank you cast this jutsu
Creatures cannot enter, exit or Cross through this above C-Rank, increase the cost of this jutsu by 3 and the
barrier willingly. This Barrier lasts for the duration and amount of targets you can affect by +1.
cannot be ended early willingly by its casters.
Creatures cannot see into the barrier but creatures can WATER RELEASE: CRUSHING DROPLETS:
see outside of the barrier. SPILL
Combination: If this jutsu is cast as a Combination Classification: Ninjutsu
jutsu with 2 or more casters increase its hit points by Rank: C-Rank
2d6. Casting Time: 1 Action
Any creature who assists in casting this jutsu as a Range: Self
combination jutsu increases this Jutsu's defensive Duration: Concentration, Up to 1 Minute
potency based on the highest Charisma Modifier within Components: HS, CM
the group of casters. (+0-1: No Change, +2-3: Increase Cost: 8 Chakra
the hit die to a d8, +4-5: Increase the hit die to a d10.) Keywords: Water Release, Ninjutsu
Description: You manipulate your water release chakra
WATER RELEASE: WHISPER hardening it until the waters density becomes too much
Classification: Ninjutsu for most to handle.
Rank: D-Rank For the duration, when you would cast a Jutsu with the
Casting Time: 1 Bonus Action Water Release Keyword, the strength of the jutsu is
Range: 90 feet modified based on your needs at the moment. Select one
Duration: Concentration, Up to 1 minute of the following effects when you cast the jutsu.
Components: HS, CM, CS
• Cold Damage you deal with Jutsu with the Water
Cost: 5 Chakra
Release Keyword is increased by an amount equal to
Keywords: Water Release, Ninjutsu, Fuinjutsu
your Proficiency Bonus. This bonus damage can
Description: You send bubbles made from Water Release
happen up to twice per turn.
chakra to fill the inner ear of your allies for the duration.
• Attacks made with Jutsu with the Water Release
Select up to 3 willing creatures within range to gain
Keyword are made with a bonus to hit equal to 1d4.
the benefits of this jutsu.
• Creatures who would make a saving throw against a
For the duration, affected creatures who would make a
Wisdom (Perception) Check adds your Ninjutsu Ability Jutsu you cast with the Water Release Keyword rolls an
Modifier to their Check. Sound base environmental additional 1d4 reducing their saving throws by the
effects that force a saving throw of any type are made result.
with advantage. At Higher Ranks: For each rank you cast this jutsu
Additionally, The First Saving throw made against a above C-Rank, increase the cost of this jutsu by 3. When
Genjutsu with the Auditory Keyword add your Ninjutsu you would cast this jutsu at B-Rank you may select a
Ability Modifier to their saving throw. This jutsu creature within 5 feet of you to gain this jutsu’s benefit
immediately ends after this saving throw. for the same duration.
At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3, the
number of creatures affected by this jutsu by +2.

24
WATER RELEASE: FOUR SHARK RAIN WATER RELEASE: ROAR OF ATLANTIS
Classification: Ninjutsu Classification: Ninjutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Bonus Action Casting Time: 1 Action
Range: 90 feet Range: Touch
Duration: Concentration, Up to 1 Minute Duration: Concentration, Up to 1 minute
Components: HS, CM Components: HS, CM
Cost: 9 Chakra Cost: 8 Chakra
Keywords: Water Release, Ninjutsu Keywords: Water Release, Ninjutsu
Description: You manipulate your water release chakra Description: You manipulate the Water Release Chakra
shaping it until you completely form 4 construct Sharks with a creature you touch within range. If used on
made of your Chakra alone. These Sharks Swim in midair yourself, you do not need to spend chakra to maintain
around you waiting for your command to attack. The concentration on this jutsu.
sharks are physical creatures and can be attacked. They For the duration, when the creature cast a Jutsu with
have an AC equal to your Ninjutsu Save DC and Hit points the Water Release keyword that deals damage or inflicts
equal to your Ninjutsu Save DC. They have Vulnerability a condition of any type, the affected creature becomes
to Earth Damage and Resistance to Fire Damage. When Wet. A wet creature remains wet for this jutsu’s
they would reach 0 Hit points, they explode dealing Cold duration, unless otherwise stated.
Damage equal to 2d6+ Your Ninjutsu Ability Modifier. A wet creature who takes damage from the following
This Explosion does not occur if you lose concentration damage types triggers the following effects.
ending this jutsu early. Fire Damage: The creature has the water react to the
As an Action on your turn, you may Command a single fire as the space they occupy and all spaces within 5 feet
shark to attack a creature you can see within range. Once of them is filled with Steam. They take additional Fire
you do, you lose the ability to command one of your Damage equal to 2dX, where X is the triggering jutsu’s
construct sharks. Make a Ranged Ninjutsu Attack. On a Damage die. The Steam remains until the end of the
hit you deal 2d6 Cold Damage and 2d6 Piercing damage target creatures next turn. The area the steam occupies
as the shark tears into its target. Regardless if you hit or is heavily obscured. The target creature is no longer wet.
miss, the shark continues to chase after and attack the Lightning Damage: The creature has the water react
target at the beginning of each of your turns without to the lightning as the lightnings conductivity is
being directed to, the sharks target has to succeed a multiplied and all adjacent creatures become targets for
Dexterity saving throw taking 2d6 Cold and 2d6 Piercing this super conduction. They take additional Lightning
damage on a failed save, and half as much on a Damage equal to 2dX, where X is the triggering jutsu’s
successful one. damage die. All creatures who are adjacent to the wet
A creature can have no more than 2 sharks attacking creature makes a Dexterity saving throw taking half of
them at once at the beginning of each of your turns. If the lightning damage dealt on a failed save or none on a
used near a sufficient source of water, reduce the chakra successful save.
cost of this jutsu by 2. Wind Damage: The creature has the wet condition
At Higher Ranks: For each rank you cast this jutsu spread around affecting creatures near them as the
above C-Rank, increase the cost of this jutsu by 3 and the water is picked up and thrown around. They take
number of construct sharks by 1. additional Cold Damage equal to 2dX, where X is the
triggering jutsu’s damage die. All creatures who are
WATER RELEASE: RAGING TIDE within 10 feet of the wet creature becomes wet as well.
Classification: Ninjutsu
Rank: C-Rank
Casting Time: 1 Action
Range: Self (120-foot line)
Duration: Instant
Components: HS, CM
Cost: 8 Chakra
Keywords: Water Release, Ninjutsu
Description: You manipulate Surrounding Water as you
pull water from the air, surrounding plants and even
create water using your Water Release Chakra.
This collects into a large wave that appears in front of
you before it is propelled forward in a highly concussive
way. All creatures in a 15-foot wide, 120-foot-long line
originating from you must succeed a Dexterity saving
throw. On a failed save a creature takes Cold Damage
equal to 3d8, gain the chilled condition, be pushed back
in a straight line following the path of your jutsu 30 feet
and be knocked prone. On a successful save they take
half damage and no additional conditions.
At Higher Ranks: For each rank you cast this jutsu
above C-Rank, increase the cost of this jutsu by 3 and the
damage by 1d8.

25
WATER RELEASE: HEAVENLY MIRROR OF WATER RELEASE: WATER PERMEATION
PAIN Classification: Ninjutsu
Classification: Ninjutsu Rank: C-Rank
Rank: C-Rank Casting Time: 1 Action.
Casting Time: 1 Action. Range: Touch
Range: 120 Feet Duration: 1 Minute
Duration: 1 Minute Components: HS, CM, CS
Components: HS, CM, CS Cost: 6 Chakra
Cost: 9 Chakra Keywords: Water Release, Ninjutsu, Fuinjutsu
Keywords: Water Release, Ninjutsu, Fuinjutsu Description: You place a sealing tag on one willing
Description: You manifest a ring of water that creates a creature you can see within range. For the next minute
reflective film similar to that of a mirror. You first seal they lose physical form as they and all equipment held
your reflection into the mirror, then select one creature become a pool of water. As a pool of water, their speed
whom you can see who is not obscured in any way within becomes 60 feet, and gain a swim speed of 120 feet. They
range. When you do, you seal their reflection into the can squeeze through cracks or disconnected surfaces
mirror. A creature who’s reflection is sealed into the that are at least 1 millimeter wide. The affected creature
mirror casts no reflection onto any reflective surface for cannot make attacks, use handsigns, or mold chakra.
the duration. For this jutsu’s duration, when one The affected creature cannot see, but they gain 60 feet of
creature who’s reflection is sealed into the mirror take tremor sense.
damage, suffer a condition, or regain hit points, the Additionally, the affected creature becomes immune
other creature who’s reflection is sealed into the mirror to Cold, Bludgeoning, piercing and Slashing Damage.
takes half of the damage dealt, Half of hit points healed Resistant to Fire Damage, and Vulnerable to lightning
and Suffer the same conditions. Damage.
A creature who is resistant or Immune to a damage
type does not share this resistance or immunity to the B-RANK:
other creature. (For Ex. If you have resistance to
Lightning Damage and would take 10 lightning damage, WATER RELEASE: ARMOR OF POSEIDON
the other creature who’s reflection is sealed in the Classification: Ninjutsu
mirror takes 5 damage. You then apply your resistance to Rank: B-Rank
the Lightning damage reducing it by half down to 5.) Casting Time: 1 Bonus Action
Only two creatures reflections can be sealed into a Range: Self
mirror at a time, and you can only have one instance of Duration: Concentration, up to 10 Minutes
this jutsu active at a time. Components: HS, CM
This mirror solidifies and becomes a physical mirror Cost: 14 Chakra
for this jutsu’s duration. Has 1 Hit Point with 10 AC. If a Keywords: Water Release, Ninjutsu
creature is holding the mirror it cannot be targeted or Description: You manipulate your water release chakra
damaged until it is not being held. Once the mirror is and coat your body in it creating a tangible armor of
broken or you dismiss this jutsu as a bonus action Water Release. If you are fully submerged in water, this
neither creatures reflection remains sealed into the jutsu cannot end as a result of failing a Concentration
mirror. Any Conditions that remains after the mirror is Check, and you reduce the concentration cost by -1. If
broken persists as normal. used near a sufficient source of water, reduce the chakra
cost of this jutsu by 2.
WATER RELEASE: WATER ABSORPTION For this jutsu’s Duration, you gain the following
Classification: Ninjutsu benefits while completely submerged in water;
Rank: C-Rank
• You gain a 120 feet Swim Speed.
Casting Time: 1 Action.
• You can breathe underwater as if breathing air.
Range: Touch
• You gain 60 feet of tremor sense.
Duration: Concentration, Up to 1 Minute
• Jutsu, you cast with the Water Release Keyword deals
Components: HS, CM, CS
additional damage equal to 1 damage die. If the target
Cost: 7 Chakra
is currently Chilled the jutsu instead deals additional
Keywords: Water Release, Ninjutsu, Fuinjutsu
damage equal to 2 damage die. This additional damage
Description: You place a sealing tag on one creature you
only happens once per turn.
can see within range. When you cast this jutsu, all Water
• When you make weapon attacks, you are not impeded
sources the target is in contact with or adjacent to, is
due to being underwater and do not need to roll at
absorbed into them and is used to artificially enhance
disadvantage.
the targets physical ability. If the target is next to a water
• Weapon attacks you make while underwater retain
source comparable to a lake, sea, or ocean this jutsu does
their full range.
not consume all of the water, but up to 1000 gallons.
• Weapon attacks you make can use your Ninjutsu
For the duration, the creatures Strength Score
Ability modifier instead of Strength or Dexterity to
becomes 20 if it not already. If their strength score is
calculate your attack or damage rolls.
already 20, it instead becomes 22. Their Jump Distance is
• Weapon Attacks you make deals additional damage
doubled. They gain resistance to Bludgeoning damage
equal to 2d6 cold damage once per turn.
and the first time each turn, that they would deal
unarmed or weapon damage they deal additional
damage equal to 2d10. When this jutsu ends, the creature
becomes weakened and slowed until the end of their next
turn as their body recovers from the over saturation of
water in their system.

26
WATER RELEASE: DEEP WATER RELEASE: HEAVENLY M IRROR OF
Classification: Ninjutsu HOPE
Rank: B-Rank Classification: Ninjutsu
Casting Time: 1 Action Rank: B-Rank
Range: Self (30-foot radius sphere) Casting Time: 1 Reaction, which you take when you are
Duration: 1 Minute targeted by a Jutsu, or would make a saving throw as a
Components: HS, CM result of a jutsu who’s range is either a Line or Cone.
Cost: 80 Chakra Range: Special
Keywords: Water Release, Ninjutsu, Combination Duration: Instant
Description: You and other casters manipulate Components: HS, CM
Surrounding Water as you artificially manipulated the Cost: Special
depth of water surrounding yourselves. Keywords: Water Release, Ninjutsu
Each Caster of this jutsu manifests a 30-foot radius Description: You manifest a ring of water that creates a
sphere of water within which they gain a 60-foot swim reflective film similar to that of a mirror. When you are
speed and the ability to breathe within each sphere of targeted with a jutsu, you quickly raise this mirror
water created during this jutsu’s casting. showing your targets reflection. You spend a number of
Each caster can then select up to 2 creatures other chakra casting this jutsu equal to your targets cost of
than themselves who will be unable to Drown while casting a jutsu + the Jutsu’s Rank
within this jutsu’s radius and gains a swim speed equal (D-Rank: +2, C-Rank: +5, B-Rank: +8, A-Rank: +11, S-
to their walking speed while inside any sphere of water Rank: +14.)
created during this jutsu’s casting. Additionally, the When you do, your mirror reflects the jutsu cast at you
selected creatures do not need to make a Saving throw as back onto them. Any attack rolls, they make now count
a result of this jutsu. as targeting themselves, and on a hit, they take their
Each creature selected by a caster who casts a Jutsu of own damage. Saving throws you would have to make;
any type while within a sphere of water created during they instead make as if they were the target suffering
this jutsu’s casting now deals cold damage instead of their jutsu’s effects as normal.
their jutsu’s listed damage type. At Higher Ranks: For each rank you cast this jutsu
Creatures who are within this jutsu’s radius when above B-Rank, reduce the cost of the jutsu reflected by 1.
casted must succeed a Dexterity and Constitution saving
throw. On a failed Dexterity saving throw they are pulled WATER RELEASE: PAINFUL WATER
30 towards the center of the sphere of water. On a Classification: Ninjutsu
successful save they are instead floating within the Rank: B-Rank
sphere of water in their current position. On a failed Casting Time: 1 Bonus Action
Constitution saving throw the creature was unable to Range: 90 feet
hold its breath and begins drowning. A drowning Duration: Concentration, Up to 1 minute
creature can survive for a number of rounds equal to Components: HS, CM, CS
their constitution Modifier (Min 1) before falling Cost: 11 Chakra
unconscious as a result of drowning. If an unconscious Keywords: Water Release, Ninjutsu, Fuinjutsu
creature remains drowning, at the beginning of the Description: You manipulate the Water Release Chakra
unconscious creatures turn, they take necrotic damage within yourself and mark a creature you can see within
equal to their level. On a successful save they are able to range with this chakra.
hold their breath for a number of rounds equal to their For the duration, when the creature would take
Constitution Modifier (Min 1.). damage from a jutsu with the Water Release Keyword,
At the beginning of a creatures turn who has exceeded they take additional damage equal to your character
the number of rounds they can hold their breath; they level, once per turn.
begin drowning as if they failed their saving throw. Additionally, when a creature marked with this jutsu
An unconscious creature who is no longer drowning would make a saving throw to resist the chilled
can be awoken by another creature as a bonus action. condition, they roll 1d8, reducing their saving throw by
Combination: If this jutsu is cast as a Combination the result.
jutsu with 2 or more casters reduce the cost by -2. At Higher Ranks: For each rank you cast this jutsu
Any creature who assists in casting this jutsu as a above B-Rank increase the cost by 3 and the number of
combination jutsu increases this Jutsu's radius based on creatures you can mark by +1.
the highest Charisma Modifier within the group of
casters. (+0-1: No Change, +2-3: Increase the radius to
90-foot radius sphere(s), +4-5: Increase the radius to
120-foot radius sphere(s)).

27
WATER RELEASE: RED RAIN A-RANK:
Classification: Ninjutsu
Rank: B-Rank WATER RELEASE: GREAT HYDRA FANG
Casting Time: 1 Bonus Action Classification: Ninjutsu
Range: 90 feet (10-foot radius) Rank: A-Rank
Duration: Concentration, Up to 1 minute Casting Time: 1 Action
Components: HS, CM Range: 120 feet
Cost: 13 Chakra Duration: Concentration, Up to 1 minute
Keywords: Water Release, Ninjutsu Components: HS, CM
Description: You manipulate the Water Release Chakra Cost: 18 Chakra
molding it until you create a cloud 100 feet in the air. Keywords: Water Release, Ninjutsu, Clash
This cloud is then sent to hover over a creature you can Description: You manipulate your water release chakra
see within range, and begins to rain down red rain in a molding it until you manifest 9 massive serpent like
10-foot radius around the creature. heads of your description composed of Water.
All creatures who are within the radius begin to be As an Action, or bonus action you may command a
rained on and have their clothing soaked with this red single hydra head to attack a creature you can see within
rain, that dulls their senses. range. This attack can turn corners and ignores all but
For the duration when a creature within this jutsu’s total cover. Make a Ranged Ninjutsu attack on a hit you
radius would make a saving throw to resist a jutsu cast deal 8d8 cold damage. On a hit or miss the head is spent
from any creature other than you, you may roll a d8, reducing the number of heads you have by 1.
reducing their saving throws by the result. This As a reaction, you can command a single hydra head to
reduction happens once per turn, per creature. protect you from an incoming attack, granting you 5d8
As a bonus action on your turn, you may move the temporary hit points against the triggering attack. When
cloud 40 feet raining on the new space. you do you reduce the number of heads you have by 1.
At Higher Ranks: For each rank you cast this jutsu Also, as a reaction, you can command 3 hydra heads to
above B-Rank increase the cost by 3 and the distance you encircle you to completely protect you from a jutsu or
can move the cloud by +20 feet. effect that would force you to make a Strength, Dexterity
or Constitution saving throw. When you do, you instead
WATER RELEASE: REFLECTIVE DROPLETS: gain immunity to the triggering jutsu or effect until the
DRIP end of the current turn. When you use this effect, you
Classification: Ninjutsu reduce the number of heads you have by 3.
Rank: B-Rank At Higher Ranks: For each rank you cast this jutsu
Casting Time: 1 Reaction, which you take when you above A-Rank, increase the cost of this jutsu by 3, the
would take damage. number of Hydra heads by +1.
Range: Self
Duration: 1 Round WATER RELEASE: GREAT SHARK BULLET
Components: HS, CM Classification: Ninjutsu
Cost: 12 Chakra Rank: A-Rank
Keywords: Water Release, Ninjutsu Casting Time: 1 Action
Description: You manipulate your water release chakra Range: 120 feet
molding it until you envelop yourself into a protected Duration: Instant
bubble, intercepting incoming attacks. Components: HS, CM
This bubble protects you from incoming attacks Cost: 20 Chakra
taking the damage you would take instead until the Keywords: Water Release, Ninjutsu, Clash
beginning of your next turn. Description: You manipulate your water release chakra
The bubble has a number of hit points equal to 5d10 + molding it until you manifest a single gargantuan shark
Twice your Proficiency bonus. The bubble is resistant to that you then launch at a creature within range, leaving a
Fire Damage and Vulnerable to Earth Damage. You trail of devastation in its path.
cannot be targeted with jutsu that requires a clear line of The shark is propelled in a straight line towards a
sight and when you would make a saving throw from a single target creature. Make a Ranged Ninjutsu Attack.
jutsu that has a range of either a Cone or Line, you make On a success they take cold damage equal to 10d8, and
your saving throw at advantage. gain 2 ranks of Chilled.
Melee attacks made against you deals cold damage to All creatures the shark would pass through while
the triggering creature equal to their attacks damage, traveling to the target creature would suffer some effect
this effect does not trigger if the triggering damage type as well. All creatures except the target creature in a 15-
is Earth. foot wide, up to 120-foot line makes a Dexterity saving
At Higher Ranks: For each rank you cast this jutsu throw. The line ends early if the space the original target
above B-Rank, increase the cost of this jutsu by 3 and the creature was occupying is less than 120 feet away from
number of hit points the bubble has by 1d10. when the jutsu was cast. On a failed save they take 6d8
cold damage and 1 rank of chilled. Or half as much on a
successful save and no additional effects.
At Higher Ranks: For each rank you cast this jutsu
above A-Rank, increase the cost of this jutsu by 3 and the
damage by 2d8.

28
WATER RELEASE: HEAVENLY MIRROR OF S-RANK:
DOOM
Classification: Ninjutsu WATER RELEASE: DROWN
Rank: A-Rank Classification: Ninjutsu
Casting Time: 1 Action. Rank: S-Rank
Range: 120 Feet Casting Time: 1 Full Turn Action
Duration: Instant Range: 120 feet
Components: HS, CM, CS Duration: Concentration, Up to 1 minute
Cost: Special Components: HS, CM
Keywords: Water Release, Ninjutsu, Fuinjutsu Cost: 24 Chakra
Description: You manifest a ring of water that creates a Keywords: Water Release, Ninjutsu
reflective film similar to that of a mirror. You first seal Description: You manipulate your water release chakra
your current essence of health into the mirror. You must molding it until you reach a level of control so much so
have at least 1 hit point and 50 Chakra points, reducing that you are able to forcibly turn air into water and vice
your current hit points to 0, and reducing your current versa as it is inhaled by other creatures.
chakra points by half, while not falling unconscious. Select up to 7 creatures you can see within range. Each
When you do you must then select one creature whom creature makes a Constitution saving throw. On a Failed
you can see who is not obscured in any way within range. save for the duration if they can breathe air, they instead
When you do, the target creature must succeed a can only breathe water. If they can breathe water, they
Wisdom Saving throw. On a failed save you seal their can instead only breathe air.
essence of health into the mirror reducing their hit A creature who is currently in an environment in
points to 0 while not falling unconscious. which they cannot breathe normally, they begin to
If the target creature passes the save, you regain the Drown.
hit points you lost and regain half of your lost chakra While drowning this way, it can survive for a number
points immediately ending this jutsu. of rounds equal to its constitution modifier (minimum of
Once there are two creatures essence of health sealed 1 round). At the start of its first turn after these rounds,
into the mirror, they switch owners. You gain a number it drops to 0 hit points and is dying. A creature who
of hit points equal to the number of hit points the target begins their turn dying after falling to 0 hit points as a
creature lost and the target creature gains a number of result of this jutsu, they die. While drowning they cannot
hit points equal the number of hit points you lost. speak.

WATER RELEASE: TRIDENT WATER RELEASE: SUPREME WATER LION


Classification: Ninjutsu Classification: Ninjutsu
Rank: A-Rank Rank: S-Rank
Casting Time: 1 Bonus Action Casting Time: 1 Full Turn Action
Range: Self Range: 120 feet
Duration: Concentration, Up to 1 Minute Duration: Concentration, Up to 1 minute
Components: HS, CM Components: HS, CM, CS
Cost: 20 Chakra Cost: 25 Chakra
Keywords: Water Release, Ninjutsu, Clash Keywords: Water Release, Ninjutsu, Fuinjutsu
Description: You manifest a construct of water release Description: You conjure a Huge construct made of
chakra in the shape of a trident, lance, spear or any Water & Chakra forming a Huge beast of your
polearm of your description. This construct begins to description that you can command as a bonus action. It
vibrate and churn the water it is comprised of turning it rolls initiative as it has its own turns, using your
until it acts like a Chainsaw when it strikes a target Ninjutsu Ability Modifier + Proficiency as its Initiative.
creature. You do not spend Chakra while maintaining You can as a bonus action on your turn, so long as you
concentration on this jutsu. are in physical contact with this construct merge into its
For the duration, you can as an action make 2 Melee head. While you are merged in this way you have total
Ninjutsu Attacks with this construct. It has a range of 10 Cover against attacks and other effects outside of the
feet, has a critical threat range of 19~20, and deals cold Lion.
damage equal to 4d10 + Ninjutsu Ability Modifier on a
hit.
Creatures who take cold damage as a result of this
jutsu must succeed a Constitution saving throw. On a
failed save, they gain a rank of Chilled.
At Higher Ranks: For each rank you cast this jutsu
above A-Rank, increase the cost of this jutsu by 3 and the
number of attacks by +1.

29
Huge Construct, unaligned

Armor Class 17 + Your Ninjutsu Ability Modifier


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

STR DEX CON INT WIS CHA


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

Damage Immunities Acid, Poison, Psychic, Bludgeoning, Piercing


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

Immutable Form. The Supreme Water Lion is immune to any


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

Multiattack. The Supreme Water Lion can attack 3 times. Twice


with its claws and once with its bite.
Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one creature.
Hit: 6d6 + 6 Cold damage. A creature hit by this attack must
succeed a Strength Saving throw vs your Ninjutsu Save DC. On
a failed save they are grappled. Until this grapple ends, the
target is restrained and the Lion cannot bite another target.
Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one creature.
Hit: 3d8 + 6 Cold damage. A creature hit by this attack must
succeed a Constitution saving throw vs your Ninjutsu Save DC.
On a failed save they gain 1 rank of Chilled.
Swallow. The Water Lion makes one bite attack against a Large
or Smaller creature it is grappling. If the Attack hits, the target
is swallowed, and the grapple ends. The swallowed target is
restrained but is fully visible in the belly of the Water Lion,
although it cannot be the target of any jutsu. While inside the
Lion it must be able to breathe underwater or it begins to
drown. A drowning creature can survive for a number of
rounds equal to their constitution Modifier (Min 1) before
falling unconscious as a result of drowning. If an unconscious
creature remains drowning, at the beginning of the
unconscious creatures turn, they take Cold damage equal to
6d6 + 9. An unconscious creature who is no longer drowning
can be awoken by another creature as a bonus action
Hydro Discharge (Recharge 5-6): The Lion exhales Pure Water
Release chakra in a 60- foot cone. Each creature, except its
summoner in that cone must make a Dexterity saving throw vs
your Ninjutsu save DC, taking 10d10 Cold damage and 2 ranks of
Chilled on a failed save, or half as much damage on a successful
one.

30
LIGHTNING RELEASE LIGHTNING RELEASE: HEAVEN STEP
Classification: Ninjutsu

D-RANK: Rank: D-Rank


Casting Time: 1 Bonus Action

LIGHTNING RELEASE: CIRCUIT BREAKER


Range: 90 feet
Duration: Concentration, Up to 1 minute
Classification: Ninjutsu
Components: HS, CM
Rank: D-Rank
Cost: 4 Chakra
Casting Time: 1 Action
Keywords: Lightning Release, Ninjutsu
Range: 90 feet
Description: You conjure your lightning release chakra
Duration: Instant
to generate a mote of electricity. Select a space that
Components: HS, CM
another creature is not occupying that you can see
Cost: 5 Chakra
within range where you throw your mote. This space can
Keywords: Lightning Release, Ninjutsu
be in the Air but cannot be thrown through walls or
Description: You conjure your lightning release chakra
water instead stopping at the first semi-solid surface it
to generate a jolt of electricity in an attempt to shock a
encounters.
creature within range. Make a Ranged Ninjutsu Attack,
You can choose to target a creature with this mote
on a hit, you deal 1d6 Lightning Damage. If the target
instead of an empty space. Make a Range Ninjutsu
creature is currently concentration on a Jutsu they make
attack. On a success you deal 1d8 Lightning damage and
their check at disadvantage. If the target has a jutsu
the target must succeed a Constitution saving throw
active that doesn’t require concentration and they are
being Shocked until the end of their next turn on a failed
not currently concentration on a jutsu, they lose the
save. The mote then occupies the closest open space as
benefits of that jutsu until the end of their next turn.
the target creature.
At Higher Ranks: For each rank you cast this jutsu
As a reaction, you can trigger the mote to detonate. All
above D-Rank, increase the cost of this jutsu by 3 and
creatures within 5 feet of the mote must succeed a
the amount of attacks you make by +1.
Dexterity saving throw. On a failed save they take 2d6

LIGHTNING RELEASE: ELECTROMAGNETIC Lightning damage and become shocked until the end of

ANNOYANCE
their next turn. If a creature who fails the save is already
shocked, they are instead shocked until the end of your
Classification: Ninjutsu
next turn. When you do this jutsu immediately ends.
Rank: D-Rank
At Higher Ranks: For each rank you cast this jutsu
Casting Time: 1 Action
above D-Rank, increase the cost of this jutsu by 3 and
Range: Self (20-foot Cube)
the damage by 1d8 and 1d6 respectively.
Duration: Instant
Components: HS, CM
Cost: 3 Chakra
LIGHTNING RELEASE: LIGHTNING BUCKLER
Classification: Ninjutsu
Keywords: Lightning Release, Ninjutsu
Rank: D-Rank
Description: You conjure your lightning release chakra
Casting Time: 1 Bonus Action
to generate a wave of electricity. Each creature in a 20-
Range: Self
foot cube originating from you must succeed a
Duration: Concentration, Up to 1 minute
Constitution saving throw being Shocked until the end of
Components: HS, CM, CS
their next turn on a failed save. If a creature is already
Cost: 4 Chakra
shocked, they make this save at disadvantage.
Keywords: Lightning Release, Ninjutsu, Fuinjutsu
A creature who is shocked and gains another rank of
Description: You conjure your lightning release chakra
shock as a result of this jutsu has their shocked condition
and mold it around a chakra seal until you form a shield
duration increased to 1 minute.
made of Lightning Chakra. For the duration this jutsu
At Higher Ranks: For each rank you cast this jutsu
cannot be ended as a result of a failed concentration
above D-Rank, increase the cost of this jutsu by 3 and
check.
the cube by 5 feet.
The lightning shield you manifest sits on your arm

LIGHTNING RELEASE: ELECTROMAGNETIC and has a design of your description. While


concentration on this jutsu when you would take damage
FIELD from a melee attack you may as a Reaction attempt to
Classification: Ninjutsu
deflect the attack. When you do reduce the damage taken
Rank: D-Rank
by 2d6 + Ninjutsu ability Modifier. If the damage is
Casting Time: 1 Action
reduced to 0, the triggering creature becomes Shocked
Range: Self (35-foot Cube)
until the end of your next turn.
Duration: Concentration, Up to 1 minute
If Wind damage would be the triggering damage type
Components: HS, CM
you instead roll 2d4 + Your ninjutsu ability modifier.
Cost: 5 Chakra
At Higher Ranks: For each rank you cast this jutsu
Keywords: Lightning Release, Ninjutsu
above D-Rank, increase the cost of this jutsu by 3 and
Description: You conjure your lightning release chakra
the damage reduction by 1d6 or 1d4.
to generate an aura electricity. Each creature of your
choice within a 35-foot cube centered on you when this
jutsu is cast, and those who begin their turns in this
jutsu’s range must succeed a Constitution saving throw.
On a failed save the first time they would take
Lightning Damage before the end of their next turn the
damage die of the lightning damage increases by 1 Step.
(D4>D6>D8>D10>D12).

