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

Designer: Kingsare4ever (Tommie)


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

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

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

2
Character Inspirations..................................................... 73 Evasion [Changed] ........................................................... 113
Creating A Ninjutsu Specialist ....................................... 73 Chakra Enhanced Strikes [New V2] ............................. 113
Class Features .................................................................... 74 Unbreakable will [New] .................................................. 113
Jutsu Casting ...................................................................... 74 Flow of Battle [New/Changed] ...................................... 113
Chakra Recovery ............................................................... 74 Master of Persistence [New] ......................................... 113
Refined Ninjutsu ............................................................... 74 Perfect Body [Changed] .................................................. 113
Ninjutsu Tradition ............................................................ 74 Perfect Mind [New] ......................................................... 113
Efficient Molding .............................................................. 74 Taijutsu Style .......................................................................... 114
Ability Score Improvement/Feat ................................... 74 Disturbance [Changed] ................................................... 114
Jutsu Breaker ..................................................................... 74 Ironclad [Changed] .......................................................... 115
Ninjutsu Master ................................................................ 74 Nin-Tai [Changed] .......................................................... 116
Ninjutsu Focus .........................................................................75 Righteous Fury [Changed] ............................................. 118
Blaze Walker ...................................................................... 75 Ruin [Changed]................................................................. 119
Hijutsu Elitist ..................................................................... 76 Stancer [Changed] .......................................................... 120
Lightning Breaker............................................................. 77 Talent & Focus [Changed] .............................................. 121
Sanguine Master ............................................................... 78 Passionate Flame ............................................................ 122
Scribe Master ..................................................................... 79 Martial Techniques ......................................................... 124
Stone Crusher ..................................................................... 81 Weapon Specialist .................................................................125
Storm Terror ...................................................................... 82 Character Inspirations ................................................... 125
Summoner .......................................................................... 83 Creating A Weapon Specialist ...................................... 125
The Professor ..................................................................... 84 Class Features .................................................................. 126
Trace Talent ....................................................................... 85 Jutsu Casting .................................................................... 126
Tsunami .............................................................................. 86 Weapon Focus .................................................................. 126
Efficient Molding .............................................................. 87 Weapon Flurry [Changed] ............................................. 127
Scout-Nin ................................................................................. 88 Weapon Stance ................................................................ 127
Character Inspirations..................................................... 88 Weapon Form ................................................................... 127
Creating A Scout-Nin ....................................................... 88 Ability Score Improvement/Feat ................................. 127
Class Features .................................................................... 89 Extra Attack ...................................................................... 127
Jutsu Casting ...................................................................... 89 Enhanced Property [New] ............................................. 127
Fighting Stance ................................................................. 89 Critical Focus [Changed] ............................................... 127
Shinobi Adept .................................................................... 89 Enhanced Chakra Strike [New] .................................... 127
Scouting Technique .......................................................... 90 Battle Readiness [Changed].......................................... 127
Ability Score Improvement/Feat ................................... 90 Superior Attack ................................................................ 127
Extra Attack........................................................................ 90 Superior Weapon Flurry [New] .................................... 127
Jack of all, Master of None .............................................. 90 Weapon Forms ...................................................................... 128
Signature Jutsu .................................................................. 90 Battle Dancer Form......................................................... 128
Signature Technique .........................................................91 Gungnir Piercer Form .................................................... 129
Scouting Technique ............................................................... 92 Obsidian Hammer Form ................................................ 130
Arbiter Scout ...................................................................... 92 Phantom Blade Form [Changed] .................................. 131
Arbiter Maneuvers ............................................................ 93 Primal Weapon Form [Changed] ................................. 132
Assault Scout ..................................................................... 94 Ranger Form [Changed] ................................................ 134
Assault Maneuvers ........................................................... 95 Samurai Form [Changed] ...............................................135
Cloning Scout [Changed] ................................................ 96 Slayer Form [Changed] .................................................. 136
Cloning Maneuvers .......................................................... 97 Puppet Master ........................................................................138
Defensive Scout ................................................................. 98 Character Inspirations ................................................... 138
Defensive Maneuvers ....................................................... 99 Creating a Puppet Master .............................................. 138
Elemental Scout .............................................................. 100 Class Features .................................................................. 139
Elemental Maneuvers ..................................................... 101 Jutsu Casting .................................................................... 139
Pathfinder Scout ............................................................. 102 Puppet Specialization .................................................... 139
Pathfinder Maneuvers ....................................................103 Specialization upgrade .................................................. 139
Phantom Scout ................................................................ 104 Chakra Enhanced Retrofit ............................................. 139
Phantom Maneuvers ...................................................... 105 Ability Score Improvement/Feat ................................. 139
Tactical Scout .................................................................. 106 Broad Knowledge ............................................................ 139
Tactical Maneuvers ........................................................ 107 Chakra Reconstruction .................................................. 140
Trickster Scout ................................................................ 108 Tool Expertise .................................................................. 140
Trickster Maneuvers ....................................................... 110 Improved Chakra Crafting ............................................ 140
Taijutsu Specialist .................................................................. 111 Puppetry Savant .............................................................. 140
Character Inspirations..................................................... 111 Right Tool for the Job ..................................................... 140
Creating A Taijutsu Specialist ........................................ 111 Peerless ............................................................................. 140
Class Features [Changed] .............................................. 112 Puppet Specializations ........................................................ 140
Jutsu Casting ..................................................................... 112 Puppeteer .......................................................................... 140
Martial Defense [New].................................................... 112 Juggernaut ........................................................................ 142
Unarmed Technique [New/Changed V2] .................... 112 Puppeteer Augments ...................................................... 143
Taijutsu Stance ................................................................. 112 Juggernaut Augments .................................................... 145
Martial Adept [New] ........................................................ 112 Cooking-Nin .......................................................................... 149
Enhanced Movement ...................................................... 113 Character Inspirations ................................................... 149
Taijutsu Style [Changed] ................................................ 113 Creating a Cooking-Nin ................................................ 149
Ability Score Improvement/Feat .................................. 113 Class Features .................................................................. 150
Extra Attack....................................................................... 113 Jutsu Casting .................................................................... 150

3
Cooking Tool Infusion ................................................... 150
Shinobi Snacks [Changed] ............................................ 150
Cooking Focus .................................................................. 151
Food for the Soul .............................................................. 151
Tool Expertise................................................................... 151
Ability Score Improvement/Feat .................................. 151
War and Food .................................................................... 151
Iron Stomach .................................................................... 151
Peerless Taste ................................................................... 151
Cooking Focus ........................................................................ 152
Battle Cook ........................................................................152
Entremetier Chef ............................................................. 153
Herbalist ........................................................................... 154
Pâtissier Chef ....................................................................155
Science-Nin ............................................................................156
Character Inspirations................................................... 156
Creating a Science-Nin ................................................. 156
Class Features ................................................................... 157
Jutsu Casting ..................................................................... 157
Shinobi of Science [Changed] ....................................... 157
Shinobi Army Device [Changed] Error! Bookmark not
defined.
Chakra Containment Device .......................................... 157
Scientific Ninja Tools ...................................................... 157
Scientific Inquiry ............................................................. 157
Extra Attack....................................................................... 157
Kit Expertise [Changed] ................................................. 157
Calculated Response [Changed] .................................. 158
Pre-Mission Advice [Changed] ................................... 158
Scientific Inquiry ...................................................................159
Chemist ............................ Error! Bookmark not defined.
Chemist Elixirs ............... Error! Bookmark not defined.
Scientific Jutsu ............... Error! Bookmark not defined.
Shinobi-Ware .................................................................. 162
Shinobi-Ware Upgrades ............... Error! Bookmark not
defined.
Technobi ........................................................................... 169
Techsmith ....................... Error! Bookmark not defined.
Arsenal Modifications .................................................... 173
Scientific Ninja Tools ........................................................... 175
Class Feats ...................................................................... 182
Archetype Class Feats ........................................................... 182
Genjutsu Specialist ......................................................... 182
Hunter-Nin ...................................................................... 182
Intelligence Operative ....................................................183
Medical-Nin ......................................................................183
Ninjutsu Specialist ......................................................... 184
Scout-Nin ......................................................................... 185
Taijutsu Specialist .......................................................... 185
Weapon Specialist ........................................................... 186
Caster Class Feats .................................................................. 187
Genjutsu Specialist ......................................................... 187
Ninjutsu Specialist ......................................................... 187
Intelligence Operative ................................................... 188
Medical-Nin ..................................................................... 188
Martial Class Feats ................................................................188
Hunter-Nin ...................................................................... 188
Scout-Nin ......................................................................... 189
Taijutsu Specialist .......................................................... 189
Weapon Specialist ........................................................... 189
Puppet Master ................................................................. 189
Subclass, Class Feats ...................................................... 190
Legacy Content .............................................................. 191
Passionate Youth [Legacy Content] ............................ 191
Soul Crafter [Legacy Content] ..................................... 192
Soul Crafter Augments [Legacy Content] ................. 193

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

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

PROFICIENCIES You gain an additional use of either of this features


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

JUTSU CASTING psychic damage equal to three times the result.


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

MALLEABLE MIRAGES [CHANGED]


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

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

ABILITY SCORE IMPROVEMENT/FEAT KEEN AWARENESS [CHANGED]


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

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

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

MASTER OF ILLUSION [CHANGED]


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

ACTUALIZED PERCEPTION [CHANGED] • Genjutsu Flow: The Genjutsu Specialist doubles the
range of Genjutsu they cast. Genjutsu with “Touch”
When a creature that would fail a saving throw, but not
range now have a range of 30 feet.
critically fail, as a result of a genjutsu you cast, you may

THE PRESTIGE [CHANGED]


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

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

BEGUILER [CHANGED] this feature whenever you finish a long rest.

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

BEYOND SIGHT [CHANGED]


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

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

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

COLLAPSING YOUR WORLD [CHANGED]


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

NIGHTMARE INCARNATES [CHANGED]


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

PSYCHE BREAKER [CHANGED]


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

CORRUPT PSYCHE [NEW]


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

VINDICTIVE THOUGHTS [CHANGED]


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

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

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

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

ILLUSIONARY FURY [CHANGED]


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

ILLUSIONARY RAGE [CHANGED]


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

CORRUPT PSYCHE [NEW]


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

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

SYNCHRONOUS TECHNIQUE MASTER OF REALITY


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

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

SPLIT FOCUS [CHANGED]


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

CONCEALED UNEASE [CHANGED]


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

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

PHYSICAL IMITATIONS [CHANGED]


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

PERMEATING INTOXICANT [CHANGED]


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

POISONED MISTS [CHANGED]


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

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

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

TEMPORAL TECHNIQUE [CHANGED]


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

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

MISREAD CLOCKS [CHANGED]


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

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

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

VISCERAL LANGUAGE [CHANGED] SIRENS INFLUENCE [NEW]


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

WORDS OF AFFIRMATION [CHANGED]


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

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

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

HALLUCINATORY INSTRUMENT
Finally, beginning at 11th level when you make a ranged
Genjutsu attack against a hostile creature and roll 10 or
[CHANGED, AGAIN] higher than the targets AC, you regain 1 spent Actualization
Your Illusions are the result of an instrument you have Die. You can only regain 1 Actualization die in this way per
an affinity for. Select an Instrument you like of your turn.

REALITY MARBLE [CHANGED]


description and design. You can, as a bonus action, when
casting a Genjutsu with the Auditory keyword, that deals
damage or inflicts a penalty on a hostile creature, use The chakra cost of concentrating on genjutsu is reduced by
your instrument to change it range from whatever is an amount equal to its rank. (D-Rank: 1, C-Rank: 2, B-Rank:
listed, to Self (15- Foot Cone) or Self (10-Foot Radius 3, A-Rank: 4, S-Rank: 5).
Sphere). All creatures, excluding you, in the radius, are While you are concentrating on a genjutsu, as an action
affected so long as they are not deafened. Starting at 7th you can select a new target for that genjutsu. New targets
level, you gain the Song of the End Malleable Mirage. selected by this feature must make the original saving
Finally, beginning at 11th level when a hostile creature throw as if they were the original target of the genjutsu
critically fails a saving throw from a Genjutsu you cast when it was originally cast. This feature does not extend
with the Auditory Keyword, you regain 1 spent the duration of the genjutsu you are concentrating on.
Actualization Die. You can only regain 1 Actualization die Starting at 7th level, you gain the Persistent Genjutsu
in this way per turn. Malleable Mirage. Finally, beginning at 11th level, when 2 or
more hostile creatures would fail a saving throw against a
ILLUSIONARY WEAPON [CHANGED] Genjutsu you cast or are concentrating on, you regain 1
You begin to shape your illusions into a weapon of pure Actualization Die. The hostile creatures do not need to fail
psychosis. You can, as a Bonus action create an Illusionary their saving throws at the same time, only fail their saving
Weapon in your empty hand. You can choose the form that throws against the same Genjutsu that you have cast and
this weapon takes each time you create it. You are proficient are concentrating on, such as when you use this Inception
with it while you wield it and attacks made with the weapon feature. You can only regain 1 spent Actualization die in this
use your Genjutsu attack bonus. If you create a ranged way per turn.

TEMPORAL STOPWATCH [CHANGED]


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

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

BLACK FANGS [CHANGED]


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

ARMOR OF PSYCHOSIS BLINDING LIGHTS [CHANGED]


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

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

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

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

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

MISTY THOUGHTS [CHANGED] PERSISTENT GENJUTSU


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

MISTY VISIONS [CHANGED] PIECE OF MIND [NEW]


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

19
RELENTLESS PAIN SUPERIOR THOUGHTS [NEW]
Prerequisite: Pain, Doubled Pain or Unlimited Pain Prerequisite: 15th level.
Genjutsu, Phantasmal Force You can cast 1 S-Rank Genjutsu of your choice that you
You create a link of agonizing pain between you and the qualify for, as a Full-Turn-Action, at no cost, once per
target creature affected with the Pain, Doubled Pain or long rest. When you do you gain 3 Ranks of the Confused
Unlimited Pain Genjutsu. Whenever you take damage and are and Concussed conditions. If you have already reached
within 60 feet of the target and they can see you, as a this mirages use limit, you can choose to cast the jutsu
Reaction, you can spend 5 Chakra to deal Psychic damage this Mirage provides by spending 4 Chakra die.
equal to the Damage you just took.
SUPREME ILLUSIONARY WEAPON
REPELLING ILLUSIONS Prerequisite: Improved Illusionary Weapon, 9th level
When you hit a creature with a Genjutsu that requires an Your Illusionary Weapon gains a +2 bonus to its attack and
attack roll, you can push the target creature up to 10 feet damage rolls. Your Illusionary Weapon can now be up to 30
away from you in a straight line. Feet from you without dispersing. If you create a ranged
Weapon, the Maximum range of the weapon is its normal
RESILIENT GENJUTSU weapon range.
Prerequisite: 9th Level When you cast a Genjutsu you can infuse it into your
When a creature attempts to use Chakra Shatter or Genjutsu Illusionary weapon, and instead make a Melee Genjutsu
break on a Genjutsu you cast, or are maintaining attack with it. On a hit, target creature suffers the effects of
concentration on, as a reaction you can spend 1 Chakra die, the Illusionary weapon as normal, while also being affected
if you do, they must roll regardless of the rank they upcast by the Genjutsu you previously infused into it. If they have
their jutsu to, and they gain disadvantage on this roll. to make a Saving throw from the effects of the infused
Genjutsu, they roll an additional 1d4 subtracting it from the
SHAKEN UP [CHANGED] result of their save.
You can cast Startle as an action at no cost as if you know
the jutsu, once per rest. If you have already reached this TENTATIVE ESCAPE
mirages use limit, you can choose to cast the jutsu this As a Reaction to failing a saving throw, you can cast Release
Mirage provides by spending 1 Chakra die. using your Illusion Skill instead of Chakra control.

SHROUD OF SHADOWS THIEVING CONFIDENCE [CHANGED]


Prerequisite: 13th Level As an action, you can cast Ineptitude at no cost as if you
You can as an action, cast the Darkness ninjutsu. A jutsu cast know the jutsu, twice per short rest. If you have already
in this way loses its Ninjutsu keyword, instead being reached this mirages use limit, you can choose to cast the
replaced with the Genjutsu & Visual keywords. You can use jutsu this Mirage provides by spending 1 Chakra die.
this Mirage up to twice as if you know the Jutsu, before you
need a long rest. TIME IN A BOTTLE
Prerequisite: Temporal Stopwatch, 17th level
SIGNATURE WORK As an action, you can select a space you can see within 90
Prerequisite: 9th Level feet. All creatures within a 5-foot radius sphere
You can, as an action, cast Programmed Illusions, at half cost. centering on the selected space must succeed a Wisdom
When you cast this genjutsu, you can choose a D-Rank or saving throw. A creature can willingly fail this saving
lower genjutsu that you know, the illusion can cast the throw. On a failed save, you can make them perform one
genjutsu once per minute as a part of its programming. It of the following;
uses your Genjutsu ability for attack rolls and saving throw
• Reverse: On the affected creatures next turn, they
DC’s and treats your character level as your own.
repeat the last set of actions they completed,
If you grant a genjutsu to the illusion and the illusion would
regardless of what it was, even targeting the same
suffer damage as if it were real, it is immediately dispelled.
space, even if no creatures are occupying it.
Once you cast this genjutsu using this mirage, you can’t do
• Pause: Creatures are stunned until the end of their
so again until you finish a long rest.
next turn.

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

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

You can use this Malleable Mirage once per long rest.

ULTIMATE ILLUSIONARY WEAPON


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

VAMPIRIC PAIN [CHANGED]


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

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

VOICE OF AN OLD FRIEND


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

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

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

EQUIPMENT HUNTERS PATTERNS


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

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

ABILITY SCORE IMPROVEMENT/FEAT


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

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

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

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

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

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

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

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

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

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

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

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

FANG OF THE NIGHT


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

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

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

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

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

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

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

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

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

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

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

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

UNLIMITED BLADE WORKS


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

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

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

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

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

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

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

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

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

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

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

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

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


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

VOID ASSASSINATION TECHNIQUE TABLE [CHANGED]


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

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

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

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

PROSTHETIC ATTACHMENTS TABLE


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

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

SHINOBI’S KARMA: WILL


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

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

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

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

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

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

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

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

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

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

BACK-UP PLANS, BACK-UP KLEPTOMANIAC


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

BOTANY MARTIAL STUDENT


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

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


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

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

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

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

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

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

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

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

EQUIPMENT o Or Inflicts a Penalty to yourself or your allied


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

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


benefits of the Read the Enemy action and

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

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

EXPERTISE [NEW] S ABAKI C OMBAT T ABLE


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

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

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

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

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

AZURE ANALYST [CHANGED] of their special traits and tactics.


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

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

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

CALCULATED INSIGHT [CHANGED] NOTHING IS A SURPRISE [CHANGED]


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

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

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

DEAD SOUL TECHNIQUE [CHANGED] UNDEAD FORTITUDE [CHANGED]


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

51
Medium Undead Medium Undead

Speed Creatures original Speed Speed Creatures original Speed

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

Damage Immunity Psychic Damage Immunity Psychic


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

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

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

INFO WARS [CHANGED] become analyzed by Exploit Weakness.


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

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

CRYPTIC BREAKDOWN [CHANGED]


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

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

CORE STRATEGY reactions until the end of their next turn.


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

54
WEAKNESS ABUSE TABLE [NEW]

Condition Bonus Effect Condition Bonus Effect


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

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

PRECOGNITION [CHANGED] advantage or disadvantage on their next attack before


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

MOMENTARY PAUSE [CHANGED] OMNISCIENT CLAIRVOYANCE [CHANGED]


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

CONVERGING TIMELINES [CHANGED]


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

C ONVERGING T IMELINES T ABLE [C HANGED ]


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

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

PRETERNATURAL AWARENESS [CHANGED] ENHANCED SENSORY SEALS [NEW…KINDA]


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

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

SQUAD AWARENESS [CHANGED]


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

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

SITUATIONAL AWARENESS [CHANGED]


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

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

SHADOWHAND MANIFESTATION Speed Equal to yours


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

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

STRIKING SIGIL SIGIL OF FOCUS


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

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

FAVORED PLAN [CHANGED] and hear you.


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

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

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

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

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

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

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

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


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

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

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

CHAKRA POINTS CHANNELED HEALING [CHANGED]


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

JUTSU CASTING CHAKRA SCALPEL


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

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

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

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

UNTIL THEIR HEART STOPS [NEW]


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

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

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

ADEPT MEDICINE [CHANGED]


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

HEALING TOUCH [CHANGED]


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

PRESERVE LIFE: MENDING PRESENCE


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

ADEPT M EDIC C HART [C HANGED ]

Level Jutsu Learned Jutsu Feature


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

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

TOXIC TONGUE [CHANGED]


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

B LACK M EDICINE C HART [C HANGED ]

Level Jutsu Learned Jutsu Feature


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

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

COMBAT MEDIC [CHANGED] PASSIVE REGENERATION [CHANGED]


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

Level Jutsu Learned Jutsu Feature


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

N ATURAL M EDICINE C HART


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

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

WARRIOR OF THE HEX


times equal to your proficiency bonus per rest.

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

DRAINING HEXES [CHANGED]


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

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

TRANSFIGURED TECHNIQUE Proficiency bonus.


Beginning at 2nd level, you begin to learn to alter other
creatures cellular structure to their benefit or detriment.
PRESERVE LIFE: TRANSMUTED [CHANGED]
Starting at 6th level, you can, as a bonus action touch one
When you would deal Acid, Poison or Necrotic damage to a
willing creature within range. When you do, you
creature with a Jutsu with the Medical Keyword, you may
temporarily change their biological make up into another
force them to make a constitution saving throw vs your
creature type of your choice for the next minute. When
Jutsu’s save DC. On a failed save, they gain 1 rank of
you do, they gain a passive benefit based on the type
Weakened until the end of your next turn. If they would
chosen for the duration, but they lose the humanoid
become weakened again as a result of this feature prior to
descriptor as well;
the end of your next turn, the Weakened conditions
duration becomes 1 minute. • Construct: resistance to B/P/S damage.
When you would heal a creature or grant them • Demon: resistance to Fire damage and Immunity to the
temporary hit points with a Medical-nin class feature or Charmed and Fear Conditions.
Jutsu with the Medical Keyword you may end one rank of • Plant: Gains Temporary Hit points equal to Constitution
any condition currently affecting them caused by a jutsu Modifier each start of turn (Min 1.)
of D-Rank or lower. This increases to C-Rank at 5th level, • Monstrosity: Advantage on Strength and Constitution
B-Rank at 9th, A-Rank at 13th, S-Rank at 17th. Saving throws.
• Mutant: You gain advantage on Intelligence and
ALTERED STRENGTH [CHANGED] Wisdom saving throws.
Also, at 2nd level, you may alter a creatures physiology to
strengthen them in a number of ways. As an action, you REBUILT FORTITUDE [CHANGED]
may touch a creature, giving them one of the following Starting at 9th level your ability to reinforce your allies
benefits for the next minute; has heightened even more. When you use your Altered
Strength class feature on a creature other than yourself,
• Once per turn, add your Ninjutsu ability Modifier to
they gain an additional benefit. Select one;
their damage roll.
• Gain 10 Temporary Hit points at the beginning of each • Once per turn, add your Ninjutsu ability modifier to
of your turns. While they have temporary hit points their attack roll.
granted by this feature, they gain resistance to one • Once per turn, when they cast a jutsu that deals damage
damage type of your choice. they roll 1 additional damage die.
• Gain a 1d4 bonus to one saving throws they don’t have • +2 bonus to their AC for the duration.
proficiency in.
• Gain a 1d4 bonus to skill checks they don’t have TRANSMUTED SELF
proficiency in. Starting at 13th level, your body can better handle your
• They reduce the cost of all jutsu they cast by 2. Chakra scalpels, allowing you to use them more
aggressively. Your Chakra Scalpel’s damage die increases
A creature can only gain one benefit from this feature at to a d8.
a time. You can only have two instances of this feature When a creature makes a constitution save against your
active on creature(s) at any given time. If you would try to Transfigured Technique class feature, they make it at
use this feature a third time, while two other instances are disadvantage.
currently active, one of the previous two instances stop at Finally, you may also use your Altered Strength class
your choice. feature as a bonus action, but when you do, you can only
Beginning at 5th level, you can spend 5 Chakra. When use it on yourself.
you do, you use an enhanced version of this feature. An
affected creature can gain up to two benefits of this TRANSMOGRIFIED BIOLOGY
feature this way. Starting at 17th level, you have transmuted your own body
A creature other than you can gain the benefits of this into one near perfection. When you would gain the benefit
feature twice per long rest. of your Altered Strength class feature, you can gain 3
benefits without spending any additional Chakra.
TRANSMUTER [NEW/CHANGED]
Starting at 5th level, you learn the techniques required to T RANSMUTER C HART
play a powerful role in the throes of battle. You learn the
following jutsu as you gain levels in this class according to Level Jutsu Learned Jutsu Feature
the Transmuter Chart at the end of this class section. Each 5th
Restorative The creature also regains hit points
jutsu learned also grants you an additional feature equal to your Medical-Nin Class level.
pertaining to the jutsu. Learned jutsu do not count against
9th Curse of Prey This jutsu gains the Medical Keyword.
your jutsu known as seen on your Medical-Nin Class
Increase the Penalty to -4.
Chart.
13th Reconstructive When you deal damage with this
Hand jutsu, the damage die becomes d12.
17th Red Lotus Gains the Medical Keyword, and you
may still concentrate on jutsu so long
as they have the medical keyword.