31
LIGHTNING RELEASE: MARK OF JOLTS choice; This can be a greatsword, shield, wall, or a
Classification: Ninjutsu Lightning construct version of yourself. This jutsu
Rank: D-Rank cannot trigger against psychic or chakra reduction.
Casting Time: 1 Bonus Action When you would take damage, you gain Temporary hit
Range: Self points equal to half of your Ninjutsu Save DC (rounded
Duration: Concentration, Up to 1 minute. down). While you have Temporary hit points gained by
Components: HS, CM, CS this jutsu, you have resistance to Earth Damage and
Cost: 5 Chakra Vulnerability to Wind Damage.
Keywords: Lightning Release, Ninjutsu, Fuinjutsu Each time you take damage until the end of the current
Description: You conjure your lightning release chakra turn you build up lightning release chakra. You must
and mold it around a chakra seal until you form a Kanji keep track of all damage taken until the end of the
of your own description and with its own meaning. This current turn. If your hit points are reduced to 0 while this
Kanji Floats in a space within 5 feet of you and can be jutsu is active, it immediately ends.
moved up to 20 feet in any direction of your choice as a At the end of the current turn, you discharge all of the
bonus action. Choose one of the following effects; built-up Lightning Release chakra. All creatures within a
Jolts: All creatures except you, within a 10-foot radius 15-foot radius sphere must succeed a Dexterity saving
sphere centered on your Kanji takes lightning damage throw, taking lightning damage equal to the damage
equal to 1d6 + Your Ninjutsu ability Modifier at the end you’ve taken + 3d6 on a failed save or half as much on a
of each of your turns. successful save.
Shocks: All creatures except you, within a 10-foot If a creature is shocked, they make their saving throw
radius sphere centered on your Kanji that takes lightning at disadvantage.
damage must make a Constitution saving throw being At Higher Ranks: For each rank you cast this jutsu
Shocked until the end of their next turn on a failed save. above D-Rank, increase the cost of this jutsu by 3 and
Once this effect has triggered and inflicted the shocked the damage by 1d6.
condition 3 times this jutsu immediately ends.
You can end this jutsu early as a bonus action. LIGHTNING RELEASE: SPARK
At Higher Ranks: For each rank you cast this jutsu Classification: Ninjutsu
above D-Rank, increase the cost of this jutsu by 3 and Rank: D-Rank
the damage by 1d6 or the number of triggers by +1. Casting Time: 1 Action
Range: Touch
LIGHTNING RELEASE: PANTHER CLAW Duration: Instant
Classification: Ninjutsu Components: HS, CM
Rank: D-Rank Cost: 3 Chakra
Casting Time: 1 Action Keywords: Lightning Release, Ninjutsu, Medical
Range: 10 feet Description: You conjure your lightning release chakra
Duration: Instant. to generate a spark of willpower from within a creature.
Components: HS, CM A Creature you touch gains 1 Hit point and a number of
Cost: 4 Chakra temporary hit points equal to 2d6 + Your Ninjutsu ability
Keywords: Lightning Release, Ninjutsu Modifier. These Temporary hit points last for 1 minute.
Description: You conjure your lightning release chakra Additionally, the creature gains resistance to
and mold it around your arms until you conjure a Lightning damage so long as they have Temporary hit
construct of your description. points granted by this jutsu.
Make a Melee Ninjutsu attack. On a hit you deal 2d10 At Higher Ranks: For each rank you cast this jutsu
Lightning Damage. above D-Rank, increase the cost of this jutsu by 3 and
If the target has at least 1 rank of shocked your the temporary Hit points by 1d6.
damage die becomes d12.
If the target has at least 2 ranks of shocked you also LIGHTNING RELEASE: THUNDERCLAW
increase your critical range to 19~20. Classification: Ninjutsu
If the target has at least 3 ranks of shocked you also Rank: D-Rank
add your Ninjutsu Ability Modifier to the damage you Casting Time: 1 Action
deal. Range: Touch
If the target has at least 5 ranks of shocked you make Duration: Concentration, Up to 1 minute
an additional melee ninjutsu attack. Components: HS, CM
At Higher Ranks: For each rank you cast this jutsu Cost: 4 Chakra
above D-Rank, increase the cost of this jutsu by 3 and Keywords: Lightning Release, Ninjutsu
the damage by 1d10. Description: You conjure your lightning release chakra
to generate claws of Lightning around your hands.
LIGHTNING RELEASE: RETRIBUTION For the duration, you can as an action make a melee
Classification: Ninjutsu ninjutsu attack. On a hit you deal 2d6 + Your Ninjutsu
Rank: D-Rank ability modifier in Lightning Damage. If a target is
Casting Time: 1 Reaction, which you take when you take shocked increase the damage die to a d8.
damage. At Higher Ranks: For each rank you cast this jutsu
Range: Self (15-foot Radius Sphere) above D-Rank, increase the cost of this jutsu by 3 and
Duration: Instant the number of attacks by +1
Components: HS, CM
Cost: 5 Chakra
Keywords: Lightning Release, Ninjutsu
Description: You conjure your lightning release chakra
and mold it to form a defensive instrument of your

32
C-RANK: If a target is already shocked, you make your attack
roll at advantage and ignore cover as the lightning beast
LIGHTNING RELEASE: AFTERSHOCK zig zags across the field to get the best vantage to attack.
Classification: Ninjutsu At Higher Ranks: For each rank you cast this jutsu
Rank: C-Rank above C-Rank, increase the cost of this jutsu by 3 and the
Casting Time: 1 Reaction, which you take when you deal damage by 1d8.
Lightning Damage to a creature using a jutsu.
Range: Special LIGHTNING RELEASE: LIGHTNING ROD
Duration: Instant Classification: Ninjutsu
Rank: C-Rank
Components: HS, CM
Casting Time: 1 Action
Cost: Special
Range: Self
Keywords: Lightning Release, Ninjutsu
Duration: Concentration, up to 1 minute
Description: You conjure your lightning release chakra
Components: HS, CM
to generate a jolt of electricity in an attempt to double up
on the effects of the previous jutsu you cast. Cost: 9 Chakra
As a reaction, when you would deal lightning damage Keywords: Lightning Release, Ninjutsu
to a creature you may recast the jutsu targeting the same Description: You conjure your lightning release chakra
creatures or affecting the same area. The jutsu recast in creating a lightning release construct lance, staff or
this way have the same chakra cost +3. When you do, you polearm of your description. This construct polearm has
automatically succeed on the attack roll if the jutsu a reach of 10 feet, the trip, deadly and thrown (90/120)
properties.
requires it and if the jutsu requires creatures to make a
For the duration of this jutsu you do not need to spend
saving throw they make their saving throw at
chakra to maintain concentration on this jutsu.
disadvantage. Regardless, creatures affected by the
While wielding this construct polearm you gain the
recast jutsu are Shocked until the end of their next turn.
following options using the corresponding actions;
LIGHTNING RELEASE: JOLT Action: Make a Melee Ninjutsu attack dealing 4d10
Classification: Ninjutsu lightning damage on a hit.
Rank: C-Rank Action: Make a Ranged Ninjutsu attack, throwing the
Casting Time: 1 Action lance targeting a creature you can see, within throwing
Range: Touch range, dealing lightning damage equal to 5d6 + Ninjutsu
Duration: Instant ability modifier. Regardless of a hit or miss, the lance
Components: HS, CM then explodes, creatures within 20 feet of the target
Cost: 7 Chakra must succeed a Dexterity saving throw, taking 3d8
Keywords: Lightning Release, Ninjutsu, Medical lightning damage on a failed save or half as much on a
Description: You conjure your lightning release chakra successful save. The Jutsu then ends.
to generate a spark of willpower from within a creature. Bonus Action: You compress your polearm into its
A Creature you touch gains 5 Hit points and a number most basic form using it to supercharge the next jutsu
of temporary hit points equal to 4d8. These Temporary you cast with the Lightning Release Keyword before the
hit points last for 1 minute. end of your turn. The next jutsu you cast with the
So long as a creature have temporary hit points as a Lightning Release Keyword that has a casting time of 1
result of this jutsu, they gain a 10-foot bonus to their Action has its cost reduced by half and deals additional
walking speed and a +2 bonus to their Dexterity saving damage equal to your Ninjutsu ability modifier. This
throws. jutsu then ends.
A dying creature who is affected by this jutsu gains an Reaction: You spin your polearm in an attempt to
additional jolt of energy. Until the end of their next turn, deflect incoming attacks. Roll 1d6. You gain a bonus to
they gain an additional Bonus action. your AC equal to the result and a bonus to your Strength
At Higher Ranks: For each rank you cast this jutsu and Dexterity saves equal to half of the result (Min 1.)
above C-Rank, increase the cost of this jutsu by 3, until the beginning of your next turn.
temporary Hit points by 1d8 and +5 walking speed.
LIGHTNING RELEASE: LIGHTNING ROPE
LIGHTNING RELEASE: LIGHTNING LIGER Classification: Ninjutsu
Classification: Ninjutsu Rank: C-Rank
Rank: C-Rank Casting Time: 1 Action
Casting Time: 1 Action Range: 60 feet
Range: 90 Feet Duration: Concentration, up to 1 minute
Duration: Instant Components: HS, CM
Components: HS, CM, CS Cost: 6 Chakra
Cost: 7 Chakra Keywords: Lightning Release, Ninjutsu
Keywords: Lightning Release, Ninjutsu, Fuinjutsu Description: You conjure your lightning release chakra
Description: You conjure your lightning release chakra to manifest a rope made of lightning.
to summon a Beast formed of Lightning, that fist your Make a ranged ninjutsu attack against a single
description. creature you can see within range. On a successful hit,
Make a Ranged Ninjutsu attack against a creature the target must succeed a Strength saving throw being
within range. On a success they take lightning damage restrained and shocked for the duration. A creature
equal to 4d8+ your Ninjutsu Ability Modifier. Restrained by this jutsu who takes lightning damage
Additionally, the target must succeed a Constitution takes additional lightning damage equal to your Ninjutsu
saving throw. On a failed save they become shocked until ability Modifier.
the end of their next turn. A creature restrained by this jutsu may remake the
saving throw once on their turns. They can either; Spend

33
an Action to remake the saving throw, ending its of the original target must make a Dexterity saving
conditions on a successful save. Or remake the save at throw taking half of the damage dealt or none on a
the end of their turn. successful save.
While maintaining concentration on this jutsu you Combination: If this jutsu is cast as a Combination
must hold the lightning rope with one hand within jutsu with 2 or more casters increase the damage by 1d8.
range. Letting it go immediately ends this jutsu. Any creature who assists in casting this jutsu as a
At Higher Ranks: For each rank you cast this jutsu combination jutsu increases this Jutsu's defensive
above C-Rank, increase the cost of this jutsu by 3 and the abilities based on the highest Charisma Modifier within
number of creatures you can target with this jutsu by +1. the group of casters. (+0-1: No Change, +2-3: Increase
the walls Hit points by 15. +4-5: Increase the walls Hit
LIGHTNING RELEASE: LIGHTNING points by 45).
UPPERCUT
Classification: Ninjutsu LIGHTNING RELEASE: THUNDER BOMB
Rank: C-Rank Classification: Ninjutsu
Casting Time: 1 Action Rank: C-Rank
Range: 120 feet. Casting Time: 1 Action
Duration: Instant Range: Self (90-foot radius Sphere)
Components: HS, CM Duration: Instant
Cost: 6 Chakra Components: HS, CM
Keywords: Lightning Release, Ninjutsu Cost: 9 Chakra
Description: You conjure your lightning release chakra Keywords: Lightning Release, Ninjutsu
coating it around your hands or legs and using it as a Description: You collect a surge of Lightning Release
guiding force when striking. Chakra into your fingertips as you pinpoint all creatures
Make a ranged ninjutsu attack. On a hit lighting within your Jutsu’s radius that are shocked.
explodes upwards from under the target dealing All Shocked creatures within range can feel the
lightning damage equal to 4d8, and knocking them 20 Lightning chakra on them begin to react before it
feet into the air. They do not take falling damage unless violently explodes creating audible sounds over 1000 feet
they fall more than 20 feet in this circumstance. away.
Until the end of your turn, the target can be targeted Creatures with more stacks of the Shocked Condition
by taijutsu with the Finisher keyword regardless of the suffer greater impacts. Shocked creatures within range
range of the taijutsu with the Finisher keyword used. must succeed a Constitution saving throw taking
At Higher Ranks: For each rank you cast this jutsu lightning damage equal to the following based on the
above C-Rank, increase the cost of this jutsu by 3, the stacks of shocked they have or half as much on a
damage by 1d8 and the knock up distance by +10 feet. successful save.
(1 Stack: 3d8, 2 Stacks: 4d8, 3 Stacks: 5d8, 4 Stacks:
LIGHTNING RELEASE: LIGHTNING WALL 6d8, 5 Stacks: 7d8, 6+ Stacks: 8d8.)
Classification: Ninjutsu Creatures within 10 feet of a shocked creature when
Rank: C-Rank this explosion happens makes a Dexterity saving throw
Casting Time: 1 Full Turn Action taking half the damage on a failed save or no damage on
Range: 120 feet. a successful save. If a creature is shocked and within 10
Duration: Concentration, up to 1 minute feet of another shocked creature when this explosion
Components: HS, CM occurs, they make their save at Disadvantage.
Cost: 66 Chakra A creature can be affected by no more than 2
Keywords: Lightning Release, Ninjutsu, Combination explosions. The shocked condition ends on all creatures
Description: You conjure your lightning release chakra within range regardless of passing or failing.
until you create a wall of lightning that you can place on At Higher Ranks: For each rank you cast this jutsu
a solid surface or suspend midair. You can make the wall above C-Rank, increase the cost of this jutsu by 3, the
up to 90 feet long, 60 feet high and 5 feet thick, or a radius by +5 feet.
ringed wall up to 40 feet in diameter, 60 feet high, and 5
feet thick. This wall is opaque and lasts for the duration. B-RANK:
When the wall appears, each creature within its area
must make a Dexterity saving throw. On a failed save, a LIGHTNING RELEASE: LIGHTNING
creature takes 8d8 lighting damage and becomes TRANSMISSION
shocked for the duration or half as much on a successful Classification: Ninjutsu
save. Rank: B-Rank
On both sides of the wall each creature that ends its Casting Time: 1 Bonus Action
turn within 10 feet of it takes 8d8 Lighting damage and Range: 120 feet
must succeed a Constitution saving throw being shocked Duration: Instant
until the end of their next turn. A creature takes the Components: HS, CM
same damage and gains the same condition when it Cost: 11 Chakra
enters the wall for the first time or ends its turn there. Keywords: Lightning Release, Ninjutsu
The Wall has a number of hit points equal to the Description: You manifest your Lightning release until
collective total of all Casters Ninjutsu Save DC. its covering your body. Select one currently shocked
Resistance to Earth Damage and Vulnerability to Wind creature within 120 feet. You immediately teleport to
Damage. them. Until the end of this turn, you have advantage on
Its casters can decide to allow Jutsu to pass through the first Melee Attack made targeting the creature you
only one side of the wall if they choose. teleport to.
When a creature takes lighting damage from any
source other than the wall, each creature within 15 feet

34
If the target creature dies before the end of your turn LIGHTNING RELEASE: RAGING STORM
after teleporting to them you may teleport to another Classification: Ninjutsu
creature within 60 feet who also has the shocked Rank: B-Rank
condition. If you do, you gain advantage on the next Casting Time: 1 Action
melee attack made targeting this creature before the end Range: 60 feet
of your next turn. You can only teleport using this jutsu Duration: Concentration, Up to 1 Minute
up to twice per turn. Components: HS, CM
Cost: 13 Chakra
LIGHTNING RELEASE: LIGHTNING LILY Keywords: Lightning Release, Ninjutsu
Classification: Ninjutsu Description: You manifest your Lightning release until
Rank: B-Rank its covering the body of an ally. Select one willing
Casting Time: 1 Action creature you can see within range. The target creature is
Range: 120 feet engulfed in a raging torrent of lightning. For this
Duration: Instant duration, Jutsu the creature casts deals additional
Components: HS, CM lightning damage equal to 3d8, once per turn. They gain
Cost: 11 Chakra Resistance to Earth Damage, Vulnerability to Wind
Keywords: Lightning Release, Ninjutsu Damage, a +20 bonus to their speed, and advantage on
Description: You manifest your Lightning release until Dexterity saving throws.
you create a floating flower made of Lightning. This Additionally, Concentration checks they make are
flower sparkles and sparks harmlessly for but a moment made at advantage as you assist in managing their
before it detonates. chakra flow.
Select a space you can within range for the flower to At Higher Ranks: For each rank you cast this jutsu
manifest. All creatures within 60 feet of the flower must above B-Rank, increase the cost of this jutsu by 3 and the
succeed a Dexterity and Wisdom Saving throw. number of targets this jutsu can affect by +1.
On a failed Dexterity saving throw they take 5d8
Lightning damage and gain 2 ranks of the shocked LIGHTNING RELEASE: REVENGE
condition for the next minute. Classification: Ninjutsu
On a successful save they gain 1 rank of the shocked Rank: B-Rank
condition until the beginning of their next turn. Casting Time: 1 Reaction, which you take when you take
On a failed Wisdom Saving throw they are blinded by damage.
the flash of white light until the end of their next turn. Range: Touch
On a successful Wisdom save no further effects. Duration: Instant
At Higher Ranks: For each rank you cast this jutsu Components: HS, CM
above B-Rank, increase the cost of this jutsu by 3 and the Cost: Special
damage by 1d8. Keywords: Lightning Release, Ninjutsu
Description: You conjure your lightning release chakra
LIGHTNING RELEASE: PENANCE and disperse it so much so that it feels like your chakra
Classification: Ninjutsu has vanished entirely. This jutsu cannot trigger against
Rank: B-Rank psychic or chakra reduction.
Casting Time: 1 Action When you take damage, until the end of the current
Range: Touch turn you build up lightning release chakra in magnitudes
Duration: Instant greater than the damage you took. You must keep track
Components: HS, CM of all damage taken until the end of the current turn. If
Cost: 14 Chakra your hit points are reduced to 0 while this jutsu is active,
Keywords: Lightning Release, Ninjutsu, Medical it still triggers.
Description: You conjure your lightning release chakra At the end of the current turn, or when you reach 0 hit
to amplify and bring out, the last spark of willpower points while this jutsu is active, you discharge all of the
from within a fallen creature. built-up Lightning Release chakra onto a single creature.
A Creature you touch who has been dead no longer Select One creature within Range who you can see.
than 1 minute has their essence touched. Make a Ninshou Make a Melee Ninjutsu attack. On a hit, you attempt to
Check vs DC (15 + 1 for every round the target has been deal lightning damage equal to twice the damage you’ve
dead.) On a success, they awake, gaining 1 Hit points and taken. For every 2 points of lightning damage you deal,
a number of temporary hit points equal to 6d10. These you spend 1 chakra. If your chakra would reach 0 before
temporary hit points last for 1 minute. When the creature you could deal all of the potential damage, you instead
runs out of temporary hit points granted by this jutsu, deal as much damage as your chakra allows.
they fall unconscious for 24 hours, unable to awaken by
any means. A creature can be revived by this jutsu no
more than once per full rest.
So long as a creature have temporary hit points as a
result of this jutsu, they gain a bonus to their Strength,
Dexterity and Constitution saving throws equal to your
Ninjutsu Ability Modifier, their Strength, Dexterity, and
Intelligence ability scores are increased to 20, and any
damage they deal is instead Lightning Damage that
cannot be resisted.

35
LIGHTNING RELEASE: TENACIOUS JOLTS LIGHTNING RELEASE: KINGMAKER
Classification: Ninjutsu Classification: Ninjutsu
Rank: B-Rank Rank: A-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 90 feet Range: Self (120-foot Radius)
Duration: Concentration, Up to 1 minute Duration: 10 Minutes
Components: HS, CM Components: HS, CM, CS
Cost: 11 Chakra Cost: 175 Chakra
Keywords: Lightning Release, Ninjutsu Keywords: Lightning Release, Ninjutsu, Fuinjutsu,
Description: You conjure your lightning release chakra Combination
forming a jolt of lightning that you use to strike a Description: You manifest your Lightning release until
creature within range. you create a Chakra seal made of pure lightning. You
Make a ranged ninjutsu attack. On a hit you deal 5d10 mark yourself and each willing creature of your choice
Lightning damage. The target must succeed a within range with this seal. For the duration creatures
Constitution saving throw. On a failed save for the with this seal gain the following;
duration, the affected creature becomes shocked and • Immunity to Earth Damage
Dazed. • Vulnerability to Wind Damage
At Higher Ranks: For each rank you cast this jutsu • All Damage they deal is Lightning damage that cannot
above B-Rank, increase the cost of this jutsu by 3 and the
be resisted.
damage by 1d10. • Advantage on Dexterity saving throws

A-RANK:
• A +2 Bonus to Strength, Wisdom and Intelligence
Saving throws.
• Once each turn when they deal lighting damage,
LIGHTNING RELEASE: CRACKLE affected creatures make a Constitution saving throw
Classification: Ninjutsu
being shocked until the end of their next turn on a
Rank: A-Rank
failed save.
Casting Time: 1 Action • Once each turn, when they deal lightning damage,
Range: Touch
they deal an additional 2d6 Lightning damage.
Duration: Concentration, Up to 1 minute • Once each turn, when they make an attack roll, they
Components: HS, CM
roll an additional 1d6 adding the result to the roll.
Cost: 16 Chakra • At the beginning of each of their turns, they gain 10
Keywords: Lightning Release, Ninjutsu, Medical
temporary hit points.
Description: You manifest your Lightning release until
it’s a storm your holding in your hands. This jutsu cannot be ended early, and at the end of this
You supercharge a willing creature you touch tripling jutsu’s duration an affected creature cannot cast jutsu
their heart rate, blood flow, nerve reactions and with the Lightning Release Keyword, their speed is
cognitive functions. reduced by 10, they cannot gain advantage on checks or
When cast the target regains 20 Hit points and gains saving throws, and they cannot maintain concentration
8d12 Temporary Hit points for 1 minute. on jutsu until they complete a long rest.
While concentrating on this jutsu, the target creatures Combination: If this jutsu is cast as a Combination
movement speed is increased by 25 feet, they gain an jutsu with 2 or more casters reduce the cost by -2.
additional Reaction, Advantage on Dexterity, Wisdom & Any creature who assists in casting this jutsu as a
Intelligence Ability Checks and Saving throws, and the combination jutsu increases this Jutsu's offensive
first melee attack they make each turn, is at advantage. abilities based on the highest Charisma Modifier within
At the end of this jutsu’s duration the target creatures the group of casters. (+0-1: No Change, +2-3: Increase
body reels from the shock of being overworked the number of times all effects can happen each turn to
becoming Stunned for 1d4 of their turns. three times per turn. +4-5: Increase the number of times
all effects can happen each turn to an unlimited number
LIGHTNING RELEASE: KEEN STORM of times each turn.).
Classification: Ninjutsu
Rank: A-Rank LIGHTNING RELEASE: STORM BREAKER
Casting Time: 1 Action Classification: Ninjutsu
Range: Touch Rank: A-Rank
Duration: Concentration, Up to 1 minute Casting Time: 1 Full Turn Action
Components: HS, CM, CS Range: Self (1 Mile radius)
Cost: 20 Chakra Duration: Concentration, Up to 1 minute.
Keywords: Lightning Release, Ninjutsu, Fuinjutsu Components: HS, CM
Description: You manifest your Lightning release until Cost: 20 Chakra
you can condense the sparks into a small but obscenely Keywords: Lightning Release, Ninjutsu
powerful sparks. This jutsu’s cost cannot be reduced. Description: As a part of the requirements to cast this
A weapon without the two-handed property you touch jutsu, there must be storm clouds above both you and
for the duration scores a critical hit on a melee weapon your target.
attack roll of 18~20. Deals Lightning Damage, and has its You use Lightning Release chakra to manipulate the
damage die set to a d12. If the weapon is used to target a wrath of nature causing it to collapse on top of a creature
shocked creature the weapon can score a critical hit on a within range. You cause the storm clouds to fall down to
roll of 16~20 instead. ground level. All creatures within range has their vision
Additionally, if this weapon scores a critical hit you obscured, being unable to see farther than 5 feet in front
reroll all 1’s and 2’s, taking the second result. of them. Creatures with Chakra sight have their vision
obstructed by the massive volumes of chakra within the

36
radius being unable to discern friend from foe or LIGHTNING RELEASE: STAR BREAKER
creatures chakra further than 5 feet from them. Classification: Ninjutsu
For the this jutsu’s duration Jutsu cast with the Rank: S-Rank
Lightning Release Keyword cannot be resisted and treats Casting Time: 10 Minutes
Immunity as resistance. Each time a creature would deal Range: 100 Miles
lightning damage to another creature, a follow up Duration: Instant
lightning bolt is attracted to the affected creature forcing Components: HS, CM, CS
them to make a Dexterity save, taking additional Cost: 300 Chakra
lightning damage equal to half of the damage originally Keywords: Lightning Release, Ninjutsu, Fuinjutsu,
dealt on a failed save or half as much on a successful Combination
save. Description: You manifest your Lightning release chakra
Additionally, while within this massive storm cloud infusing it into hundreds of chakra seals for the casting
creatures other than you, treat its area as difficult terrain time.
as powerful winds push against them and you have You and all casters designate a single target you can
advantage on Dexterity (Stealth) Checks. see within range. Upon casting the jutsu you fire a
massive beam of compressed Lighting Release chakra on
S-RANK: the target.
All casters make a ranged ninjutsu attack targeting the
LIGHTNING RELEASE: RAILGUN same target taking the highest result.
Classification: Ninjutsu On a hit, you deal 50d12 Lightning Damage. All
Rank: S-Rank Creatures, objects and Structures within 1 mile must
Casting Time: 1 Action succeed a Dexterity saving throw at disadvantage, taking
Range: Self (500 Foot Line) 50d8 lightning damage on a failed save and half as much
Duration: Instant on a successful save. Structures and Objects take double
Components: HS, CM, NT (A Small Metallic object such damage.
as a Coin, Shuriken or something similar which is Combination: If this jutsu is cast as a Combination
destroyed when this jutsu is cast) jutsu with 2 or more casters reduce the cost by -2.
Cost: 35 Chakra Any creature who assists in casting this jutsu as a
Keywords: Lightning Release, Ninjutsu combination jutsu increases this Jutsu's offensive
Description: You manifest your Lightning release chakra abilities based on the highest Charisma Modifier within
infusing it into the metallic object so much so that the group of casters. (+0-1: No Change, +2: Increase
electricity radiates up to 60 feet off of it and glows white. damage by 5d12 and 5d8. +3: Increase damage by 10d12
Electronic tools and appliances begin to overload and and 10d8. +4: Increase damage by 15d12 and 15d8. +5:
short-circuit. Increase damage by 25d12 and 25d8.).
You then create a circular barrel made of Lightning
release chakra to stabilize the metallic object as you
launch it through the barrel causing unrivaled
destruction to anything in its path.
All Creatures, objects and structures in a 15-foot wide,
500-foot line must succeed a Dexterity saving throw. A
shocked creature makes their saving throw at
disadvantage.
On a failed a creature takes lightning damage equal to
12d10, is knocked prone and becomes dazed for the next
minute. If a creature is shocked, they instead take 16d10
and become stunned for the next minute. Objects and
structures take the maximum possible damage.
On a successful save, a creature takes half of 12d10. If
the creature is shocked, they instead take half of 16d10.

37
NON-ELEMENTAL BEAST IMITATING ART: DEER
Classification: Ninjutsu

D-RANK:
Rank: D-Rank
Casting Time: 1 Action
Range: 30 feet
ADVANCED TRANSFORMATION Duration: Instant
Classification: Ninjutsu Components: HS, CM, CS, NT (Empty Scroll)
Rank: D-Rank Cost: 4 Chakra
Casting Time: 1 Bonus Action Keywords: Ninjutsu, Fuinjutsu
Range: Self Description: You draw an image of a herd of deer that
Duration: Concentration, Up to 10 minutes
charge from your scroll towards your chosen target.
Components: HS, CM
Make a ranged ninjutsu attack. On a success, the target
Cost: 3 Chakra
creature takes 2d6 + Your ninjutsu ability modifier in
Keywords: Ninjutsu
Bludgeoning damage and must make a Strength saving
Description: An advanced form of the transformation
throw, being knocked prone on a failed save.
technique. When cast you transform your body into a
If this jutsu is cast targeting a prone Creature, you do
physical object such as a weapon or object of Small or
not roll disadvantage, instead rolling advantage and
Medium size. While transformed into an object you take
dealing an additional 2d6 bludgeoning damage.
on its physical properties and function as this object. If
At Higher Ranks: For each rank you cast this jutsu
transformed into a weapon you also take on its weapon
above D-Rank, increase the cost of this jutsu by 3 and
properties. Others can wield and use you as a weapon so
the damage by 1d6.
long as you maintain concentration on this jutsu. You
cannot transform into any object that separates into
multiple pieces, disconnects or has multiple moving
BEAST IMITATING ART: LIZARD
Classification: Ninjutsu
mechanical parts, such as an electric fan or a Safe. If you Rank: D-Rank
do, these additional pieces or functions do not work or Casting Time: 1 Action
cannot be moved by any means. Range: 15 feet
(For example, if you transform into a chair, you Duration: Concentration, Up to 1 minute
cannot move and others can use you as a chair unless Components: HS, CM, CS, NT (Empty Scroll)
you end concentration on this jutsu.) Cost: 4 Chakra
While transformed you cannot move or act or speak. Keywords: Ninjutsu, Fuinjutsu
You are aware of your immediate surroundings and can Description: You summon an inky lizard in a space you
hear as normal, but are unable to cast jutsu or make can see within range that can hold it. The lizard is a
attacks of any kind while transformed. construct with the following statistics;
At Higher Ranks: For each rank you cast this jutsu • AC 12, 5d6 (20) Hit points.
above D-Rank, increase the cost of this jutsu by 3. When
Cast at B-Rank you can transform into large or smaller The lizard immediately after being summoned,
objects. screeches a menacing sound to those around it. All
creatures who begin their turn within 10 feet of the
BEAST IMITATING ART: BAT lizard excluding you, must make a Wisdom saving throw.
Classification: Ninjutsu On a failed save they gain 1 rank of Fear. So long as a
Rank: D-Rank creature has ranks of fear gained as a result of this jutsu
Casting Time: 1 Action they cannot willingly approach the Lizard.
Range: 30 feet At Higher Ranks: For each rank you cast this jutsu
Duration: Instant above D-Rank, increase the cost of this jutsu by 3 and
Components: HS, CM, CS, NT (Empty Scroll) the range of the lizards Screech by 5 feet.
Cost: 4 Chakra
Keywords: Ninjutsu, Fuinjutsu BEAST IMITATING ART: RETRIEVAL HAWK
Description: You inscribe into your scroll the image of a Classification: Ninjutsu
bat to blind you enemies. Make a ranged ninjutsu attack Rank: D-Rank
against a medium or smaller sized creature. On hit the Casting Time: 1 Action
creature becomes blinded as the bat latches onto their Range: 90 feet
face blocking vision. Duration: Concentration, up to 1 minute
As an action on the creatures turn, they can attempt to Components: HS, CM, CS, NT (Empty Scroll)
pull the bat off by making a Strength saving throw Cost: 3 Chakra
ending the blinded condition on a successful save. Keywords: Ninjutsu, Fuinjutsu
At Higher Ranks: For each rank you cast this jutsu Description: You hurriedly draw an image of a hawk to
above D-Rank, increase the cost of this jutsu by 3 and retrieve something for you. The hawk breaks out of your
this number of attacks this jutsu can make by +1. scroll and attempts to retrieve an object no more than 10
pounds and bring it to a destination of your choosing
within range.
The hawk has a fly speed of 30ft, AC of 15 and 1 hp. The
hawk must stay within 90 feet of the caster at all times
and does not require the caster's actions aside from its
initial creation. The destination of delivery can be
changed as a bonus action on the casters turn.
At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3, the
hawks speed by 10 feet, the weight it can carry by 10
pounds and this jutsu’s range by 30 feet.

38
BEAST IMITATING ART: PIDGEON BEAST IMITATING ART: SNAKE
Classification: Ninjutsu Classification: Ninjutsu
Rank: D-Rank Rank: D-Rank
Casting Time: Up to 10 Minute Casting Time: 1 Action
Range: Self Range: 60 Feet
Duration: 24 Hours Duration: Instant
Components: HS, CM, CS, NT (Empty Scroll) Components: HS, CM, CS, NT (Empty Scroll)
Cost: 3 Chakra Cost: 4 Chakra
Keywords: Ninjutsu, Fuinjutsu Keywords: Ninjutsu, Fuinjutsu
Description: You take your scroll and begin to write a Description: When you cast this jutsu you draw an image
message of any length that you can conceivably write of two snakes into your scroll infusing chakra into it
within a 10 minute or less time span. Once complete, the making it come to life. You command the pair of snakes
writings manifest into the form of a bird of your to wrap around your enemies. Target up to two creatures
description and now carry themselves. You can also cast within range. Each creature must make a Strength
this jutsu targeting a message already written of 25 saving throw. If any of the creatures are within 5 feet of
words or less. each other they each make the save at disadvantage.
The bird you create has 1 hp and an AC of 15. You then On a failed save, they are restrained by the snakes as
specify a location that you have previously visited and a they wrap around them.
recipient who matches a general description. You can A creature restrained by this jutsu, may as an action
also then give the bird a letter, scroll, tag, or similarly on their turn attempt another strength save to end this
small object to deliver to this creature. The construct condition. If affect creatures are within 5 feet of each
travels for the duration of the jutsu towards the location, other, when one creature succeeds all creatures within 5
covering no more than 50 miles per 24 hours. feet of them, restrained conditions ends.
When the bird arrives, it turns back into the message At Higher Ranks: For each rank you cast this jutsu
when provided a scroll to be placed on and delivers any above D-Rank, increase the cost of this jutsu by 3 and
packages to the creature you described. The hawk will the number of targets by +1.
only release the object to the creature you specified or if
killed. The creature dissipates into non-staining ink CALLING ON TEARS TECHNIQUE
when the message is delivered or it is killed. Classification: Ninjutsu
At Higher Ranks: For each rank you cast this jutsu Rank: D-Rank
above D-Rank, increase the cost of this jutsu by 3 and Casting Time: 1 Action
Range: Self (30 Foot cone)
duration increases by 24 hours. When casting this jutsu
Duration: Instant
at B-Rank or Higher, the bird becomes large in size and
Components: HS, CM
is capable of carrying two medium size creatures on its
Cost: 5 Chakra
back.
Keywords: Ninjutsu

BEAST IMITATING ART: RATS Description: You manifest chakra around your tongue
and throat as you use it to vibrate and magnify all sound
Classification: Ninjutsu
Rank: D-Rank escaping your mouth. You then release a stunning
Casting Time: 1 Minute scream in an attempt to incapacitate all that hear it.
Range: 1 Mile Radius All creatures in a 30-foot cone originating from you
Duration: 10 Minutes must succeed a Wisdom saving throw, being Deafened
Components: HS, CM, CS, NT (Empty Scroll) and Dazed until the end of their next turn on a failed
Cost: 5 Chakra save.
Keywords: Ninjutsu, Fuinjutsu, Sensory Additionally, any traps such as explosives, trap doors
Description: When you cast this jutsu you draw a horde or pressure plates that are within this jutsu’s range are
of rats into your scroll. After 1 minute the picture is triggered.
finished and the rats come to life scattering around. At Higher Ranks: For each rank you cast this jutsu
After a 1-minute delay, you now are aware of all above D-Rank, increase the cost of this jutsu by 3 and
creatures structures or constructs within a 1-mile radius the range by 5 feet.
as if you were there yourself as the rats travel and relay
the information back to you.
If a creature or location is hidden, and your Passive
Perception is less than its DC to find, you are unaware of
its presence.
At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3 and
the range by 1 mile.

39
CHAKRA BOLT • Fire: Your shield has resistance to Wind Damage,
Classification: Ninjutsu Vulnerability to Cold Damage and all creatures within
Rank: D-Rank 10 feet of you takes fire damage equal to your Ninjutsu
Casting Time: 1 Action ability modifier.
Range: 60 Feet • Water: Your shield has resistance to fire damage,
Duration: Instant vulnerability to earth damage and if this jutsu is cast
Components: HS, CM
near a sufficient source of water, reduce the cost of
Cost: 4 Chakra
this jutsu by -2.
Keywords: Ninjutsu, Clash • Lightning: Your shield has resistance to Earth
Description: You manifest a 4-inch sphere of pure
damage, vulnerability to wind damage and you gain a
chakra at a creature you can see within range. Make a
+2 to Dexterity saving throws until the beginning of
ranged ninjutsu attack. On a hit, the target takes 3d8
your next turn.
damage. If you have a nature release, this jutsu gains a
single nature release keyword that you can cast and it’s At Higher Ranks: For each rank you cast this jutsu
damage type becomes the corresponding nature releases above D-Rank, increase the cost of this jutsu by 3 and
damage type (Water = Cold). If you do not have a nature the damage reduction by 2d4.
release this jutsu instead deals Force Damage.
At Higher Ranks: For each rank you cast this jutsu DARKVISION
above D-Rank, increase the cost of this jutsu by 3 and Classification: Ninjutsu
the damage by 1d8. Additionally, you gain one of the Rank: D-Rank
Casting Time: 1 Action
following benefits based on the Damage type of this
Range: Touch
jutsu.
Duration: 8 Hours
• Earth: The target must succeed on a Strength saving Components: HS, CM
throw being Dazed on a failed Save. Cost: 5 Chakra
• Wind: The target must succeed a Strength saving Keywords: Ninjutsu, Sensory
throw being pushed back 15 feet and being knocked Description: You touch a willing creature to grant it the
prone on a failed save. ability to see in the dark. For the duration, that creature
• Fire: Each creature within a 5-foot radius sphere of has Darkvision out to a range of 60 feet.
the target creature must succeed a Dexterity saving At Higher Ranks: For each rank you cast this jutsu
throw, being burned on a failed save. above D-Rank, increase the cost of this jutsu by 3 and
• Cold: Each creature within a 5-foot radius sphere of the number of creatures you can affect with this jutsu by
the target creature must succeed a Constitution saving +1.
throw, being chilled on a failed save.
• Lightning: The target must succeed a Constitution ELEMENTAL INFUSION
saving throw, being shocked until the end of their next Classification: Ninjutsu
turn. Rank: D-Rank

Casting Time: 1 Action
Force: The target must succeed a Dexterity saving
Range: Touch
throw being Stunned until the end of their next turn
Duration: Concentration, Up to 1 minute
on a failed save. Components: HS, CM, W (Any)
Cost: 5 Chakra
CHAKRA SHIELD Keywords: Ninjutsu, Bukijutsu
Classification: Ninjutsu
Description: As a requirement to casting this jutsu, you
Rank: D-Rank
must have access to at least one nature release.
Casting Time: 1 Reaction, which you take when you take
damage. You coat your weapon in Nature Release Chakra
Range: Self befitting your chosen element, enhancing its lethality.
Duration: Instant For this jutsu’s duration, your weapon deals the
Components: HS, CM damage associated with the nature release you’ve
Cost: 5 Chakra infused into it (Water = Cold). This cannot be changed
Keywords: Ninjutsu, Clash once cast. The weapon gains a +1 bonus to attack and
Description: You manifest a swirling barrier of chakra damage rolls if it doesn’t already. This bonus also
around you protecting you from the triggering attack. applies to taijutsu attacks made with the chosen weapon
Roll 4d4, reducing the damage done to you, by the result. if used as a component, if it doesn’t already.
If you have a nature release, this jutsu gains a single At Higher Ranks: For each rank you cast this jutsu
nature release keyword that you can cast, and additional above D-Rank, increase the cost of this jutsu by 3. If cast
effects base on the Nature release. Your shield gains one a B-Rank the bonus becomes a +2. If cast at S-Rank, the
of the following benefits based on the chosen nature bonus becomes a +3.
release. If you do not have a nature release this shields
damage reduction die becomes a d6.
• Earth: Your Shield has resistance to Cold Damage,
Vulnerability to Lightning Damage and once cast
leaves behind an Earthen construct that can provide
three quarters cover.
• Wind: Your Shield has resistance to Lightning
Damage, vulnerability to Fire Damage and once cast all
creatures of your choice within 5 feet of you must
succeed a Dexterity saving throw gaining 2 ranks of
bleeding on a failed save.