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

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

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

GENJUTSU JUTSU BREAKER


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

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

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

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

FIRE RELEASE MASTER


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

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

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

HIJUTSU SPECIALIZATION The jutsu cast cannot be Countered, Negated or


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

HIJUTSU ADEPT make your check at advantage.


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

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

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

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

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

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

HEMOMANTIC SPECIALIZATION damage reduction.


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

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

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

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


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

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

SCRIBE MASTER [NEW]


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

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

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

MOUNTAIN’S AEGIS STONE CRUSHER TECHNIQUE


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

TECTONIC PLATE TECHNIQUE


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

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

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

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

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

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

EMPOWERED SUMMONING current creature summoned.


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

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

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

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

CHAKRA INFUSION TECHNIQUE


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

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

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

VOID BREAK TECHNIQUE


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

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

WATER RELEASE AQUA SOUL


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

WATER ADEPT [CHANGED]


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

RAINING VORTEX [CHANGED]


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

86
EFFICIENT MOLDING POTENT NINJUTSU
Alternate Cost: Chakra cost Rank based (D-Rank: 3, C-Rank: 5,
CAREFUL NINJUTSU B-Rank: 7, A-Rank:9, S-Rank: 12)
Alternate Cost: 5 Chakra Whenever you would deal damage with a Ninjutsu you cast,
When you cast a Ninjutsu that forces other creatures to you can spend a bonus action and instead deal maximum
make a saving throw, you can protect some creatures from damage. You can use this molding in addition to any other
the Jutsu’s full force. Select up to 3 creatures. A chosen moldings you are using.
creature suffers no effect from your casted Ninjutsu. You can
spend an additional use of this feature or spend its alternate PRECISE NINJUTSU
cost to select another 3 creatures. Alternate Cost: 3 Chakra
When you cast a Ninjutsu that requires an attack roll, you
DISTANT NINJUTSU can gain advantage on one of the attacks. You can spend an
Alternate Cost: 3 Chakra additional use of this feature or spend its alternate cost to
When you cast a Ninjutsu, you can double the range of the make any additional attacks at advantage.
jutsu cast. If the you cast a ninjutsu with the range of touch,
you instead make the range of the jutsu 30 feet. QUICKENED NINJUTSU
Alternate Cost: 5 Chakra
DOUBLED NINJUTSU When you cast a Ninjutsu that has a casting time of 1 action,
Alternate Cost: Chakra cost Rank based (D-Rank: 4, C-Rank: you can change the casting time to 1 bonus action for the
8, B-Rank: 12, A-Rank: 15, S-Rank: 20) casting.
When you cast a Ninjutsu that targets only one creature and
doesn’t have a range of self, you can target a second creature REACTIVE NINJUTSU
in range with the same Jutsu. To be eligible for Doubled Alternate Cost: 9 Chakra
Ninjutsu, a Ninjutsu must be incapable of targeting more As a reaction, on another creatures turns, you can cast a
than one creature at the jutsu’s current rank. ninjutsu with a casting time of 1 action.

ECHOING NINJUTSU REDIRECTED NINJUTSU


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

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

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

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

PROFICIENCIES [CHANGED] TIRELESS (11TH LEVEL)


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

Beginning at 1st Level you adopt a particular style of


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

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

ABILITY SCORE IMPROVEMENT/FEAT SUPPORT


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

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

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

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

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

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

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

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

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

5th 3 3 PARAGON’S PRESENCE


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

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

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

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

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

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

SUPERIOR ASSAULT SURVIVOR


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

ASSAULT G ROWTH T ABLE 8th 4 4


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

BRUTISH DURABILITY 16th 6 6


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

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

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

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

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

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

CLONING TACTICS CLONE RECOIL [CHANGED]


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

SHADOW CLONE SEARCHING [CHANGED]


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

CLONE INCLUSIVE [CHANGED]


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

CLONES EVERYWHERE 12th 6 4


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

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

CLONE DEFENSE ELITE CLONE


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

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

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

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

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

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

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

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

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

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

SUPERIOR ELEMENTS one.


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

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

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

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

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

MOBILE SAVANT
feature.

Starting at 3rd level, you learn the Chakra Movement


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

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

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

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


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

SUPERIOR PHANTASM TABLE GHOST WALK


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

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

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

SUPERIOR TACTICS • Defensive Scout


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

UNMATCHED TACTICS
within the maneuver itself.

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

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

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

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


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

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

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

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

SUPERIOR TRICKSTER TABLE


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

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

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

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

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

PROFICIENCIES [CHANGED] UNARMED TECHNIQUE


Armor: Light armor, medium armor
[NEW/CHANGED V2]
Weapons: Simple weapons, Combat Bracers, Iron Claws, Also 1st level, your practice of martial arts gives you
Nunchaku, Tonfa, Knuckle Blades, Battle Wire mastery of combat styles that primarily use unarmed
Ninja Tools: Disguise Kit, Trapper Kit strikes and Taijutsu Specialist weapons, which are
Saving Throws: Strength, Dexterity, Charisma Combat Bracers, Iron Claws, Nunchaku, Tonfa and
Skills: Martial Arts, Choose three from Acrobatics, Knuckle Blades.
Chakra Control, History, Insight, Investigation, You gain the following benefits while you are unarmed
Nature, Stealth, Perception, Medicine. or wielding only Taijutsu Specialist weapons:
• You can use Strength or Dexterity for the attack and
EQUIPMENT damage rolls and Save DC calculation of your unarmed
You start with the following equipment, in addition to
strikes, Taijutsu Specialist weapons, Taijutsu and the
the equipment granted by your background:
Athletics and Martial Arts skill.
• (a) No Armor or (b) Padded Armor or (c) Combat • You can roll a d6 in place of the normal damage of
Jacket your unarmed strike or Weapons that you are
• (a) Combat Bracers or (b) Iron Claw proficient with. This increases to a d8 at 6 th level and a
• (a) One Kunai stack or (b) One Shuriken stack d10 at 11th level.
• (a) 2 Paper Bombs or (b) 2 Flash tags
• 1 Smoke Bomb TAIJUTSU STANCE
JUTSU CASTING
Finally, beginning at 1st Level you adopt a particular
Taijutsu Stance. Choose one of the Taijutsu Stances
located in Chapter 13: Customization Options; You Can’t
NINJUTSU take a Taijutsu stance more than once.
Ninjutsu save DC = 8 + your proficiency bonus + your
Intelligence modifier MARTIAL ADEPT [NEW]
Ninjutsu attack modifier = your proficiency bonus +
Starting at 2nd level, your training with unarmed
your Intelligence modifier
techniques have granted you a technique that others of

GENJUTSU your skill level could only ever pray to emulate. This skill
and technique is manifested in the form of Martial die,
Genjutsu save DC = 8 + your proficiency bonus + your which is a d4. Your martial die grows in size to a d6 at
Wisdom modifier 9th, and a d8 at 17th.
Genjutsu attack modifier = your proficiency bonus + At the beginning of each of your turns you manifest a
your Wisdom modifier pool of martial die, of an amount equal to the value
shown in the Martial die column of the taijutsu specialist
TAIJUTSU class table. You can spend your martial die to complete
Taijutsu save DC = 8 + your proficiency bonus + your any number of martial techniques or taijutsu specialist
Strength modifier class features. Unspent martial die are lost at the
Taijutsu attack modifier = your proficiency bonus + your beginning of each of your turns.
Strength modifier You begin by knowing four of such martial techniques,
learning more as noted in the martial techniques
column of the Taijutsu Specialist class table. Martial
Techniques are detailed at the end of this class
description. Any martial techniques that would refer to
levels, are in reference to your Taijutsu specialist class
level. Additionally, any martial techniques that would
require a saving throw uses your Taijutsu save DC. When
you would complete a Full-Rest, you are able to switch
martial techniques known.

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

PERFECT MIND [NEW]


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

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

CHAKRA ENHANCED STRIKES [NEW V2]


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

UNBREAKABLE WILL [NEW]


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

FLOW OF BATTLE [NEW/CHANGED]


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

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

DISTURBANCE [CHANGED] inhibit a creatures fortitude by striking a series of pressure


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

DISTURBANCE FLURRY [CHANGED]


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

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

UNMATCHED REFLEXES [CHANGED]


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

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

IRONCLAD [CHANGED] reduced by your Unarmed Combat die + your proficiency


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

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

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

violently. You gain resistance to Lightning damage and
Fire Release (Changed): Your body becomes hot to the
when you would take the dash action, you can spend a
touch. Your unarmed attacks deal Fire damage. Increase
Martial die to quadruple your movement speed. Also,
your unarmed damage die by 1 step.

creatures suffer a penalty to attacks against you equal
Water Release: Your body becomes cool to the touch. Your
to the result of your Martial die, when they would make
unarmed attacks deal cold damage. Your unarmed attacks
an attack targeting you while it is not their turn. (This
gain the Reach 1 and Deadly weapon properties.

does not count for Elite or Legendary Actions).
Lightning Release (Changed): Your body gives off a soft
static with occasional jolts of harmless electricity. Your
hair also stands up when excited or upset. Your unarmed
ELEMENTAL ARMOR [CHANGED V2]
Beginning at 9th level, you learn to modify your Taijutsu
attacks deal Lightning damage. Your unarmed attacks
further using hyper compressed Ninjutsu. When you
gain the Critical weapon property, and you increase your
would gain the benefits of your Nature Enhanced Combat
AC by +1.
class feature, you can choose to instead enhance your

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

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

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

While your Chakra Frenzy is active, you can only


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

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

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

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

ANTI-CHAKRA WAVELENGTH [NEW]


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

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

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

COMBO BREAKER [CHANGED] forms into a stance all your own.


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

MUSCLE MEMORY [CHANGED]


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

STANCE BLENDING [CHANGED]


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

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

TALENTED TECHNIQUE [NEW]


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

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

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


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

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

HAND WRAPS OF PASSION [NEW]


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

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

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

PASSIONATE FLAME TECHNIQUE [NEW]


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

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

FURIOUS TECHNIQUE [NEW] TECHNICAL TAIJUTSU [NEW]


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

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

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

PROFICIENCIES Martial arts checks. Additionally, you may always use


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

EQUIPMENT Bonus to attack & Damage rolls and another trait.


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

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

GENJUTSU Finesse Not-Two Handed Trip Melee


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

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

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

CHAKRA STRIKE [CHANGED V2] Bukijutsu, you can trigger the Chakra Strike Flurry
Technique at no action cost on a successful hit. If you do,
When you hit a creature with a weapon attack, you can
you roll half the listed flurry die. This still counts as a use
spend a bonus action to deal additional damage to the
of a Flurry Technique. You can do this, once per casting.
target. The extra damage is 2 flurry die. This increases to
4 flurry die beginning at 9th level and 6 flurry die at 18th.
BATTLE READINESS [CHANGED]
PERCEPTIVE AUGMENTATION Starting at 10th level, you have fully learned how to
Your Speed increases by an amount equal to 5 x your instantly switch from a neutral stance to that of a
Flurry Die until the end of your turn. combat one. You have advantage on Initiative Checks.

FOCUSED EFFICIENCY SUPERIOR ATTACK


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

WEAPON STANCE SUPERIOR WEAPON FLURRY [NEW]


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

ABILITY SCORE the end of your next turn.

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

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

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


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

128
GUNGNIR PIERCER FORM difficult for you to look the other way when someone is
being hurt, if you can prevent it.
The Weapon specialist who focuses on the Gungnir
When you see a creature within your movement
Piercer Form, trains in the art of the ultimate spear. A
speeds range, take damage, you may as a reaction,
fighting style designed to pierce through all manner of
interpose the triggering attack, making yourself its
defense, and completely deconstruct an enemy’s
target, comparing your AC to the attacks result. When
weaknesses on a surgical level. While utilizing this form
you do this, you must move yourself up to the target
you make use of a series of techniques made to strike
creature, ending your movement within 5 feet of them.
swiftly and accurately.
FAFNIR’S FANG [CHANGED]
GUNGNIR PIERCER TECHNIQUES Starting, at 13th level, you have learned to lace your
Starting at 3rd level, you learn additional Flurry
weapons with a layer of chakra, sharpening it to a point
Techniques that supplement your Gungnir Piercer Form.
where even the slightest movement causes the wind to
Fenrir’s Claw. When you would use the Chakra Strike sing as your edge cuts through the air.
Flurry Technique with a melee weapon attack that When you score a critical hit with a melee weapon
deals piercing damage, you can reduce the damage you attack that deals piercing damage, the target creature
deal with Chakra strike by 1 flurry die. If you do, roll 1 gains 2 ranks of bleeding.
flurry die. You reduce the target creature’s AC by half
the result. (Min 1.) until the end of the current turn. RAGNARÖK [CHANGED]
Heimdallr Vision [Changed]. When you target a creature Starting, at 20th level, your skill with piercing weapons
with a melee weapon attack that deals piercing have reached a point of legend.
damage, as a bonus action you can roll 1 flurry die, As a bonus action, by spending 20 chakra or 3 Chakra
adding the result to your damage rolls against the die, you seal all your chakra within your body, locking it
selected creature until the beginning of your next turn. within yourself, while also creating a shell of chakra
around your melee weapon that deals Piercing damage.
GUNGNIR PIERCER STYLES For the next minute, you cannot cast or maintain
Also, at 3rd level, you get to choose a Style that supports Ninjutsu or Genjutsu.
your combat ability. You know 1 Style from the following Additionally, For the same duration, when you deal
list, and gain more as gain levels in this class based on piercing damage with a weapon or Taijutsu attack, you
the Styles known column of the Weapon Specialist class. deal additional damage equal to twice your flurry die.
Mímir’s Wisdom. As a bonus action, select one creature Creatures who are Lacerated take twice as much damage.
whom you can see, within 60 feet of you. For the next After 1 minute, this feature ends and you cannot use this
minute, they do not add their Dexterity Modifier to feature again until you finish a long rest.
their AC against melee Taijutsu attacks you make with
a weapon that deals Piercing damage. You cannot use
this effect more than once per short rest.
Hœnir’s Silence [Changed]. As a bonus action, you coat a
weapon you are holding that deals piercing damage, in
a muting chakra. The next time you would deal
piercing damage with a Bukijutsu before the end of
your turn, you force the target of your attack to make a
Constitution Saving throw, being unable to mold
chakra until the end of your next turn.
Freya’s Golden Tears [Changed]. As a bonus action, until
the end of your turn, when you would deal 10 or more
piercing damage with a melee weapon or bukijutsu,
the target gain 1 rank of bleeding. For every 20
additional damage beyond 10, they
gain 1 additional rank of
bleeding up to a
maximum of 5 ranks.
Thor’s Wrath. When you take the Attack action, using a
melee weapon that deals piercing damage, you may
cast a Bukijutsu that deals damage as a Reaction,
gaining the benefits of the Focused Efficiency flurry
technique.
Vitharr’s Vengeance. As a reaction when you would take
damage from any source, each instance of damage you
take until the beginning of your turn grants your next
melee Taijutsu attack with a piercing weapon one
additional flurry die to damage, until the end of your
next turn.

SIGURD’S HEROISM [CHANGED]


Beginning, at 6th level, your form of combat has
instilled you with a sense of heroism that fills you with
a sense of both pride and hope, while also making it

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

OBSIDIAN HAMMER TECHNIQUES


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

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

PHANTOM BLADE TECHNIQUES


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

LAST STEP: PHANTASM STANCE


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

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

PRIMAL WEAPON TECHNIQUES


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

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

133
RANGER FORM [CHANGED] Rangers Aim. Once per turn, you can as a Bonus action
take aim at a creature you can see within range. The
Weapon Specialist who focuses on the Ranger form,
next Ranged Taijutsu attack you make with a
exploiting the superiority of ranged combat. Ensuring they
Bukijutsu is made at advantage.
keep distance from their targets and overwhelm them with
Pinpoint Attacks from a safe distance. CURVED SHOT
Starting at 6th level, you learn how to work all the angles
RANGER TECHNIQUES of a battlefield to your advantage. Once per turn, when
Starting at 3rd level, you learn additional Flurry Techniques
you would miss a ranged Taijutsu attack with a
that supplement your Ranger Form.
Bukijutsu, you may add one Flurry Die to the attack roll,
Blinding Shot [Changed]. When you would use the Chakra increasing the attack roll total by the result, potentially
Strike Flurry Technique with a ranged weapon attack, you turning a miss into a hit.
attempt to blind the affected target, striking them in the
eyes. The target must make a constitution saving throw, QUICK DRAW [CHANGED]
being Blinded until the beginning of your next turn on a Beginning at 13th Level, you learn to perform miracles
failed save. with your ranged weapons. On your first turn in combat,
Brutal Shot. When you would hit a creature with a ranged if you are not surprised, you can use your attack action to
weapon attack, you can spend a Bonus action, adding 2 attack creatures that have not acted yet. Choose up to 6
flurry die to the damage roll. The target must then make a creatures that you can see within 90 feet of you. Make a
Strength saving throw being Dazed on a failed save until ranged weapon attack targeting each creature. On a hit,
the end of their next turn. you deal your weapons damage and can apply a Flurry
Crippling Shot [Changed]. When you would hit a Creature Technique to each attack made this way. Once you’ve
with a ranged weapon attack, you can spend 5 chakra, used this feature you must complete a rest before you
adding 1 flurry die to the damage roll. When you do, the can use it again.
target must make a Dexterity Saving throw. On a failed
save the targets movement is reduced by half, are UNMATCHED EFFICIENCY [CHANGED]
knocked prone and makes their next Dexterity saving At 20th Level, you have an unmated efficiency for your
throw they make before the end of your next turn a agility. Your Dexterity and Wisdom scores increase by 2.
penalty equal to 1 flurry die. Your maximum for those scores increases by 2.
Additionally, once per turn if a ranged weapon attack
RANGER STYLES you make, misses a target creature you can treat the
Also, at 3rd level, you get to choose a Style that supports miss as a hit. Alternatively, if you fail a Dexterity or
your combat style. You know 1 Style from the following List, Wisdom saving throw, you may treat it as a success. You
and gain more as you gain levels in this class based on the can use each of these effects twice per rest.
Styles Known Table of the Weapon Specialist.
Shuriken Slinger. Ranged Bukijutsu you cast that uses Kunai,
Shuriken or Senbon as Components deal additional
damage equal to 1 Flurry Die. Additionally, you do not roll
an ammunition die for the jutsu cast.
Dead-eye Stance [Changed]. You gain a bonus to
damage rolls made with ranged Taijutsu
Attacks using a Bukijutsu, equal to 1 Flurry die
while attacking a creature within 15 feet of
you. Additionally, attacking a creature
within 5 feet of you does not impose
disadvantage on your ranged attacks.
Double Jeopardy. When you cast a
Bukijutsu, that uses a ranged weapon
or a weapon with the Thrown
Property, that would force a
creature to make a Saving throw, a
creature that fails the saving
throw takes additional damage
equal to 2 Flurry Die. If they fail
by 5 or more, they take additional
damage equal to 3 flurry die. If
they fail by 10 or more, they take additional
damage equal to 5 flurry die.
Creating Distance. Once per turn, when you make a ranged
Taijutsu Attack using a Bukijutsu, your movement speed
increases by 15 feet while you are moving away from the
target creature, until the end of your next turn. Your
movement until the end of your turn does not
provoke attacks of opportunity.
Keen Eyed Stance [Changed]. Once per turn, when you
score a critical hit with a ranged Taijutsu attack
using a Bukijutsu, you may add 2 flurry die to the
damage roll.

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

KENJUTSU TECHNIQUE
• When a Ranged attack would target you, make an
attack roll. If the result of your attack roll is more than
Starting at 3rd level, you learn additional Flurry Techniques
the triggering creatures attack, you negate their
that supplement your Samurai Form.
attack.
Frenetic Draw. When you would use the Chakra Strike Iatsu Draw. By spending your Bonus Action and Reaction
Flurry Technique with a weapon attack, the target on your turn, you can enter a quick strike stance. Your
must make a Strength saving throw. On a failed save next melee weapon or taijutsu attack as the result of a
they gain disadvantage on all attacks and skill checks Bukijutsu, before the end of your turn, adds your
they make against you until the end of their next turn. Weapon Specialist level to your next attack and
Riposte [Changed]. When another creature damages you with damage rolls.
an attack, you can as a reaction, use your Flurry Die to
attempt to deflect the attack. When you do so, the damage CIRCLE OF PROTECTION
you take is reduced by two Flurry Die + your Weapon At 6th Level, you learn to fend off attacks directed at
Specialist level. If you reduce the damage to 0 you can you, your allies or other creatures nearby. If you or a
immediately make two weapon attacks against the creature you can see within 10 feet of you is hit by an
triggering creature as part of the reaction. You can spend attack, you can spend your reaction to ward both the
chakra to increase your Ripostes potency. For every 5 creature and yourself. Roll 2 flurry die and reduce
chakra you spend, you roll 1 additional Flurry die, incoming attack results by the result. Benefiting
reducing damage further, by the result. You can only creatures must be within 10 feet of you to continue to
increase the number of Flurry die this Technique uses to a gain this benefit. You can use this feature twice per long
maximum of 5. rest.

SAMURAI STYLES ENHANCED STRIKES


Also, at 3rd level, you get to choose a Style that supports Starting at 13th Level, your weapon is constantly being
your combat ability. You know 1 Style from the following fed your chakra, enhancing its offensive potential.
List, and gain more as gain levels in this class based on the Whenever you hit a creature with a weapon attack using
Styles Known Table of the Weapon Specialist. a weapon you have as your Weapon Focus, the creature
Aggressive Draw. As a Reaction on your turn, you can take an takes extra damage equal 1 flurry die.
aggressive stance. Until the end of your turn, double your
speed and jump distance. You gain an additional bonus MASTER OF FOCUS
At 20th level, you might overwhelm even the most
action, which you can only use to Dash. Additionally,
implacable of foes. Your Strength and Constitution
when you Dash or Jump, you have advantage on the first
scores increase by 2. Your maximum for these scores
taijutsu or weapon attack you make against each creature
increases by 2.
within range of your weapon where you land or end your
Additionally, as an action, you can spend 3 Chakra die
movement.
to gain the following benefits for 1 minute:
Blade Draw. As a reaction to a creature missing, you with an
attack, you may spend 5 chakra. When you do, you gain • You have resistance to Slashing, Bludgeoning or
temporary hit points equal to your Weapon Specialist piercing damage.
level for the next minute, and make a weapon attack • When an ally within 30 feet of you takes the Attack
against the triggering creature if they are within range. action, they can make one additional attack as a part
On a hit, they gain disadvantage against you for the of that same action.
remainder of their turn. You can use two Flurry • Your attack rolls can’t suffer from disadvantage.
Techniques in addition to this attack. • Whenever a creature hits you with a melee
Fighting Spirit. As a bonus action on your turn spend 1 Hit attack, it takes force damage equal
Die to give yourself advantage on one weapon attack to half of the damage you take
made before the end of the current turn. When you do so, from the attack.
you also gain 10 temporary hit points. Beginning at 10th • Enhanced Strikes now counts for
level, this increases to two attacks and 20 temporary hit Bukijutsu that use chosen weapon.
points, and at 20th level its 3 attacks and 30 temporary hit
points. Temporary hit points gained from this feature last
for 1 minute.
Crashing Wave. Once per turn, on your turn, you may spend 5
chakra. When you do, until the end of your turn, you reroll
1’s and 2’s for; Attack rolls, skill checks, and Saving
throws. You must use the new results. If you roll a Natural
20 as a result of this feature, the next attack you make
that deals damage to a creature deals additional damage
equal to 3 Flurry die.

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

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

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

MASTER SLAYER [CHANGED]


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

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

138
CLASS FEATURES SPECIALIZATION UPGRADE
As a Puppet Master, you gain the following class Also, at 1st level, choose an upgrade for which you
features. qualify from the list at the end of your specialization,
and gain the benefits listed in the description of the
HIT POINTS upgrade.
Hit Dice: 1d8 per Puppet Master level You select additional upgrades at 3rd, 5th, 7th, 9th,
Hit Points at 1st Level and beyond: 8 + your constitution 11th, 13th, 15th, 17th, 19th, and 20th level, as shown in
modifier the Upgrades column of the Puppet Master table. You
cannot select an upgrade more than once, unless the
CHAKRA POINTS upgrade's description says otherwise.
You can exchange any of your existing upgrades for
Chakra Dice: 1d10 per Puppet Master level
any other upgrade of the same level requirement as the
Chakra Points at 1st Level: 10 + your constitution
replaced upgrade after finishing a week of downtime
modifier
replacing the upgrades. Whenever an existing upgrade is
Chakra Points at Higher Levels: 1d10 (or 6) + your
swapped out for a replacement upgrade (either by a
Constitution modifier per Puppet Master level after
specialization feature or on level up), the new upgrade is
1st.
selected as if the Puppet Master is the level, they were

PROFICIENCIES when they got that upgrade slot.