40
HEALING AURA HONEY BEE TECHNIQUE
Classification: Ninjutsu Classification: Ninjutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Bonus Action Casting Time: 1 Bonus Action
Range: 60 feet Range: 60 feet
Duration: Instant Duration: Instant
Components: HS, CM Components: HS, CM, CS
Cost: 5 Chakra Cost: 5 Chakra
Keywords: Ninjutsu, Medical Keywords: Ninjutsu, Fuinjutsu
Description: You mold Medical chakra into a web as you Description: You summon a large swarm of bees that
spread it affecting multiple creatures healing their swarm and sting a single target that you can see within
wounds from a distance. range.
Select a number of creatures equal to half of your Make a ranged ninjutsu attack. On a hit, you deal 2d6
proficiency bonus within range. They heal a number of Poison damage and the target must succeed a
hit points equal to 2d6. This jutsu has no effect on Constitution saving throw. On a failed save the targets
undead or constructs. joints begin to seize up for the next minute.
At Higher Ranks: For each rank you cast this jutsu At the beginning of the target creatures turn they roll
above D-Rank, increase the cost of this jutsu by 3, the 1d12. On a roll of 1 or 2 the pain keeps them from moving
number of creatures you can target by +1 and the amount Stunning them until the end of their turn. The target
of healing by 1d6. remakes the constitution save at the end of each of their
turns ending this on a success.
HOLLOW STARS An Antidote Kit, or a Jutsu or effect that ends the
Classification: Ninjutsu poison condition can also end this condition.
Rank: D-Rank At Higher Ranks: For each rank you cast this jutsu
Casting Time: 1 Action above D-Rank, increase the cost of this jutsu by 3, the
Range: 120 feet
damage by 1d6 and the number of targets by +1.
Duration: Instant
Components: HS, CM, CS
Cost: 5 Chakra
INK CLONE
Classification: Ninjutsu
Keywords: Ninjutsu, Fuinjutsu
Rank: D-Rank
Description: You force your palms together before Casting Time: 1 Action
pointing them towards the sky, shooting our four bursts Range: 90 feet
of chakra that take the shape of small stars before falling Duration: 1 Minute
to the ground in four different spaces of your choice Components: HS, CM, CS, NT (Vial of Ink)
within range, dealing damage to objects, creatures and Cost: 4 Chakra
structures occupying the space. Keywords: Ninjutsu, Fuinjutsu
Objects, creatures and structures in the selected Description: You infuse chakra into the ink as you then
spaces each take 1d4+1 damage. If you have a nature infuse a chakra seal into it. You conjure a clone of
release, this jutsu gains a single nature release keyword yourself made of ink. They look, sound and act as your
that you can cast and it’s damage type becomes the describe. The cost of these clones cannot be reduced
corresponding nature releases damage type (Water = below half.
Cold). If you do not have a nature release this jutsu An Ink clone has 1 Hit point and can be no farther than
instead deals Force Damage. A creature can only ever be 90 feet from you. It can walk, talk and interact with
affected by the following elemental effects twice per things but it cannot declare an attack. This clone acts at
casting. the end of your turn. As a bonus action you can
• Earth: You create a 10-foot cube of difficult terrain, command the clone to attack. When you do it pretends to
weave hand seals to cast a jutsu targeting a single
centering on each space selected. This space remains
creature within 60 feet of it.
difficult terrain until cleared.
• The target creature makes a Wisdom (Insight) Check
Wind: Each creature within 5 feet of the selected space
vs your Ninjutsu Save DC. On a failure, they become
makes a strength saving throw. On a failed save they
distracted by the clones antics. A creature distracted in
are thrown back 5 feet from the target space and
this manner grants the next attack targeting it
falling prone.

advantage and they are treated as surprised against this
Fire: each creature within 5 feet of the selected space
attack.
takes damage equal to the damage dealt to the target
space.
• Cold: Each creature within a 10-foot radius sphere of
the target space must succeed a Constitution saving
throw, being chilled on a failed save.
• Lightning: If two or more selected spaces are within 15
feet of each other, lightning arcs between them in a
straight line so long as there are no obstructions.
Creatures in the Arcs path must succeed a Constitution
saving throw, being shocked until the end of their next
turn.
• Force: Creatures occupying select spaces are dazed
until the beginning of their next turn.

At Higher Ranks: For each rank you cast this jutsu


above D-Rank, increase the cost of this jutsu by 3 and
the number of stars made by +1.

41
NECROSIS SEALING ART: BLOCK
Classification: Ninjutsu Classification: Ninjutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Reaction, which you make when you or a
Range: Touch willing creature you can see are targeted or would make a
Duration: Instant saving throw against a jutsu with the Fuinjutsu keyword
Components: HS, CM Range: 60 feet
Cost: 4 Chakra Duration: 1 Round
Keywords: Ninjutsu, Medical Components: HS, CM, CS
Description: You infused Medical Chakra on your hands Cost: 5 Chakra
as you putrefy it. Make a melee ninjutsu attack against a Keywords: Ninjutsu, Fuinjutsu
creature you can reach. On a hit, the target takes 2d12 Description: You infuse chakra into a chakra seal as you
Poison damage. Plants take double damage. Undead take attempt to mark yourself with the seal of protection.
half damage. When you or a willing creature would be the target of,
Additionally, the creature must succeed a Constitution or would make a saving throw or ability check against,
saving throw. On a failed save they gain 2 ranks of any jutsu with the Fuinjutsu keyword you enact a
Envenomed. defensive ward meant to protect, granting the following
At Higher Ranks: For each rank you cast this jutsu benefits until the beginning of your next turn.;
above D-Rank, increase the cost of this jutsu by 3 and • They gain a bonus to your AC equal to your Ninjutsu
the damage by 1d12. Ability Modifier against jutsu with the Fuinjutsu
Keyword.
POISON STINGER • When they would make a saving throw or ability check
Classification: Ninjutsu vs a jutsu with the Fuinjutsu Keyword, they instead
Rank: D-Rank
may use half of your Intelligence (Ninshou) skill
Casting Time: 1 Action
bonus.
Range: 60 feet

SEALING ART: FRACTURE


Duration: Instant
Components: HS, CM, W (any thrown)
Cost: 4 Chakra Classification: Ninjutsu
Rank: D-Rank
Keywords: Ninjutsu, Medical
Casting Time: 1 Action
Description: You infused Medical Chakra on a thrown
Range: 60 feet
weapon as you putrefy it. Make a ranged ninjutsu attack Duration: Instant
against a creature within range. On a hit, the target takes Components: HS, CM, CS
2d6 Poison damage and must succeed a Constitution Cost: 4 Chakra
saving throw. On a failed save they are poisoned for 1 Keywords: Ninjutsu, Fuinjutsu
minute. Description: You infuse chakra into a chakra seal as you
At Higher Ranks: For each rank you cast this jutsu attempt to mark a person with the seal of descension and
above D-Rank, increase the cost of this jutsu by 3 and then shatter it causing a fracture in their internal
the damage by 1d6. balance of Yin and Yang. A creature you can see within
range, must succeed a Constitution or Charisma saving
SEALING ART: BIND throw. (You decide this at the time of casting and it
Classification: Ninjutsu cannot be changed later.)
Rank: D-Rank
On a failed save the target creature takes 3d8 Force
Casting Time: 1 Action
damage and is unable to Mold chakra until the end of
Range: 60 feet
Duration: Concentration, Up to 1 minute their next turn.
Components: HS, CM, CS A creature unable to mold chakra does not
Cost: 5 Chakra immediately lose concentration, they instead make their
Keywords: Ninjutsu, Fuinjutsu Concentration check at disadvantage.
Description: You infuse chakra into a chakra seal as you At Higher Ranks: For each rank you cast this jutsu
attempt to mark a person with the seal of binding. A above D-Rank, increase the cost of this jutsu by 3 and
creature within range, must succeed a Strength or the damage by 1d8.
Charisma saving throw. (You decide this at the time of
casting and it cannot be changed later.)
On a failed save the target creature is Restrained
unable to move or form handseals for the duration.
A creature restrained by this jutsu remakes their save
at the end of each of their turns.
Another creature within 5 of the target may attempt to
release them by making an Intelligence (Ninshou) check
vs your Ninjutsu save DC, breaking the seal on a success.
At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3 and
the number of targets by +1.

42
SEALING ART: LOCK SEXY TECHNIQUE
Classification: Ninjutsu Classification: Ninjutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 60 Feet Range: Self (15-foot Radius Sphere)
Duration: Concentration, Up to 1 minute Duration: Concentration, Up to 1 minute
Components: HS, CM, CS Components: HS, CM
Cost: 3 Chakra Cost: 5 Chakra
Keywords: Ninjutsu, Fuinjutsu Keywords: Ninjutsu
Description: You infuse chakra into a chakra seal as you Description: You transform into a figure of absolute
attempt to mark an object with a seal of objection. You beauty. Be it a male or female, your transformations
must select either an unattended object or a creature you beauty is unmatched. Your figure, curves, muscles, and
can see within range who is holding an item. If an complexion are picture perfect.
unattended item it is instantly bound to the surface it is When you cast this jutsu you must choose between
currently resting on. If a creature holding an object, that either a male or female transformation. When you do,
creature must succeed a Strength or Wisdom saving creatures who are attracted to the chosen gender who
throw. (You decide this at the time of casting and it can see you within range, must succeed a Charisma
cannot be changed later.) saving throw.
On a failed save the object the target is holding is On a failed save the target is charmed by you. A
sealed and bound to the nearest surface within range; be creature charmed as a result of this jutsu is more than
it the floor, a wall, or ceiling. willing to do almost anything (within reason and their
For the jutsu’s duration the item remains bound to power) for your attention and affection for the duration.
that surface unable to be moved by any means. If a creature is currently engaged in combat, they
A creature within 5 feet of the sealed object may make the save at advantage and if a creature takes
attempt to remove the seal by making an Intelligence damage while charmed by this jutsu the charmed
(Ninshou) check vs your Ninjutsu save DC. On a condition immediately ends.
successful save they break the seal freeing the item. If this jutsu’s duration expires, you may as a free
At Higher Ranks: For each rank you cast this jutsu action recast this jutsu to maintain this effect.
above D-Rank, increase the cost of this jutsu by 3 and At Higher Ranks: For each rank you cast this jutsu
the range by 30 feet. above D-Rank, increase the cost of this jutsu by 3 and
the radius by 5 feet.
SEALING ART: REVERBERATE
Classification: Ninjutsu
Rank: D-Rank
Casting Time: 1 Action
Range: Touch
Duration: Concentration, Up to 1 minute
Components: HS, CM, CS, W (Any)
Cost: 5 Chakra
Keywords: Ninjutsu, Fuinjutsu
Description: You infuse chakra into a chakra seal as you
mark a non-chakra enhanced weapon you touch with a
seal of veneration.
For the duration, this weapons damage die is doubled
and the weapon now deals chakra enhanced damage. If
the weapon already rolls more than one die when it deals
damage, you instead increase the damage die by one
step. (d4>d6>d8>d10>d12)
This weapon cannot be targeted with another jutsu or
effect that would change its damage type, die, add
additional damage die, or augment it further by any
means. If it is the target of such a jutsu or effect, it
shatters.
If this weapon scores a critical hit the seal shatters and
you reroll any 1’s taking the second result. This jutsu
then immediately ends.

43
C-RANK:
BEAST IMITATING ART: BEAR
Classification: Ninjutsu
Medium Construct, unaligned
Rank: C-Rank
Casting Time: 1 Action
Range: Self Armor Class 12 + Your Ninjutsu Ability Modifier
Duration: Concentration, Up to 1 minute Hit Points 45 (5d10 + 15)
Components: HS, CM, CS, NT (Empty Scroll) Speed 35 ft.
Cost: 7 Chakra
Keywords: Ninjutsu, Fuinjutsu STR DEX CON INT WIS CHA
Description: You draw a picture of a bear. Infusing 19 (+4) 12 (+1) 16 (+3) 1 (-5) 10 (+0) 1 (-5)
chakra into it as it exits your scroll and standing next to
you. Condition Immunities Charmed, Chilled, Exhaustion, frightened,
You summon a construct Ink bear. The construct bear paralyzed, poisoned.
has the following Statistics; Senses Darkvision 30 ft., passive Perception 10
You may command the Ink Bear as a bonus action on
your turn. The Ink bear may take an appropriate reaction Immutable Form. The Ink Bear is immune to any Jutsu or effect that
if able. would alter its form.
At Higher Ranks: For each rank you cast this jutsu Inky Weapons. The Ink Bears attacks are chakra enhanced.
above C-Rank, increase the cost of this jutsu by 3 and the
Ink Bears Hit points by 2d10.
Multiattack. The Ink Bear can attack twice with their claws.
BEAST IMITATING ART: LION
Classification: Ninjutsu Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 1d12
Rank: C-Rank + 4 Slashing damage.
Casting Time: 1 Action Body Block. The Ink Bear as a reaction may interpose an attack
Range: Self targeting an allied creature within 30 feet of it. When it does, the
Duration: Concentration, Up to 1 minute triggering attack is treated as if it was targeting the Ink Bear.
Components: HS, CM, CS, NT (Empty Scroll)
Cost: 9 Chakra Charge! (Recharge 11-12): The Ink Bear dashes 70 feet in a straight line.
All creatures in its path must succeed a DC 17 Strength Saving throw.
Keywords: Ninjutsu, Fuinjutsu
On a failed save, they take 3d6 bludgeoning damage, are knocked
Description: You draw a picture of a lion. Infusing
chakra into it as it exits your scroll and standing next to prone and Dazed until the end of their next turn.
you.
You summon a construct Ink Lion. The construct Lion
has the following Statistics;
You may command the Ink Lion as a bonus action on
your turn. The Ink Lion may take an appropriate bonus Medium Construct, unaligned
action if able.
At Higher Ranks: For each rank you cast this jutsu Armor Class 12 + Your Ninjutsu Ability Modifier
above C-Rank, increase the cost of this jutsu by 3 and the Hit Points 30 (5d8 + 5)
Ink Lions Hit points by 2d8. Speed 40 ft.

STR DEX CON INT WIS CHA


18 (+4) 18 (+4) 12 (+1) 1 (-5) 10 (+0) 1 (-5)

Condition Immunities Charmed, Chilled, Exhaustion, frightened, paralyzed,


poisoned.
Senses Darkvision 30 ft., passive Perception 10

Immutable Form. The Ink Lion is immune to any Jutsu or effect that
would alter its form.
Inky Weapons. The Ink Lions attacks are chakra enhanced.

Multiattack. The Ink Lion can attack twice with their claws.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 2d8 + 4
Slashing damage.
Maul (Recharge 5-6). The Ink Lion as a bonus action, may enter a
pouncing stance targeting a creature within 15 feet of it. When it does,
it leaps to maul the target creature. Until the end of this turn, its Claw
attacks against the target creature are made at advantage.

44
CHAKRA SPHERE A creature restrained by this jutsu takes 3d6 bludgeoning
Classification: Ninjutsu damage at the beginning of each of its turns.
Rank: C-Rank A creature restrained by this jutsu can use its action to
Casting Time: 1 Action make a Strength (Athletics) or Dexterity (Acrobatics)
Range: 60 feet. check (it’s choice) vs your Ninjutsu save DC. On a
Duration: Concentration, Up to 1 minute success, it free’s itself.
Components: HS, CM
At Higher Ranks: For each rank you cast this jutsu
Cost: 8 Chakra
above C-Rank, increase the cost of this jutsu by 3 the
Keywords: Ninjutsu
damage by 1d6.
Description: You create a 5-foot diameter floating
sphere of dense chakra in an unoccupied space you can CLONE ART: ASSAULT
see within range. Classification: Ninjutsu
As a bonus action on your turn, you can command the Rank: C-Rank
sphere to move up to 30 feet and make a single melee Casting Time: 1 Action
ninjutsu attack against a creature within 5 feet of it. On a Range: Self
success, the target takes 2d6 damage. Duration: Instant
If you have a nature release, this jutsu gains a single Components: HS, CM
nature release keyword that you can cast and it’s damage Cost: 9 Chakra
type becomes the corresponding nature releases damage Keywords: Ninjutsu
type (Water = Cold). If you do not have a nature release Description: As a part of the requirements to cast this
this jutsu instead deals Force Damage. jutsu, you must have at least 1 clone active from any
Jutsu cast with “Clone” in its name, in which the clone
• Earth: As an action on your turn or when the jutsu
may perform an attack of any type.
ends, you can cause one or more spheres to explode.
You and all clones who you have not commanded
Each creature within a 15-foot radius sphere centered
converge on a single target. You and all of your clones
on the spheres space must make a Dexterity saving
cast the same jutsu of C-Rank or Lower at no additional
throw. On a failed save the creature takes 4d6 earth
cost, that requires either; Both an action and an attack
damage and is restrained until the end of their next
roll or, both an action and requires creatures to make a
turn or half as much damage and no additional effects
saving throw.
on a successful save.
When you do, you gain a bonus to either your attack,
• Wind: Each creature hit by a sphere must succeed a
damage or Save DC depending on how many clones you
Strength saving throw being dazed on a failed save.
have active at the time of casting this jutsu. If the Jutsu
• Fire: Each creature who begins their turns within 5
cast would require multiple attack rolls or saving
feet of the sphere must succeed a Constitution saving
throws, you only apply the bonuses to the initial Save DC
throw, being burned on a failed save.
or first attack or damage rolls.
• Cold: Your sphere can move through allied spaces.
• Attack Roll(s)
When it does, roll its damage die, granting the
creature(s) who’s space it moved through temporary o +1 Clones: +1 to attack rolls or +2d4 damage rolls.
hit points equal to the result. A creature can only gain o +3 Clones: +3 to attack rolls or +4d4 damage rolls.
temporary hit points this way once per turn. o +5 Clones: +5 to attack rolls or +8d4 damage rolls.
• Lightning: Each creature hit by a sphere must succeed o +10 Clones: +10 to attack rolls or +12d4 damage
a Constitution saving throw, being shocked until the rolls.
end of their next turn on a failed save. o +20 Clones: +15 to attacks rolls or +18d4 damage
• Force: The damage die becomes a d8. rolls
• Saving Throw(s)
At Higher Ranks: For each rank you cast this jutsu o +1 Clones: +1 to save DC or +2d4 damage rolls.
above C-Rank, increase the cost of this jutsu by 3 the o +3 Clones: +2 to save DC or +4d4 damage rolls.
damage by 1d6 and the number of spheres created by +1. o +5 Clones: +3 to save DC or +8d4 damage rolls.
You can control each sphere with the same action, and o +10 Clones: +5 to save DC or +12d4 damage rolls.
controlling them independently. Additionally, you can o +20 Clones: +10 to save DC or +18d4 damage rolls.
change the Nature Release and corresponding Damage
type to one you currently know. You cannot remove a At Higher Ranks: For each rank you cast this jutsu
Nature release from this jutsu if it already has one. above C-Rank, increase the cost of this jutsu by 3 the
rank of the jutsu you are able to cast to the
CHAKRA TENTACLES corresponding Rank.
Classification: Ninjutsu
Rank: C-Rank
Casting Time: 1 Action
Range: 90 feet.
Duration: Concentration, Up to 1 minute
Components: HS, CM
Cost: 9 Chakra
Keywords: Ninjutsu
Description: You create squirming tentacles of chakra
that fill a 20-foot square on a surface that you can see
within range. diameter floating sphere of dense chakra
in an unoccupied space you can see within range.
When a creature enters the affected area for the first
time or starts its turn there, they must succeed a
Dexterity saving throw. On a failed save they take 3d6
bludgeoning damage and are restrained for the duration.

45
CLONE ART: MISDIRECT At Higher Ranks: For each rank you cast this jutsu
Classification: Ninjutsu above C-Rank, increase the cost of this jutsu by 3 the
Rank: C-Rank number of creatures you can target by +1.
Casting Time: 1 Bonus Action
Range: Self HIDING IN SHADOW TECHNIQUE
Duration: Concentration, Up to 1 minute Classification: Ninjutsu
Components: HS, CM Rank: C-Rank
Cost: 9 Chakra Casting Time: 1 Action
Keywords: Ninjutsu Range: 15 feet
Description: As a part of the requirements to cast this Duration: 10 Minutes
jutsu, you must have at least 1 clone active from any Components: HS, CM
Jutsu cast with “Clone” in its name, in which the clone Cost: 6 Chakra
may perform an attack or cast a jutsu of any type. Keywords: Ninjutsu
You and all clones within 30 feet of you, that you Description: As a part of the requirements to cast and
control, begin to quickly move between each other, maintain this jutsu a creature or object within range
causing immediate confusion to any creature looking to must be casting a shadow.
affect you with any attack or jutsu. This jutsu cannot be You select a creature, structure or objects shadow
ended early as a result of a failed concentration check. within range. Stealthily slipping inside of it, and gaining
For the duration, this jutsu provides you either a total concealment for this jutsu’s duration.
bonus to AC or to Saving throws. If you succeed on a For the duration of this jutsu, you can see and hear
saving throw while this jutsu is active, you ignore its from the shadow but cannot act, speak, or move. When
effects until the beginning of your next turn. the creatures shadow moves, you move along with it.
Additionally, you are always treated as being partially You may end this jutsu early as a bonus action
obscured and can attempt to make a Dexterity (Stealth) expelling yourself from the shadow appearing in the
check for the duration of this jutsu. If you are concealed closest space near the target that can hold you.
while this jutsu is active, attacks you make have an If the target would lose their shadow by any means,
increased critical threat range. this jutsu immediately ends as you appear in the closes
Each time a jutsu is cast or attack is made, that would space near the target that can hold you.
affect you and it misses due to the bonus to your AC or
your Saving throws, one clone is randomly destroyed. MEDICAL AURA
Classification: Ninjutsu
• Attack Roll(s)
Rank: C-Rank
o +1 Clones: +1 to AC. Casting Time: 1 Action
o +3 Clones: +2 to AC. Range: Self (30-foot radius sphere)
o +5 Clones: +3 to AC. Duration: Concentration, up to 1 minute
o +10 Clones: +5 to AC. Components: HS, CM
o +20 Clones: +10 to AC. Cost: 8 Chakra
• Saving Throw(s) Keywords: Ninjutsu, Medical
o +1 Clones: +1 to saving throws. Description: Life preserving Medical Chakra radiates
o +3 Clones: +2 to saving throws. from you in an aura with a 30-foot radius. Until this
o +5 Clones: +3 to saving throws. jutsu ends, the aura moves with you, centered on you.
o +10 Clones: +5 to saving throws. Each non-hostile creature in the aura, (including you)
o +20 Clones: +10 to saving throws. has resistance to necrotic damage and becomes immune
• Critical Threat Range while concealed to the bleeding condition.
o +1 Clones: None. A creature’s hit point maximum while within the aura
o +3 Clones: 19~20. cannot be reduced by hostile effects.
o +5 Clones: 18~20. Additionally, creatures roll at advantage when making
o +10 Clones: 17~20. saving throws to resist the Burned, Chilled, and Shocked
o +20 Clones: 16~20. Conditions.
Lastly, a non-hostile, living creature regains 1 hit
HAIR BINDING TECHNIQUE point when it starts its turn in the aura with 0 hit points.
Classification: Ninjutsu A creature can only regain hit points this way a number
Rank: C-Rank of times equal to its Constitution modifier per long rest
Casting Time: 1 Bonus Action (Min 1.)
Range: 30 feet
Duration: Concentration, Up to 1 minute
Components: HS, CM
Cost: 6 Chakra
Keywords: Ninjutsu
Description: Using chakra, you activate the roots of your
hair, and begin to manipulate it freely. Because of the
malleability of this hair, the user can attempt to grapple
creatures completely restraining them. Select up to 2
creatures within range. Make a melee ninjutsu attack
against each creature. On a hit, the target is grappled and
restrained by you.
Creatures grappled and restrained by this jutsu cannot
make handsigns. At the end of a restrained creatures
turn, they make a Strength saving throw, escaping on a
success.

46
PLAY DEAD SEALING ART: AURA OF PURITY
Classification: Ninjutsu Classification: Ninjutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Touch Range: Self (30-foot radius sphere)
Duration: 1 Hour Duration: Instant
Components: HS, CM Components: HS, CM, CS
Cost: 6 Chakra Cost: 9 Chakra
Keywords: Ninjutsu, Medical Keywords: Ninjutsu, Fuinjutsu, Medical
Description: You touch a willing creature putting it into Description: You infuse chakra into a chakra seal as you
a cataleptic state that is indistinguishable from death. attempt to mark yourself with the seal of virtutis.
For the jutsu’s duration, or until you use an action to You release a potent wave of medical release chakra.
touch the target and dismiss this jutsu, the target All creatures within range who are currently; Berserk,
appears dead to all outward inspection and to jutsu used Blinded, Charmed, Dazed, Deafened, Poisoned, or Feared
to determine the targets status. The target is blinded and as a result of a jutsu of equal rank or lower, has all stacks
incapacitated, and its speed drops to 0. The target has (if any) of their condition removed, cleansing them.
resistance to all damage except psychic damage. If the At Higher Ranks: For each rank you cast this jutsu
target is diseased or poisoned when you case this jutsu, above C-Rank, increase the cost of this jutsu by 3. Listed
or becomes diseased or poisoned while under this Jutsu's conditions inflicted by jutsu of equal rank or lower are
effect, the disease and poison have no effect until this removed.
jutsu ends.
SEALING ART: CHAKRA DISPEL
REFRACTION OF LIGHT TECHNIQUE Classification: Ninjutsu
Classification: Ninjutsu Rank: C-Rank
Rank: C-Rank Casting Time: 1 Action
Casting Time: 1 Action Range: 30 feet
Range: Touch Duration: Instant
Duration: Concentration, up to 1 Hour Components: HS, CM, CS
Components: HS, CM Cost: 9 Chakra
Cost: 8 Chakra Keywords: Ninjutsu, Fuinjutsu
Keywords: Ninjutsu Description: You infuse chakra into a chakra seal as you
Description: You touch a willing creature creating a thin attempt to end a jutsu with the seal of finis.
layer of chakra that reflects light particles preventing Choose any creature, object, or chakra-based effect
them from hitting the creature, functionally granting it you can see as you mark it with your chakra seal. You
invisibility. then attempt to end any jutsu currently affecting it.
Anything the target is wearing or carrying is invisible Make an ability check, using your Ninjutsu Ability
as long as it is on the target’s person. The jutsu ends for Modifier. The DC equals (12 +the rank of the Jutsu, D-
a target that attacks or casts a jutsu. Rank: 1, C-Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5).
At Higher Ranks: For each rank you cast this jutsu
above C-Rank, increase the cost of this jutsu by 3 the SEALING ART: CIRCLE OF DEFIANCE
number of creatures you can touch by +1 Classification: Ninjutsu
Rank: C-Rank
SEALING ART: AURA OF LIFE Casting Time: 1 Action
Classification: Ninjutsu Range: Self (15-foot radius sphere)
Rank: C-Rank Duration: Concentration, Up to 1 minute
Casting Time: 1 Action Components: HS, CM, CS
Range: Self (30-foot radius sphere) Cost: 8 Chakra
Duration: Concentration, up to 1 Minute Keywords: Ninjutsu, Fuinjutsu
Components: HS, CM, CS Description: You infuse chakra into a chakra seal as you
Cost: 7 Chakra attempt to end a jutsu with the seal of resistance.
Keywords: Ninjutsu, Fuinjutsu, Medical For this jutsu’s duration, as a bonus action you may
Description: You infuse chakra into a chakra seal as you select one creature within range. That creature gains
attempt to mark yourself with the seal of forgiveness. Temporary hit points equal to 2d8 + Your Ninjutsu
For this jutsu’s duration, anytime you or a non- ability Modifier, until the end of their next turn.
hostile creature in this jutsu’s radius would take damage At Higher Ranks: For each rank you cast this jutsu
from a hostile creature, they immediately regain 10 Hit above C-Rank, increase the cost of this jutsu by 3 and the
points. This jutsu immediately ends after 50 Hit points amount of temporary hit points by 1d8.
have been healed.
At Higher Ranks: For each rank you cast this jutsu
above C-Rank, increase the cost of this jutsu by 3 and the
maximum amount of hit points this jutsu can heal by
+20.

47
SEALING ART: CURSE SEALING ART: MOBILITY RESTRICTION
Classification: Ninjutsu Classification: Ninjutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: 1 Reaction, which you take when you are the
Range: Touch target of, or would make a saving throw against, a Taijutsu or
Duration: Concentration, Up to 10 minutes Bukijutsu.
Components: HS, CM, CS Range: 30 feet
Cost: 8 Chakra Duration: Instant
Keywords: Ninjutsu, Fuinjutsu Components: HS, CM, CS
Description: You infuse chakra into a chakra seal as you Cost: 9 Chakra
attempt to mark a creature you can touch with the seal of Keywords: Ninjutsu, Fuinjutsu
pestilence. You do not need to spend chakra to maintain Description: You infuse chakra into a chakra seal as you
Concentration on this jutsu. attempt to mark a creature you can see with the seal of
You touch a creature, and that creature must succeed patience.
on a Charisma saving throw or become cursed for the A creature who you can see within range, who cast a
duration of the jutsu. When you cast this jutsu, choose Taijutsu or Bukijutsu, that would target you or force you
the nature of the curse from the following options: to make a saving throw must first succeed a Strength or
Charisma saving throw. (You decide this at the time of
• Choose one Ability Score. While cursed, the target has
casting and it cannot be changed later.)
disadvantage on ability checks and saving throws
On a failed save the target creatures movement is
made with that ability score.
hampered reducing their movement speed to 0 until the
• While cursed, the target has disadvantage on attack
beginning of their next turn.
rolls against you.
• While cursed, the target must make a Wisdom saving
throw at the start of each of its turns. If it fails, it
wastes its action that turn doing nothing.
• While the target is cursed, your attacks and jutsu deal
an extra 1d8 necrotic damage to the target.
• At the DM’s option, you may choose an alternative
curse effect, but it should be no more powerful than
those described above. The DM has final say on such a
curses effect.

Any Ninjutsu of equal rank or higher cast with the


Fuinjutsu keyword may be used in an attempt to end this
jutsu’s effects. When attempted, the caster spends the
jutsu’s chakra cost and makes an Ability Check using its
Ninjutsu Ability Modifier vs a DC (15 + The Rank of this
jutsu, C-Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5). On a
failed check, that creature is unable to use the same jutsu
to end this jutsu’s effects for 24 hours.
At Higher Ranks: For each rank you cast this jutsu
above C-Rank, increase the cost of this jutsu by 3 and the
number of curse effects a creature is affected by +1. If
casted at B-Rank or above this jutsu no longer requires
concentration. When cast at B-Rank, this jutsu has a
Duration of 8 Hours. If cast at A-Rank, this jutsu has a
duration of 24 hours. If Cast at S-Rank This jutsu has a
duration of Permanent (Until Dispelled.)