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

JUTSU CASTING
you could make them +1 by transferring the property of a
+1 katana to it. You cannot transfer any properties from a
chakra enhanced weapon or armor besides a bonus to
NINJUTSU attack and damage rolls or a bonus to AC, respectively,
Ninjutsu save DC = 8 + your proficiency bonus + your and the original weapon or armor is destroyed.
Intelligence modifier Additionally, you can convert a set of armor with a
Ninjutsu attack modifier = your proficiency bonus + chakra enhanced bonus to AC to a lighter armor type. To
your Intelligence modifier wear this armor, a creature must attune to it.

GENJUTSU ABILITY SCORE IMPROVEMENT/FEAT


Genjutsu save DC = 8 + your proficiency bonus + your When you reach 4th and again at 8th, 12th, 16th, and
Wisdom modifier (your choice) 19th, level, you can increase one ability score by +1 & a
Genjutsu attack modifier = your proficiency bonus + Feat of your choice that they qualify for. As normal you
your Wisdom modifier (your choice) can’t increase an ability score above 20 using this
feature.
TAIJUTSU
Taijutsu save DC = 8 + your proficiency bonus + your BROAD KNOWLEDGE
Strength modifier Also at 6th level, you can expand your knowledge of
Taijutsu attack modifier = your proficiency bonus + your puppet- craft, learning from another discipline if you
Strength modifier choose. You can gain the 1st level features from one

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

139
CHAKRA RECONSTRUCTION PEERLESS
Beginning at 7th level, you have mastered the knowledge Beginning, At 20th level, your mind is always thinking of
of using your chakra to repair things. You learn the new options and clever solutions. After a short, long, or
Mending ninjutsu, and can cast it without spending any full rest, you can select and create a temporary version of
chakra. Additionally, you learn the healing hands an upgrade from your Specialization you are qualified to
ninjutsu. A Jutsu learned this way loses the medical take but do not have. This upgrade must have a level
keyword. requirement of 11th level or lower. You have this upgrade
You can only cast these jutsu on constructs, and they until you complete a short or long rest, during which you
only affect constructs, structures, or items. can select a temporary upgrade with this feature again.

TOOL EXPERTISE PUPPET SPECIALIZATIONS


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

RIGHT TOOL FOR THE JOB


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

140
SPECIALIZED
Your Puppet Tool defies all expectations, its design fueled
Medium Construct by your own rampant creativity. A little less robust and
stable, it is far more extensible to your visionary plans. Your
Puppet Tool starts with the basic statistics, but you can
select 2 free 1st level Augments to start with that do not
Hit Points Your Intelligence Modifier + Five times your puppet master
count against your upgrade total.
level + your Puppet tools constitution modifier times your puppet
Its natural weapon is: Slam: your Ninjutsu or Taijutsu
master level. (The puppet has a number of hit die [d8] equal to your
attack modifier to hit, reach 5ft., one target. Hit: 1d8 +
puppet master level.
Strength modifier + your proficiency bonus in bludgeoning
Speed 30 ft.
damage.

INTELLIGENT OVERSIGHT
14 (+2) 12 (+1) 12 (+1) 5 (-3) 5 (-3) 5 (-3) Starting at 3rd level, you can take the Help action as a
bonus action when assisting your Puppet Tool.
Additionally, when you take the Help action to aid an ally
(Including your puppet tool) in attacking a creature, the
target of that attack can be within 30 feet of you, rather
than 5ft of you, if the allied creature can see or hear you.
Senses passive Perception 7

Bound. The Puppet is bound to its user via chakra strings. Your puppet
MASTERFUL MANIPULATION
Starting at 5th level, you no longer need to spend your
cannot be more than 500 feet from you. If the strings are not bound
reaction to manipulate your puppet tool to use its
to the puppet, it cannot move or take any actions of any kind. If a
reaction.
creature other than its creator uses chakra threads to manipulate
Additionally, you can use your action and/or bonus
the puppet, it cannot use any Augments, as the user would be
action to manipulate your Puppet tool to use its action.
unaware of its full capabilities.
If the Puppet tool is not manipulated to take any action,
you automatically manipulate it to take the Dodge action
in combat.
PUPPET CHASSIS
When you create your Puppet tool, you can add one prefix PERFECTED DESIGN
Starting at 14th level, your puppet tool can add your
to its type in the form of which basic chassis you use for
Intelligence Modifier to all of its attack rolls, skill checks
your puppet. For example, if you select Warframe, your
and saving throws.
puppet becomes a Warframe Puppet, and gains the
Warframe modifications to its base statistics.

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

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

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

141
JUGGERNAUT can only change which one you are attuned to during a
long rest.
A Juggernaut is a Puppet Master that has turned their
If you create a new set of puppet armor, you can apply
wondrous talent of invention to a singular goal: making
a new set of upgrades equal to the value on the class
themselves an unstoppable force. Some Juggernauts seek
table, applying each at the level you get it on the class
to turn their puppet into a machine of death and terror;
table.
others become the arbiter of justice and order, while
When you create your juggernaut armor, you can
others still perhaps merely seek to refine their craft in
create a heavily plated steel puppet, or a specially
the pursuit of pure innovation.
enhanced set of puppet armor known as an iron shell.

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

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

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

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

142
PUPPETEER AUGMENTS T ELESCOPIC R EACH
The following are augments available to the Puppeteer You augment your puppet to have limbs that retract and
Specialization. The Augments are listed in alphabetical extend at will. Your puppet tools natural and weapon
order for each group. Unless otherwise stated, you attacks have their reach increases by 5 feet when it takes
cannot take the same Augment multiple times. the attack action. You can acquire this upgrade up to 3
times, increase your puppets reach by 5 feet each time.
1ST LEVEL UPGRADES W ARFARE AUGMENTATION
B ULKY B UILD You figure out how to better utilize your puppets
You can take this augment three times. Your additional weapons. You give your puppet one fighting style of your
bulk to your puppets frame, increases its AC by +2. choice from Dueling Mastery, Great Weapon Fighting, or
Sharpshooting.
C HAKRA R ESONANCE
You craft an enhanced chakra connector and install it 5TH LEVEL UPGRADES
into your puppets core, allowing you and it to share
certain jutsu effects. You can make any jutsu you cast
C HAKRA D RAINING T RAP
that targets only you, also target your Puppet tool. Your puppet is equipped with an absorbing seal, meant
to drain chakra from its enemies. When your puppet
C HAKRA S HIELD takes the Attack action against a creature it has
You build a manipulation shortcut into your puppet to grappled, it can forgo one of its attacks drain the
defend your allies. When a creature you can see, attacks a creature’s chakra. The creature must succeed a
target other than you, or your puppet, that is within 5 constitution saving throw, losing 2d12 Chakra on a failed
feet of you or the puppet, you can use its reaction to save. You regain chakra equal to the amount of chakra
impose disadvantage on the attack roll. that the creature lost.
E NTRAPMENT M ECHANISM C HAKRA S EALING T RAP
You install a mechanism to restrain its targets. When Your puppet is equipped with a blocking seal, meant to
your puppet attempts to grapple a creature, it applies block the chakra of its enemies. When a creature
your proficiency bonus to the roll. When you grappled by your puppet attempts to cast a Ninjutsu or
successfully, grapple a creature with this upgrade, the Genjutsu, they must make a constitution saving throw,
target creature is restrained, and your puppet still has increasing the cost of the jutsu by half on a failed save.
the rest of its appendages for other uses. Additionally, it
can move its restrained target without any reduction of
E XPLOSIVE L AUNCHER
its movement speed. You craft a launching mechanism within your puppet.
This launcher can be loaded as an action with up to 6 of
G HILLIE C OATING the following items; Chili pepper bombs, Fire Bombs, Ice
You augment your puppet with a special coating to make Bombs, and shock bombs. When your puppet takes the
it harder to detect. Your puppet gains proficiency in the attack action, it can instead launch up to three loaded
Stealth skill. Additionally, it can take the hide action for items from the launcher at a time.
free before or after using its action.
H OOK S HOT
H IDDEN B LADES You craft a hook that fires a reeling shot that sinks into a
You install blades within your puppet that aren’t target, and pulls them closer. Your Puppet tool gains the
immediate visible to the eye. When your puppet takes the following attack; Hook shot: your Ninjutsu or Taijutsu
attack action, it can make an additional melee weapon attack modifier to hit, range 40/120ft., one target. Hit:
attack using its hidden blade, with the following 1d10 + your proficiency bonus in piercing damage, and
statistics; Hidden Blade: Your ninjutsu or Taijutsu Attack the hook is lodged into the creature’s body. Once lodged
Bonus to hit, reach 5ft., Hit: 1d6 + your proficiency bonus into a creature, the hook cannot be shot again until
in piercing damage. dislodged. While the hook is in a creature, that creature
You cannot use this upgrade in conjunction with any has its speed halved.
upgrades that replace your puppets attacks when taking Additionally, when your puppet takes the Attack action,
the attack action. it can instead reel in any target hooked by it, bringing
the target 15 feet closer to the puppet’s location. A
N INJUTSU C HANNELER
creature can use its action to dislodge the hook, dealing
You utilize your chakra threads to displace your jutsu. 1d6 piercing damage to the creature that had the hook
When you cast a Ninjutsu, you can do so as though you inside it.
were in your puppet Tools space, but you must use your
own senses. I RON F ORTRESS
Requirements: Puppet Tool Constitution score of 16+
S PRING LAUNCH M ECHANISM
You extend your puppets shielding and stationary
You craft improved gears for your puppet. Your puppet stability. Your puppet tool now counts as 3 quarters
gains proficiency in the Acrobatics Skill and its cover for medium or smaller creatures within 5 feet of it,
movement speed increases by 10 feet. while between them and the attacker or while riding it.
Additionally, it cannot be moved against its will, while in
contact with the ground.