48
SEALING ART: INANIMATE PUPPET is within your Jutsu’s radius. This seal does not give you
Classification: Ninjutsu absolute knowledge on the creatures or locations,
Rank: C-Rank coordinates, but only what direction they are in relation
Casting Time: 1 Hour to you.
Range: Touch At Higher Ranks: For each rank you cast this jutsu
Duration: Instant. above C-Rank, increase the cost of this jutsu by 3 and the
Components: HS, CM, CS
radius of this jutsu by 1 Mile.
Cost: 10 Chakra
Keywords: Ninjutsu, Fuinjutsu
Description: You infuse chakra into a chakra seal as you
attempt to mark an object you can see with the seal of
false life. Medium Construct, unaligned
This jutsu creates false life. A creature from
Armor Class 11 + The Rank of the Jutsu. (Natural Armor)
nothingness. A servant formed from the world around
Hit Points 20 + 10 for each rank above C-Rank.
you. Choose a pile of rocks, dried bones, leaves, wood or
Speed 30 ft.
any other inanimate objects that you can reach while
casting this jutsu. Temporarily reduce your Maximum
STR DEX CON INT WIS CHA
Chakra by 10. You cannot reduce the cost of this jutsu by
18 (+4) 12 (+1) 16 (+3) 1 (-5) 10 (+0) 1 (-5)
more than half.
You place a seal on the objects as they conjoin to form
a mimicry of life, raising a construct creature. The Damage Immunities Necrotic, Poison
creature becomes a construct with the following Damage Resistances Bludgeoning
statistics (When a feature or ability asks for Rank of Damage Vulnerabilities Lightning
jutsu use the following; C-Rank: 2, B-Rank: 3, A-Rank: 4, Condition Immunities Charmed, Exhaustion, frightened, paralyzed,
S-Rank: 5) poisoned.
On each of your turns, you can use a bonus action to Senses passive Perception 10
mentally command any creature you’ve created with this
jutsu if the creature is within 60 feet of you. You can Unnatural Fortitude. The Inanimate Puppet makes constitution
control up to 4 Creatures at a time this way. (if you saving throws at advantage.
control multiple creatures, you can command any or all
of them at the same time, issuing the same command to
each one). You decide what action the creature will take Multiattack. The Inanimate Puppet can attack a number of times equal to
and where it will move during its next turn, or you can the jutsu’s rank with their slam attack.
issue a general command, such as to guard a particular Slam. Melee Weapon Attack: + (5 + The Rank of the jutsu) to hit, reach 5
chamber or corridor. If you issue no commands, the ft., one creature. Hit: 1d8 + 4 Bludgeoning damage.
creature only defends itself against hostile creatures. SMASH (Recharge 11-12): The Inanimate Puppet slams the ground. All
Once given an order, the creature continues to follow it creatures within 10 feet of it must succeed a DC (12 + The Rank of the
until its task is complete. Jutsu.) Dexterity Saving throw. On a failed save, they take 3d8
The creature is under your control for 24 hours, after bludgeoning damage, are knocked prone and Dazed until the end of
which it stops obeying any command you’ve given it. To their next turn.
maintain the control of the creature for another 24
hours, you must cast this jutsu on the creature again
before the current 24-hour period ends. The use of the
jutsu reasserts your control over up to four creatures you TRANSFER OF LIFE
have animated with this spell, rather than animating a Classification: Ninjutsu
new one. Recasting the jutsu in this way on an already Rank: C-Rank
summoned construct does not reduce your maximum Casting Time: 1 Full Turn Action
chakra a second time. Range: Touch
Duration: Instant
At Higher Ranks: For each rank you cast this jutsu
Components: HS, CM, CS
above C-Rank, increase the cost of this jutsu by 3 and the
Cost: Special
number hit points your construct has by 10.
Keywords: Ninjutsu, Medical, Fuinjutsu

SEALING ART: MARK OF FINDING Description: You sacrifice your life for another. Select
one creature who has been dead for no longer than 10
Classification: Ninjutsu
Rank: C-Rank Minutes whom you can reach. This jutsu cannot be used
Casting Time: 1 Minute by Clones, Constructs or Undead.
Range: Self (1 Mile Radius) When you do, you begin transferring all of your life
Duration: Concentration, Up to 1 Hour energy into them. The creature regains all of its hit
Components: HS, CM, CS points equal to your current hit points. A creature
Cost: 9 Chakra revived as a result of this jutsu has all ranks of
Keywords: Ninjutsu, Fuinjutsu, Sensory Exhaustion removed from them.
Description: You infuse chakra into a chakra seal as you Reduce your Maximum hit points to 0, which cannot
attempt to mark yourself with the seal of clairvoyance. be increased by any means.
You do not need to spend chakra to maintain
Concentration on this jutsu.
When you cast this jutsu select one creature or
location that you have seen or can clearly describe. When
you do for the duration of this jutsu, you know the
General direction of this creature or location so long as it

49
B-RANK:
ACIDIC BLADE
Classification: Ninjutsu
Large Construct, unaligned
Rank: B-Rank
Casting Time: 1 Bonus Action
Range: Touch Armor Class 13 + Your Ninjutsu Ability Modifier
Duration: Concentration, Up to 1 minute Hit Points 76 (8d10 + 32)
Components: HS, CM, W (Any) Speed 45 ft.
Cost: 11 Chakra
Keywords: Ninjutsu, Medical STR DEX CON INT WIS CHA
Description: You draw out chakra and coat it over a 18 (+4) 18 (+4) 18 (+4) 1 (-5) 10 (+0) 1 (-5)
weapon you can reach. When you do, for the duration,
when a successful attack is made with the weapon, it Condition Immunities Charmed, Chilled, Exhaustion, frightened, paralyzed,
deals an additional 3d6 acid damage. poisoned.
Creatures who take acid damage as a result of this Senses Darkvision 30 ft., passive Perception 10
jutsu, make a constitution saving throw. On a failed save,
they gain one rank of the Corroded Condition. A creature Immutable Form. The Ink Tiger is immune to any Jutsu or effect that
can gain up to 2 ranks of Corroded as a result of this would alter its form.
jutsu per turn. Inky Weapons. The Ink Tiger attacks are chakra enhanced.
At Higher Ranks: For each rank you cast this jutsu
above B-Rank, increase the cost of this jutsu by 3 and the
damage by 1d6. Multiattack. The Ink Tiger can attack twice with their claws.

BEAST IMITATING ART: TIGER Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: 3d6 +
Classification: Ninjutsu 4 Slashing damage. A creature who takes damage from this attack
Rank: B-Rank must succeed a DC 16 Constitution saving throw, gaining 2 ranks of the
Casting Time: 1 Action bleeding condition.
Range: Self Roar (Recharge 5-6). The Ink Tiger as a bonus action, may roar. All
Duration: Concentration, Up to 1 minute creatures of your choice within 20 feet of it must succeed a DC 16
Components: HS, CM, CS, NT (Empty Scroll)
Charisma saving throw. On a failed save, they gain 3 ranks of Fear for
Cost: 14 Chakra
the duration. At the end of a frightened creatures turn, they remake the
Keywords: Ninjutsu, Fuinjutsu
Charisma save to end the Fear condition.
Description: You draw a picture of a Tiger. Infusing
chakra into it as it exits your scroll and standing next to
you.
You summon a construct Ink Tiger. The construct
Tiger has the following Statistics; BESTIAL ART: LYCANTHROPE
You may command the Ink Tiger as a bonus action on Classification: Ninjutsu
Rank: B-Rank
your turn. The Ink Tiger may take an appropriate bonus
Casting Time: 1 Action
action if able.
Range: Self
At Higher Ranks: For each rank you cast this jutsu Duration: Concentration, Up to 1 minute
above B-Rank, increase the cost of this jutsu by 3 and the Components: HS, CM, CS
Ink Tiger Hit points by 2d10. Cost: 14 Chakra
Keywords: Ninjutsu, Fuinjutsu
Description: You infuse chakra into a chakra seal as you
attempt to mark yourself with the seal of wolves.
Your voice, figure, and temperament becomes bestial
in nature. You grow fur of any color of your choice
covering your arms, and your hands become large claws
with iron like nails.
For this jutsu’s duration, you gain the following
benefits;
• Your Strength becomes 19 if it is not already 19 o
higher. If it is 19 or higher already, you instead
increase your Strength Score by +2.
• Your unarmed attacks now deal 2d12 + Strength
Modifier Slashing Damage.
• You gain a +20 bonus to movement speed.
• Attacks of Opportunity you make are at advantage.
• When you make an unarmed attack, you can make two
attacks instead of one, if you cannot already. If you
can, then you instead make one additional unarmed
attack

50
CLONE ART: COMBINATION CLONE ART: OVERWHELM
Classification: Ninjutsu Classification: Ninjutsu
Rank: B-Rank Rank: B-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 60 feet Range: 60 feet
Duration: Instant. Duration: Concentration, Up to 1 minute.
Components: HS, CM Components: HS, CM
Cost: 12 Chakra Cost: 14 Chakra
Keywords: Ninjutsu Keywords: Ninjutsu
Description: As a part of the requirements to cast this Description: As a part of the requirements to cast this
jutsu, you must have at least 1 clone active from any jutsu, you must have at least 1 clone active from any
Jutsu cast with “Clone” in its name, in which the clone Jutsu cast with “Clone” in its name, in which the clone
may perform an attack of any type. may perform an attack of any type.
All clones who you have not commanded converge on All clones who you have not commanded converge on
a willing creature other than yourself, within range a hostile creature within range.
providing it aid in casting a single jutsu or making a All clones immediately move to the closest space they
single attack. can occupy next to the creature following them and
All clones immediately move to the closest space they hindering their activities. This jutsu does not cost chakra
can occupy next to the creature following them and to maintain concentration.
allowing them to move through any space they occupy The next time this creature or creature within 15 feet
when asked by that creature. of the target would cast a jutsu or make an attack, for the
The next time this creature would cast a jutsu or make duration, your clones do all they can to impede them,
an attack, before the end of its next turn, your clones do from body blocking, getting in the way, to attacking
all they can to aid them, from assisting in molding them while they perform the action.
chakra, providing distractions, or even protecting them Select one of the following penalties to grant the
from being hit by body blocking. creature(s); Penalty to attack rolls or AC depending on
Select one of the following bonuses to grant the how many clones you have active at the time of casting
creature; Bonus to attack, damage, Save DC or jutsu cost this jutsu. This choice cannot be changed after casting.
depending on how many clones you have active at the The select creature(s) must succeed a Wisdom Saving
time of casting this jutsu. This choice cannot be changed throw. On a failed save being impeded by your clones
after casting. until the start of their next turn. The affected creature
If the Jutsu the creature cast would require multiple repeats this saving throw at the end of each of their
attack rolls or saving throws, they only apply the turns for the duration.
bonuses to the initial Save DC or first attack or damage If the Jutsu the creature cast would require multiple
rolls. attack rolls or saving throws, the penalty applies to all
• Attack Roll(s) attack rolls.
Each time a jutsu is cast or attack is made, that misses
o +1 Clones: +1 to attack rolls or +2d4 damage rolls.
due to the penalty, one clone is randomly destroyed.
o +3 Clones: +3 to attack rolls or +3d4 damage rolls.
o +5 Clones: +5 to attack rolls or +5d4 damage rolls. • Attack Roll(s)
o +10 Clones: +10 to attack rolls or +10d4 damage o +1 Clones: -1 to attack rolls
rolls. o +3 Clones: -3 to attack rolls
o +20 Clones: +15 to attacks rolls or +14d4 damage o +5 Clones: -5 to attack rolls
rolls o +10 Clones: -10 to attack rolls
• Saving Throw(s) o +20 Clones: -15 to attacks rolls
o +1 Clones: +1 to save DC or +2d4 damage rolls. • Armor Class Penalty
o +3 Clones: +2 to save DC or +3d4 damage rolls. o +1 Clones: -1 to AC.
o +5 Clones: +3 to save DC or +5d4 damage rolls. o +3 Clones: -2 to AC.
o +10 Clones: +5 to save DC or +10d4 damage rolls. o +5 Clones: -3 to AC.
o +20 Clones: +10 to save DC or +14d4 damage rolls. o +10 Clones: -5 to AC.
• Cost Reduction o +20 Clones: -10 to AC.
o +1 Clones: -1 to Jutsu Cost (Min 1).
o +3 Clones: -2 to Jutsu Cost (Min 1).
o +5 Clones: -3 to Jutsu Cost (Min 1).
o +10 Clones: -4 to Jutsu Cost (Min 1).
o +20 Clones: -5 to Jutsu Cost (Min 1).

51
CLONE ART: SUPPORT • Flesh Rot. The creature’s flesh decays. The creature
Classification: Ninjutsu has disadvantage on Charisma checks and
Rank: B-Rank vulnerability to all damage.
Casting Time: 1 Reaction, which you take when you see a • Mindfire. The creature’s mind becomes feverish. The
creature who would take damage, or make a saving throw creature has disadvantage on Intelligence checks and
from a jutsu that you can see. Intelligence saving throws, and the creature becomes
Range: 60 feet
Berserked for the duration.
Duration: Concentration, Up to 1 minute.
• Seizure. The creature is overcome with shaking. The
Components: HS, CM
creature has disadvantage on Dexterity checks,
Cost: 11 Chakra
Dexterity saving throws, and attack rolls that use
Keywords: Ninjutsu
Dexterity.
Description: As a part of the requirements to cast this
• Slimy Doom. The creature begins to bleed
jutsu, you must have at least 1 clone active from any
uncontrollably. The creature has disadvantage on
Jutsu cast with “Clone” in its name, in which the clone
Constitution checks and Constitution saving throws.
may perform an attack of any type.
In addition, whenever the creature takes damage, it is
All clones who you have not commanded converge on
stunned until the end of its next turn.
an allied creature within range.

CURSE OF THE PREY


All clones immediately move to the closest space they
can occupy next to the creature following them and
Classification: Ninjutsu
protecting them. This jutsu does not cost chakra to
Rank: B-Rank
maintain concentration. Casting Time: 1 Action
This creature gains a bonus to their AC and Saving Range: Touch
throws. Select one of the following bonuses to grant the Duration: Concentration, Up to 1 minute
creature(s); Bonus to their AC and Saving throws Components: HS, CM, CS
depending on how many clones you have active at the Cost: 14 Chakra
time of casting this jutsu. Keywords: Ninjutsu, Fuinjutsu
Each time a jutsu is cast or attack is made, that misses Description: You attempt to impose the qualities of a
due to the bonus, one clone is randomly destroyed. Your single weak bestial creature. Select one creature within
clones are unable to grant any bonuses against Genjutsu. your reach. The target must succeed a Constitution
• Armor Class/Saving throw Bonus saving throw. On a failed save, they gain one of the
o +1 Clones: +1 to AC & Saving throws. following bestial qualities.
o +3 Clones: +2 to AC & Saving throws. Swallows Endurance: The creatures bones begin to feel
o +5 Clones: +3 to AC & Saving throws. hollow and brittle as their heart begins to beat furiously
o +10 Clones: +5 to AC & Saving throws. as their blood begins to thin. For the duration, they have
o +20 Clones: +10 to AC & Saving throws. a -3 penalty on all constitution saving throw and ability
checks. Additionally, they cannot take the Dash Action
CONTAGION and cannot gain additional speed by any means.
Classification: Ninjutsu Mites Strength: The creatures muscles begin to grow
Rank: B-Rank weak and unable to carry weight. They gain a -4 Penalty
Casting Time: 1 Action to their Strength ability score and disadvantage on
Range: Touch Strength saving throws and attacks made with strength.
Duration: 1 Week Sloth’s Grace: The creatures reflexes are shot as they
Components: HS, CM become unable to move gracefully or even carry
Cost: 12 Chakra themselves correctly. They gain a -4 penalty to their
Keywords: Ninjutsu, Medical Dexterity ability score and disadvantage on Dexterity
Description: You infuse putrefied Medical Chakra onto saving throws and ability checks. They also take double
your hand as you become able to inflict disease from damage from falling, and they spend their full
touch alone. Make a Melee ninjutsu attack against a movement trying to stand from Prone.
creature within your reach. On a hit the target is Rhinoceros Splendor: The creatures vision, auditory
poisoned. perception and sense of smell becomes dull and weak as
At the end of each of the poisoned creatures turns, the they gain a -4 Penalty to their Wisdom ability score and
target must make a Constitution saving throw. If the disadvantage on Wisdom ability checks. Their visual
target succeeds on three of these saves, it is no longer range is cut in half and they cannot hear things more
poisoned and the jutsu ends. If the targets fails three of than 30 feet away from them.
these saves, the target is no longer poisoned, but choose Turkey’s Cunning: The creatures ability to think
one of the diseases below. The target is subjected to the through complex matters and concepts becomes
chosen disease for the Jutsu’s duration. muddled. They find it hard to remember simple
Since this jutsu induces a natural disease in its target, handsigns, colors and even their left from their right.
any effect that removes a disease or otherwise They gain a -4 Penalty to their intelligence ability score
ameliorates a diseases effects apply to it. and disadvantage on intelligence saving throws and
• Blinding Sickness. Pain grips the creature’s mind, and ability checks. They cannot concentrate on more than 1
its eyes turn milky white. The creature has Jutsu, and the Base Concentration check DC becomes 20.
disadvantage on Wisdom checks and Wisdom saving
throws and is blinded.
• Filth Fever. A raging fever sweeps through the
creature’s body. The creature has disadvantage on
Strength checks, Strength saving throws, and attack
rolls that use Strength.

52
DEAD HEARTBEAT TECHNIQUE RECONSTRUCTIVE HAND
Classification: Ninjutsu Classification: Ninjutsu
Rank: B-Rank Rank: B-Rank
Casting Time: 1 Day Casting Time: 1 Action
Range: Touch Range: Touch
Duration: Special Duration: Instant
Components: HS, CM, CS Components: HS, CM
Cost: 14 Chakra Cost: 14 Chakra
Keywords: Ninjutsu, Medical, Fuinjutsu Keywords: Ninjutsu, Medical
Description: When casting this jutsu, you must have Description: You coat your hand in cell manipulating
fully intact corpse of a humanoid creature. You perform Medical chakra. You can attempt to manipulate the
a type of surgery designed to induce a false heartbeat. At cellular integrity of a creatures cells.
the conclusion of this jutsu’s casting, the corpse begins As an action on your turn, you can touch a willing
to move at your behest. You must stay within 90 feet of creature you can reach. When you do, you can jumpstart
the corpse while facilitating its temporary revival. their cellular regenerative process. The creature regains
All wounds, and damage the corpse had prior to this hit points equal to 3d8 + Your ninjutsu ability Modifier.
jutsu’s casting remains. The corpse you use this on only Afterwards, for the next minute, the creature regains 5
retains their memories. They can regain their hit points at the beginning of each of their turns.
personalities if you instead extend this jutsu’s casting Alternatively, as an action you can attempt to touch a
time to 1 Week. hostile creature you can reach. Make a melee ninjutsu
The corpse cannot disobey you, and must not act in attack. On a successful hit, they take 5d10 Necrotic
any way that would bring you harm. The corpse has 1 Hit Damage and become compromised. A compromised
points and calculates its AC as normal. It cannot cast creature must make a constitution saving throw at the
jutsu, or use features by any means. The corpse remains beginning of each of their turns for the next minute. Any
active until you dismiss this jutsu as a bonus action or jutsu or affect that would remove conditions can end the
begin concentrating on any other jutsu or feature. A compromised condition on a creature.
corpse can only be temporarily be brought back this way A compromised creature who succeeds three saving
once ever using this jutsu. throws first, ends this condition. A compromised
creature who fails three saving throws first, has their
LION MANE: HUNTING PREDATOR cells begin to fail and rupture. They permanently gain
Classification: Ninjutsu one rank of Exhaustion and the weakened, and dazed
Rank: B-Rank conditions. A creature who gains these conditions this
Casting Time: 1 Bonus Action way can have them removed only be a casting of;
Range: Self
Restorative at A-Rank, Regenerate, Medical Aura and
Duration: Concentration, Up to 1 minute
remain within the Aura for no less than 1 week straight,
Components: HS, CM
Medical Release: Heal or Reconstructive Hand on them
Cost: 11 Chakra
no less than 3 times in an 8-hour period.
Keywords: Ninjutsu
Description: You activate the roots of your hair causing
your hair to grow at a heightened rate and granting you
SEALING ART: CIRCLE OF AUTHORITY
Classification: Ninjutsu
full control over your hairs movements.
Rank: B-Rank
For the duration of this jutsu you gain additional Casting Time: 1 Action
actions which you can take using your hair. For this Range: Self (45-foot radius sphere)
jutsu’s duration, when you would cast Needle Jizo, you Duration: Concentration, up to 1 Minute
may reduce this jutsu’s Cost by -5 or Lion Mane: Needle Components: HS, CM, CS
Hell, reducing the cost of this jutsu by -10. (Both Jutsu to Cost: 13 Chakra
a minimum of 1) Keywords: Ninjutsu, Fuinjutsu, Medical
Description: You infuse chakra into a chakra seal as you
1 Action.
• Attack: You command your hair to lash out attacking a attempt to mark yourself with the seal of domination.
For this jutsu’s duration, anytime a hostile creature in
creature you can see within 90 feet of you. Make a
this jutsu’s radius would make a saving throw against a
melee ninjutsu attack. On a success you deal 3d10
jutsu you or an allied creature cast, they immediately
piercing and 3d10 bludgeoning damage as your hair
take a -3 Penalty to their roll.
sharpens and slams into them.
• Wrap: You command your hair to lash out grabbing a At Higher Ranks: For each rank you cast this jutsu
above B-Rank, increase the cost of this jutsu by 3 and the
creature you can see within 90 feet of you. Make a
radius by 5 feet.
melee ninjutsu attack. On a success, you grapple and
restrain them. A grappled creature makes a Strength
(Athletics) or Dexterity (Acrobatics) check vs your
Ninjutsu save DC to escape. On a failed check, they
remain grappled and restrained by your hair. You can
then move the grappled creature anywhere within 90
feet of you as if you were dragging them.
• Crush and Tear: You command your hair to crush and
tear into a creature currently grappled by it. A creature
grappled by your hair takes 12d6 slashing damage as it
attempts to tear them apart. A grappled creature
immediately gets to attempt their checks to escape
after taking damage as a result of this action.

53
SEALING ART: COMMUNE chakra gate which takes you back to the material plane
Classification: Ninjutsu from the exact location you entered to your room from
Rank: B-Rank originally.
Casting Time: 1 Action
Range: Self SEALING ART: DIVINATION TECHNIQUE
Duration: 1 Minute Classification: Ninjutsu
Components: HS, CM, CS Rank: B-Rank
Cost: 12 Chakra Casting Time: 1 Action
Keywords: Ninjutsu, Fuinjutsu Range: Self
Description: You infuse chakra into a chakra seal as you Duration: Instant
attempt to mark yourself with the seal of relation. Components: HS, CM, CS
You reach out into the void. Calling upon the spirit of a Cost: 14 Chakra
single deceased spirit, with whom you have a connection Keywords: Ninjutsu, Fuinjutsu
with, be it ancestral, legacy, ideals, historical, or Description: You infuse chakra into a chakra seal as you
antagonistic. The DM allow other forms of relation as attempt to peer through the fabric of time, diving future
well. You summon the spirit to the material plane and events with the seal of perception.
ask it three questions that can be answered with a yes or You must ask a single question concerning a specific
no. You must ask your questions before the jutsu ends. goal, event or activity to occur within 7 days. The DM
You the most correct answer possible from to the spirits offers as truthful a reply as possible. The reply might be
knowledge. a short phrase, a cryptic rhyme or an omen. You hear the
The spirit is not omniscient, so you may receive aforementioned in your own voice as if you are speaking
unclear or uncertain answers, if a question lies beyond to a future version of yourself.
the spirits knowledge. In a case where a one-word This jutsu doesn’t take into account any possible
answer could be misleading or contrary to the spirits circumstances that might change the outcome, such as
interests, the DM may offer a short phrase as an answer the casting of certain jutsu, or the loss or gain of a
instead. companion.
A spirit cannot be summoned this way more than once You cannot peer into the future this way more than
per month. once per week.

SEALING ART: DIMENSIONAL POCKET


Classification: Ninjutsu
Rank: B-Rank
Casting Time: 1 Month
Range: Self
Duration: Permanent
Components: HS, CM, CS
Cost: 14 Chakra
Keywords: Ninjutsu, Fuinjutsu
Description: You infuse chakra into a chakra seal as you
attempt to tear open a rift in the fabric of reality,
marking out a small space in the void for yourself with
the seal of distortion.
As a part of the casting of this jutsu, you must mark a
representative space no larger than a 20-foot cube with
chakra seals, doing this dictates the exact size of your
pocket dimension.
If this jutsu casting time is interrupted, the jutsu ends
and you must restart the process from scratch.
After successfully casting this jutsu, you create a room
in the void, unable to accessed without jutsu that can
traverse through dimensions or teleport ignoring space
all together.
This room is one of your design and can look however
you describe it. While inside this dimension, you are no
longer on the material plane. You are unaware of what’s
going on, on the material plane. You cannot
communicate with or locate people on the material
plane. If you exit your room, stepping into the void, you
are instantly shunted to a random location on the
material plane. This can be anywhere from another
country, to the bottom of the ocean, or even 10,000 feet
in the sky.
This room produces no sound and cannot be found by
normal means. You can freely access your room, by
spending 10 minutes weaving handseals and
materializing a gate which takes you directly to this
room. The room has 4 walls, and can only ever be 1 floor.
It has a single door, which cannot be locked by normal
means, which leads to a short bridge feeding into a

54
A-RANK:
BEAST IMITATING ART: ONI TWINS
Classification: Ninjutsu Large Construct, unaligned
Rank: A-Rank
Casting Time: 1 Action Armor Class 15 + Your Ninjutsu Ability Modifier
Range: Self Hit Points 113 (5d12 + 78)
Duration: Concentration, Up to 1 minute
Speed 45 ft.
Components: HS, CM, CS, NT (Empty Scroll)
Cost: 20 Chakra
STR DEX CON INT WIS CHA
Keywords: Ninjutsu, Fuinjutsu
24 (+7) 14 (+2) 22 (+6) 1 (-5) 10 (+0) 1 (-5)
Description: You draw a picture of two Oni, Demons of
your description. Infusing chakra into it as it exits your
Condition Immunities Charmed, Chilled, Exhaustion, frightened, paralyzed,
scroll and standing next to you.
poisoned.
You summon two construct Ink Oni’s. The Ink Oni’s
Senses Darkvision 30 ft., passive Perception 10
has the following Statistics;
You may command both Ink Oni’s as a bonus action on
Immutable Form. The Ink Oni is immune to any Jutsu or effect that
your turn. Each Ink Oni may be commanded to perform
would alter its form.
different actions. The Ink Oni’s may take an appropriate
bonus actions or reactions if able. Inky Weapons. The Ink Oni attacks are chakra enhanced.
At Higher Ranks: For each rank you cast this jutsu
above A-Rank, increase the cost of this jutsu by 3 and the
number of Oni’s you summon by +1. Guard. The Ink Oni can, as a reaction raise its guard protecting all creatures
within 5 feet of it. Until the beginning of your next turn, all attacks that
BESTIAL ART: PREDATOR would target a creature within 5 feet of the Oni, instead targets the Oni.
Classification: Ninjutsu
Rank: A-Rank
Casting Time: 1 Action Multiattack. The Ink Oni can attack twice with their Mauls.
Range: Self
Maul. Melee Weapon Attack: +13 to hit, reach 5 ft., one creature. Hit:
Duration: Concentration, Up to 1 minute
Components: HS, CM, CS 2d10 + 7 Bludgeoning damage. A creature who takes damage from
Cost: 18 Chakra this attack twice must succeed a DC 19 Constitution saving throw,
Keywords: Ninjutsu, Fuinjutsu being dazed until the end of their next turn.
Description: You infuse chakra into a chakra seal as you Twin Oni Slam (Recharge 11-12). The Ink Oni as an action, may withhold
attempt to mark yourself with the seal of Predation. You its action. If both Ink Oni withhold their action, on the following turn,
cannot reduce the cost of this jutsu by any means. you may command them to perform a Twin Oni Slam on a creature
Your eyes become beast like with your iris looking they are both within 10 feet of. One Oni of your choice makes 3 Maul
more feline than human. Your muscles grow stronger attacks at advantage. Each successful hit increases the damage by
and leaner, as you encompass a wolves physicality. Your 1d10. Once used, both Oni must recharge to be able to perform this
senses grow sharper as you can tell the exact distribution attack.
of water in the air if you so choose. Oni Focus (Recharge 7-8). The Oni, as a bonus action may focus. Until
For this jutsu’s duration, you gain the following the end of your turn, the Oni’s next Maul attack scores a critical hit on
benefits; a roll of 19 or 20.
• Your Strength, Dexterity and Wisdom becomes 19 if it
is not already 19 or higher. If a score is 19 or higher
already, you instead increase it by +2.
• You gain a +5 to Acrobatics, Athletics, Stealth and
Perception checks.
• You cannot be seen with Chakra sight.
• You gain a bonus to movement speed equal to 10 times
your Strength Modifier.
• Your jump distance and height are doubled.
• When Attacking a creature who has not yet acted in
combat, who has not seen you, or who are surprised,
you score a critical hit on a roll of 16 or higher.
• When you make an unarmed attacks, you can instead
use a Claw attack. Your claw attacks deal 3d6 + Str +
Dex Slashing or Piercing damage, your choice. You
cannot use Claw attacks as a part of Taijutsu or
Bukijutsu.
• Attacks of Opportunity you make are at advantage.
• When you make an unarmed attack, you can make two
attacks instead of one, if you cannot already. If you
can, then you instead make one additional unarmed
attack

55
CASUALTY PUPPET removed unless a targeted by a Jutsu that removed
Classification: Ninjutsu Conditions casted at S-Rank. If it succeeds three
Rank: A-Rank times, it no longer needs to make constitution saves,
Casting Time: 1 Minute whichever comes first.
Range: Touch • Cold: On a failed save, a creature is also chilled.
Duration: 10 Minutes Additionally, for the next minute, it must make
Components: HS, CM, CS
Constitution saving throws at the beginning of each of
Cost: 20 Chakra
its turns. If it fails to save three times, it becomes
Keywords: Ninjutsu, Medical, Fuinjutsu
petrified in ice, unable to be restored unless a targeted
Description: As a part of the casting of this jutsu, you
by a Jutsu that removed Conditions casted at S-Rank.
must have a creature who has been dead no longer than
If it succeeds three times, it no longer needs to make
10 minutes available to you. You place a chakra seal onto
constitution saves, whichever comes first.
the corpses body. When you do you perform a ritual • Lightning: On a failed save, a creature is also shocked
absorbing its memories fully into the seal, then placing
for the next minute. Additionally, for the next minute,
the chakra seal on yourself.
it must make Constitution saving throws at the
For this jutsu’s duration, you gain access to all of the
beginning of each of its turns. If it fails to save three
memories and Jutsu without the Hijutsu Keyword, that
times, it permanently gains 3 ranks of shocked, unable
the creature knew. While you have the chakra seal
to be healed unless a targeted by a Jutsu that removed
attached to you, you cannot end this jutsu early.
Conditions casted at S-Rank. If it succeeds three
Your mind begins to feel hazy and clouded. At the
times, it no longer needs to make constitution saves,
beginning of each of your turns while in combat, or
whichever comes first.
every minute while not in combat. You must succeed a • Force: The damage increases by 6d6.
Wisdom saving throw vs a DC (Original Creatures Level +
Their Proficiency Bonus). On a failed save, you act as
FISSION TECHNIQUE
they would until the end of their turn. Classification: Ninjutsu
Rank: A-Rank
EXCELLENT CHAKRA SPEARS Casting Time: 1 Action
Classification: Ninjutsu Range: Self
Rank: A-Rank Duration: 1 Minute
Casting Time: 1 Action Components: CM
Range: Self (60-foot cone) Cost: 20 Chakra
Duration: Instant Keywords: Ninjutsu
Components: HS, CM
Description: The Fission Technique is a highly advanced
Cost: 20 Chakra
ninjutsu which allows you to split your own body into
Keywords: Ninjutsu
two identical — yet entirely independent — duplicates
Description: You create eight spears of highly condensed
of yourself. You cannot reduce the cost of this jutsu by
chakra that you then launch simultaneously. All
any means.
creatures in a 60-foot cone originating from you, must
Unlike clone techniques that only appear to be similar,
make a Dexterity Saving throw, taking 10d6 damage on a
the ability is instead a physical separation and so does
failed save or half as much on a successful one.
not require hand seals to activate, making it faster in
If you have a nature release, this jutsu gains a single
comparison as a result.
nature release keyword that you can cast and it’s damage
You may make an exact copy of yourself, you cut your
type becomes the corresponding nature releases damage
current and maximum hit and chakra points in half and
type (Water = Cold). If you do not have a nature release
your clone gains that much, this clone is an exact copy of
this jutsu instead deals Force Damage.
yourself being able to use your Class and Clan features &
• Earth: On a failed save, a creature is also dazed until jutsu.
the end of its next turn. Additionally, for the next If you have an expendable feature such as combo
minute, it must make Constitution saving throws at points or superiority die the clone gains half the amount
the beginning of each of its turns. If it fails to save you had when you casted this jutsu. The clone acts at the
three times, it becomes petrified, unable to be restored end of your turn.
unless a targeted by a Jutsu that removed Conditions At the end of this jutsu’s duration you fuse back
casted at S-Rank. If it succeeds three times, it no together, regaining any hit and chakra points the clone
longer needs to make constitution saves, whichever had, restoring your maximum hit and chakra points back
comes first. to normal, and gaining any conditions, poisons or
• Wind: On a failed save, a creature is also weakened diseases the clone may have had.
until the end of its next turn. Additionally, for the next If the clones body is destroyed, not whole,
minute, it must make Constitution saving throws at transformed (such as petrified) or not on the same plane
the beginning of each of its turns. If it fails to save of existence before refusing back together with you, you
three times, it becomes permanently Dazed, unable to do not regain any hit or chakra points and your
be healed unless a targeted by a Jutsu that removed maximum hit and chakra points are permanently cut in
Conditions casted at S-Rank. If it succeeds three half. If you can find your clones body and recast this
times, it no longer needs to make constitution saves, jutsu while touching it, you refuse with it as normal.
whichever comes first.
• Fire: On a failed save, a creature is also burned.
Additionally, for the next minute, it must make
Constitution saving throws at the beginning of each of
its turns. If it fails to save three times, it becomes
permanently vulnerable to fire damage, unable to gain
resistance or immunity. This effect is unable to be

56
HAREM TECHNIQUE TOUCH OF DEATH
Classification: Ninjutsu Classification: Ninjutsu
Rank: A-Rank Rank: A-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Self (60 feet) Range: Touch
Duration: Concentration, Up to 1 Minute Duration: Instant
Components: HS, CM Components: CM
Cost: 20 Chakra Cost: 20 Chakra
Keywords: Ninjutsu Keywords: Ninjutsu
Description: As a part of casting this jutsu, you must Description: You come close and begin to touch a willing
know either the Shadow Clone Technique or the Multi- creature you can reach. This touch can be in the form of a
Shadow Clone Technique and the Sexy Technique. grab, kiss, or hug. When you do, you immediately
You quickly combine the casting of one of the become aware of all Nature affinities the creature has if
aforementioned Shadow Clone techniques and the sexy any.
technique, you must have at least 1 clone active from any The target creature must succeed a Constitution
Jutsu cast with “Clone” in its name, in which the clone saving throw. On a failed save, you begin to suck the
may perform an attack of any type. All clones who you chakra directly from them reducing their current chakra
have not commanded converge onto you as your begin to by 12d6 and half as much on a success. You regain chakra
transform in unison. points equal to the amount lost. If you reduce a creatures
You and each of your clones transforms into beauty chakra to 0 as a result of this jutsu and still have left over
unmatched, be it a male or female and move up to 60 chakra that would be drained, you instead begin to
feet towards a single creature you can see within range instead drain their life force. A creature reduces to 0
ending your movement within 5 feet. chakra instead takes any remaining result as double
When you cast this jutsu you must choose between damage.
either a male or female transformation. When you do, If you cast this jutsu on a creature who has 0 chakra,
the select creature, if they are attracted to the chosen you instead roll 12d10, reducing their hit points by the
gender, must succeed a Charisma saving throw. result or half as much on a success. You regain chakra
On a failed save the target is charmed, grappled, and points equal to the amount lost.
restrained by you. If a creature is currently engaged in If you attempt to cast this jutsu on an unwilling
combat, they make the save at advantage and if a creature, you make a melee ninjutsu attack. On a hit, you
creature takes damage or are affected by a hostile then attempt to drain their chakra as normal.
creatures jutsu while charmed by this jutsu the charmed Additionally, if you reduce a creatures Hit points to 0
condition immediately ends. as a result of this jutsu, you are temporarily able to steal
A creature remakes this save at the end of each of their their nature release from them, if they have any.
turns. On a success, ending the charmed condition. Until you complete a long rest, you randomly gain one
A creature charmed by this jutsu also have the of the target creatures nature release and one random
following additional conditions affecting them. Once a jutsu of C-Rank or lower, that requires that nature
creature is no longer charmed, they also immediately release that they knew. You cannot learn additional jutsu
end whatever other condition they may have had as a of the stolen nature release unless you already have the
result of this jutsu based on the number of clones you chosen nature affinity. If you would gain another nature
currently have active. These affects are cumulative. release as a result of this jutsu, you instead replace the
• Harem Effects previous nature release and jutsu known.