143
J UTSU S PECIALIZATION POISON F OUNTAIN
You modify your puppet tool to utilize special kinds of You fit your puppet with a tank fill of Poison. The tank
attack based jutsu. When you craft this augmentation holds up to 10 doses of poison gas. Your puppet tool can
select two D-Rank Ninjutsu or Taijutsu that you are use its action to spend 1 dose of poison to unleash a 10-
familiar with and have a casting time of 1 action and a foot radius cloud of toxic gas within 30 feet of it, that
duration of instant. Your Puppet Tool now knows these lasts for 1 minute or until a wind of moderate or greater
jutsu. When your puppet takes the Attack action, it can speed (at least 10 miles per hour) disperses it. This
instead use one of its jutsu, using your chakra. Ninjutsu poison functions as it normally would but now simply
its casts uses your ninjutsu attack modifier and save DC, has its area of effect increases.
while Taijutsu its casts uses the puppets abilities and A creature who enters the poison gas for the first time,
save DC calculated as shown in the Jutsu casting feature. begins its turn inside the poison gas, or ends its turn in
You can select this upgrade multiple times, increasing the poison gas, must succeed a constitution saving
the number of jutsu your Puppet tool knows each time it throw being poisoned on a failed save.
is selected. If you select this upgrade at higher levels,
S ECONDARY P UPPET
you can increase the rank of the jutsu your puppet tool
knows: up to C-Rank jutsu at 9th level, B-Rank jutsu at You craft an additional Puppet tool. Your Puppet tools
11th level, and A-Rank jutsu at 15th level. share a single reaction, but each has its own action.
When you craft this new puppet tool, you must
9TH LEVEL UPGRADES redistribute your upgrades and Ability score
improvements between both of your puppets.
AUTONOMOUS A CTION If you have more than one Jutsu specialization
You no longer need to spend your action or bonus action augment, you must split the jutsu types between your
to manipulate your puppet tool to use its action. puppet tools; one learns ninjutsu, and one learns
taijutsu. If you have more than two puppet tools, only
D EAFENING S PEAKER
two can learn jutsu.
You craft a chakra fueled speaker into your puppet tool. You can select this upgrade multiple times, crafting an
Your puppet can use its action to spend 6 chakra and let additional puppet tool each time its selected.
out a 15-foot radius pulse of deafening sound. Each
creature in the radius must attempt a constitution 11TH LEVEL UPGRADES
saving throw, taking 6d8 force damage and becoming
deafened on a failure, or taking half as much damage and
C HAKRA C ANNON
keeping their hearing on a success. You craft a cannon into a part of your puppet, meant to
Creatures deafened by this augment can attempt the channel your chakra into a single blast of destructive
saving throw again at the end of each of their turns, power.
ending the deafened condition on a success. When your puppet takes the attack action, it spends 15
of your chakra to unleash a 60-foot line, 5-foot-wide
E XPANDED F RAME
beam of pure chakra in a direction of your choice. Each
You enlarge your puppet increases its size category by creature caught in the line must make a Dexterity saving
one, if possible, up to a maximum size of large. If your throw vs your Ninjutsu save DC, taking 12d12 force
puppet tool is large after taking this upgrade, it gains damage and being knocked prone on a failed save. Or no
disadvantage on Dexterity (Stealth) checks and Dexterity damage on a successful save.
saving throws. Its weapons gain an additional damage
die, and its maximum hit points increase by an amount
H OVER M ECHANISM
equal to three times your Puppet Master level when you You add a mechanism designed to allow your puppet to
select this augment. As long as your puppet tool has this avoid needing to touch the ground at all. If your puppet
upgrade, whenever you gain a level in this class, its tool is medium or smaller, it gains a fly speed equal to 30
maximum hit points increase by an additional 3. feet, if your puppet tool is large or larger, its fly speed is
20 feet. If your puppet tool already has a flying speed, it
E XPLODING PUPPET M ECHANISM
is increased by 20 feet.
You rig your puppet to explode when you decide dealing
significant damage. When your puppet tool is reduced to
M ULTIATTACK FORM
0 hit points, the tags attached to it explodes. Each When your puppet tool takes the attack action, it can
creature within 20 feet of the puppet tool must make a attack twice instead of once.
Dexterity saving throw, taking 15d4 fire damage on a
T HUNDERING S TOMP
failed save, or half as much on a successful one. Once
this happens the puppet and all its parts are destroyed Your puppet can leverage its increased size and chakra
beyond repair. infused nature to unleash a crushing stomp of chakra,
when it brings it weight down. Your puppet tool can
O VERDRIVE replace any attack made with its attack action with the
You build special motors in your puppet to handle more Chakra Pulse ninjutsu using your level and save DC.
demanding manipulations. As your action you can
T RANSFORMING PUPPET
overcharge your puppet with chakra. For the next
minute, its speed is doubled, it gains a +2 bonus to AC, it You install clever multifunctional components allowing
has advantage on Dexterity saving throws and it gain an your puppet tool to reduce its size. Your puppet can
additional action on each of its turns. That action can be collapse its mass one size category smaller, but while in
used only to take the attack action to make one weapon the collapsed mode, any movement speed it has is
attack, Dash, Disengage, Hide, or use an object. You can reduced by 10 feet. The process takes 1 minute to invoke
use this augment once per long rest. or revert.

144
15TH LEVEL UPGRADES E LEMENTAL E NGINE
N ESTING P UPPETS You can take this upgrade multiple times, each time
Your puppet is equipped with enough space within it to selecting a different type of engine.
store another puppet entirely. This puppet can hold a Earth Engine
puppet of one size lower than it within this mechanism.
You gain the ability to mimic Earth release chakra. You
When this puppet is reduced to 0 hit points, the chakra
do not need to have the earth nature affinity to use this
threads attached, immediately affix to the puppet inside.
upgrade. While wearing your Chakra-Infused gauntlet,
This counts as a single puppet, effectively reviving your
you gain access to the following jutsu at the following
puppet one size smaller. You can restore your puppets
Puppet master Levels;
size after spending 8 hours working on it, which can be
done during a full rest. Puppet Master Level Earth Engine Jutsu
S HARED POWER 3 Earth Release: Earthen Grasp
You use your chakra threads to tap into your puppet’s 5 Earth Release: Turning Palm
chakra infused nature. You gain the following options:
9 Earth Release: Earth-Style Wall
• As an action, you can drain a number of hit points
13 Earth Release: Stone Needle
from your puppet tool, up to twice your puppet master
level, either gaining the result as temporary hit points, Wind Engine
or recovering that much chakra.
• Once per round, either you or your puppet can give up You gain the ability to mimic Wind release chakra. You
your action to allow the other to take an additional do not need to have the wind nature affinity to use this
action. This additional action can only be used to upgrade. While wearing your Chakra-Infused gauntlet,
Attack (one weapon attack only), Dash, Disengage, you gain access to the following jutsu at the following
Hide, or Use an object. If you have multiple puppets
having one give up its action makes all of them lose Puppet Master Level Wind Engine Jutsu
their action, and if you give up your action, only one of 3 Wind Release: Passing Typhoon
them gets an extra action.
5 Wind Release: Wall of Wind

JUGGERNAUT AUGMENTS 9 Wind Release: 10,000 Slicing Blades

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

145
Lightning Engine POWER F IST
You gain the ability to mimic Lightning release chakra. You can take this upgrade twice. You upgrade your
You do not need to have the lightning nature affinity to gauntlet to better punch things. Your gauntlet now acts
use this upgrade. While wearing your Chakra-Infused as Combat bracers, that you have proficiency in, dealing
gauntlet, you gain access to the following jutsu at the 1d8 bludgeoning damage and gains the light and special
following Puppet master Levels; Fist properties.
With the Power Fist applied twice, you have a Power Fist
Puppet Master Level Lightning Engine Jutsu for each hand that can be used for two weapon fighting.
Special Fist: When you make an attack roll, you can
3 Lightning Release: Thunder Tempest
choose to forgo adding your proficiency bonus to the
5 Lightning Release: Lightning Kings attack roll, if the attack hits, you can add double your
Mantle proficiency bonus to the damage roll.
9 Lightning Release: Lightning Spear PUPPET C ONSTITUTION
13 Lightning Release: Lightning Shield While wearing your puppet armor, you gain resistance to
poison damage and advantage against the poisoned and
E XTENDABLE ARMS envenomed conditions.
As a bonus action, you can extend your puppets arms’
reach. Your melee weapon attacks have their reach
R EINFORCED ARMOR
increased by 5 feet until the start of your next turn. You can take this upgrade up to 3 times. You reinforce
the structure and materials that make up your
F ARADAY F ACEPLATE Juggernaut armor. Your Juggernaut armors AC increases
After casting a Jutsu of D-Rank or higher, you have by +1.
advantage on saving throws against being charmed,
mind controlled, stunned, or dazed by Genjutsu, until 5TH LEVEL UPGRADES
the start of your next turn.
ACTIVE C AMOUFLAGE
G RAPPLING R EEL As an action, you can cover your puppet armor in chakra,
You integrate a grappling eel into your gauntlet. As 1 blending into your surroundings, similar to the body
attack or 1 action, you may target a surface, object, or camouflage ninjutsu. This lasts until you deactivate it.
creature within 30 feet of you. If the target is Large or While active, you are considered lightly obscured, and
smaller, you can attempt to grapple the creature, pulling can hide from a creature even when they have a clear line
it to you and grappling the creature on a success. of sight to you. Wisdom (Perception) checks to find you
Alternatively, if the target is huge or larger, you can that rely on vision are made with disadvantage.
choose to be pulled to it; this does not grapple the target.
C HAKRA ACCUMULATOR
I NTEGRATED W EAPON Prerequisite: Chakra Blast Augment
You can take this upgrade multiple times, each time Every time you cast a jutsu of D-Rank or Higher, you
selecting a different type of weapon. You install a accumulate charges to your Chakra Blast augment equal
weapon into your puppet armor, with varying abilities. to the rank of the jutsu, up to a maximum number of
You may use your selected weapon when you take the charges equal to your Intelligence Modifier. When you
attack action, or with a Bukijutsu they qualify for. Select deal damage with Chakra Blast, you can expend the
one of the following weapons; accumulated charges to deal an additional 1d6 damage,
or to move the target 5 feet directly away from you for
Weapon each charge spent.
Name Description Charges not expended within 1 minute of being
Scorpion Tail You fit your puppet armor with a long-serrated tail, accumulate are lost.
with a lethal point. It deals 1d8 + Strength Modifier C OLLAPSIBLE
Piercing Damage on a hit.
Your Juggernaut armor can collapse into a small case for
If a creature you can see within 10 feet of you hits
easy storage when you aren’t wearing it. When
you with an attack roll, you can use your reaction to transformed this way, the armor is indistinguishable
swipe this tail and roll 1d8, applying the result to from a normal case and weighs 1/3 its normal weight. As
your AC, potentially causing the attack to miss you. an action you can don and doff the armor allow it to
Mantis Blades You fit your puppet armor with blades mounted to transform as needed.
the arms. These blades deal 1d6 + Strength modifier PUPPET E MPOWERMENT
slashing damage on a hit.
You use your puppet armor to improve your own abilities
Once per turn, when you attack with a Mantis blade,
ever so slightly. You gain an additional 5 feet of
you can make one additional mantis blade attack as
movement, one additional hit point per puppet master
a part of the same action.
level, and +1 to Strength, Dexterity, and Constitution
M ARTIAL G RIP saving throws.

Your chakra infused Gantlet grants the ability to wield a


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

146
R EACTIVE PLATING 11TH LEVEL UPGRADES
Prerequisite: Steel Puppet C LOAKING D EVICE
Your armor partially deflects incoming blows. You can Prerequisite: Active Camouflage Augment
use your reaction when hit by an attack that deals If you do not move during your turn with active
bludgeoning, piercing, or slashing damage to reduce the camouflage engaged, you can use your reaction to take
damage of that attack by an amount equal to your the Hide action use an Intelligence (Stealth) check. You
proficiency bonus. make this check with disadvantage if you are within 5
R ESISTANT PLATING feet of another creature or if you attacked during your
turn.
You can take this upgrade multiple times, selecting a
You can overload your camouflage to cast invisibility
different option each time. You attune the chakra coating
without expending concentration costs. Once you do
your puppet armor against certain forms of damage.
this, you cannot do this again until you complete a long
Choose acid, cold, earth, fire, lightning, necrotic, or
rest.
wind damage. While wearing your puppet armor, you
have resistance to that type of damage. F LASH C APACITOR
S EALED S UIT You cannot use this with other Augments that are also
Capacitors. You can store chakra, releasing it in a torrent
Prerequisite: Steel Puppet
of destructive lightning. As an action, you can cast
As a bonus action on your turn, you can environmentally
Lightning Release: Banquet of Thunder without spending
seal your puppet armor, giving you an air supply for up
chakra or charges. You do not need the lightning release
to 1 hour making you immune to inhaled poisons (but
nature affinity to cast this jutsu in this way. The affected
not curing you of existing poisoned conditions)
area becomes difficult terrain for the next minute.

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

147
PHASE S TATE
Prerequisite: Iron Shell
When you are attacked, you can use your reaction to
become intangible, causing the attack to miss if it’s a
non-chakra enhanced attack. You can use this reaction a
number of times equal to your Intelligence modifier,
regaining any expended uses after you complete a long
rest. This upgrade regains one use every time you
teleport, or enter another dimension.

R ECALL
You place a special seal within your armor. When not
being worn, you can hide your Juggernaut armor in a
pocket dimension. As an action you can summon the
armor and don it. You can use a bonus action to return
the armor to the pocket dimension.
While in the pocket dimension, the armor cannot be
affected by other abilities and cannot be interacted with
in any way.

S UN C ANNON
You install a solar cannon into your Juggernaut armor,
allowing you to unleash devastating solar energy blasts.
As an action, you can cast Fire Release: Sunbeam without
spending chakra. You do not need to spend chakra to
maintain concentration on this jutsu either. You do not
need the fire release nature affinity to cast this jutsu in
this way.
Once you use this upgrade, you cannot use it again until
you complete a long rest.