SEALING ART: TETHERED ESSENCE


o +1 Clones: Disadvantage on their Strength Saving
throws.
Classification: Ninjutsu
o +3 Clones: Disadvantage on their Wisdom Saving
Rank: A-Rank
throws. Casting Time: 1 Action
o +5 Clones: If in combat, target creature makes Range: 60 Feet
their save without advantage. Duration: 1 Hour
o +10 Clones: Stunned. Components: HS, CM, CS
o +20 Clones: Paralyzed. Cost: 20 Chakra
Keywords: Ninjutsu, Fuinjutsu
Description: You infuse chakra into a chakra seal as you
attempt to mark two creatures (excluding yourself) with
the seal of mirrors.
Select two creature you can see within range. Each
creature must succeed a Charisma Saving throw. They
make this save at disadvantage if they are within 30 feet
of each other. Either creature can willingly fail the save.
If either creature saves, the jutsu has no effect. If both
saves fail, the creatures are linked for the duration,
regardless of the distance between them. When damage
is dealt to one of them, the same damage is dealt to the
other one. If hit points are restored to one of them, the
same number of hit points are restored to the other one.
If either of the tethered creatures is reduced to 0 hit
points, the jutsu ends on both. If the jutsu ends on one
creature, it ends on both.

57
SEALING ART: WILT S-RANK:
Classification: Ninjutsu
Rank: A-Rank MEDICAL RELEASE: HEAL
Casting Time: 1 Action Classification: Ninjutsu
Range: Self (45-Foot cube) Rank: S-Rank
Duration: Instant Casting Time: 1 Action
Components: HS, CM, CS Range: 60 Feet
Cost: 20 Chakra Duration: Instant
Keywords: Ninjutsu, Fuinjutsu Components: HS, CM
Description: You infuse chakra into a chakra seal as you Cost: 50 Chakra
attempt to mark all creatures within range with the seal Keywords: Ninjutsu, Medical
of extraction. Description: You manifest and release a torrent of
You draw the life force of all creatures of your choice Medical chakra that flows out from you into injured
within range, that you can see. Each creature in the area creatures of your choice. You cannot reduce the cost of
must make a Charisma Saving throw. Construct and this jutsu by any means. You restore up to 700 hit points,
undead aren’t affected. Plants, Celestials, and Demons divided as you choose among any number of creatures
make this saving throw at disadvantage. that you can see within range. Creatures healed by this
A creature takes 10d8 Necrotic Damage and are jutsu are also cured of all diseases and any effect that
marked with the seal of extraction for the next minute, inflicts conditions, regardless of the effects restriction
or half as much damage and no additional effects on a or limitation. This jutsu has no effect on undead or
successful save. constructs.
A creature marked with the seal of extraction takes 5
additional Necrotic damage each time they would take MEDICAL RELEASE: IMPENDING END
damage from any source for the duration. Plants, Classification: Ninjutsu
Celestials, and Demons instead take 10 additional Rank: S-Rank
Necrotic damage each time they would take damage Casting Time: 1 Action
from any source for the duration. Range: 40 Feet
A creature marked with the seal of extraction can as an Duration: Instant
Components: HS, CM
action attempt to remove the seal by making an
Cost: 55 Chakra
Intelligence (Ninshou) check vs your Ninjutsu save DC,
Keywords: Ninjutsu, Medical
removing it early on a success. Plants, Celestials, and
Description: You manifest and release a torrent of putrid
Demons make this ability check at disadvantage.
Medical chakra that flows out from you into creatures of
SHINING STARS, SOARING STRIKE your choice. You cannot reduce the cost of this jutsu by
Classification: Ninjutsu any means. Creatures with 80 Hit points or less within
Rank: A-Rank range die as their heart stops, their blood thins, and
Casting Time: 1 Action their cells forget the functions they normally are tasked
Range: 120 feet with.
Duration: Concentration, Up to 1 minute Creatures who have between 81 and 100 Hit points, can
Components: HS, CM, CS feel their body begin to suffer from necrosis as they
Cost: 20 Chakra attempt to resist. These creatures make a Constitution
Keywords: Ninjutsu, Fuinjutsu saving throw. On a failed save, they become crippled by
Description: As a part of the requirements to cast this the pain. A creature crippled by the pain, speed can never
jutsu, you must know the Hollow Stars jutsu. You form be higher than 10, they have disadvantage on all rolls
two tiny objects in the shape of stars, in unoccupied using Strength or Dexterity, and if they attempt to cast a
spaces, that you can see within range. Each object has 45 jutsu of any type they must succeed a Constitution
Hit points and an AC equal to your Ninjutsu save DC. At saving throw vs your Ninjutsu Save DC, on a failed save,
the end of each of your turns, each object casts Hollow they take 8d8 necrotic damage that ignores Temporary
Stars at C-Rank as if you cast them, targeting Hit points, Resistance and Immunity as their chakra
appropriate locations within range of your choice. network is attacked by the necrosis, temporarily
If these objects are destroyed, this jutsu immediately reducing their Maximum chakra by the result as well. A
ends. crippled creature is crippled permanently, or until they
At Higher Ranks: For each rank you cast this jutsu have a Jutsu that removes conditions casted on them a
above A-Rank, increase the cost of this jutsu by 3 and the S-Rank.
number of star shaped objects made by +1.

58
SEALING ART: GATE OF THE AFTERLIFE speak freely but cannot willingly act in a way counter to
Classification: Ninjutsu any action you provide it. The construct has half as many
Rank: S-Rank hit points it had in life, can cast jutsu and use clan
Casting Time: 1 Year features it had in life using your chakra instead.
Range: 10 Feet A construct summoned this way can only remain
Duration: Permanent summoned for 1 minute before being pulled back into the
Components: HS, CM
coffin at the end of the duration to be saved for later use.
Cost: 500 Chakra
A construct that is killed while summoned does not
Keywords: Ninjutsu, Fuinjutsu, Combination
return to the coffin, instead relinquishing the soul that
Description: You and all casters infuse chakra into
was bound to it.
chakra seals as you attempt to tear open the gates of hell
with the seal of the ever after. SEALING ART: VOID
For 8 Hours a day, for 1 Year, you and no less than 10 Classification: Ninjutsu
Casters, work together adding, reinforcing and Rank: S-Rank
manifesting chakra seals designed to open a portal to the Casting Time: 1 Action
afterlife. If this casting is interrupted by having chakra Range: 1000 feet
seals destroyed or a caster dying, the jutsu fails having to Duration: Concentration, Up to 1 Minute
be recast from scratch. Components: HS, CM, CS
Once completed, this jutsu creates a 2-way portal to Cost: 23 Chakra
the afterlife. Living creatures who pass through this gate Keywords: Ninjutsu, Fuinjutsu
into the world of the afterlife can remain there for no Description: You infuse chakra into chakra seals as you
longer than a number of hours, equal to their level. If attempt to tear into the underworld with the seal of the
they remain any longer their material bodies emptiness.
disintegrate as only their souls remain, unable to cross You select a 30-foot radius sphere within range,
back over onto the material plan as a living creature ever creating a sphere of emptiness, where the material plane
again. and the space inside the sphere are of different
A Spirit who finds this gateway, can cross over into the dimensional make ups. For the jutsu’s duration, the
material plane and can possess any creature of equal or sphere and any place within 100 feet of it are difficult
lower level than they were in life. If the creature terrain, and non-Chakra enhanced objects fully inside
attempts to possess a creature of lower level than it, then the sphere are shunted to the space in-between
it completely dominates their mind and body, kicking dimensions if they aren’t being worn or carried.
out their spirit. The spirit has access to all features, jutsu When the sphere appears and at the start of each of
and abilities they had access to in life and any jutsu, your turns, until the jutsu ends, unsecured objects
features and abilities the original body had access too. within 100 feet of the sphere are pulled towards the
The spirit that was kick out of that body is sucked into spheres center, ending in an unoccupied space as close
the afterlife, taking the place of that escaped Spirit. to the center as possible.
If the creature attempts to possess a creature of equal A creature that starts its turn within 100 feet of the
or higher level than it, then the target of possession sphere must succeed a Strength saving throw or be
makes a Charisma save vs the Level + Proficiency of the pulled straight towards the spheres center, ending in an
creature. On a success, they resist. On a failure, their unoccupied space as close as possible to the center. A
spirits are kicked out of their body. creature that enters the sphere for the first time on a
turn or starts its turn there takes 10d10 force damage
SEALING ART: IMPURE WORLD and is restrained until it is no longer in the sphere. If the
DESTRUCTION sphere is in the air, the restrained creature hovers inside
Classification: Ninjutsu the sphere. A creature can use its action to make a
Rank: S-Rank strength against your Ninjutsu save DC, ending this
Casting Time: 1 Full Turn Action restrained condition on itself or another creature in the
Range: 30 foot sphere that it can reach. A creature who is reduced to 0
Duration: Instant hit points by this jutsu is shunted into the space in-
Components: HS, CM, CS between dimensions where they drift forever frozen in
Cost: 45 Chakra time, along with any items it was wearing or carrying.
Keywords: Ninjutsu, Fuinjutsu
Description: You infuse chakra into chakra seals as you
attempt to tear into the underworld with the seal of the
consecration.
You summon a coffin to act as a gateway to the
underworld. The coffin springs open, as shadow tendril
like hands launch forward piercing the body a creature
you can see within range. Make a ranged Ninjutsu attack.
On a hit, you deal 18d10 necrotic damage.
If this jutsu reduces a creature to 0 Hit points, their
soul is torn from their body as it is sealed within the
coffin.
Moving forward, until there is not a soul bound to the
coffin, whenever you would cast this jutsu, you instead
summon an undead construct of the creature you
originally killed using this jutsu. The construct acts at
the end of your turn, and follows your command. It can

59
NEW GENJUTSU
D-RANK: DETECT ILLUSIONS
CLOAK OF SHADOWS Classification: Genjutsu
Rank: D-Rank
Classification: Genjutsu
Casting Time: 1 Action
Rank: D-Rank
Range: Self (10-foot Radius)
Casting Time: 1 Action
Duration: 10 Minutes
Range: Touch
Components: HS, CM
Duration: Concentration, Up to 1 minute
Components: HS, CM Cost: 5 Chakra
Cost: 4 Chakra Keywords: Genjutsu, Visual
Description: For the duration, you can sense the
Keywords: Genjutsu, Visual, Unaware
presence of Genjutsu of D-Rank or Lower within 10 feet
Description: You cloak a willing creature you touch in
of you. If you sense Genjutsu in this way, you can use
illusionary darkness, granting it a +10 to Dexterity
your action to see a faint aura around any visible
(Stealth) checks against creatures that rely on sight.
creature or object in the area that is affected by a
Additionally, if cast in Dim Light or Darkness,
creatures attempting to make a Wisdom (Illusions) Genjutsu.
check to see through this genjutsu, makes their check at Additionally, if a Genjutsu affects an area, the affected
disadvantage. area with glow with this aura instead of any individual
At Higher Ranks: For each rank you cast this jutsu creatures or objects.
above D-Rank, increase the cost of this jutsu by 3. If cast This jutsu cannot penetrate through barrier, walls or
at C-Rank, the duration increases to up to 10 minutes surfaces and does not provide insight on the Rank or
number of Genjutsu affecting a creature.
and no longer costs chakra to maintain concentration. If
At Higher Ranks: For each rank you cast this jutsu
cast at A-Rank, this jutsu’s duration becomes 1 Hour and
above D-Rank, increase the cost of this jutsu by 3 and
no longer requires concentration.
the rank of Genjutsu you can detect.
COLOR SPRAY
Classification: Genjutsu DISTANT WORDS
Rank: D-Rank Classification: Genjutsu
Casting Time: 1 Action Rank: D-Rank
Range: Self (15-foot cone) Casting Time: 1 Minute
Duration: Instant Range: 30 feet
Components: HS, CM Duration: Until Dispelled
Components: HS, CM
Cost: 5 Chakra
Keywords: Genjutsu, Visual Cost: 5 Chakra
Description: You manifest a dazzling array of flashing, Keywords: Genjutsu, Auditory
colored lights, that spring forth from your hand. Roll Description: You implant a message within an object in
6d10, the total is how many hit points of creatures this range, a message that is uttered when a trigger condition
jutsu can effect. Creatures in a 15-foot cone, originating is met. Choose an object that you can see and that isn’t
from you are affected in ascending order of their current being worn or carried by another creature. Then speak
the message, which must be 25 words or less, though it
hit points (ignoring unconscious creatures).
can be delivered over as long as 10 minutes. Finally,
Starting with the creature that has the lowest current
determine the circumstance that will trigger the jutsu to
hit points, each creature affected by this jutsu believes it
deliver your message.
is blinded.
When that circumstance occurs, a disembodied voice
Subtract each creature’s hit points from the total
before moving on to the creature with the next lowest hit can be heard originating from the object and recites the
points. A creature’s hit points must be equal to or less message in your voice and at the same volume you
than the remaining total for the creature to be affected. spoke.
A blinded creature makes an Intelligence Saving throw When you cast this jutsu, you can have the jutsu end
at the beginning of each of its turns, realizing it is not after it delivers its message, or it can remain and repeats
blinded on a successful save. its message whenever the trigger occurs.
The triggering circumstance can be as general or as
At Higher Ranks: For each rank you cast this jutsu
detailed as you like, though it must be based on visual or
above D-Rank, increase the cost of this jutsu by 3 and
audible conditions that occur within 30 feet of the object.
roll and additional 2d10.
For example, you could instruct the illusion to speak
when any creature moves within 30 feet of the object or
when a silver bell rings within 30 feet of it.

2
ENVIRONMENTAL AFFINITY LIGHT BLINDNESS
Classification: Genjutsu Classification: Genjutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Self Range: 60 Feet
Duration: Concentration, up to 1 hour Duration: Concentration, Up to 1 Minute
Components: HS, CM Components: HS, CM
Cost: 5 Chakra Cost: 5 Chakra
Keywords: Genjutsu, Visual Keywords: Genjutsu, Visual
Description: The environment seems to shift and swirl Description: You target a creature you can see in range
around you. For this jutsu’s duration, creatures looking and attempt to switch its brains perception of light. The
at you see the natural terrain moving at your beck and target creature must succeed an Intelligence Save. On a
call giving them pause. failed save, they treat Bright Light as total darkness for
You make your next initiative roll at advantage and the duration.
creatures that target you with an attack or jutsu treat you If this jutsu is cast on a creature who is not benefiting
as if you are in half cover. from Bright Light prior to this jutsu’s casting, this jutsu
If the terrain is not natural and instead industrial such gains the Unaware Keyword for the duration.
as a concrete hallway, steel floors, or anything similar, a
creature makes a Wisdom (Illusions) check vs your NIP AT THE HEELS
Genjutsu Save DC at advantage, gaining immunity to this Classification: Genjutsu
jutsu for the duration. Rank: D-Rank
At Higher Ranks: For each rank you cast this jutsu Casting Time: 1 Action
Range: 90 Feet
above D-Rank, increase the cost of this jutsu by 3. When
Duration: Concentration, Up to 1 Minute
casted at B-Rank this jutsu no longer requires
Components: HS, CM
concentration.
Cost: 5 Chakra

GLAMOR TONGUE Keywords: Genjutsu, Visual, Unaware


Description: You slam your hands onto the ground
Classification: Genjutsu
creating an illusory puff of smoke as a pack of wild dogs
Rank: D-Rank
Casting Time: 1 Action that look aggressive rush in and nip at one creature you
Range: Touch can see within range, which must make an Intelligence
Duration: Concentration, up to 10 Minutes saving throw. On a failed save, the target has
Components: HS, CM disadvantage on ability checks and attack rolls for the
Cost: 5 Chakra duration as it is distracted by the dogs.
Keywords: Genjutsu, Auditory At the end of each of its turns, the target remakes its
Description: A willing creature you touch is enhanced saving throw, ending the effect on itself on a successful
with a Genjutsu that makes the words they speak seem save.
more interesting, attractive, or compelling. A target that is at least 10 feet off the ground (in a tree,
For the duration and affected creature has advantage flying, and so forth) or has any senses, features or active
on all charisma checks. jutsu that would give it a bonus to its Wisdom
When a creature who finds them even slightly (Perception) by any means, has advantage on the saving
attractive hears them speak, that creature must succeed throw.
a Charisma Saving throw. On a failed save that creature At Higher Ranks: For each rank you cast this jutsu
is charmed by them for the duration. above D-Rank, increase the cost of this jutsu by 3 and
the number of creatures you can target by +1.
ILLUSORY SCRIPT
Classification: Genjutsu PAINFUL VISION
Rank: D-Rank Classification: Genjutsu
Casting Time: 1 Action Rank: D-Rank
Range: Touch Casting Time: 1 Action
Duration: Permanent Range: 60 Feet
Components: HS, CM, CS Duration: Concentration, Up to 1 Minute
Cost: 3 Chakra Components: HS, CM
Keywords: Genjutsu, Fuinjutsu, Visual Cost: 5 Chakra
Description: You take a Chakra Seal and write upon it as Keywords: Genjutsu, Visual, Tactile
you imbue your chakra into the parchment. Description: You target one creature you can see within
For the duration, you and any creatures you designate range as you begin to intensify their sensitivity to light.
when you cast the jutsu, can see the writing as it should The target creature must succeed a Wisdom saving
be. To all others, the writing appears as if it were written throw. On a failed save, at the beginning of each turn
in an unknown or foreign script that is unintelligible. they begin in bright light they take 2d8 + your genjutsu
Alternatively, you can cause the writing to appear to ability modifier in psychic damage. If they are in dim
be an entirely different message, written in a different light, they instead take 2d6 + your genjutsu ability
hand and language, though the language must be one modifier.
you know. At the end of each of the affected creatures turns they
Should the jutsu be dispelled, the original script and remake the saving throw, ending this jutsu on a success.
the illusion both disappear. A creature with chakra sight At Higher Ranks: For each rank you cast this jutsu
or truesight can read the hidden message. above D-Rank, increase the cost of this jutsu by 3, the
damage by 1d8 or 1d6, and the number of creatures you
can target by +1.

2
PAINFUL VOICE SANCTUARY
Classification: Genjutsu Classification: Genjutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Bonus Action
Range: Self (30-Foot Cone) Range: 30 Feet
Duration: Instant Duration: Concentration, Up to 1 minute
Components: HS, CM Components: HS, CM
Cost: 5 Chakra Cost: 4 Chakra
Keywords: Genjutsu, Auditory, Tactile Keywords: Genjutsu, Visual, Unaware
Description: You cup your hands and scream through Description: You weave chakra creating a hazy ward of
the opening on the other end. All creatures that can hear illusions protecting a creature within range against
you in a 30-foot cone originating from you must succeed attack.
a Wisdom Saving throw. On a failed they take 3d6 Until this jutsu ends, any creature who targets the
psychic damage or half as much on a successful save. warded creature with an attack or a jutsu must first
At Higher Ranks: For each rank you cast this jutsu succeed a Wisdom saving throw. On a failed save, the
above D-Rank, increase the cost of this jutsu by 3, the creature must choose a new target or lose the attack or
damage by 1d6 and the range by 5 feet. jutsu. This ward does not protect against area effects,
such as a Fire Release: Fireball or any similar jutsu.
PHANTOM LIGHT If the warded creature makes an attack or casts a jutsu
Classification: Genjutsu that affects a creature, this jutsu ends.
Rank: D-Rank At Higher Ranks: For each rank you cast this jutsu
Casting Time: 1 Action above D-Rank, increase the cost of this jutsu by 3, the
Range: Touch
number of creatures you target with this jutsu by +1.
Duration: 1 Hour
Components: HS, CM
Cost: 5 Chakra
SEALING ART: DELUSIONS
Classification: Genjutsu
Keywords: Genjutsu, Visual Rank: D-Rank
Description: You touch a single object that measure less Casting Time: 1 Action
than 10 feet in every dimension. Until this Jutsu ends, Range: 60 Feet
you and up to 3 other creatures can see Bright light Duration: Concentration, Up to 1 minute
originating from that object in a 20-foot radius, and dim Components: HS, CM, CS
light for another 20 feet. Cost: 5 Chakra
The light can be colored as you like. Only you and the Keywords: Genjutsu, Visual, Fuinjutsu
selected creatures can gain benefit from this artificial Description: You infuse chakra into chakra seals as you
light source. You can use your bonus action to dismiss attempt to mark a creature you can see in range with the
this jutsu. seal of the desires.
At Higher Ranks: For each rank you cast this jutsu The target creature must succeed a Wisdom or
above D-Rank, increase the cost of this jutsu by 3, the Charisma Saving throw. (You decide this at the time of
number of objects you can affect with this jutsu by +1. casting and it cannot be changed later.)
On a failed save, the target is marked with the seal of
PUPPETS OF DARKNESS desires as they begin to see flashes and visions of the
Classification: Genjutsu things, they want most in life causing them to freeze in
Rank: D-Rank place, focusing on the things before them.
Casting Time: 1 Action For the duration, a creature who is marked with this
Range: 60 Feet
seal, at the beginning of each of their turns remake the
Duration: Concentration, Up to 1 minute
saving throw, being stunned until the end of their turn
Components: HS, CM
on a failed save. On a successful save, they resist the
Cost: 5 Chakra
seals effects, ending this jutsu.
Keywords: Genjutsu, Visual, Tactile
Another creature who can touch the affected target,
Description: You weave chakra creating animated
can attempt an Intelligence (Illusions) check vs your
illusions of a creatures shadow within range, causing it
Genjutsu save DC to forcefully end this jutsu on you.
to attack.
At Higher Ranks: For each rank you cast this jutsu
As a bonus action, when you cast this jutsu or as a
above D-Rank, increase the cost of this jutsu by 3, the
bonus action on subsequent turns, while you maintain
number of creatures you target with this jutsu by +1.
concentration, command the shadow to attack. Make a
Melee Genjutsu attack against a target creature. On a hit,
you deal 2d10 psychic damage and they must succeed a
Intelligence saving throw, being dazed until the start of
your next turn on a failed save.
At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3, the
number of creatures you target with this jutsu by +1.

3
SEALING ART: SWEET DREAMS SILENT IMAGE
Classification: Genjutsu Classification: Genjutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 60 Feet Range: 60 feet
Duration: Concentration, Up to 1 minute Duration: Concentration, up to 10 minutes
Components: HS, CM, CS Components: HS, CM
Cost: 4 Chakra Cost: 4 Chakra
Keywords: Genjutsu, Visual, Fuinjutsu Keywords: Genjutsu, Visual, Unaware
Description: You infuse chakra into chakra seals as you Description: You create the image of an object, a
attempt to mark a willing creature you can see in range creature, or some other visible phenomenon that is no
with the seal of the rest. larger than a 15-foot cube. The image appears at a spot
For the duration, as a bonus action you can force the within range and lasts for the duration. The image is
creature to experience a hyper accelerated sleep pattern. purely visual; it isn’t accompanied by sound, smell, or
The target creature gains some of the benefit of a short other sensory effects.
rest allowing them to spend hit die to recover hit points. You can use your action to cause the image to move to
The affected creature does not regain any features or any spot within range. As the image changes location,
resources that would reset or be recovered on a short you can alter its appearance so that its movements
rest. appear natural for the image. For example, if you create
At Higher Ranks: For each rank you cast this jutsu an image of a creature and move it, you can alter the
above D-Rank, increase the cost of this jutsu by 3, the image so that it appears to be walking.
number of creatures you target with this jutsu by +1. Physical interaction with the image reveals it to be an
illusion, because things can pass through it, causing the
SEMBLANCE OF DREAD Genjutsu to immediately end.
Classification: Genjutsu
Rank: D-Rank SILHOUETTE
Casting Time: 1 Action Classification: Genjutsu
Range: Self (20-foot radius) Rank: D-Rank
Duration: Concentration, Up to 1 minute Casting Time: 1 Action
Components: HS, CM Range: 100 feet
Cost: 4 Chakra Duration: Concentration, up to 10 minutes
Keywords: Genjutsu, Visual Components: HS, CM
Description: You morph your visage into that of a Cost: 3 Chakra
faceless monstrosity known as Nyarlathotep. This visage Keywords: Genjutsu, Visual, Unaware
can be of your own description as this monstrosity has Description: You create a shadow play against a screen
no known singular description. or wall. The surface can encompass up to 100 square feet
For the duration, any creature within 20 feet of you and does not have a singular point of origin, instead
becomes unable to willingly move closer to you unless it making use of all the shadows that mundane objects and
makes a successful Wisdom saving throw at the start of structures give off.
its turn. Constructs and undead are immune to this The number of creatures that can see the shadow play
effect. equals your Genjutsu ability modifier. The shadowy
Additionally, you gain advantage on saving throws to figures make no sound but they can dance, run, move,
resist the fear condition. kiss, fight, and so forth. Most of the figures you can
At Higher Ranks: For each rank you cast this jutsu creature are based on creatures you may have seen
above D-Rank, increase the cost of this jutsu by 3 and before.
the radius by 5 feet.
SOFT SPOKEN SONG
SHADOW BITE Classification: Genjutsu
Classification: Genjutsu Rank: D-Rank
Rank: D-Rank Casting Time: 1 Action
Casting Time: 1 Action Range: 30 feet
Range: 60 feet Duration: Concentration, up to 10 minutes
Duration: Instant Components: HS, CM
Components: HS, CM Cost: 4 Chakra
Cost: 4 Chakra Keywords: Genjutsu, Auditory
Keywords: Genjutsu, Visual, Tactile Description: You begin to hum a tune or speak a phrase
Description: You create a single momentary needle of of your choice. When you do, all willing creatures within
darkness that erupts upwards from a creatures shadow 30 feet of you begin to feel revitalized by your melody.
that you can see within range. For the duration, you do not spend chakra to maintain
Make a ranged Genjutsu attack. On a hit you deal this jutsu, instead you must spend a bonus action on
psychic damage equal to 3d6 + Your Genjutsu ability subsequent turns to maintain it.
modifier and reducing their speed by half until the start Creatures who begin their turns within range, gain
of your next turn. advantage on Saving throws to resist Genjutsu with the
A creature who’s speed is reduced in this way cannot Auditory Keyword, regardless of any other keywords the
benefit from additional speed for the duration of their Jutsu may have.
speed reduction. Additionally, Genjutsu with the Auditory and Unaware
At Higher Ranks: For each rank you cast this jutsu Keywords, lose the unaware keyword when affecting
above D-Rank, increase the cost of this jutsu by 3, the creatures benefiting from this jutsu.
number of creatures you can target by +1 and the damage
by 1d6.

4
SONG OF THE ANCIENTS Genjutsu Save DC. On a success, they become immune to
Classification: Genjutsu this genjutsu’s effects for the next hour.
Rank: D-Rank
Casting Time: 1 Action VIPERS GRIP
Range: self (30-foot radius) Classification: Genjutsu
Duration: Concentration, up to 10 minutes Rank: D-Rank
Components: HS, CM Casting Time: 1 Action
Cost: 5 Chakra Range: Self (30-foot radius)
Keywords: Genjutsu, Auditory, Tactile Duration: 1 Minute
Description: You begin to hum or sing an erratic tune in Components: HS, CM, NT (Poison Kit)
an unintelligible language designed to send those who Cost: 5 Chakra
hear it into a short bout of madness. When you do, all Keywords: Genjutsu, Visual, Inhale, Unaware
creatures within a 30-foot radius of you begin to Description: You release an odorless poison into the air
experience bouts of madness. spending 1 charge of your Poison Kit and affecting
For the duration, you do not spend chakra to maintain creatures within 30 feet of you who inhale it. Creatures
this jutsu, instead you must spend a bonus action on within range, must succeed a Constitution saving throw.
subsequent turns to maintain it. On a failed save, they become envenomed and begin to
Creatures who begin their turns within range must see glimpses of snakes and other reptilian beasts
succeed an intelligence saving throw. On a failed save converging on them for the next minute.
they become Dazed and gain 1 rank of Fear, with both For the duration, at the beginning of an envenomed
conditions lasting until the end of their next turn. A creatures turn, they make a Wisdom saving throw. On a
creature who has gained fear as a result of this jutsu failed save, the reptiles wrap around their legs grappling
cannot willingly move closer to you. If a creature gains a and restraining them until the beginning of their next
rank of fear as a result of this jutsu on their turn, they do turn.
not lose any ranks of fear at the end of their turn. If an Envenomed creature is cured of the envenomed
A creature who has 4 or more ranks of fear as a result condition, this jutsu immediately ends.
of this jutsu begins to have the madness eat at them,
taking 1d4+1 psychic damage for each rank of fear they C-RANK:
have at the beginning of their next turns.
At Higher Ranks: For each rank you cast this jutsu ABHORRENT APPARITION
above D-Rank, increase the cost of this jutsu by 3 and Classification: Genjutsu
the radius by 5. Rank: C-Rank
Casting Time: 1 Action
STARTLE Range: 90 feet
Duration: Concentration, up to 1 minute.
Classification: Genjutsu
Components: HS, CM
Rank: D-Rank
Casting Time: 1 Action Cost: 7 Chakra
Range: 90 feet Keywords: Genjutsu, Visual, Tactile, Unaware
Duration: Instant Description: You weave a collection of handseals
Components: HS, CM conjuring a large incomprehensible monstrosity known
Cost: 4 Chakra as Mh'ithrha that hovers above you.
Keywords: Genjutsu, Visual Select a number of creatures that you can see and that
Description: You weave together an image designed to can see you within range, equal to your proficiency
startle and scare a creature but for a moment. bonus. Each selected creature can see this monstrosity as
Select one creature you can see withing range, target its visage and design goes against all things rational and
must succeed a Charisma saving throw, being startled or sane. The selected creature must succeed an Intelligence
spooked on a failed save. A startled or spooked character saving throw. On a failed save they take 4d6 psychic
immediately ends concentration on one jutsu it is damage and gain 2 ranks of fear against you for the
concentrating on with the highest cost. duration. A creature remakes the Intelligence Save at the
At Higher Ranks: For each rank you cast this jutsu end of each of their turns removing 1 rank of fear on a
above D-Rank, increase the cost of this jutsu by 3 and success.
the number of creatures you can target by +1. A creature who has at least one rank of fear at the
beginning of each of your turns, who are within range,
UNGLAMOROUS FACE must succeed an Intelligence saving throw, taking
Classification: Genjutsu psychic damage equal to 1d4 + Your genjutsu ability
Rank: D-Rank modifier on a failed save or half as much on a successful
Casting Time: 1 Action save. Affected creatures take an additional 1d4 for each
Range: Touch
additional rank of fear beyond the first.
Duration: 10 Minutes
Components: HS, CM
Cost: 5 Chakra
Keywords: Genjutsu, Visual
Description: A willing creature you touch, has its face
twisted until it becomes as mundane as possible. So
much so that they become absolutely un-unique and
incapable of standing out.
For the duration, they become unrecognizable and
become unable to be pointed out in a crowd. A creature
attempting to see through this illusion must succeed a
Wisdom (Insight) or Wisdom (Illusions) check vs your

5
CIRCULAR MOVEMENT holding. This illusionary weapon floats within 5 feet of
Classification: Genjutsu you hovering spinning and circling around you, while
Rank: C-Rank mimicking your attacks.
Casting Time: 1 Action As an action, you may spend one of your illusionary
Range: 120 feet weapons to slam into a creature within range. Make a
Duration: 1 minute. Ranged Genjutsu attack targeting a creature up to 60 feet
Components: HS, CM, NT (Poison Kit)
away. On a hit you deal 1d8 + Your genjutsu ability
Cost: 6 Chakra
modifier.
Keywords: Genjutsu, Auditory, Inhale, Unaware
When you are hit by a melee attack that exceeds your
Description: You release an odorless poison into the air
AC by 3 or less, one of your illusory weapons parries the
that you then manipulate to affect up to two creatures
attack, preventing you from taking damage and
you can see within range.
destroying the illusory weapon.
Each of the selected creatures must succeed a
When you are hit by a melee attack that exceeds your
Constitution saving throw. On a failed save, they become
AC by 5 or less, you take half damage from the triggering
poisoned.
attack, and one illusory weapon is destroyed.
A creature poisoned as a result of this jutsu is both
If you make a genjutsu attack that scores a hit, while
unaware they are poisoned and also cannot willingly
this jutsu is active, one of your illusory weapons also
move further than 30 feet from their current position,
strike the target dealing psychic damage equal to 1d8.
regardless of the direction they move in. When a creature
If you make a melee attack that scores a critical hit
attempts to move further than 30 feet from their current
while this jutsu is active, your illusory weapons also
position, they instead spend their remaining movement
strike the target dealing psychic damage equal to 1d8 for
walking backwards, moving back to their starting
every illusory weapon that is still active + your Genjutsu
position. A creature moving backwards is unaware they
ability modifier.
are moving backwards, instead believing they are still
This jutsu ends when its duration expires, your chakra
moving forwards and the distance between them and the
reaches 0, you end concentration on it willingly, lose
location they are attempting to move to is growing
concentration on it normally, or when all illusory
infinitely for the duration.
weapons are destroyed.
If a creature poisoned as a result of this jutsu is cured
An attacker must be able to see you, in order to see the
of the poisoned condition, this jutsu also ends on them
illusory weapons to be affected by this jutsu. This jutsu
immediately.
has no effect if you are invisible, hidden, in total

CLOSING IN
darkness or if the attacker is blinded.
At Higher Ranks: For each rank you cast this jutsu above
Classification: Genjutsu
C-Rank, increase the cost of this jutsu by 3 and the
Rank: C-Rank
Casting Time: 1 Action number of illusory weapons you summon by +1.
Range: 60 feet
Duration: Concentration, Up to 1 minute. DARK DEMENTING
Components: HS, CM Classification: Genjutsu
Cost: 6 Chakra Rank: C-Rank
Casting Time: 1 Action
Keywords: Genjutsu, Visual, Tactile, Unaware
Range: 120 feet
Description: Select one creature you can see within
Duration: 1 minute.
range. The target must succeed on an Intelligence saving
Components: HS, CM, NT (Poison Kit)
throw, which it makes at disadvantage if it’s an enclosed
Cost: 9 Chakra
space.
Keywords: Genjutsu, Visual, Inhale, Unaware
On a failed save, the creature see’s the world is closing
Description: You cast a dark shadow over a target
in on them and threatening to crush it. Even in open or
creatures thoughts by manipulating the particles of a
clear terrain, the creature feels as though it is sinking
special drug concoction.
into a pit, or that the land is rising around it.
Select one creature you can see within range to send
A creature under the affects of this genjutsu has
this odorless gaseous drug to affect. The creature must
disadvantage on ability checks and ranged attacks rolls.
succeed a Wisdom saving throw. On a failed save, they
At the beginning of each of its turns, it remakes the
begin to see a shadow out of the corner of their eyes for
saving throw, taking 2d6 psychic damage on a failed
the duration, always there, always just out of sight.
save and reducing its movement speed by 10 until the
For this jutsu’s duration this creature gains 1 rank of
end of their turn. On a successful save, this jutsu ends.
fear at the end of each of its turns that it begins in a
At Higher Ranks: For each rank you cast this jutsu
space that is not brightly lit. It will avoid Dim light and
above C-Rank, increase the cost of this jutsu by 3, the
darkness at all costs and the creatures mind rationalizes
number of creatures you can target by +1 and the damage
this fear on its own.
by 1d6.
While this creature has ranks of fear, it will not attack