148
COOKING-NIN CREATING A COOKING-NIN
An Akimichi at a fireplace, watching over his stew as it boils When creating a Cooking-Nin, think about your
and bubbles. A smile spreads across his face as he pulls out characters background and drive to be a shinobi. Does
an empty bowl, and pours some food inside. the character have a rival? What drove your character
His allies look at him in utter confusion. “It took you all of down the path of cooking? Is it about curiosity and
10 minutes to make that, are you sure it’s done?”, the female experimentation? Did you have a master or is it a family
asks. “Trust me” the cook says with a smile. She drinks it tradition?
down and remarks “I guess it was fine…Wait, do you hear Consider how your character interacts with the world,
that?”. Weapons and attacks of all types come flying from and what they represent. Consult your DM regarding
the surrounding area. The female team mate is able to brigades, guilds, or societies your character might
dodge or deflect the litany of attacks while saying “I have belong to.
never moved this fast before.”, the cook draws his blade with
a grin and says “It’s the salt, added a bit of pep to your step.” QUICK BUILD
These shinobi, different as they might be, are connected You can make a Cooking-Nin quickly by following these
by one common factor: Cooking. While not a form of combat suggestions. Make your highest ability Intelligence,
or even defense, Cooking-Ninja’s have a special place within followed by Constitution or Dexterity. Second choose
the ranks of the shinobi world, they occupy a special role on Akimichi, Uzumaki, Nara, or Non-Clan.
teams and within squads as the teams primary support and
secondary healer in some cases. COOKING NIN MOVING FORWARD
CHARACTER INSPIRATIONS
The cooking-Nin as it exists below, while complete, is
most likely NOT the most up to date. I have realized that
When designing this class, it was built with the intent to I, myself, cannot give this class the same attention as all
allow players to utilize food and other edible items to others. Moving forward Happy, will be managing this
allow them to support and protect them team in a variety class and all of its updates. You can find the most recent
of unique ways. This class was almost entirely designed version here;
by @Have a nice day Please#2982, also known as
@Habdu.

COOKING-NIN

149
CLASS FEATURES Regardless of the cooking tool chosen you gain proficiency
with all cooking tools and the damage die used is 1d6.
As a Cooking-Nin, you gain the following class features.
While wielding a cooking tool as your chosen weapon,

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

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

COOKING TOOL INFUSION SODIUM ROCKS


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

150
SUSHI RICE WAR AND FOOD
Roll your Cooking die, recording the results. The user gains
Beginning at 7th level, you have mastered the ability to
a bonus to their swim speed, and movement speed while
manifest dishes in the middle of battle, while under
running on water, equal to 5 x the result for the next
stress and duress.
minute.
As an action, you may spend a use of your Cooking Kit.
GUAVA JUICE When you do you gain the benefit of the Shinobi Snacks
Roll your Cooking die, recording the results. If used within class feature as if you had completed a rest. When
4 hour of taking a short or long rest, the user can remain creating snacks using this feature, you can make a
awake, energized and still gain the benefits of the short or number of them equal to f your intelligence modifier. All
long rest without requiring sleep. willing creatures of your choice within 30 feet of you can
A creature who attempts to gain the ingredients benefit be given a snack as if you had thrown it to them.
twice within a 24-hour period, immediately fall asleep and You can use this feature once per long rest. Beginning at
remain so for 16 hours, unable to be awoken until they 15th level, you can use this feature twice times per long
complete the 16-hour sleep. rest.

ANGRY PEPPERS IRON STOMACH


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

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

FOOD FOR THE SOUL


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

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

ABILITY SCORE IMPROVEMENT/FEAT


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

151
COOKING FOCUS CHAKRA INFUSED WEAPONRY
Beginning at 13th level, you know how to pump far more

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

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

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

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

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

152
ENTREMETIER CHEF user instead gains temporary hit and chakra points
equal to the result.
Cooking-Nin who focus on becoming entremetier learn
Hot Cocoa. Roll your Cooking die three times, record the
to cook with a series of different soft and hard dough’s.
result. If used as a part of initiative the user gains body
Creating a series of different.
becomes hot to the touch, granting them a form of

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

153
HERBALIST Relaxation. As an Action on your turn, you can ignite this
spice and mix it with other chemical creating a volatile
Cooking-Nin who focus on becoming an Herbalist learns
haze of smoke. All hostile creatures within 45 feet of you
about the wonders of certain herbs and plants to enhance
must make a Constitution saving throw vs your Genjutsu
their foods with the power of natural ingredients.
save DC. On a failed save, they become incapacitated for

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

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

REST AND RELAXATION


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

154
PÂTISSIER CHEF CHARMING DELIGHT
Beginning at 9th level, whenever you would cook food
Cooking-Nin who focus on becoming Pâtissier’s learn to
using your cooking tools, you can choose to put your all
cook with a series of different soft and hard dough’s.
into it. When you do, your food breaks the ice and can
Creating a series of different.
warm even the coldest of hearts. Creature who eat this

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

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


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

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

155
SCIENCE-NIN CREATING A SCIENCE-NIN
A Nara waits in the shadows, usually their weakness. When creating a Science-Nin consider a few things
However, as his targets let their guards down he throws an about the character when they are on a team with others.
enhanced flash tag and binds them in the light, a light that What made them chose the path of creating the future?
remains to shine past its usual expiration. Are they the protector of tomorrow, at the front with the
An Uchiha looks his victim in the eyes, their infamous newest weapons and armor or the guy in the chair, the
Dojutsu now upgraded to scan his enemies even further than one who builds the tools the fighter use?
before.
A Sarutobi, famous for their multitude of jutsu, shows off QUICK BUILD
a metal gauntlet. It spits out a scroll and suddenly, with no You can make a Science-Nin quickly by following these
signs, a Rasengan appears in her hand. suggestions. First, put your highest ability score in
These shinobi all share one common ideal, that with Intelligence, followed by Constitution. Second, choose
technology they can improve their ninja prowess. While either the Nara, Sarutobi, or Uchiha.
other ninja master the blade or jutsu, they use their wits to
build tools that always will put them ahead..

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

156
CLASS FEATURES CHAKRA CELL ENHANCEMENT [NEW]
As a Science-Nin, you gain the following class features. Also at Level 1, you have undergone the first step all
Science Nin take when they begin their studies; Chakra
HIT POINTS Cell Enhancement, a genetic modification to improve
Hit Dice: 1d8 per Science-Nin level and better control your chakra flow. You learn 3 E-Rank
Hit Points at 1st Level and beyond: 8 + your constitution jutsu.
modifier At 3rd Level you can choose 1 Elemental Keyword.
You can learn and cast jutsu from that element, as you
CHAKRA POINTS genetically alter your chakra flow to stimulate the
release.
Chakra Dice: 1d10 per Science -Nin level
Chakra Points at 1st Level: 10 + your constitution modifier
Chakra Points at Higher Levels: 1d10 (or 6) + your
CHAKRA CONTAINMENT DEVICE
Constitution modifier per Science -Nin level after 1st. Starting at Level 2 You learn how to create a Chakra
Containment Device. This device allows you to store
PROFICIENCIES chakra to power your Scientific Ninja Tools. This Device
Armor: Light armor, Medium Armor can either be attached to a weapon or your armor and
Weapons: Simple Weapons, All Scientific Ninja Tools can be switched to either as a Bonus Action. If attached
Ninja Tools: 3 of your choice to a weapon the weapon becomes a +1 weapon. If
Saving Throws: Dexterity, Constitution, Intelligence attached to armor it becomes a +1 armor. When you take
Skills: Choose four from Ninshou, Insight, Investigation, a short rest and spend Chakra Dice, you can choose to
Nature, Crafting, Athletics, History, Stealth, seal the rolled amount into the CCD. The CCD can hold a
Perception, Medicine, Chakra Control. number of chakra equal to your Science-Nin Level x 10.
This chakra can only be used to power a Scientific
EQUIPMENT Ninja Tool or Science-Nin Class feature. This device
You start with the following equipment, in addition to charges to half-full during a Long rest and to full on a
the equipment granted by your background: Full Rest. At Level 13 the bonus increases to a +2 and you
can also spend chakra dice to store into your CCD as a
• (a) Padded Armor or (b) Combat Jacket
Bonus Action..
• One Simple weapon
• (a) One Kunai stack or (b) One Shuriken stack
• (a) 1 Paper Bomb or (b) 1 Flash Tag
SCIENTIFIC NINJA TOOLS
• Two Kits of your choice Also, at 2nd Level you gain the knowledge on how to
build Scientific Ninja Tools. These tools are a step above
JUTSU CASTING what a normal ninja can create, and as such take a lot of
mental prowess to accomplish. You gain a number of
NINJUTSU Creation Points as shown in the Science-Nin Table.
Scientific Ninja Tools can be created, upgraded, and
Ninjutsu save DC = 8 + your proficiency bonus + your replaced during a Long Rest. Each has a Creation Point
Intelligence modifier cost that it takes up and a CCD chakra drain that must be
Ninjutsu attack modifier = your proficiency bonus + your spent to activate it. If a tool has prerequisites, you must
Intelligence modifier meet them to install it. You can install the modification

GENJUTSU
at the same time that you meet its prerequisites.

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


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

Taijutsu save DC = 8 + your proficiency bonus + your


Strength modifier
EXTRA ATTACK
Taijutsu attack modifier = your proficiency bonus + your Beginning, at 5th Level, you can attack twice, instead of
Strength modifier once, whenever you take the Attack action on your turn.

SHINOBI OF SCIENCE [CHANGED] THE RIGHT TOOL [NEW]


Starting at Level 1, You dedicate yourself to always Also, at 5th Level You have learned how to think 10 steps
being the smartest in the room. When making a ahead of everyone else. Once per short rest, you can
contested Intelligence Skill check with another creature, reveal that you predicated the current situation. You can
while both of you are using Intelligence, you are pull a scroll from your inventory that has one basic
considered to have expertise in the skill. If you already quality toolkit with a single charge. This can only be used
have expertise, you instead gain advantage. by you and loses its charge after being used or in 10
minutes, whichever comes first.

157
YHPRUM’S LAW [NEW]
Starting at 7th level, you understand that Reality is
simply a chance of probabilities. Most follow Murphy’s,
saying what can go wrong will. You follow Yhprum's
Law. What can work, will work. You can add
half your Proficiency bonus, rounded down, to any
Skill check you make that doesn’t already include it.

CALCULATED RESPONSE [CHANGED]


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

INFUSED GENIUS [NEW]


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

MIXED STUDIES [NEW]


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

158
SCIENTIFIC INQUIRY LEAD TO GOLD(NEW)
Starting at 9th, You can use your chakra to convert the

ALCHEMIST
chemical makeup of a substance. You gain expertise with
Cooking Kits. Furthermore, you can spend 20 CCD chakra
The Science-Nin who follow the path of the Alchemist and an action to convert any Elixir into another of the same
specialize in Scientific Potions as their main tool in Creation Point Cost or lower, retaining the original amount
combat. They focus on the science behind chakra to concoct of uses. You can spend 40 CCD chakra and convert a Cooked
victory. Food Ration into a single use Elixir of 4 Creation Point cost
or lower.
NEGREDO (CHANGED)
When you chose this Inquiry at 3rd Level you can gain CONVERSION THEOREM(NEW)
expertise in both the Alchemist and Forensics Kits. The At 14th Level, countless hours of study has led to being able
Alchemist and Forensics Kits gain to prove the Conversion Theorem of Chakra. While you have
additional charges equal to your Intelligence Modifier. You a rank of an Elemental Condition and would cast a jutsu, you
also gain an Alchemist Die. Your Alchemist die starts as a d6 can spend an additional 25 CCD chakra and remove all ranks
It becomes a d8 Level 9, and a d10 at level 17. of the condition. If you do, your jutsu gains the matching
Nature Release and its damage is converted to that Nature
EXPERIMENTAL ELIXIRS (CHANGED) Release's Damage and ignores resistance.
Beginning at 3th level, You have spent time creating
potions and pills for use in combat. Over the course of a IMMUTABLE MOLECULES(NEW)
long rest, you can spend Creation Points At 17th Level you have built up a tolerance for chemicals and
making Elixirs. Elixirs take an Action or a Bonus Action to their aftereffects. You are resistant to Poison and Acid
drink. Each Elixir you hold has a number of uses equal to Damage, and immune to the envenomed condition.
your Intelligence modifier per Long Rest and you can hold a Furthermore, anyone who drinks a Supercharged Elixir
number of Elixirs equal to your Proficiency Bonus at a time. gains the benefits of this feature until the end of their next
turn.
ALBEDO(CHANGED)
Starting at 6th level, your control over the chemical makeup THE FUTURE OF SHINOBI: ALCHEMY(NEW)
of your Elixir grows. As a Bonus Action, you can pour chakra At Level 20 you have found a way to make the impossible a
from your CCD into one of your Elixirs, spending its CCD reality. As a Full turn Action, you can spend the remainder of
Drain to enhance its effects, giving it its Supercharged effect. your CCD chakra. If you do, you gain the Philosopher's Stone
An Elixir stays supercharged for 1 minute. for 2 rounds. This lasts an additional round for every 20 CCD
chakra you have remaining. While you hold the
CINTRINAITAS(CHANGED) Philosopher's Stone, you can use any Science-Nin Subclass
Beginning at 6th level, you learn how to reroute the features you have at no additional CCD chakra cost and Your
chakra from the CCD into your Alchemist and Forensics Kit, Elixirs always treat your Alchemist Die as if you rolled the
which lets maximum amount. At the end of this feature, you must
you achieve feats once thought impossible. When you would spend a full rest doing nothing but repairing your CCD to
cast a jutsu While you have at least 1 charge in either Kit you regain the spent Chakra.
can spend 1 charge and 10 CCD chakra. If you do, you turn it
into an Alchemical Jutsu. Alchemical jutsu can have
different effects depending on the Nature Release or lack
thereof.