DANCING BLADES
a creature or into a space that is in Dim light or total
darkness.
Classification: Genjutsu
If a creature is unable to find or move into bright light
Rank: C-Rank
Casting Time: 1 Action it must attempt to create a source on its own if able
Range: Self (Casting a jutsu that produces light, torch, lantern etc.)
Duration: Concentration, Up to 1 minute. If a creature affected by this jutsu takes damage, they
Components: HS, CM, W (Any) repeat the saving throw, ending this effect on them on a
Cost: 8 Chakra successful save.
Keywords: Genjutsu, Visual, Tactile
Description: When you cast Dancing blades, you create
1d4 Illusionary copies of a weapon you are currently

6
FALSE PAIN FOG OF WAR
Classification: Genjutsu Classification: Genjutsu
Rank: C-Rank Rank: C-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 30 feet Range: 90 feet (30-foot cube)
Duration: Concentration, Up to 1 minute. Duration: Concentration, Up to 1 minute.
Components: HS, CM Components: HS, CM
Cost: 9 Chakra Cost: 7 Chakra
Keywords: Genjutsu, Medical, Auditory, Tactile Keywords: Genjutsu, Visual, Unaware
Description: You speak words of reinforcement. Select Description: You cloud the minds of your opponents,
up to two willing creatures other than yourself that you hindering their perception of the environment around
can see within range. them, veiling reality with twisted illusions.
Each of the selected creatures pain receptors becomes All creatures within a 30-foot cube, centered on a
dulled and numb, becoming unable to feel the pain or point you can see within range must succeed a Wisdom
sickness they felt prior. For this jutsu’s duration, all saving throw. On a failed save they fall under this
damage they would take is delayed, until this jutsu ends. genjutsu’s influence for the duration. A creature who is
They record all damage they would normally take over under this genjutsu’s influence remains under its
the course of the encounter as normal. influence until the jutsu ends or they end this jutsu’s
Additionally, they ignore the effects of the Weakened, effects on themselves.
Dazed, Incapacitated, and poisoned conditions for this Creatures under this jutsu’s influence have
jutsu’s duration. If any of the aforementioned conditions disadvantage on Wisdom (Perception) checks made to
duration would last beyond this jutsu’s duration, they locate enemies.
begin suffering the effects of that condition as normal. Additionally, if an affected creature makes an attack
At the end of this jutsu’s duration, affected creatures against a creature that has at least one other creature
take psychic damage equal to the total delayed damage adjacent to it-friend or foe- the affected creature must
they have recorded at once. This damage ignores roll a d20. On a roll of 11 or higher, its attack is applied to
resistance and immunity. the adjacent creature instead. (Randomly decide the new
target if there are more than one adjacent creature) and
FALSE VISIONS deals damage as normal if it hits.
Classification: Genjutsu At the beginning of an affected creatures turn, they
Rank: C-Rank make a wisdom saving throw. On a successful save, the
Casting Time: 1 Action creature is unhindered by this jutsu until the beginning
Range: 90 feet
of their next turn.
Duration: Concentration, Up to 1 minute.
Components: HS, CM
Cost: 7 Chakra
ILLUSORY BAMBOOZLEMENT
Classification: Genjutsu
Keywords: Genjutsu, Visual, Unaware Rank: C-Rank
Description: You begin to create false visions that a Casting Time: 1 Action
creature will see regardless of what is really happening. Range: Touch
Select one creature that you can see within range. The Duration: Permanent
target creature must succeed an Intelligence saving Components: HS, CM, CS
throw falling under this genjutsu’s influence on a failed Cost: 8 Chakra
save. Keywords: Genjutsu, Fuinjutsu, Visual, Unaware
A creature under this genjutsu’s influence only can see Description: You create the illusion of a trap upon an
what you show them and are counted as being blinded object you touch, such as a door, a chest, or a 5-foot
for the purpose of combat. As a bonus action you can square area of floor. A creature specifically looking for
describe what the affected creature will see other traps that examines the object must make a Wisdom
creatures do on their respective turns. This can be saving throw. On a successful save the jutsu ends and the
anywhere from attempting to cast a jutsu, attempt to creature realizes the trap was not real.
attack them, go in another direction, attempt to hide or On a failed save, the creature believes the object
anything they would be able to see. When they take contains a trap. If the creature then tries to disarm or
damage, the damage is dealt as normal, and they remake otherwise interact with the trap in order to set it off, it
the saving throw ending this jutsu on a success. must make a Dexterity (Sleight of hand) check vs your
At Higher Ranks: For each rank you cast this jutsu Genjutsu save DC. On a successful check, it creates a
above C-Rank, increase the cost of this jutsu by 3 and the feedback dealing 2d10 psychic damage, and they realize
number of creatures you can target by +1. that the trap was only an illusion, immediately ending
this jutsu.
On a failed check, the creature takes 5d10 psychic
damage and is stunned for 1 round, believing that it
accidentally set off the trap and was injured by it. The
illusion then resets as if the trap can trigger multiple
times.

7
ILLUSORY MISDIRECTION saving throw, their ranks of fear instead immediately
Classification: Genjutsu becomes 5 for the duration.
Rank: C-Rank A creature who has any number of fear ranks as a
Casting Time: 1 Action result of this jutsu cannot gain additional ranks of fear
Range: 60 feet from other sources.
Duration: Concentration, Up to 1 minute Additionally, affected creature remake their Charisma
Components: HS, CM
saving throw at the end of each of their turns. On a
Cost: 7 Chakra
successful save they remove all ranks of fear and ends
Keywords: Genjutsu, Visual, Unaware
this jutsu’s effects on themselves.
Description: You conjure a beautiful illusory creature of
Alternatively, when you lose concentration on this
your description. All creatures who aren’t blinded within
jutsu, the affected creature immediately loses all ranks
30 feet of the conjured illusion must succeed a Charisma
of fear.
saving throw. On a failed save they become charmed by
At Higher Ranks: For each rank you cast this jutsu
the illusory creature for the duration.
above C-Rank, increase the cost of this jutsu by 3 and the
As a bonus action, on your turn, you can reveal that
number of creatures you can target by +1.
the creature you created, is actually not what the
charmed creatures believed it to be, while still having the OUTFLANK
same beautiful features as when you created them. Classification: Genjutsu
Affected creatures must succeed a Charisma saving Rank: C-Rank
throw. On a failed save, they are in shock from the Casting Time: 1 Action
realization of the creature turning into something else Range: 60 feet
entirely, as they become dazed for 1d4 rounds. On a Duration: Concentration, Up to 1 Minute
success they steel themselves, ending the charmed Components: HS, CM
condition. Cost: 9 Chakra
Regardless, when you reveal the illusory creatures Keywords: Genjutsu, Visual, Tactile, Unaware
true nature, regardless if affected creatures pass or fail, Description: Select one creature you can see within
this jutsu immediately ends. range. For the duration, when you make a genjutsu
attack against the creature, an illusory double of you
INNOCUOUS ASPECT attempts the same attack.
Classification: Genjutsu When you make a Genjutsu attack of any type
Rank: C-Rank targeting the select creature for the duration, your
Casting Time: 1 Action illusory double attacks with the same attack from a
Range: Self (20-foot radius) different angle. Make a second Genjutsu attack against
Duration: Concentration, Up to 10 minute the creature with the same bonuses to your attack (if
Components: HS, CM
any), if your initial attack misses.
Cost: 6 Chakra
On a successful hit, they take half damage and suffer
Keywords: Genjutsu, Visual
any additional effects as normal.
Description: You create an area of false visions that
Additionally, as a reaction when an allied creature
encompasses all willing creature in a 20-foot radius
performs an attack targeting the same creature, you can
centered on you, of your choice. You do not need to
create an illusory double of your allied creature
spend chakra to maintain concentration on this jutsu.
performing the same attack. The attacking allied
You and each affected creature takes on the
creature makes their attack at advantage.
appearance of a harmless creature or object of your
At Higher Ranks: For each rank you cast this jutsu
choice. Each image is identical and only appearance is
above C-Rank, increase the cost of this jutsu by 3 and the
affected. Sound, movement or physical inspection can
number of creatures you can target by +1.
reveal that this is a genjutsu.
A creature that uses its action to study the image PHANTOM DRAGON
visually can determine that it is an illusion with a Classification: Genjutsu
successful Wisdom (Illusions) check vs your Genjutsu Rank: C-Rank
save DC. If a creature discerns the illusion for what it is, Casting Time: 1 Action
that creature sees through the image. Range: Touch
Duration: Concentration, Up to 1 Minute
NIGHT TERRORS Components: HS, CM
Classification: Genjutsu Cost: 7 Chakra
Rank: C-Rank Keywords: Genjutsu, Visual, Auditory, Tactile
Casting Time: 1 Action Description: You touch one willing creature within
Range: 90 feet range. All creatures of your choice who can see them
Duration: Concentration, Up to 1 Minute within 120 feet, see your ally as they transform into
Components: HS, CM
dragon of your description of large size.
Cost: 9 Chakra
While looking at this illusion, observers make a
Keywords: Genjutsu, Visual, Auditory
Wisdom saving throw to see through it. On a failed save,
Description: You amplify the fear that lurks in the heart
they see your ally as a large dragon for the duration.
of all creatures. As apart of casting this jutsu, you must
When you ally attempts to attack or cast a jutsu of any
target one creature who currently has at least 1 rank of
type, the illusory dragon looks as if it is performing the
fear. The target creature must succeed a Charisma saving
jutsu itself, be it breathing fire, performing an
throw. On a failed save, any genjutsu currently affecting
aggressive martial attack or creating illusions using its
them, that would inflict, or has inflicted the fear
draconic aura.
condition immediately ends.
When your affected ally deals damage to a creature,
The target creatures current ranks of fear double. If
who sees them as an illusory dragon, they deal an
they have 3 or more ranks when they fail this jutsu’s
additional 3d10 psychic damage to affected creatures.

8
Alternatively, as an action on their turn, the affected 32 Chakra: You gain all previous chakra cost effects. In
ally can perform a ferocious roar. All creatures within addition, genjutsu you cast while within 250 feet of your
120 feet excluding you and other creatures who have flower, does not require you to spend chakra to maintain
seen through this genjutsu must succeed a Charisma concentration for up to 10 minute. Additionally, any
saving throw. On a failed save they gain 1 rank of fear for genjutsu you cast with a duration of concentration, up to
the next minute against the illusory dragon. A creature 1 minute, instead becomes 10 minutes, while within 250
who has ranks of fear as a result of this jutsu can spend feet of your flower. After 10 minutes, or after the flower
their action to remake the charisma save removing all is destroyed, this jutsu ends.
ranks of fear they have on a success.
SHADOW MONSTERS
POISON LOTUS FIELD Classification: Genjutsu
Classification: Genjutsu Rank: C-Rank
Rank: C-Rank Casting Time: 1 Action
Casting Time: 10 Minutes Range: 120 Feet
Range: Special Duration: Concentration, Up to 1 Minute
Duration: Special Components: HS, CM
Components: HS, CM, NT (Poison Kit & Any Poisonous Cost: 6 Chakra
Flower) Keywords: Genjutsu, Visual
Cost: Special Description: Select one creature you can see within
Keywords: Genjutsu, Visual, Auditory, Inhale, Tactile, range. The select creature must succeed a Wisdom
Unaware Saving throw. On a failed save, a creature becomes
Description: As a part of casting this jutsu, you must berserk seeing all of its allies become shadowy monsters
have fertile soil which can facilitate a flowers growth. in a horrific fashion of your description.
You take your poisonous flower and infuse a dose of An affected creature makes an Intelligence saving
poisonous chemicals into the flower itself before you throw at the end of their turns ignoring berserks effect
plant the flower into the soil and infuse your chakra into to automatically fail intelligence saves if they deal
it giving it life and influencing the potency of the poison damage to one of their allies. On a success, they end the
this jutsu produces. berserk condition.
If this flower, before or after being planted is killed or At Higher Ranks: For each rank you cast this jutsu
destroyed, this jutsu immediately ends, requiring you to above C-Rank, increase the cost of this jutsu by 3 and the
recast it. The flowers look like a sacred lotus with purple number of creatures you can target by +1.
petals. Creatures looking for this flower, if they are
proficient in Nature, Medicine, or Survival they may SLEEP OF THE DEEP
make any of the aforementioned ability checks vs your Classification: Genjutsu
Genjutsu Save DC being able to find it on a success. If the Rank: C-Rank
creature is not proficient, they instead make a Wisdom Casting Time: 1 Action
Range: 60 Foot Radius
(perception) check with a -5 penalty, to their check. If
Duration: 8 Hours
your flower is in a bed of other sacred lotuses, regardless
Components: HS, CM
if they are proficient or not, they take a -5 Penalty to
Cost: 6 Chakra
their check. The flower has 1 Hit point and an AC of 5.
Keywords: Genjutsu, Visual
At the conclusion of casting this jutsu you can infuse
Description: Your chakra creeps into the dreams of
different volumes of chakra into the soil and roots
others, haunting and terrifying them. Choose any
facilitating different effects.
number of sleeping creatures that you are aware of
8 Chakra: This flower grows, producing purple flower
within range. Creatures that do not need to sleep, cannot
buds in the shape of a sacred lotus flower. As an action,
be targeted.
for the next minute, while you are within 90 feet of this
The creature must succeed on a wisdom saving throw.
flower, the flower blooms releasing a potent poisonous,
On a failed save it garners no benefits from any form of
but odorless gas. All creatures within 60 feet of the
rest for the duration and when it awakens from any rest
flower of your choice must succeed a Constitution saving
it may take, it gains one level of exhaustion and gains 1
throw at the beginning of each of their turns. On a failed
rank of fear for as long as it has any ranks of exhaustion
save they become poisoned. A creature poisoned as a
granted by this jutsu.
result of this jutsu who would make a saving throw or
A creature can only ever gain 3 ranks of exhaustion as
ability check as the result of, or against a Genjutsu you
a result of this jutsu.
cast, must roll an additional 1d4, reducing their saving
At Higher Ranks: For each rank you cast this jutsu
throw or ability check by the result. Additionally, the
above C-Rank, increase the cost of this jutsu by 3 and the
poisoned creature treats all Genjutsu you cast as if it has
number of creatures you can target by +1.
the unaware keyword. After 1 minute or after the flower
is destroyed, this jutsu ends.
16 Chakra: You gain all previous chakra costs effects.
In addition, you can activate this jutsu while you are
within 120 feet of the flower and it affects all creatures
within 90 feet of it.
24 Chakra: You gain all previous chakra costs effects.
In addition, affected creatures instead rolls 2d4,
reducing their saving throw or ability check by the result
and any psychic damage they would take deals additional
psychic damage equal to twice your Genjutsu ability
modifier if it doesn’t already add your Genjutsu ability
modifier to the damage rolls.

9
SONG OF COURAGE All allied creatures of your choice within range gains a
Classification: Genjutsu number of temporary hit points equal 1d4+ your
Rank: C-Rank Genjutsu Ability Modifier at the beginning of each of
Casting Time: 1 Action your turns.
Range: self (60-foot radius) Temporary Hit points gained as a result of this jutsu
Duration: Concentration, up to 10 minutes remain for up to 1 minute after this jutsu ends.
Components: HS, CM
At Higher Ranks: For each rank you cast this jutsu
Cost: 9 Chakra
above C-Rank, increase the cost of this jutsu by 3 and the
Keywords: Genjutsu, Auditory
radius by 5.
Description: You begin to hum or sing an inspirational
tune designed to make those who hear it believe they can TRUE LIGHT
achieve anything. All creatures of your choice within Classification: Genjutsu
range begins to experience this refreshing delusion. Rank: C-Rank
For the duration, you do not spend chakra to maintain Casting Time: 1 Action
this jutsu, instead you must spend a bonus action on Range: self (30-foot radius)
subsequent turns to maintain it. Duration: Concentration, Up to 1 minutes
Creatures who begin their turns within range gain Components: HS, CM
immunity to the fear condition until the beginning of Cost: 9 Chakra
their next turn. Additionally, creatures who have to Keywords: Genjutsu, Visual, Tactile
make saving throws against a jutsu a hostile creature has Description: Your body releases a golden radiance that
cast, cannot make the saving throw at disadvantage. spreads out from you, providing bright light up to 30 feet
Finally, the affected creature ignores any penalties to away. Any creature or object in the area of bright light
their rolls as a result of a hostile creatures jutsu or that are invisible, transformed, or hidden as a result of a
effects. Genjutsu of C-Rank or Lower, they are immediately
At Higher Ranks: For each rank you cast this jutsu revealed. Likewise, any genjutsu with the Visual keyword
above C-Rank, increase the cost of this jutsu by 3 and the of C-Rank or lower within 30 feet of you becomes feeble
radius by 5. and transparent as their illusory nature becomes
obvious.
SONG OF PAIN A creature who’s genjutsu would be revealed to be an
Classification: Genjutsu illusion may as a reaction make a Wisdom (Illusions)
Rank: C-Rank check at disadvantage vs your Genjutsu save DC. On a
Casting Time: 1 Action success, their Genjutsu retains is shape and form
Range: self (45-foot radius) without revealing its true nature.
Duration: Concentration, up to 10 minutes A hostile creature attempting to cast a genjutsu of C-
Components: HS, CM
Rank or lower that has the visual keyword, while within
Cost: 9 Chakra
the bright light, must succeed a Wisdom saving throw.
Keywords: Genjutsu, Auditory, Tactile
On a failed save, any creature who would make a saving
Description: You begin to hum or sing a tune of pain and
throw as a result of their genjutsu, makes their saving
suffering designed to make those who hear it experience
throw at advantage.
bouts of pain that they can only wish would end.
At Higher Ranks: For each rank you cast this jutsu
For the duration, you do not spend chakra to maintain
above C-Rank, increase the cost of this jutsu by 3 and the
this jutsu, instead you must spend a bonus action on
rank of jutsu this jutsu affects to a rank equal to the rank
subsequent turns to maintain it.
you cast this jutsu at.
Creatures who begin their turns within range who
attempts to cast a jutsu with the Mobility (M) keyword,
must succeed an Intelligence Saving throw. On a failed
save, if they experience extreme muscle pain in parts of
the body you see them attempting to utilize, causing
them to lose the jutsu attempted.
At Higher Ranks: For each rank you cast this jutsu
above C-Rank, increase the cost of this jutsu by 3 and the
radius by 5.

SONG OF RESPITE
Classification: Genjutsu
Rank: C-Rank
Casting Time: 1 Action
Range: self (60-foot radius)
Duration: Concentration, Up to 10 minutes
Components: HS, CM
Cost: 9 Chakra
Keywords: Genjutsu, Medical, Auditory, Tactile
Description: You begin to hum or sing a tune of
restoration and healing designed to make those who
hear it feel as if their wounds are closing and being
mended.
For the duration, you do not spend chakra to maintain
this jutsu, instead you must spend a bonus action on
subsequent turns to maintain it.

10
B-RANK: DARK LOTUS FIELD
Classification: Genjutsu
CHAOTIC WORLD Rank: B-Rank
Classification: Genjutsu Casting Time: 1 Hour
Rank: B-Rank Range: Special
Casting Time: 1 Action Duration: Special
Range: 60 feet Components: HS, CM, NT (Poison Kit & Any Poisonous
Duration: Concentration, up to 1 minute. Flower)
Components: HS, CM, NT (Poison Kit) Cost: Special
Cost: 14 Chakra Keywords: Genjutsu, Visual, Auditory, Inhale, Tactile,
Keywords: Genjutsu, Visual, Auditory, Inhale, Unaware Unaware
Description: You throw a handful of colorful dust into Description: As a part of casting this jutsu, you must
the air while saying a litany of disjointed phrases. A have fertile soil which can facilitate a flowers growth.
moment later, a 25-foot cube centered on a point you You take your poisonous flower and infuse a dose of
can see within range fills with multicolored light, poisonous chemicals into the flower itself before you
cacophonous sound, and overpowering scents and other plant the flower into the soil and infuse your chakra into
confusing sensory information. it giving it life and influencing the potency of the poison
The effect is dizzying and overwhelming. A creature this jutsu produces.
who begins its turn while within the cube, must make a If this flower, before or after being planted is killed or
successful Intelligence saving throw or become blinded, destroyed, this jutsu immediately ends, requiring you to
deafened, and fall prone. recast it. The flowers look like a sacred lotus with black
An affected creature cannot stand up or recover from petals. Creatures looking for this flower, if they are
any single condition granted by this jutsu, while within proficient in Nature, Medicine, or Survival they may
the area. However, all conditions automatically end if a make any of the aforementioned ability checks vs your
creature leaves this jutsu’s area or this jutsu ends. Genjutsu Save DC being able to find it on a success. If the
An affected creature who succeeds the Intelligence creature is not proficient, they instead make a Wisdom
saving throw at the beginning of their turn, gains (perception) check with a -5 penalty, to their check. If
immunity to this jutsu until the end of their turn. your flower is in a bed of other sacred lotuses, regardless
At Higher Ranks: For each rank you cast this jutsu if they are proficient or not, they take a -5 Penalty to
above B-Rank increase the cost of this jutsu by 3, the their check. The flower has 10 Hit point and an AC of 15.
range of this jutsu by 15 feet, and the size of the cube by 5 At the conclusion of casting this jutsu you can infuse
feet. different volumes of chakra into the soil and roots
facilitating different effects.
COMMAND OF THE FOUND 11 Chakra: This flower grows, producing black flower
Classification: Genjutsu buds in the shape of a sacred lotus flower. As an action,
Rank: B-Rank for 10 minutes, while you are within 100 feet of this
Casting Time: 1 Action flower, the flower blooms releasing a black poisonous,
Range: 90 feet but odorless cloud. All creatures within 60 feet of the
Duration: 10 Minutes flower of your choice must succeed a Constitution saving
Components: HS, CM
throw at the beginning of each of their turns. On a failed
Cost: 14 Chakra
save they become envenomed for the next hour. A
Keywords: Genjutsu, Auditory, Unaware
creature envenomed as a result of this jutsu takes a -2
Description: You issue a single command, no longer
penalty to their attack and damage rolls, saving throws,
than 25 words, directed at a single creature whom you
ability checks. Additionally, the poisoned creature treats
can see who’s name you include in your command. If the
all Genjutsu you cast as if it has the unaware keyword.
creature can hear you, they must succeed a Charisma
After 10 minutes or after the flower is destroyed, this
saving throw. On a failed save, they become charmed by
jutsu ends.
you and must attempt to complete whatever command
22 Chakra: You gain all previous chakra costs effects.
you issued to them by any means necessary for the
In addition, you can activate this jutsu while you are
duration.
within 250 feet of the flower and it affects all creatures
Their mind rationalizes the command as being
of your choice within 120 feet of it.
beneficial to both themselves and for you, seeing it as
33 Chakra: You gain all previous chakra costs effects.
mutually beneficial. At the end of this jutsu’s duration,
In addition, affected creatures instead have a -5 penalty
they lose any will or drive to complete the task.
to their attack and damage rolls, and any psychic
If you command a creature to enter hazardous terrain,
damage they would take deals additional psychic damage
or to injure itself, it remakes its charisma saving throw
equal to twice your Genjutsu ability modifier. If any
each time it takes damage or suffer any effects fall under
psychic damage you deal, adds your Genjutsu ability
any conditions, immediately ending this jutsu on a
modifier, this jutsu’s damage is in addition to it.
success, or completing the task as commanded. Once
44 Chakra: You gain all previous chakra cost effects. In
completed, this jutsu then immediately ends.
addition, genjutsu you cast while within 250 feet of your
At Higher Ranks: For each rank you cast this jutsu
flower, does not require you to spend chakra to maintain
above B-Rank increase the cost of this jutsu by 3 and the
concentration for up to 1 Hour. Additionally, any
number of creature you can target with this jutsu by +1.
genjutsu you cast that requires concentration, instead
has its duration become 1 hour, while within 250 feet of
your flower so long as your flower is still alive. After 1
hour, or after the flower is destroyed, this jutsu ends.

11
DETRIMENTAL ENVIRONMENT become envenomed) and a creature poisoned by this
Classification: Genjutsu jutsu makes the next saving throw at disadvantage.
Rank: B-Rank On a failed Intelligence saving throw, they lose all
Casting Time: 1 Action memory of the past 24 hours as it becomes a haze. This
Range: 90 feet (60-foot cube) memory is still there, but clouded and hazy. If they
Duration: Concentration, 10 Minutes attempt to remember, they must succeed an Intelligence
Components: HS, CM
save throw at disadvantage.
Cost: 11 Chakra
At Higher Ranks: For each rank you cast this jutsu
Keywords: Genjutsu, Visual, Auditory, Unaware
above B-Rank increase the cost of this jutsu by 3. When
Description: You create an illusory hostile environment
you cast this jutsu at A-Rank, this jutsu’s duration
designed to act detrimental to creatures of your choice.
becomes Permanent (Until Dispelled).
You do not need to spend chakra to maintain
concentration on this jutsu. KEEN THOUGHTS
Select a space you can see within range. The Classification: Genjutsu
environment in a 60-foot cube centered on this point Rank: B-Rank
begins to move and act seemingly on its own. When a Casting Time: 1 Action
creature begins its turn in the space, or enters the space Range: Touch
for the first time it must make a Wisdom saving throw. Duration: 1 Minute
On a failed save, they see and hear the environment Components: HS, CM, CS
begin to turn on them, grappling and holding them in Cost: 14 Chakra
place. Their movement speed is reduced to 0 and they Keywords: Genjutsu, Fuinjutsu
lose the ability to move one of their hands, leaving only 1 Description: You touch a creature within reach who you
free. can see. For the duration you increase their focus and
enhance their mental efficiency.
ENCROACHING DARKNESS For the duration target creature scores a critical hit on
Classification: Genjutsu a roll of 19 or 20 with Genjutsu attacks.
Rank: B-Rank Additionally, when you score a critical hit on a
Casting Time: 1 Action creature with a genjutsu attack, add 1 additional damage
Range: 150 feet (60-foot radius sphere) die to the damage roll.
Duration: Concentration, Up to 1 Hour At Higher Ranks: For each rank you cast this jutsu
Components: HS, CM
above B-Rank increase the cost of this jutsu by 3 and the
Cost: 13 Chakra
critical threat range by +1. If this jutsu is Cast at A-Rank,
Keywords: Genjutsu, Visual
the next genjutsu you cast with a Concentration of up to
Description: You cause menacing shadows to invade an
1 minute, its duration instead becomes 1 Minute. If this
area, centered on a point you can see within range.
jutsu is cast at S-Rank, when you score a critical hit with
Creatures become unable to see Bright or dim light as it
a genjutsu attack, you instead add 3 additional damage
seems to vanish before their eyes. Any jutsu or effect of
die to the roll.
C-Rank or lower that would create light does not
produce visible light for creatures within range to see. LABYRINTHINE HOWL
Yourself and up to 3 creatures of your choice are Classification: Genjutsu
immune to this jutsu’s effects and are treated as if being Rank: B-Rank
concealed by darkness against creatures who are under Casting Time: 1 Action
this jutsu’s effects. Range: Self (60 feet)
A creature can, on their turn as an Action, make a Duration: 1 Round
Wisdom saving throw. On a successful save, they can see Components: HS, CM
through the darkness until the beginning of their next Cost: 14 Chakra
turn. Keywords: Genjutsu, Auditory, Tactile, Unaware.
If a jutsu of B-Rank or lower is cast within this jutsu’s Description: You let loose the howl of a ravenous beast,
area of effect that produces light, this jutsu immediately causing each hostile creature within range that can hear
ends. you to make a Wisdom saving throw. On a failed save, a
creature believes it has been moved into a labyrinth and
FORGET ME NOT is under attack by a savage beast of your description.
Classification: Genjutsu An affected creature on its turn must decide to face the
Rank: B-Rank beast head on or defend itself from the beast. A creature
Casting Time: 1 Action that faces the beast takes 8d6 psychic damage and this
Range: Touch jutsu ends. A creature that defends itself from the beast
Duration: 1 Hour falls prone and is stunned until the beginning of its next
Components: HS, CM, NT (Poison Kit or Poisonous
turn.
Flower)
At Higher Ranks: For each rank you cast this jutsu
Cost: 11 Chakra
above B-Rank increase the cost of this jutsu by 3 and the
Keywords: Genjutsu, Inhale, Unaware
damage by 2d6.
Description: You infuse chakra into a poisonous flower
that you are holding. When you release the flower, all
creatures except yourself within 5 feet of the flower are
hit with a powerfully potent, yet odorless plume of
poisonous pollen laced with your chakra. Creatures
within range must succeed a Constitution and
Intelligence saving throw, in that order.
On a Failed Constitution saving throw, the affected
creature becomes poisoned for 1 minute (This cannot

12
MADDENING SHADOWS have the opposite. (Advantage becomes Disadvantage,
Classification: Genjutsu and Disadvantage becomes Advantage.).
Rank: B-Rank Additionally, creatures who begin their turn within
Casting Time: 1 Action range who have penalties to their attack rolls, ability
Range: 150 feet (60-foot radius sphere) checks, or Saving throws now instead lose those
Duration: Concentration, up to 1 minute penalties, and gain bonuses equal to the penalty lost.
Components: HS, CM
Alternatively, if a creature begins their turn within range
Cost: 14 Chakra
who have bonuses to their attack rolls, ability checks, or
Keywords: Genjutsu, Visual, Auditory, Tactile
saving throws now instead lose those bonuses and gain
Description: Illusory Darkness spreads from a point you
penalties equal to the bonus lost.
choose within range to fill a 60-foot radius sphere until
this jutsu ends. SONG OF RETREAT
A creature with Darkvision or Chakra Sight can’t see Classification: Genjutsu
through this darkness. Shrieks, gibbering, and Rank: B-Rank
maddening laughter can be heard within the darkness. Casting Time: 1 Action
Whenever a creature starts its turn in the sphere, it must Range: self (60-foot radius)
make a Charisma Saving throw, taking 6d8 psychic Duration: Concentration, up to 10 minutes
damage on a failed save or half as much on a successful Components: HS, CM
one. Cost: 11 Chakra
A creature who’s HP is reduced to 0 as a result of this Keywords: Genjutsu, Auditory
jutsu has its HP instead reduced to 1, as they are Description: You begin to hum or sing a tune of
permanently set to 5 ranks of fear until they take 52 avoidance designed to make those who hear it want to
Weeks of Downtime to recuperate or have a Jutsu of B- run. All creatures of your choice within range begins to
Rank or higher that can remove Fear cast on them. experience this anxiousness to escape.
At Higher Ranks: For each rank you cast this jutsu For the duration, you do not spend chakra to maintain
above B-Rank increase the cost of this jutsu by 3 and the this jutsu, instead you must spend a bonus action on
damage by 1d8. subsequent turns to maintain it.
Creatures whom you selected, who begin their turns
REQUEST OF THE DAMNED within range fall under the following effects if they are
Classification: Genjutsu allied or hostile to you when you cast this jutsu;
Rank: B-Rank Hostile: If you select a hostile creature to experience
Casting Time: 1 Action this feeling, they must succeed a Wisdom saving throw.
Range: 90 feet On a failed save, they must spend their turn doing
Duration: Concentration, Up to 1 minute. everything they can to move away from the closest
Components: HS, CM
hostile creature near it.
Cost: 14 Chakra
Allied: If you select an Allied Creature to experience
Keywords: Genjutsu, Auditory
this feeling, they gain the benefits of the Dash and
Description: You issue a single command, no longer
Disengage action when attempting to move away from a
than 25 words, directed at a single creature whom you
hostile creature. Additionally, they cannot have their
can see who’s name you include in your command. If the
movement impeded as a result of difficult terrain, and
creature can hear you, they must succeed a Charisma
they do not trigger attacks of opportunity. A creature
saving throw. On a failed save, they enter a berserk rage
loses the benefits of this jutsu and cannot gain them
but being unable to see you and they take 2d6 Psychic
until the end of their next turn if they attempt to cast a
damage at the end of each of their turns for the duration.
jutsu that deals damage or declare an attack of any kind.
An affected creature remakes their saving throw at the
end of each of their turns ending this jutsu and their SONG OF WAR
berserk condition on a success. Classification: Genjutsu
At Higher Ranks: For each rank you cast this jutsu Rank: B-Rank
above B-Rank increase the cost of this jutsu by 3 and the Casting Time: 1 Action
number of creature you can target with this jutsu by +1. Range: self (60-foot radius)
Duration: Concentration, up to 10 minutes
SONG OF REVERSAL Components: HS, CM
Classification: Genjutsu Cost: 14 Chakra
Rank: B-Rank Keywords: Genjutsu, Auditory
Casting Time: 1 Action Description: You begin to hum or sing a tune of battle
Range: self (60-foot radius) designed to make those who hear it want to engage in
Duration: Concentration, up to 10 minutes endless conflict. All allied creatures of your choice within
Components: HS, CM
range begins to experience this lust for battle.
Cost: 14 Chakra
For the duration, you do not spend chakra to maintain
Keywords: Genjutsu, Auditory
this jutsu, instead you must spend a bonus action on
Description: You begin to hum or sing a tune of defeat
subsequent turns to maintain it.
designed to make those who hear it believe they cannot
Select Creature(s) gain the following until the
achieve anything. All creatures of your choice within
beginning of your next turn.
range begins to experience this delusion of despair.
• +5 Bonus to Ninjutsu, Genjutsu, and Taijutsu Ability
For the duration, you do not spend chakra to maintain
this jutsu, instead you must spend a bonus action on checks.
• +3 Bonus to Initiative Count. If This would put your
subsequent turns to maintain it.
Creatures who begin their turns within range who initiative score above another creature, move up 1 step
have advantage or disadvantage from any source, now in the turn order.
• +2 Bonus to Attack & Damage rolls & Saving throws.

13
UNLIMITED FOCUS A-RANK:
Classification: Genjutsu
Rank: B-Rank BLACK SUNSHINE
Casting Time: 1 Action Classification: Genjutsu
Range: Touch Rank: A-Rank
Duration: Concentration, up to 1 minute Casting Time: 1 Action
Components: HS, CM Range: Self (60-foot radius)
Cost: 12 Chakra Duration: Concentration, up to 1 minute.
Keywords: Genjutsu, Visual, Auditory Components: HS, CM, NT (A Gem, Jewel, or crystalline
Description: You touch a willing creature who you can object that can fit in the palm of your hand)
see. You impart upon them a focusing genjutsu designed Cost: 20 Chakra
to enhance their perception and reactionary abilities. Keywords: Genjutsu, Visual
For the duration, affected creature gains the Description: You hold up a jewel or other crystalline
following; object as it disappears, leaving behind a sphere of
• Can concentrate on up to 3 Ninjutsu or Genjutsu at pulsing purple chakra.
once. The orb radiates an ominous purple light that affects
• Adds 1d10 to any Constitution (Chakra Control) ability all creatures within a 60-foot radius centered on you,
check they make that moves with you.
• They gain an additional Bonus action. All creatures of your choice within range who begin
• When they would make an Intelligence or Charisma their turn within this jutsu’s radius must succeed a
Saving throw vs a Genjutsu, they roll an additional 1d4 Wisdom saving throw. On a failed save you become
adding the result to their saving throw. invisible to them for the duration.
Additionally, Creatures you designate become
WORD OF THE LOST invisible at the same time you do to the same creatures
Classification: Genjutsu who fail their wisdom saving throw if they’re within 60
Rank: B-Rank feet of you and if light from the orb can reach the space
Casting Time: 1 Action they occupy. An invisible creature casts a faint purple
Range: 90 feet shadow. A creature attempting to find these faint
Duration: Concentration, Up to 1 minute. shadows can as an action make a Wisdom (Perception)
Components: HS, CM check vs your Genjutsu save DC. On a success they can
Cost: 14 Chakra see and track the shadows allowing them to target them,
Keywords: Genjutsu, Auditory, Unaware making attacks at disadvantage vs invisible creatures.
Description: You utter a few words of destitution A creature repeats their saving throw at the end of
directed at a single creature whom you can see who’s each of their turns becoming immune to their jutsu until
name you include in your statement. If the creature can the end of their next turn.
hear you, they fall under the effects of this jutsu as they At Higher Ranks: For each rank you cast this jutsu
suffer a series of mental flashes and fractured memories above A-Rank increase the cost of this jutsu by 3 and the
for this jutsu’s duration. radius of this jutsu by 15.
At the beginning of an affected creatures turn they
make an Intelligence saving throw. On a failure, the DEVIL SIGHT
creature suffers a number of fracture’s based on the Classification: Genjutsu
severity of their failure. Rank: A-Rank
• Failed by 1~4: They gain 1 Fracture. Casting Time: 1 Action
Range: Touch
• Failed by 5~9: They gain 2 Fractures.
Duration: 1 Minute
• Failed by 10~14: They gain 3 Fractures.
Components: HS, CM
• Failed by 15+: They gain 4 Fractures.
Cost: 19 Chakra
A creature suffers a number of effects based on the Keywords: Genjutsu, Visual
number of fractures they have. Description: You touch a willing creature who you can
see. You impart upon them eyes of absolute authority.
• A creature with 2 or more fractures cannot cast jutsu
Affected creature gains 60 Feet of Dark Vision that see’s
of A-Rank or Higher. This limitation grows in severity
through all forms of Chakra based Darkness.
for every 2 Fractures a creature has. (4 Fractures; B-
Additionally, creatures who gain Darkvision as a result
Rank or Higher, 6 Fractures; C-Rank or Higher, 8
of this jutsu gain truesight against Genjutsu of A-Rank
Fractures; D-Rank or Higher.)
or lower.
• A creature with 3 or more fractures cannot maintain
If this jutsu is cast again, while currently affecting
concentration on more than one jutsu at a time.
another creature, it ends on that other creature
• A creature with 5 or more fractures cannot recognize
immediately.
their allies and views all creatures as hostile.
• A creature with 7 or more fractures doubles the cost of
all jutsu they cast.
• A creature with 9 or more fractures lose the ability to
cast jutsu with the Hand Sign (HS) component.
• A creature with 10 or more fractures instead
permanently retain all fractures and becomes a mental
vegetable moving forward. They can attempt to make
an Intelligence saving throw once every 30 Days. On a
success they reduce the number of fractures they have
by -3.

14
DEVILS AMBITION At Higher Ranks: For each rank you cast this jutsu
Classification: Genjutsu above A-Rank increase the cost of this jutsu by 3 and the
Rank: A-Rank damage by 1d6.
Casting Time: 1 Action
Range: 30 Feet KEEN FOCUS
Duration: 1 Minute Classification: Genjutsu
Components: HS, CM, NT (Poison Kit) Rank: A-Rank
Cost: 18 Chakra Casting Time: 1 Action
Keywords: Genjutsu, Inhale Range: Touch
Description: You take a venomous concoction of Duration: 1 Minute
different steroids and performance enhancers and Components: HS, CM, CS
release it into the air, manipulating it to affect and Cost: 20 Chakra
enhance up to 2 willing creatures you can see within Keywords: Genjutsu, Fuinjutsu
range. Description: You touch a creature within reach who you
Affected creature gain the following benefits for the can see. For the duration you maximize their focus and
duration; enhance their mental efficiency.
For the duration target creature increase their critical
• Strength, Dexterity, and Intelligence Check results can
threat range by +1.
never be lower than their Character Level.
Also, when affected creatures score a critical hit on a
• Wisdom and Charisma Checks gain a +5 Bonus.
creature, they increase their damage die by 1 step.
• Ninjutsu and Genjutsu attack rolls gain a +3 Bonus.
(D4>D6>D8>D10>D12)
• They gain resistance against Genjutsu with the
Additionally, the first time an affected creature would
Auditory Keyword.
fall to 0 hit points, they instead fall to 1 hit point. This
• If they miss an attack roll against the last creature that
jutsu then immediately ends.
dealt damage to them, they may reroll the missed
At Higher Ranks: For each rank you cast this jutsu
attack once per turn.
above A-Rank increase the cost of this jutsu by 3 and the
At the conclusion of this jutsu, affected creatures critical threat range by +1. If this jutsu is Cast at S-Rank,
become poisoned for 10 minutes, which cannot be the next jutsu affected creatures cast and when they
removed by any means. score a critical hit with an attack, they instead add 2
additional damage die to the roll.
DEVILS ASSAULTS
Classification: Genjutsu LACKLUSTER THOUGHTS
Rank: A-Rank Classification: Genjutsu
Casting Time: 1 Action Rank: A-Rank
Range: 120 Feet Casting Time: 1 Action
Duration: Instant Range: 90 Feet
Components: HS, CM Duration: Concentration, Up to 1 minute
Cost: 18 Chakra Components: HS, CM, CS
Keywords: Genjutsu, Visual, Auditory, Tactile Cost: 20 Chakra
Description: You speak words of aggression and pain Keywords: Genjutsu, Auditory, Fuinjutsu
against one creature that can hear you within range. Description: You speak unfocused words and statements
Affected creature begins to see illusionary duplicates of of indecision into a chakra seal before you then attempt
you as they make a barrage of martial attacks against to implant them into the mind of a creature you can see
them. Make 3 Ranged Genjutsu attacks dealing psychic within range.
damage equal to 2d12 + Your genjutsu ability Modifier on Select creature within range must succeed an
a successful hit. Intelligence Save at the beginning of each of their turns.
If you successfully score at least two genjutsu attacks On a failed save, they instead spend their turn doing
using this jutsu, the next genjutsu attack you make completely unproductive activities such as drawing in
against the same creature is at advantage and you reroll the sand fixing the straps on their armor, counting their
1’s and 2’s for damage, taking the second result, even if kunai and shuriken or verbally planning out scenario’s
it is a 1 or a 2. in elaborate 10 step plans.
At Higher Ranks: For each rank you cast this jutsu If a creature succeeds their Intelligence Save by 10 or
above A-Rank increase the cost of this jutsu by 3 and the more, this jutsu immediately ends on them and they
number of genjutsu attacks by +2. become immune to this genjutsu for 1 hour.
At Higher Ranks: For each rank you cast this jutsu
DEVILS FEARS above A-Rank increase the cost of this jutsu by 3 and the
Classification: Genjutsu number of creatures this jutsu can target by +1.
Rank: A-Rank
Casting Time: 1 Action
Range: Self (90 Feet)
Duration: Instant
Components: HS, CM
Cost: 16 Chakra
Keywords: Genjutsu, Auditory, Tactile
Description: You speak words of fear and anguish,
against all creature who are experiencing bouts of fear.
All creatures within range who have at least 1 rank of
fear, must succeed a Charisma saving throw. On a failed
save they take 3d6 psychic damage for each rank of fear
they have.

15
UNLIMITED PAIN WILL BREAKER
Classification: Genjutsu Classification: Genjutsu
Rank: A-Rank Rank: A-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: 90 Feet Range: 120 Feet
Duration: Concentration, Up to 1 minute Duration: Concentration, Up to 1 minute
Components: HS, CM, CS Components: HS, CM, CS
Cost: 18 Chakra Cost: 20 Chakra
Keywords: Genjutsu, Tactile, Fuinjutsu Keywords: Genjutsu, Fuinjutsu, Auditory, Tactile
Description: You target a creature and maximize their Description: You target creature(s) and attempt to break
nervous systems sensitivity to pain. their will by planting seeds of doubt and despair deep
One creature you can see within range must succeed into their mind. This jutsu’s cost cannot be reduced by
an Intelligence saving throw. On a failed save, for the any means.
duration, each time a creature takes damage, they take Select one creature you can see within range. The
an additional 3d8 psychic damage. target must succeed either an Intelligence, Wisdom or
Additionally, whenever a creature deals damage to the Charisma save at the beginning of each of their turns
affected creature they reroll 1’s and 2’s, taking the (Your choice, this cannot be changed once selected).
second result. On a failed save, the targe creature reduces the chosen
If this jutsu is cast on a creature who is currently Ability score by 1d4 for the duration. A creature who’s
under the effects of the Doubled Pain is targeted with ability score is reduced to 0 by this jutsu takes psychic
this jutsu, they make their saving throw at disadvantage damage equal to 14d8 + Your genjutsu ability modifier,
and if they fail the saving throw, you lose concentration this jutsu then immediately ends.
on the doubled pain genjutsu and this jutsu instead deals A creature within 5 feet of the affected creature use its
an additional 4d8 psychic damage, and you reduce the action to make a Wisdom (Illusions) check vs your
concentration cost of this jutsu by half for the duration. Genjutsu Save DC. On a success, they tear the break this
If a creature is targeted by the Unrelenting Pain genjutsu’s hold on the affected creature immediately
genjutsu while under the effects of this genjutsu, they ending this jutsu.
make their saving throw at disadvantage. At Higher Ranks: For each rank you cast this jutsu
At Higher Ranks: For each rank you cast this jutsu above A-Rank increase the cost of this jutsu by 3 and the
above A-Rank increase the cost of this jutsu by 3 and the number of creatures this jutsu can target by +2.
number of creatures this jutsu can target by +1.
S-RANK:
UNLIMITED PLEASURE
Classification: Genjutsu EAGLE’S EYE
Rank: A-Rank Classification: Genjutsu
Casting Time: 1 Action Rank: S-Rank
Range: 90 Feet Casting Time: 1 Action
Duration: Concentration, Up to 1 minute Range: Self (60-foot radius)
Components: HS, CM, CS Duration: 10 Minutes
Cost: 18 Chakra Components: HS, CM
Keywords: Genjutsu, Medical, Tactile Cost: 30 Chakra
Description: You target willing creature(s) and Keywords: Genjutsu, Visual
maximize their nervous systems sensitivity to pleasure Description: You impart the visual prowess of the eagle-
and recouperation. eyed kings of the sky.
Three creature(s) you can see within range who would Yourself and all creatures of your choice within range
gain temporary hit points as a result of a Genjutsu, also gains the following benefits;
regains a number of hit points equal to the number of • 120 Feet of Chakra Sight.
temporary hit points gained. • 90 Feet of Dark Vision.
If the Genjutsu cast that gains temporary hit points • 60 feet of blind sight.
has the Medical keyword, increase the die rolled by 1 step • 30 Feet of True Sight.
and reroll all 1’s and 2’s, taking the second result. • The range of ranged attacks are doubled.
(D4>D6>D8>D10>D12)
At Higher Ranks: For each rank you cast this jutsu
above A-Rank increase the cost of this jutsu by 3 and the
number of creatures this jutsu can target by +2.

16
LIONS PRESENCE RABBITS FRENZY
Classification: Genjutsu Classification: Genjutsu
Rank: S-Rank Rank: S-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Self (60-foot radius) Range: Self (60-foot radius)
Duration: 10 Minutes Duration: Concentration, Up to 1 Minute
Components: HS, CM Components: HS, CM
Cost: 30 Chakra Cost: 28 Chakra
Keywords: Genjutsu, Auditory Keywords: Genjutsu, Visual, Tactile
Description: You exude the courage of the infallible Description: You create an illusory mirage of angry,
kings of the jungle. ferocious, man eating rabbits with glowing red eyes that
All hostile creatures within range must succeed a follow you and attack all creatures of your choice within
charisma saving throw. On a failed save, for the duration range.
they gain the following while within range of you; As an action on each of your turns, you can make a
• Affected creatures cannot score critical hits. melee genjutsu attack against up to 4 creatures you can
• Affected creatures have a -5 penalty to attack rolls and
see within range. On a hit, the swarm of rabbits attack
the creature biting and tearing into them, ripping pieces
ability checks.
• Affected creatures cannot maintain concentration on
from their flesh and ferociously holding them down. You
deal psychic damage equal to 27d4 and the target
more than 1 Jutsu.
• Affected creature loses resistance and immunity to the
creature must succeed a Charisma saving throw.
On a failed save they gain 3 ranks of fear against you
Fear condition.
• Affected creature becomes vulnerable to psychic
for 1 minute and are restrained until the end of their next
turn.
damage.
If you make a melee genjutsu attack against a
MAZE restrained creature using this jutsu, you reroll all 1’s,
Classification: Genjutsu taking the second result.
Rank: S-Rank
Casting Time: 1 Action WOLVES COMPANIONSHIP
Range: 60 feet Classification: Genjutsu
Duration: Concentration, 10 Minutes Rank: S-Rank
Components: HS, CM Casting Time: 1 Action
Cost: 28 Chakra Range: Self (60-foot radius)
Keywords: Genjutsu, Visual Duration: 10 Minutes
Components: HS, CM, NT (Poison Kit or Wolf’s Bane
Description: You select up to 4 creatures you can see
Flower)
within range. Each creature must succeed a Wisdom
Cost: 40 Chakra
saving throw. On a failed save you banish the minds of
Keywords: Genjutsu, Visual, Inhale, Tactile
the creature into a labyrinth of your design. The target
Description: You create an illusory mirage of wolves that
mentally remains there for the duration or until it
follow you as a pack and aid or hinder any creature of
escapes the maze.
your choice when commanded.
A mentally trapped creature falls prone and is
Roll four d20’s, recording the results. For this jutsu’s
physically paralyzed, but mentally active.
duration, whenever a creature rolls a d20 as a part of
On each of its turns it can do one of the following vs
their action, you can replace their d20’s result with the
your Genjutsu save DC in an attempt to escape. They can
result of one of your d20’s.
only make one of the following ability checks if they are
Additionally, you can spend any one of your d20
proficient. If they are not proficient in any of the
results to instead grant any creature of your choice
following, they instead make a flat Intelligence Check vs
advantage on any single d20 roll they make.
your Genjutsu save DC to escape. A creature does not add
Or, you can spend two of your d20 results, to instead
expertise or any feature that doubles their proficiency
impose disadvantage on up to 4 creatures of your choice
bonus for these checks;
on the next d20 roll they make.
• Intelligence (Investigation) check. On a successful Or, you can spend three of your d20 results, to instead
check, it finds the exit immediately ending this Jutsu's treat the next d20 roll by one creature of your choice as a
effects upon them. critical hit, regardless of their d20 result.
• Wisdom (Insight) check. On a successful check, at the Or, you can spend four of your d20 results, to instead
beginning of its next turn, it remakes its wisdom make one creature of your choice treat all rolls they
saving throw at advantage, ending this Jutsu's effects make until the end of their next turn count as a Natural 1.
upon them on a success. Finally, as an action on your turn you can spend 20
chakra, to grant yourself another four d20’s for this
jutsu, which also extends this jutsu’s duration by 5
minutes.

17
NEW TAIJUTSU DEMPSEY ROLL
Classification: Taijutsu
Rank: D-Rank

D-RANK: Casting Time: 1 Reaction, which you take when a creature hits
you with a melee attack or when a creature misses you with a
melee attack.
1000 YEARS OF DEATH Range: 5 Feet
Classification: Taijutsu Duration: 1 Round
Rank: D-Rank Components: M
Casting Time: 1 Bonus Action Cost: Special
Range: Touch Keywords: Taijutsu
Duration: Instant
Description: You take a boxers stance, when you are
Components: M
confronted by a melee attack from a creature within 5
Cost: 3 Chakra
feet of you.
Keywords: Taijutsu
Until the beginning of your next turn, each melee
Description: As a part of casting this jutsu you must be
attack that targets you, you can spend 4 chakra. When
hidden from the target.
you do, you attempt to duck and weave granting yourself
You quickly move behind the target as you take your
a +2 Bonus to your AC against the triggering creature
extended fingers and uncomfortably strike your
and then immediately make one unarmed attack in
opponent in an attempt to humiliate them.
response to the triggering melee attack.
Make a melee taijutsu attack. On a hit the target must
At Higher Ranks: For each rank you cast this jutsu
succeed a constitution saving throw. On a failed save
above D-Rank increase the activation cost of this jutsu
they quickly recoil leaping 15 feet in a straight line
by 3, the bonus to AC by +1, and the number of unarmed
causing them to be taken aback. Until the end of the
attacks by +1.
creatures next turn the next melee attack against the
target is at advantage.
DRAGGING FULL ROTATION
DEEP DIVE
Classification: Taijutsu
Rank: D-Rank
Classification: Taijutsu Casting Time: 1 Reaction, which you take when a creature
Rank: D-Rank misses you with a melee attack.
Casting Time: 1 Bonus Action Range: 5 Feet
Range: Touch Duration: Instant
Duration: Instant Components: M
Components: M
Cost: 4 Chakra
Cost: 5 Chakra
Keywords: Taijutsu
Keywords: Taijutsu
Description: When a creature within 5 feet of you misses
Description: You attempt to body slam a creature into
you with a melee attack, you quickly reach out grabbing
the furthest surface from you.
them before they can make any further action, using
Make a grapple check against a creature you can reach.
their momentum against them, dragging them 10 feet
On a success, you immediately dash with them moving
with you in any direction of your choice, before throwing
up to your full movement towards the furthest surface
them a number of feet equal to 5 x your Strength
you can reach (such as a wall). If there are no other
modifier (Min 1.).
surfaces near you, you instead slam them into the
A creature who’s movement is interrupted by a solid
ground. Regardless of where you slam them, they take
surface (such as a tree or wall) takes bludgeoning
bludgeoning damage equal to your unarmed damage.
damage equal to 1d6 for every 10 feet you would have
If you and the target creature are standing on Water or
thrown them.
completely submerged when this jutsu is cast, you make
At Higher Ranks: For each rank you cast this jutsu
your grapple check at advantage. On a success, you
above D-Rank increase the cost of this jutsu by 3 and the
instead dive straight down up to twice your movement
distance you throw an affected creature by 10 feet.
speed to the bottom of the body of water slamming them
into the body of waters floor dealing bludgeoning
damage equal to twice your unarmed damage.
This jutsu can be used if you are already grappling a
creature, instead attempting to slam the creature
immediately without any additional checks.
When you successfully slam a creature using this
jutsu, your grapple ends.

18
DRAGON PALM STRIKE ERRATIC COMBO
Classification: Taijutsu Classification: Taijutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Touch Range: 5 Feet
Duration: Instant Duration: Instant
Components: M Components: M
Cost: 5 Chakra Cost: 5 Chakra
Keywords: Taijutsu Keywords: Taijutsu
Description: As a requirement to activate this jutsu, you Description: As a requirement to activate this jutsu, you
must currently be in the Dragon Fist Stance. must currently be in the Drunken Fist Stance.
You perform a myriad of distracting movements You sway in and out of combat, dancing around your
before collecting your chakra into your palm for a single opponent in a drunken stupor throwing them off.
powerful thrust, striking a creatures core and knocking Make three melee taijutsu attacks against a creature
them away. you can reach. On a hit, you deal your unarmed damage +
Make a single melee taijutsu attack against a creature 1d4.
you can reach. On a hit, you deal your unarmed damage + Each time you successfully hit a creature using this
2d6 and push the target back 10 feet. jutsu, you increase your AC by +1 until the beginning of
If the creature you target with this jutsu is also the your next turn.
target for your Dragon Fist Stances bonus to AC feature, At Higher Ranks: For each rank you cast this jutsu
you instead deal your unarmed damage + 2d8 and push above D-Rank increase the cost of this jutsu by 3 and the
the target back 20 feet, if the target would hit a solid number of attacks you make by +1.
surface as a result of this push. They take 1d6
bludgeoning damage for every 10 feet that they were FALLING DRAGON
unable to be moved. Classification: Taijutsu
At Higher Ranks: For each rank you cast this jutsu Rank: D-Rank
above D-Rank increase the cost of this jutsu by 3, the Casting Time: 1 Action
Range: 30 Feet
damage by 1d6 or 1d8 and the push distance by 10 feet.
Duration: Instant
DRAW! Components: M
Cost: 5 Chakra
Classification: Taijutsu
Keywords: Taijutsu, Finisher
Rank: D-Rank
Casting Time: 1 bonus action or 1 Reaction, which you take Description: As part of the activation of this jutsu, the
when a creature targets you for an attack. target creature must be airborne or falling.
Range: Self You leap upwards following an airborne or falling
Duration: Instant target. You curl your body into a ball as you spin faster
Components: M and faster before you find yourself above the target. You
Cost: 4 Chakra uncurl yourself as your perform a spinning drop kick,
Keywords: Taijutsu sending the target creature crashing down, landing
Description: You quickly dash backwards creating prone.
distance between yourself and another creature. Make a melee taijutsu attack against the airborne or
As a bonus action you quickly dash backwards 10 feet falling creature. On a hit, you deal 4d6 bludgeoning
as your body ends its movement in a prepared position damage sending them crashing down into the ground. A
to exert more force than before. If you cast a taijutsu creature who was 20 or more feet off the ground before
using your action that would move you any number of this jutsu was cast takes an additional 1d6 damage for
feet as apart of casting that jutsu, the jutsu cast deals an every 20 feet they fall.
additional damage die worth of damage if it deals At Higher Ranks: For each rank you cast this jutsu
damage, and you can instead move an additional 20 feet above D-Rank increase the cost of this jutsu by 3 and
as apart of that jutsu’s casting. your attacks damage by 1d6.
Alternatively, as a reaction when you are targeted by
an attack, you can dash backwards 5 feet in an attempt to FEATHER COMBO
escape the attacks range, when you do, if the triggering Classification: Taijutsu
creatures attack would miss you as a result of you no Rank: D-Rank
longer being in the same space or them not being able to Casting Time: 1 Action or 1 Reaction, which you take when you
target you because you are no longer in range you then are falling or airborne.
Range: 5 feet
immediately move up to 20 feet towards the triggering
Duration: Instant
creature, making an unarmed attack, on a hit you deal
Components: M
twice your unarmed damage.
Cost: 5 Chakra
Keywords: Taijutsu, Finisher
Description: As part of the activation of this jutsu, you
must be airborne or falling.
You perform an aerial 3 attack combo, striking out
against a creature within range. Make up to 3 melee
taijutsu attacks targeting a single creature, or a single
melee taijutsu attack targeting up to three creatures.
On a hit, you deal your unarmed damage. If you strike
the same creature at least two times, you use the
momentum of the second strike to propel yourself up to

19
20 feet in any direction of your choice and land in a space HOWLING KNUCKLE
that can hold you suffering no falling damage. Classification: Taijutsu
If you strike the same creature at least three times, Rank: D-Rank
your last attack deals an additional 3d8 bludgeoning Casting Time: 1 Bonus Action
damage and until the end of the current turn, the target Range: Self
can be targeted by taijutsu with the Finisher keyword Duration: Concentration, Up to 1 Minute
Components: M
regardless of the range of the taijutsu with the Finisher
Cost: 5 Chakra
keyword used.
Keywords: Taijutsu
At Higher Ranks: For each rank you cast this jutsu
Description: As a requirement to activate this jutsu, you
above D-Rank increase the cost of this jutsu by 3 and the
must currently be in the Wolf Fist Stance. You do not
number of attacks by +1.
spend chakra to maintain concentration on this jutsu.
HAMMER You begin to exhibit the ferocious power of wolves as
Classification: Taijutsu you become a one-person wolf pack. For the duration,
Rank: D-Rank you may perform the Wolf Fang Fist as an Action.
Casting Time: 1 Bonus Action Additionally, you instead roll your unarmed damage
Range: 5 feet die, if it is larger than a d6.
Duration: Instant At Higher Ranks: For each rank you cast this jutsu
Components: M above D-Rank increase the cost of this jutsu by 3. If cast
Cost: 5 Chakra at C-Rank or Higher, you instead roll a d8. If you cast at
Keywords: Taijutsu, Finisher B-Rank, you instead roll a D10. If cast at A-Rank, you
Description: As part of the activation of this jutsu, you instead make a number of attacks equal half of your
must be targeting a creature who can be targeted by a attack bonus.
taijutsu with the Finisher keyword regardless of the
range. IRON KNUCKLE
You bring your hands together, interlocking your Classification: Taijutsu
fingers until your hands resemble a single bludgeoning Rank: D-Rank
device. Casting Time: 1 Action
Make a single melee Taijutsu attack. On a hit, you deal Range: 5 Feet
4d8 bludgeoning damage and the target must succeed a Duration: Instant
Components: M
Constitution saving throw. On a failed save, they are
Cost: 5 Chakra
incapacitated until the beginning of their next turn.
Keywords: Taijutsu
At Higher Ranks: For each rank you cast this jutsu
Description: As a requirement to activate this jutsu, you
above D-Rank increase the cost of this jutsu by 3 and the
must currently be in the Iron Fist Stance.
damage by 1d8.
You perform a single high-powered strike with full
HEAT UP intention to cause harm.
Classification: Taijutsu Make a single melee taijutsu attack. On a hit, you deal
Rank: D-Rank your unarmed damage and force the target to make a
Casting Time: 1 Bonus Action Strength saving throw. On a failed save, you knock them
Range: Self back a number of feet equal to 10 x your ability modifier.
Duration: 1 Round If they strike a solid surface that’s less than 5 feet thick,
Components: CM, M they tear through it if they have at least 10 or more feet
Cost: 5 Chakra remaining to be knocked back, taking 5d6 bludgeoning
Keywords: Taijutsu damage.
Description: You release a surge of chakra throughout At Higher Ranks: For each rank you cast this jutsu
your body, activating your bodies adrenaline production above D-Rank increase the cost of this jutsu by 3 and the
and kicking it into high gear for single swift moment distance you knock the creature back on a failed save by
while also increasing your bodies sensitivity to pain. You +10 feet.
cannot reduce the cost of this jutsu by any means.
The next taijutsu you cast, that requires an attack roll LEAF UPPERCUT
increases its damage die by 1 Step until the end of your Classification: Taijutsu
turn. (D4>D6>D8>D10>D12) Rank: D-Rank
Additionally, until the beginning of your next turn, Casting Time: 1 Action
you gain vulnerability to the next instance of Range: 5 Feet
Bludgeoning, Piercing or Slashing damage from a hostile Duration: Instant
Components: M
creature.
Cost: 4 Chakra
At Higher Ranks: For each rank you cast this jutsu
Keywords: Taijutsu
above D-Rank increase the cost of this jutsu by 3. If this
Description: You perform a single backflip kick or rising
jutsu is cast a C-Rank increase damage die by 2 Steps. If
uppercut with enough force to crack the ground
this jutsu is Cast at B-Rank or higher, you reroll all 1’s,
underneath you.
2’s and 3’s taking the second result. If this jutsu is cast at
Make a single melee taijutsu attack. On a hit, you
A-Rank or higher, the next taijutsu you cast that
knock the creature 30 feet into the air dealing your
requires an attack roll ignores resistance & immunity. If
unarmed damage + 3d6.
this jutsu is cast at S-Rank, this Jutsu's duration
Taijutsu with “Leaf” in its name with a casting time of
becomes 1 Minute, and counts for all taijutsu attacks.
1 Action of equal rank or lower can be cast a bonus
action.

20
Until the end of your turn, the target can be targeted PRIDEFUL ASSAULT
by taijutsu with the Finisher keyword regardless of the Classification: Taijutsu
range of the taijutsu with the Finisher keyword used. Rank: D-Rank
At Higher Ranks: For each rank you cast this jutsu Casting Time: 1 Action
above D-Rank increase the cost of this jutsu by 3 and the Range: Touch
damage by 1d6. Duration: Instant
Components: M
LEAPING STRIKE Cost: 5 Chakra
Classification: Taijutsu Keywords: Taijutsu
Rank: D-Rank Description: As a requirement to activate this jutsu, you
Casting Time: 1 Action must currently be in the Lion Fist Stance. This jutsu’s
Range: 15 Feet attacks count as Unarmed Attacks for the Lion Fist
Duration: Concentration, Up to 1 Minute Stance’s Bonus action effect.
Components: M You enter a prideful stance showing your
Cost: 3 Chakra overwhelming superiority and power.
Keywords: Taijutsu Make two taijutsu attacks against up to two creatures
Description: As a requirement to activate this jutsu, you within range. On a hit you deal your unarmed damage +
must currently be in the Frog Fist Stance. You do not need 1d4. If you cast this jutsu while gaining the benefits of
to spend chakra to maintain concentration on this jutsu. your Lion Fist Stance’s bonus action effect you instead
You enter a leaping stance prepared to support your deal your unarmed damage + 1d6.
team for the duration. If you cast this jutsu while adjacent to 2 or more
As a reaction, until the beginning of your next turn, hostile creatures, you gain a +2 bonus to damage rolls
when an allied creature within range would attempt to for every additional creature after the first.
make an unarmed attack against a creature within 30 At Higher Ranks: For each rank you cast this jutsu
feet of them before the end of their turn, you stomp the above D-Rank increase the cost of this jutsu by 3, the
ground knocking them into the air as you leap and jut number of creatures you make two taijutsu attacks
your feet out, kicking their feet and launching them against by +1, and the bonus damage to rolls by +1.
towards their target at Mach speeds, moving them up to
30 feet in a straight line. They choose where they want to RABBIT FURY
end their movement. Classification: Taijutsu
They add your unarmed damage die to their attack Rank: D-Rank
bonus. If they successfully score a hit, they deal Casting Time: 1 Action
additional damage equal to your unarmed attack bonus. Range: Touch
At Higher Ranks: For each rank you cast this jutsu Duration: Instant
Components: M
above D-Rank increase the cost of this jutsu by 3 and the
Cost: 5 Chakra
number of allied creatures you can support with your
Keywords: Taijutsu
reaction by +1.
Description: As a requirement to activate this jutsu, you
NOBLE IMPACT must currently be in the Rabbit Fist Stance.
Classification: Taijutsu You enter a blitzing stance showing your
Rank: D-Rank overwhelming speed and agility as you bounce between
Casting Time: 1 Action spaces attacking creatures you pass by with each
Range: Touch movement.
Duration: Instant Roll 1d4+1 and select a space you can see that can hold
Components: M you, within your movement range as you quickly dash,
Cost: 5 Chakra leap, and move in as straight a line as possible moving
Keywords: Taijutsu through all creatures spaces, even hostile creatures,
Description: You move in to strike your opponent by ending your movement in the select space. If you move
taking a regal series of attacks. through a large, or larger creatures space, you count
Make four taijutsu attacks against a single creature each space of theirs you move through as if it’s a
within range. On a hit you deal 1d4 + your Taijutsu ability separate creature for the purpose of this jutsu.
modifier. The result of the 1d4+1 are the total number of
If you successfully score 4 hits against the creature, it creatures you can target as you move through their
must succeed a Constitution saving throw. On a failed space. Make two taijutsu attacks against each of the
save it becomes dazed for 1d4 rounds. selected creatures, dealing your unarmed damage + 1d4.
At Higher Ranks: For each rank you cast this jutsu If you hit a creature with two or more attacks, they must
above D-Rank increase the cost of this jutsu by 3 and the succeed a Dexterity saving throw. On a failed save they
number of attacks made by +1. are knocked prone.
At Higher Ranks: For each rank you cast this jutsu
above D-Rank increase the cost of this jutsu by 3 and the
number of creatures you can target by +1.

21
ROYAL GUARD SILENT MOVEMENT
Classification: Taijutsu Classification: Taijutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Reaction, which you take when you would Casting Time: 1 Action
take damage or make a saving throw. Range: Self
Range: Self Duration: Concentration, Up to 1 minute
Duration: 1 Round Components: M
Components: CM, M Cost: 4 Chakra
Cost: Special Keywords: Taijutsu
Keywords: Taijutsu Description: As a requirement to activate this jutsu, you
Description: You quickly mold your chakra, creating must currently be in the Silent Fist Stance.
multiple layers of armor from it and raising your guard You enter a neutral stance, designed to exemplify
to nullify an attack at the exact moment it would hit you. silence and emptiness throwing most creatures off of
As a reaction, when you would take damage, you being able to predict your actions. You do not spend
nullify the attack or jutsu by meeting it with an equal chakra to maintain concentration on this jutsu.
amount of chakra. Until the start of your next turn, each For the duration creatures cannot make reactions to
time you would take damage, you can spend chakra your movement, unarmed attacks made with your bonus
equal to the damage taken, reducing the damage to 0 and actions or any reaction you take.
gaining immunity to the attack or jutsu’s effects until
the end of the current turn. You can activate this Jutsu's STRAIGHT IMPACT
effects a number of times equal to your taijutsu ability Classification: Taijutsu
modifier. Rank: D-Rank
If the attack or jutsu does not deal damage but instead Casting Time: 1 Action
inflicts a condition or effect, spend chakra equal to the Range: Touch
Duration: Special
cost of the attack or jutsu cast gaining immunity to the
Components: M
effects until the end of the current turn.
Cost: Special
If an attack or effect does not deal damage or cost
Keywords: Taijutsu, Finisher
chakra, this jutsu does not prevent its effects.
Description: You take a readied stance preparing your
SERPENT FANG DOUBLE fist or foot for a single powerful strike.
When you activate this jutsu, you can spend 5 chakra
Classification: Taijutsu
Rank: D-Rank coating your fist in this chakra. You learn to be able to
Casting Time: 1 Action commit additional actions to make this attack stronger.
Range: Touch You can spend your bonus action and an additional 5
Duration: Instant Chakra to magnify this jutsu by 1 step.
Components: M You can spend your reaction and an additional 5
Cost: 5 Chakra chakra to magnify this jutsu by 1 step.
Keywords: Taijutsu You can inflict the stunned condition on yourself at
Description: As a requirement to activate this jutsu, you the end of your turn until the end of your next turn to
must currently be in the Serpent Fist Stance. magnify this jutsu by 1 step.
You enter a low striking stance showing your Make a single fiery taijutsu attack. On a hit, you deal
overwhelming focus and precision as you disable your your unarmed damage + 3d4 on a hit.
opponent with surgical accuracy. For each step you magnify this jutsu by, you increase
Make two taijutsu attacks against a single creature your unarmed damage by 1 damage die and increase the
within range dealing your unarmed damage and forcing damage by 3d4.
the target to make a Constitution saving throw. On a At Higher Ranks: For each rank you cast this jutsu
failed save, they become weakened until the end of their above D-Rank increase the chakra spent activating this
next turn. jutsu’s initial & additional effect by 3 and the damage die
Additionally, if the target creature is also the target of of this jutsu by 1 step (D4>D6>D8>D10>D12).
your Serpent Fist Stance’s bonus action effect, the target
gains a -2 penalty to their Constitution saving throw and
you can make two additional taijutsu attacks against
them. On at least 2 or more successful hits, the penalty
to their attack rolls also affects their damage rolls until
the end of their next turn.
At Higher Ranks: For each rank you cast this jutsu
above D-Rank increase the cost of this jutsu by 3 and the
number of creatures you can target by +1.

22
SWITCH KICK WISE TURTLE
Classification: Taijutsu Classification: Taijutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Action Casting Time: 1 Action
Range: Touch Range: Self
Duration: Instant Duration: Concentration, up to 1 minute
Components: M Components: M
Cost: 4 Chakra Cost: 5 Chakra
Keywords: Taijutsu Keywords: Taijutsu
Description: You leap and perform a swift double kick in Description: You focus chakra throughout your muscles
an attempt to support your team by queuing up a enhancing your physical Strength and Cunning. For the
powerful finisher. duration, your Strength and Wisdom ability scores
As apart of casting this jutsu, you must have either a becomes 16 if they are lower than 16. Your lifting
Bonus Action or reaction available to use. Make two strength is doubled and you gain a +5 to your passive
taijutsu attacks against a creature within range dealing perception.
your unarmed damage die on a hit.
If you score at least two successful hits with this jutsu, C-RANK:
you must spend either your bonus action or reaction.
When you do, you grant your ally an additional reaction 10-COUNT
which they must use to cast a Taijutsu with the Finisher Classification: Taijutsu
Keyword that has a casting time of 1 action. Rank: C-Rank
Until the end of the current turn, the target creature Casting Time: 1 Action
can be targeted by taijutsu with the Finisher keyword Range: Touch
regardless of the range of the taijutsu with the Finisher Duration: Instant
Components: M
keyword used.
Cost: 8 Chakra
WEBBED GRAPPLE Keywords: Taijutsu
Classification: Taijutsu Description: You dash forward to perform a series of
Rank: D-Rank rapid but light strikes designed to get your blood
Casting Time: 1 Action flowing.
Range: 10 Feet Make a number of taijutsu attacks equal to your
Duration: Concentration, Up to 1 Minute taijutsu ability modifier, dealing 1d4 bludgeoning
Components: M, W (Battle Wire) damage.
Cost: 4 Chakra If you successfully hit a creature with at least 3 of
Keywords: Taijutsu these taijutsu attacks, the next taijutsu you cast before
Description: As a requirement to activate this jutsu, you the end of your turn gains a +5 bonus to attack and
must currently be in the Spider Fist Stance. You do not damage rolls.
need to spend chakra to maintain concentration on this Until the end of the current turn, the target creature
jutsu. can be targeted by taijutsu with the Finisher keyword
You enter a skittering stance, designed to catch regardless of the range of the taijutsu with the Finisher
creatures who are unprepared and restrain them. keyword used.
You swing your battle wire in an attempt to grapple At Higher Ranks: For each rank you cast this jutsu
and restrain a creature. Make a single taijutsu attack above C-Rank increase the cost of this jutsu by 3. If cast
against a creature within range. On a hit you grapple and at B Rank or higher, increase the number of attacks you
restrain the creature. At the beginning of each of its turn, make by +1. If cast at A-Rank or higher, increase the
it can make a Strength (Athletics) or Strength saving damage by 1d4. If cast at S-Rank or higher, this jutsu’s
throw. On a successful save they end this jutsu’s effect cast time becomes a bonus action.
on them.
Melee attacks against a creature restrained by this
jutsu deal additional slashing damage equal to half of
your Taijutsu save DC once per turn as your wires dig
deep into the flesh of your creature.
At Higher Ranks: For each rank you cast this jutsu
above D-Rank increase the cost of this jutsu by 3 and the
number of creatures you can target by +1.

23
BREAK SPIRAL
Classification: Taijutsu
Rank: C-Rank
Casting Time: 1 Action
Range: Self (5-foot radius)
Duration: Instant
Components: M
Cost: 7 Chakra
Keywords: Taijutsu
Description: You leap onto your back on the ground as
your perform a series of spinning kicks resembling a
spinning top, striking all creatures around you.
All creatures within 5 feet of you must succeed a
Dexterity saving throw. On a failed save they take are
buffeted by a series of spinning kicks. Based on the
severity of their failure, they take enhanced damage and
effects. On a successful save, they take half of your
unarmed damage + 2d6 and suffer no additional effects.
• Failed by 1~4: Bludgeoning damage equal to your
unarmed damage + 2d6 and are knocked prone.
• Failed by 5~9: Bludgeoning damage equal to your
unarmed damage + 4d6, are knocked prone and dazed
until the beginning of their next turn.
• Failed by 10~14: Bludgeoning damage equal to your
unarmed damage + 5d6, are knocked prone, dazed
until the end of their next turn, and until the end of
the current turn, the target creature can be targeted by
taijutsu with the Finisher keyword regardless of the
range of the taijutsu with the Finisher keyword used.
• Failed by 15+: Bludgeoning damage equal to your
unarmed damage + 6d6, are knocked prone, dazed
until the end of their next turn, until the end of the
current turn, the target creature can be targeted by
taijutsu with the Finisher keyword regardless of the
range of the taijutsu with the Finisher keyword used
and you gain an additional action which can only be
used to cast a Taijutsu with the Finisher Keyword and
without the Bukijutsu Keyword.

At Higher Ranks: For each rank you cast this jutsu


above C-Rank increase the cost of this jutsu by 3 and the
radius of this jutsu by 5 feet.

BURNING FIRE: DRUM


Classification: Taijutsu
Rank: C-Rank
Casting Time: 1 Action
Range: Self (5-foot radius)
Duration: Instant
Components: M
Cost: 7 Chakra
Keywords: Taijutsu
Description: You leap onto your back on the ground as
your perform a series of spinning kicks resembling a
spinning top, striking all creatures around you.
All creatures within 5 feet of you must succeed a
Dexterity saving throw. On a failed save they take are
buffeted by a series of spinning kicks. Based on the
severity of their failure, they take enhanced damage and
effects. On a successful save, they take half of your
unarmed damage + 2d6 and suffer no additional effects.

24
SIDE MISSIONS accomplish and what resources and methods the rival
can bring to bear against the characters.
See below for rules & suggestions on Side missions.

RIVAL GOALS
RESOURCES An effective rival has a clear reason for interfering with
Each mission type has a resource requirement, typically the characters’ lives. Think about what the rival wants,
comprised of ryo and DT. how and why the characters stand in the way, and how
the conflict could be resolved. Ideally, a rival’s goal
RESOLUTION directly involves the characters or something they care
about.
The Resolution portion of each mission types description
tells you how to resolve it. Many activities require an
ability check, so be sure to note the character’s relevant
RIVAL PLANS
The foundation of a rival’s presence in the campaign is
ability modifiers. Follow the steps in the activity, and
the actions the rival takes or the events that occur as a
determine the results.
result of that character’s goals. Each time you resolve
Most downtime activities require at least a workweek
one or more workweeks of downtime, pick one of the
(5 days) to complete. Some activities require days, weeks
ways a rival’s plans might be advanced and introduce it
(7 days), or even months (4 weeks). A character must
into play.
spend at least 8 hours of each day engaged in the
Think about how a rival might operate in order to
downtime activity for that day to count toward the
bring specific plans to fruition, and jot down three or
activity’s completion.
four kinds of actions the rival might undertake. Some of

COMPLICATIONS
these might be alternative versions of the downtime
activities, but these are more often efforts specific to
The description of each activity includes a discussion of that rival.
complications you can throw at the characters. The These actions might be a direct attack, such as an
consequences of a complication might spawn entire assassination attempt, that you can play out during a
adventures, introduce NPCs to vex the party, or give session, or it might be a background activity that you
characters headaches and advantages in any number of describe as altering the campaign in some way. For
other ways. One of the most common - and recurring - instance, if the characters pursue a specific artifact, the
types of complications is the introduction of rivals. rival might learn of the plans and attempt to retrieve it
Each of these sections has a table that offers possible first.
complications. You can use a complication from the
EXAMPLE RIVALS
table, or invent your own complication.

RIVALS
D20 Rival
1 Tax collector who is convinced the characters are dodging fees.
Rivals are NPCs who oppose the characters and make
Politician who is concerned the characters are causing more
their presence felt whenever the characters are engaging 2
trouble than they solve.
in downtime. A rival might be a villain you have featured
in past adventures or plan to use in the future. Rivals can Faction leader who worries the characters are diminishing their
3
include more than just malicious entities - they might be faction’s prestige.
unaligned folk who are at odds with the characters, Affluent individual who blames the characters for some recent
whether because they have opposing goals or they 4
troubles.
simply dislike one another. A rival might be a third party
the players inadvertently snubbed throughout their 5 Rival adventuring party.
adventures, or simply a vindictive bystander who is 6 Individual who loves a scandal enough to spark one.
convinced that the party is up to no good. 7 Childhood rival or member of a rival clan or faction.
A rival’s agenda changes over time. Though the
characters engage in downtime only between 8 Scorned sibling or parent.
adventures, their rivals rarely rest, continuing to spin 9 Merchant who blames the characters for any business woes.
plots and work against the characters even when the
10 Newcomer out to make a mark on the world.
characters are off doing something else.
11 Sibling or ally of a defeated enemy.
CREATING A RIVAL 12 Official seeking to restore a tarnished reputation.
It’s possible for the characters to have one or more rivals
at a time, each with a separate agenda. At least one 13 Deadly foe disguised as a social rival.
should be a villain, while the others might not be 14 Nefarious character seeking to subvert the party.
nefarious characters; conflicts with those rivals might be
15 Spurned romantic interest.
social or political, rather than manifesting as direct
attacks. 16 Political opportunist seeking a scapegoat.
The best rivals have a connection with their 17 Traitorous noble looking to foment a revolution.
adversaries on a personal level. Find links in the
18 Would-be tyrant who brooks no opposition.
characters’ backstories or the events of recent
adventures that explain what sparked the rival’s actions. 19 Exiled noble looking for revenge.
The best trouble to put the characters in is trouble they 20 Corrupt official worried that recent misdeeds will be revealed.
created for themselves. You can find sample rival ties in
the Example Rivals table to the right.
To add the right amount of detail to a rival you want to
create, give some thought to what the NPC is trying to

25
D-RANK MISSIONS

26
MASTER STRATEGIES UNMASKED PLOTS
Starting at 6th Level, you learn to see through the

SHADOWHAND STRATEGIST deceptions of man. When you engage in conversation


with a creature in or out of battle, you are able to quickly
Some Intelligence Operatives find that their outward figure what it is they are aiming to achieve.
persona doesn’t carry enough authority or weight to When you ask a creature any question and they
execute or take hold of the things they want. So, they attempt to answer that question, you may make a
craft a Chakra Based Construct known as their Charisma (Insight) check vs their Charisma (Deception)
Shadowhand, to act alongside them giving credence and or Charisma (Persuasion) (depending on what they are
authority to their orders in battle. attempting to do as decided by the DM.)
On a success, you are able to understand what a
SHADOWHAND MANIFESTATION creature is attempting to gain from you or from the topic
When you choose this Strategy at 3rd level, you create a of your conversation.
Shadowhand, a chakra construct formed from complex While you are engaged in combat with a creature, you
Fuinjutsu of your description, that you can call upon for may as a bonus action, select one creature you can see
support, in both battle and outside of it. You can name within 60 feet of you. When you do, you make a
this construct if you wish as it will always abide by your Charisma (Insight) check vs their Charisma (Deception).
command regardless of the title you give it. On a success, you are able to figure up to 2 options the
This chakra construct can be summoned or called creature has access to, chosen randomly from one of the
upon for aid as a bonus action. When summoned it following; Features, jutsu or items they have (if any)
occupies your space alongside you and becomes visible
to everyone who can manipulate chakra, also while WILDCARD
summoned you calculate your AC using your Charisma Beginning at 13th Level, when your Shadowhand or an
instead of your Dexterity for the duration. allied creature within 30 of your Shadowhand would cast
Once summoned, you can command it as a free action. a jutsu, you may as a part of the same action it uses to
When you do, it uses your Actions, Bonus Actions and cast that jutsu or make an attack roll, spend a Brave
Reactions as needed to accomplish the given task. Your Order. When you do, the jutsu cast rerolls all 1’s, 2’s and
Shadow hand uses the following Statistics; 3’s. Taking the second result even if the new roll is a 1, 2
Your Shadow hand can cast any jutsu you know, can or 3.
use any Intelligence Operative class features you can,
has the same movement speed as you and can exist no SHADOWHAND EVOLUTION
further than 120 feet away from you before it dismisses Starting at 17th Level, you have learned to conjure the
itself, and shares your Hit and Chakra Points (When it best version of your Shadow Hand which, by extension is
takes damage, you take damage.), and when it makes a the physical manifestation of your best self.
saving throw, it uses your save bonuses. You can dismiss When you would activate a Brave order while your
your shadow hand as a bonus action on your turn. Shadowhand is active, that brave orders effects also
Finally, your Shadow Hands Ability Scores increase originate from the Shadow hand as if it has activated the
the stronger your personality becomes. For every +1 brave order as well. A creature can benefit from both
bonus you have to your Charisma Modifier, you can Brave orders if the radius of both overlap over a single
increase three of your shadow Hands Ability scores by creature.
+2, up to a maximum of 20.
At 6th Level you select a Shadowhand Sigil located at
the end of this class section for it to gain. It gains
another one at 13th, and 17th levels.

COMMANDING PRESENCE
Also, at 3rd Level, you have learned to exemplify your Medium Construct, unaligned
Shadowhands presence through yourself and vice versa.
You can spend a Brave order as a bonus action, when you Armor Class 10 + Dex + Half Prof
do, you and all creatures of your choice within 30 feet of Hit Points (Shares Yours)
you gains one of the following until the beginning of Speed Equal to yours
your next turn;
• +2 bonus to Attack Rolls STR DEX CON INT WIS CHA
• +2 bonus to Damage Rolls 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)
• +2 bonus to Ability Checks
• +2 bonus to Saving throws Condition Immunities. Charmed
Senses Darkvision 30 ft., passive Perception 10
The number of bonuses you can choose increases to
two beginning at 13th level.
Immutable Form. The Shadowhand’s is immune to any Jutsu or effect
Creatures who have gained a bonus this way who
that would alter its form.
accomplishes one of the following, immediately refunds
the Brave order spent on this feature. A creature can only Chakra Construct. The Shadowhand’s attacks are chakra enhanced.
gain the benefits of this feature twice per long rest.
• Their attack roll is 5 or higher than the targets AC
Multiattack. The Ink Bear can attack twice with their claws.
• Their ability check result is 5 or higher than the target
Unarmed Strike. Melee Weapon Attack: Str + Prof to hit, reach 5 ft., one
DC.
• Their Saving throw result is 5 or greater that the Save
creature. Hit: 1d8 + Str bludgeoning damage.
DC.

2
SHADOWHAND SIGILS
SIGIL OF FLAMES
Your Shadowhand Construct becomes resistant to Fire
Damage.
Additionally, when it casts a jutsu that does not have
the fire Release keyword, it gains the fire release
keyword, splitting its damage evenly between its listed
damage and fire damage.

3
TAIJUTSU STANCES (FIGHTING STYLE IRON FIST STANCE
REDUX) You have studied in the Iron Fist fighting style. A closed
fist fighting style, designed to break bone and directly
Certain class features or feats offer your choice of injure opponents:
Taijutsu Stance. Choose from the following. You can’t
• Your Unarmed attacks deal 1d6 bludgeoning damage
take a Taijutsu Stance option more than once, even if you
while not wielding a weapon in either hand. (This does
later get to choose again.
not count for Combat Bracers). If you have Combat
DRAGON FIST STANCE Bracers on while in this stance, your unarmed attacks
You have learned to enter a powerful stance, becoming using Strength instead becomes 1d8.
• While you are not wielding a weapon in any hand
more defensive focused on avoiding damage instead of
blocking it. except for Combat Bracers increase your AC by +1.
• You can only gain the benefit of one stance at a time.
• Your unarmed attacks deal 1d6 bludgeoning damage
Switching stances requires a bonus action. This counts
while not wielding a weapon in either hand. for all Taijutsu and Weapon stances and Stances
• While you are not wielding a weapon in any hand you
granted by Clan Features such as the Gentle Fist Stance,
can as a bonus action select a creature that you can see and the Shikotsumyaku Stance.
or hear within 30 feet of you. You gain a bonus to your
AC equal to 1d6 until the start of your next turn against LION FIST STANCE
only the selected creature. You have learned to enter a powerful and intimidating
• When you take the dodge action, roll 1d6. You gain a fighting stance. You fight with one hand as a claw and
bonus to your AC equal to the result until the start of the other as a fist. The power of your swings allows you
your next turn. to break an opponent’s form and stance.
• You can only gain the benefit of one stance at a time.
• Your Unarmed attacks deal 1d6 bludgeoning damage
Switching stances requires a bonus action. This counts
while not wielding a weapon in either hand.
for all Taijutsu and Weapon stances and Stances
• As a bonus action on your turn, you reinforce your
granted by Clan Features such as the Gentle Fist Stance,
attacks with chakra. You deal an additional 1d4
and the Shikotsumyaku Stance.
damage on an unarmed attacks until the end of your
DRUNKEN FIST STANCE turn.
• You can only gain the benefit of one stance at a time.
You have learned to enter an irregular and erratic
fighting style. Attacking with no warning and defending Switching stances requires a bonus action. This counts
with unconventional motions. for all Taijutsu and Weapon stances and Stances
granted by Clan Features such as the Gentle Fist Stance,
• Your Unarmed attacks deal 1d6 bludgeoning damage
and the Shikotsumyaku Stance.
while not wielding a weapon in either hand.
• While you are not wielding a weapon in any hand you
RABBIT FIST STANCE
can, as a reaction to being targeting with a Melee or You have learned how to fight with the rapid fire and
Ranged attack, perform the dodge action. speed of a rabbit: You fight with your feet as your strike
• When you strike a creature with an unarmed attack, multiple times with kicks repeatedly, while in this
increase your movement speed by 10 feet and you also stance, you cannot make unarmed attacks with your fists
gain the benefit of the Disengage action. and you cannot gain the benefits of weapon properties
• You can only gain the benefit of one stance at a time. even if you wield weapons in your hands.
Switching stances requires a bonus action. This counts
• Your Unarmed attacks deal 1d4 bludgeoning damage.
for all Taijutsu and Weapon stances and Stances
• Your Unarmed attacks instead add half of your ability
granted by Clan Features such as the Gentle Fist Stance,
modifier to damage rolls (rounded up).
and the Shikotsumyaku Stance.
• As a bonus action, you can make a number of unarmed

FROG FIST STANCE attacks equal to the number of unarmed attacks made
You have learned to fight with chakra and fists in a using your attack action.
• You can only gain the benefit of one stance at a time.
combination of leaping kicks and lunging punches,
hitting creatures who are far outside of your attacks Switching stances requires a bonus action. This counts
range. for all Taijutsu and Weapon stances and Stances
granted by Clan Features such as the Gentle Fist Stance,
• Your Unarmed attacks deal 1d6 bludgeoning damage
and the Shikotsumyaku Stance.
while not wielding a weapon in either hand.
• Your Unarmed attacks while not wielding a weapon in
SERPENT FIST STANCE
either hand gain the reach 2 weapon property You have learned how to fight with the precision and
• Taijutsu, you cast taijutsu without the bukijutsu ferociousness of a serpent: You fight with your fingers
keyword that deals unarmed damage increases their held to a point as your stab into an opponent’s pressure
range by 10 feet. points like needles during acupuncture.
• You can only gain the benefit of one stance at a time.
• Your Unarmed attacks deal 1d6 piercing damage while
Switching stances requires a bonus action. This counts
not wielding a weapon in either hand.
for all Taijutsu and Weapon stances and Stances
• As a bonus action you focus on an opponent’s form as
granted by Clan Features such as the Gentle Fist Stance,
your attempt to dismantle it. Make a Wisdom (Martial
and the Shikotsumyaku Stance.
Arts) check vs a single creatures passive Martial Arts.
(Their Martial Arts Bonus +10) On a success, each time
you deal unarmed damage to a creature this turn, their
next attack roll has a -1-penalty equal to the number
of attacks that dealt damage. (Up to -5)

4
• When you make an attack of opportunity with an
WEAPON STANCES (FIGHTING STYLE
unarmed attack, you do so advantage.
• You can only gain the benefit of one stance at a time.
REDUX)
Switching stances requires a bonus action. This counts Certain class features or feats offer your choice of
for all Taijutsu and Weapon stances and Stances Weapon Stance. Choose from the following. You can’t
granted by Clan Features such as the Gentle Fist Stance, take a Weapon Stance option more than once, even if you
and the Shikotsumyaku Stance. later get to choose again.

SILENT FIST STANCE BLADE STANCE


You have learned how to fight unpredictably: You fight You master the blade. All melee weapons that deal
with your palms open and swing your hands as if they slashing damage become extensions of your body as you
were bladed weapons. blend their attacks into your very movement. You gain
the following benefits while wielding melee weapons
• Your Unarmed attacks deal 1d6 slashing damage while
that deal slashing damage, if you are proficient with
not wielding a weapon in either hand. (This does not
them:
count for Iron Claws)
• While you are not wielding a weapon in any hand • You gain a +1 bonus to the weapon’s attack rolls.
except for Iron Claws, Unarmed attacks you make • As a bonus action, you can take a parrying stance.
when you take the attack action, produce no sound and Until the start of your next turn, you have a +2 bonus
cannot be reacted too. to AC unless you are disarmed.
• When you make an attack of opportunity with an • When you make an opportunity attack with a weapon,
unarmed attack, you do so advantage. you have advantage on the attack roll.
• You can only gain the benefit of one stance at a time. • When you score a critical hit, the target gains 2 ranks
Switching stances requires a bonus action. This counts of bleeding.
for all Taijutsu and Weapon stances and Stances • You can only gain the benefit of one stance at a time.
granted by Clan Features such as the Gentle Fist Stance, Switching stances requires a bonus action. This counts
and the Shikotsumyaku Stance. for all Taijutsu and Weapon stances and Stances
granted by Clan Features such as the Gentle Fist Stance,
SPIDER FIST STANCE and the Shikotsumyaku Stance.
You have learned how to fight with wires meant to cut
into your target while mixing in a series of kicks and CRUSHING STANCE
wire cuts: You fight with battle wire and kicks weaved You master the art of bludgeoning. All melee weapons
into a web of aggression. without an edge or tip, you find how to treat them as
extensions of your arms and legs treating them as
• Weapon attacks made with Battle Wire count as
additional appendages. You gain the following benefits
Unarmed attacks while in this stance.
while wielding melee weapons that deal bludgeoning
• As a bonus action after making a weapon attack using
damage, if you are proficient with them:
Battle Wire, make an additional weapon attack using
the same weapon. On a hit, you apply your weapons • You gain a +1 bonus to the weapon’s attack rolls.
normal effects and any additional weapon property • Whenever you have scored a critical hit with a melee
effects your weapon has. weapon that deals bludgeoning damage, the target
• When attacking a creature grappled by your Battle creature is dazed until the end of your next turn.
wire with a weapon attack using your battle wire as a • You can ready your weapon to deliver a punishing
part of your attack action, increase your damage die by blow against a foe that tries to advance on you. When
1 step. (D4>D6>D8>D10>D12) you take the Ready action on your turn and make a
• You can only gain the benefit of one stance at a time. melee attack as your reaction, you have advantage on
Switching stances requires a bonus action. This counts your attack roll.
for all Taijutsu and Weapon stances and Stances • You can only gain the benefit of one stance at a time.
granted by Clan Features such as the Gentle Fist Stance, Switching stances requires a bonus action. This counts
and the Shikotsumyaku Stance. for all Taijutsu and Weapon stances and Stances
granted by Clan Features such as the Gentle Fist Stance,
WOLF FIST STANCE and the Shikotsumyaku Stance.
You have learned to enter the aggressive and fast paced
Wolf Fang fighting stance. You fight with both hands as DEFENSIVE
claws. Each strike aiming for a creature sensitive organs You are skilled at the art of defending yourself. While you
attempting to cause bludgeoning damage on each strike. are wearing medium or heavy armor with which you are
proficient, you gain the following benefits:
• Your Unarmed attacks deal 1d6 bludgeoning damage
while not wielding a weapon in either hand. • You gain a +1 bonus to AC.
• As a full turn action, you perform the Wolf Fang Fist. • You have advantage on ability checks and saving
Make a number of unarmed attacks equal to your throws to avoid being moved.
Ability modifier targeting a single creature, dealing • When you take the dodge action, you also gain
1d6 on each hit. Each successful hit adds a +1 bonus to advantage on Strength, Constitution, & Wisdom
the next unarmed damage roll. You can use this twice Saving throws.
per short rest.
• You can only gain the benefit of one stance at a time.
Switching stances requires a bonus action. This counts
for all Taijutsu and Weapon stances and Stances
granted by Clan Features such as the Gentle Fist Stance,
and the Shikotsumyaku Stance.

5
DUELING MASTERY equal or greater strength (ex. A +2 Katana cannot be
Your mastery of fighting with a single melee weapon is broken by a +1 Odachi.)
unsurpassed; you make one weapon feel like many. • You can only gain the benefit of one stance at a time.
While you are wielding a melee weapon in one hand with Switching stances requires a bonus action. This counts
which you are proficient and no other weapons, you gain for all Taijutsu and Weapon stances and Stances
the following benefits: granted by Clan Features such as the Gentle Fist Stance,
• When you take the Attack action, you can decide to
and the Shikotsumyaku Stance.

attack with haste at the expense of accuracy. Your


melee weapon attacks are made without the aid of
PIERCING STANCE
You master the art of piercing defenses. All melee
your proficiency bonus, but deal additional damage
weapons that deal piercing damage, you find how to best
equal to your proficiency bonus on a hit.
combine their unique shape or length into your
• When a creature hits you with a melee attack, you can
movements organically. You gain the following benefits
use your reaction to add your proficiency bonus to
while wielding melee weapons that deal piercing
your AC for that attack, potentially causing the attack
damage, if you are proficient with them:
to miss you.
• You gain a +1 bonus to the weapon’s damage rolls.

EQUILIBRIUM • As a bonus action you take a penetrative stance. The


You are skilled at fighting while minimally armored. next melee weapon attack made this turn as apart of
While you are wearing Light or no armor, you gain the your attack action deals additional damage equal to
following benefits: twice your ability modifier. If you miss you reduce
• You gain a +1 bonus to AC.
your AC by -2 Until the beginning of your next turn as
you have over extended yourself.
• You gain a +1 bonus to attack & damage rolls you make
• On your turn, when you score a critical hit with a
with weapon attacks with the finesse quality.
weapon or bukijutsu attack against a creature using
• When you would score a critical hit with a weapon
this weapon, you reroll all 1’s and 2’s, taking the
with the finesse quality, you gain the benefits of the
higher result.
dodge & disengage actions.
• You can only gain the benefit of one stance at a time.

GREAT WEAPON STANCE Switching stances requires a bonus action. This counts
You are skilled at putting the weight of a weapon to your for all Taijutsu and Weapon stances and Stances
advantage. All melee weapons that are large or unwieldy granted by Clan Features such as the Gentle Fist Stance,
to some, are just additional tools to add to your toolbelt. and the Shikotsumyaku Stance.

POLEARM STANCE
You gain the following benefits while wielding melee
weapons that have the two-handed weapon quality, if
You master the Quarterstaff, Hooked Lance, Naginata,
you are proficient with them.
Scythe and War Club. You gain the following benefits
• When you roll a 1 or 2 on a damage die for a weapon while wielding any of these weapons, if you are
attack, you can reroll the die and must use the new proficient with it:
roll, even if the new roll is a 1 or a 2.
• You gain a +1 bonus to the weapon’s attack rolls.
• On your turn, when you score a critical hit with a
• When you take the Attack action, you can use a bonus
weapon attack or reduce a creature to 0 hit points with
action to make a number of melee weapon attacks
a weapon attack, you can make one additional melee
with the opposite end of the weapon equal to the
weapon attack against an adjacent creature as a part of
number of attacks made with the attack action. The
the same attack.
weapon’s damage die for this attack is a one-step
• Before you make a melee weapon attack, you can
lower than the current damage die of the weapon.
choose to forgo your proficiency bonus. If the attack
(D12>D10>D8>D6>D4)
hits, you add double your proficiency bonus to the
• Other creatures provoke an opportunity attack from
attack’s damage.
you when they enter or exit your reach.
• You can only gain the benefit of one stance at a time.
Switching stances requires a bonus action. This counts
for all Taijutsu and Weapon stances and Stances
SILENT KILLING
You have learned how to strike with ruthless efficiency
granted by Clan Features such as the Gentle Fist Stance,
while producing no sound when you bring about death.
and the Shikotsumyaku Stance.
You gain the following benefits while you are heavily

HEAVY WEAPONS STANCE obscured, or hidden from a creature while wielding a


melee weapon that you are proficient in.
You master weapons with the "Heavy" Property. You
gain the following benefits while wielding any of these • You can make Wisdom (Perception) check as a bonus
weapons, if you are proficient with it: action against 10 + the target's bonus to Dexterity
(Stealth) checks. On a success, you know the targets
• You gain a +1 bonus to the weapon’s damage rolls.
location for the next minute and face no penalties
• When a creature rolls a 1-5 on a d20 when making a
against being unable to visually see the opponent.
saving throw against a bukijutsu that uses this
• When you would make a Weapon attack against a
weapon, it takes double damage.
creature who you are hidden from, roll an additional
• Whenever you score a critical hit with a weapon attack
1d20 taking the higher result.
against a creature that is holding a weapon, you can
• When you make a Dexterity (Stealth) check to hide
attempt to break the weapon. If the target is no more
your presence, you may treat a roll of 7 or lower on the
than one size larger than you, it makes a Strength
d20 as an 8.
Check vs the damage Dealt. On a failure, their weapon
breaks. If their weapon is chakra enhanced, it can only
be broken by another chakra enhanced weapon of

6
SHARPSHOOTER STANCE • You draw or stow two one handed weapons when you
You are skilled with ranged weapons and can make shots would normally be able to draw or stow only one.
that others find difficult. While you are wielding a • When you successfully hit a creature with two melee
ranged weapon with which you are proficient you gain weapon attacks in the same turn when you use your
the following benefits; action to make a weapon attack, you may immediately
• You gain a +2 bonus to attack rolls you make with
make an additional weapon attack. This weapon attack
doesn’t add your ability modifier to the damage roll.
ranged weapons.
• You can only gain the benefit of one stance at a time.
• As a bonus action you may target a creature you can
Switching stances requires a bonus action. This counts
see within your weapons range. The next weapon
for all Taijutsu and Weapon stances and Stances
attack made against the target creature is made at
granted by Clan Features such as the Gentle Fist Stance,
advantage and ignores up to three-quarters cover.
and the Shikotsumyaku Stance.
• When you are targeted with a ranged weapon attack
that you can see, you may as a reaction, make a ranged
weapon attack vs the triggering creatures ranged
VERSATILE STANCE
You’ve mastered the art of using weapons in different
weapon attack result. If your result is higher than
ways, altering your attack patterns mid-swing. While
theirs, you divert their attack by knocking their attack
you are wielding a melee weapon with the versatile
out of the sky or off course.
property with which you are proficient and no other
• Before you make a ranged weapon attack, you can
weapons, you gain the following benefits:
choose to forgo your proficiency bonus. If the attack
hits, you add double your proficiency bonus to the • When you are the target of a melee weapon attack, you

attack’s damage. can immediately use your reaction to make a melee


• You can only gain the benefit of one stance at a time. weapon attack against the target with disadvantage.
Switching stances requires a bonus action. This counts On a hit, you impose disadvantage on the attack roll
for all Taijutsu and Weapon stances and Stances made against you.
granted by Clan Features such as the Gentle Fist Stance, • If you miss an attack while wielding a weapon in two
and the Shikotsumyaku Stance. hands, you can immediately make an attack roll
against the same target as if you were holding the
THROWING STANCE weapon in one hand. You can only make this attack
You’ve mastered the techniques of throwing weapons, once per turn.
readily blending the weapons with your movements. • As a bonus action when you make a melee weapon
While you are wielding a weapon with the thrown attack, you may quickly switch grips with your
property with which you are proficient, you gain the weapon. If you were holding your weapon with one
following benefits: hand, you treat the attack as if you were holding it
• You gain a +1 bonus to ranged attack rolls you make
with two hands regardless if your second hand is
occupied. You may use this feature once per turn.
with thrown weapons. If the target creature is within
• As a bonus action when you make a melee weapon
15 feet of you, you also gain a +1 bonus to damage
attack, you may quickly switch grips with your
rolls.
weapon. If you were holding your weapon with two
• Weapons you are proficient with that have the Thrown
hands, you treat the attack as if you were holding it
weapon property gain the returning property.
with one hand and immediately make a second
• Attacking at long range or against creatures within 5
weapon attack as apart of the same action. You may
feet of a target creature doesn’t impose disadvantage
use this feature once per turn.
on your ranged weapon attack rolls with thrown
• You can only gain the benefit of one stance at a time.
weapons and ignore half cover against targets within
Switching stances requires a bonus action. This counts
15 feet of you.
for all Taijutsu and Weapon stances and Stances
• When you hit a creature with a ranged weapon attack
granted by Clan Features such as the Gentle Fist Stance,
with a thrown weapon, you have advantage on your
and the Shikotsumyaku Stance.
next melee weapon attack against that creature before
the end of your next turn.
• You can only gain the benefit of one stance at a time.
Switching stances requires a bonus action. This counts
for all Taijutsu and Weapon stances and Stances
granted by Clan Features such as the Gentle Fist Stance,
and the Shikotsumyaku Stance.

TWO-WEAPON STANCE
You are skilled at fighting with two weapons. While you
are wielding separate weapons in each hand with which
you are proficient, you gain the following benefits:
• You gain a +1 bonus to AC while you are wielding a
separate melee weapon in each hand
• You can use two-weapon fighting even when the one-
handed melee weapons you are wielding aren’t light.
• When you engage in two-weapon fighting, you can
add your ability modifier to the damage of your two-
weapon fighting attack.
• When you make an opportunity attack, you can attack
with both of your weapons.

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