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

ALCHEMICAL J UTSU T ABLE


Nature Release Effect

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

Wind On a hit or failed save, the target creature feels like their nerves are exposed. They take additional damage equal to your
Alchemist Die whenever they would take damage. This can only trigger twice per turn. This lasts for a number of rounds
equal to your Intelligence Modifier
Lightning On a hit or failed save, the target creature sometimes feels their muscles spasm against their will. For a number of
rounds equal to half your Alchemist Die roll, they have disadvantage on the first attack roll and first saving throw they
make on a turn.

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

Water | On a hit or failed save, the target creature feels water in their lungs. While you are within 60 feet of them, you always
know their location, and they count as a source of water for a number of your jutsu equal to your Alchemist die roll
None Your jutsu gains an additional +2 to hit or +1 to Save DC, your choice.

159
ALCHEMIST ELIXIRS B OOST E LIXIR
Cost: 4 Creation Points
MINOR ELIXIRS Drain: 5 CCD Chakra
Roll your Alchemist die, recording the results. The user
M ODIFIED C AFFEINE E LIXIR
adds the half the result to their next Skill check within
Cost: 2 Creation Points the next minute.
Drain: 5 CCD Chakra
Supercharged: They add the full result to their next
If used within 4 hours of taking a short rest, the user can
skill check
remain awake, energized and still gain the benefits of
the short rest without requiring sleep. S PEEDY E LIXIR
A creature who attempts to gain the benefit twice Cost: 4 Creation Points
within a 24-hour period, immediately falls asleep and Drain: 5 CCD Chakra
remains so for 16 hours, unable to be awoken by any Roll your Alchemist Die, recording the results. The user
means until they complete the 16-hour sleep gains a bonus to speed equal 5 x the result for the next
Supercharged: If used within 4 hours of taking a Long 1d4+1 rounds.
rest the user can remain awake and energized and still Supercharged: They instead gain 10 times the result
gain the benefits of a Long Rest without sleeping. for the duration.
AQUATIC E LIXIR R EFLEX E NHANCING E LIXIR
Cost: 2 Creation Points Cost: 4 Creation Points
Drain: 5 CCD Chakra Drain: 5 CCD Chakra
Roll your Alchemist Die, recording the results. The user Roll your Alchemist Die, recording the results. The user
gains a bonus to their swim speed, and movement speed may consume this Elixir as a part of rolling initiative.
while running on water, equal to 5 x the result for the They gain a bonus to their initiative equal to the result.
next 1d4+1 rounds Supercharged: Roll your Alchemist die an additional
Supercharged: They instead gain 10 times the result time.
for the duration
R ESOLVE E LIXIR
S ILVER - TONGUED E LIXIR Cost: 4 Creation Points
Cost: 2 Creation Points Drain: 5 CCD Chakra
Drain: 5 CCD Chakra Roll your Alchemist Die, recording the results. The user
Roll your Alchemist Die, recording the results. The user's adds half the result to their next saving throw within the
vocal cords emit a soothing pheromone that make them next minute.
easier to trust. They gain advantage on Deception and Supercharged: They add the full result to the next
Persuasion checks for a number of minutes equal to the saving throw instead.
roll of the die.
Supercharged: They also gain advantage on GREATER ELIXIRS
Intimidation checks for the duration.
C HAKRA F LOWING E LIXIR
B ITTERS E LIXIR Cost: 8 Creation Points
Cost: 2 Creation Points Drain: 10 CCD Chakra
Drain: 5 CCD Chakra Roll your Alchemist Die twice, recording the results. The
Roll your Alchemist Die, recording the results. The user gains temporary chakra equal to the result. Do not
consumer takes damage equal to the result. When add any modifiers to the rolls.
consumed the creature regains 1 spent Hit die Supercharged: Roll your Alchemist die an additional
Supercharged: The creature also regains 1 spent time.
Chakra die.
E MPOWERING E LIXIR
I NSULATION E LIXIR Cost: 8 Creation Points
Cost: 2 Creation Points Drain: 10 CCD Chakra
Drain: 5 CCD Chakra Roll your Alchemist die, recording the results. The user
Roll your Alchemist Die, recording the results. For a adds the result to their next attack or damage rolls.
number of hours equal to the roll you are immune to the Supercharged: They add the result to their next attack
effects of either extreme heat or cold natural and damage roll.
temperatures.
PERCEPTION AUGMENTATION E LIXIR
Supercharged: You are immune to both
Cost: 8 Creation Points
REFINED ELIXIRS Drain: 10 CCD Chakra
Roll your Alchemist Die, recording the results. The user
R EVITALIZING E LIXIR gains a bonus to their AC equal to half the result for the
Cost: 4 Creation Points next 1d4+1 rounds or until they fail a saving throw from
Drain: 5 CCD Chakra a hostile effect or they would take damage from a hostile
Roll your Alchemist die twice, recording the results. The creature.
user regains hit points equal to the result. Do not add Supercharged: They instead gain a bonus to AC equal
any modifiers to the rolls. to the full result
Supercharged: Roll your Alchemist die an additional
time.

160
M ENTAL B OON E LIXIR MASTERCRAFT ELIXIRS
Cost: 8 Creation Points O RPHEUS E LIXIR
Drain: 10 CCD Chakra
Cost: 32 Creation Points
Roll your Alchemist Die, recording the results. The user
Drain: 30 CCD Chakra
gains immunity to either the Charmed, Feared
Roll your Alchemist Die 4 times, recording the
or Berserk Condition, their choice, for a number of
results. For the 10 minutes if the Consumer falls to 0 hit
rounds equal to the roll of your die. They must pick one
points, they instead fall to 1 hit point and immediately
when drinking the elixir.
heal the recorded result.
Supercharged: They can choose two of the conditions.
Supercharged: If this elixir is consumed by a creature
SUPERIOR ELIXIRS who is dying or has been dead for no longer than 1
minute, they immediately heal twice the record result. If
H ELLFIRE E LIXIR they were dead they also gained 4 ranks of exhaustion.
Cost: 16 Creation Points
Drain: 15 CCD Chakra
Roll your Alchemist Die twice, recording the results. This
Elixir is hot to the touch. The user immediately takes
damage equal to the results of your Alchemist Die. For the
next minute, the first time each turn the affected creature
deals damage with a melee attack, they deal additional fire
damage equal to your Alchemist Die.
Supercharged: They roll two Alchemist Die the first
time each turn they would deal damage with a melee
attack.

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

D IMINISHED S ENSES E LIXIR


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

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

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

161
SHINOBI-WARE LEGENDARY BLACKSMITH: ARMORY(NEW)
Also at 9th Level, you gain the ability to introduce your
The Science-Nin who follow this path understand that a
allies to the joyous liberation of steel instead of flesh. Over
Shinobi is only as strong as their body. So, they have the course of 1 week of Downtime, you can spend 10
turned their own body into a Scientific Ninja Tool. charges of an Armorsmith Kit to give them the Chippin In
upgrade, which changes their unarmored Armor
FULL-METAL SHINOBI (CHANGED) Calculation to 10+Proficiency + Constitution Modifier. You
When you choose this Inquiry at 3rd Level you replace the can only do this a number of creatures equal to your
skin of your body with flexible chakra material that allows Intelligence Modifier. You must spend 2 weeks of
for easier experiments. Downtime and have someone with a B-Rank jutsu that
Your AC calculation while unarmored is now 10 + your restores Hit Points nearby to uninstall this upgrade on a
Proficiency Bonus +Intelligence Modifier. You can also creature and let them heal their skin back. You and anyone
spend chakra from your CCD to heal yourself as a Bonus with the Chipping In upgrade also gains 5 Armor Seal slots
Action. You heal at a rate of 5 CCD chakra to 5 health. At in their skin.
Level 6 you choose to gain resistance to either
Bludgeoning, Piercing, or Slashing damage. At Level 9 you
can choose another. At Level 14 you gain the last that you
did not choose.
Your body comes with a number of upgrade slots equal
to your Proficiency Bonus. During a Long Rest you can
install any upgrade, besides a Shinjutsu, that you meet the
requirements for. These Shinobi-Ware will be detailed at
the end for this subclass.

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

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

EDGE RUNNER (NEW)


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

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

162
EVER EVOLVING(CHANGED) Once you’ve used this feature, you can’t use it again
Beginning at 14th level, you have further upgraded your until you recover and reinsert the hand as a bonus action.
seal to always be improving, always evolving. You can POWER K NUCKLES
spend Creation Points equal to the rank of an Armor Seal
(Minor=4, Refined=8, etc.) to instantly apply it to your Full Cost: 2 Creation Points
Metal Shinobi armor. You can change this seal with a Full Drain: 5 CCD Chakra
turn Action, including choosing no seal to gain the creation You modify your knuckles with increased reinforcement and
points back. weight. Your unarmed strike deals 1d6 of Lightning damage.
You can now use Intelligence for Attack Rolls and Damage
GOD MIMICS ME Rolls for your unarmed strikes Additionally, when you take
At 17th level, You do not mimic God, you have long the Attack action and make an unarmed attack, you can
surpassed the former. You can now cast Shinjutsu with no spend this upgrade’s drain to make an additional unarmed
rest limit. If you cast a jutsu, you can split the cost in half attack as a bonus action.
between your HP and CP. If you do, it becomes a Shinjutsu. T ACTILE B OOST
A Shinjutsu is not considered a Ninjutsu, Genjutsu,
Bukijutsu, or Taijutsu Cost: 2 Creation Points
Drain: 5 CCD Chakra
THE FUTURE OF SHINOBI: SHINOBI-WARE You add a new upgrade that boosts your sense of touch. As
a Bonus action you can spend the Drain of this feature to
At Level 20, you have realized that Shinobi-Ware is the
gain Tremorsense within 20 feet of you, as long as some
future of Shinobi. You gain extra upgrade slots equal to
limb is touching the ground.
your Intelligence Modifier. When you damage a creature
with a Shinjutsu, you can spend 100 CCD chakra to mark
that creature with your seal. While marked in this way,
REFINED
they are considered an active Mental Clone and gain access C HAKRA -POWERED G RAPPLING H AND
to your God’s Mimicry feature and cast your Shinjutsu
Prerequisite: Grappling Hand
using their HP instead of CCD chakra while it is active. You
Cost: 4 Creation Points
can only mark 1 creature at a time.
Drain: 5 CCD Chakra

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

163
GREATER B IJUU K NUCKLES
J ET PROPULSION LEGS Prerequisite: Power Knuckles
Cost: 16 Creation Points
Cost: 8 Creation Points
Drain: 15 CCD Chakra
Drain: 10 CCD Chakra
You further modify your knuckles with increased
You add chakra powered jet thrusters to the soles of your
reinforcement and weight. Your unarmed strike now deals
feet, granting you temporary, limited flight. Activating or
1d8 Lightning damage. If you move at least 10 feet in a
deactivating the boots requires a bonus action and, while
straight line immediately before making an unarmed attack,
active, you have a flying speed of 30 feet. You must pay 5
you can activate this upgrade to additional 2d6 force
CCD Chakra at the start of your turn or the flight will end
damage
and you will begin falling to the ground at the end of the
turn. The rocket boots last for 1 minute before
deactivating. Themselves.
SUPREME
I NTEGRATED W EAPON N INJUTSU ABSORPTION AND AMPLIFICATION
Cost: 16 Creation Points
Cost: 8 Creation Points
Drain: 20 CCD Chakra
Drain: 10 CCD Chakra
You can absorb Ninjutsu with your left arm or eye. As A
You can integrate a one-handed weapon into your arm.
reaction when you are targeted with a Ninjutsu you can
You are considered proficient in this weapon while it is
installed. As a Bonus action you can spend the drain of spend the CCD chakra drain and initiate a clash. If you win
you absorb the Ninjutsu cast, negating it. You then can
this upgrade and have it pop out of your arm for the next
either immediately attack with it using your right eye or
minute.. While it is activated, you must spend 5 CCD
arm, but upcasted it one rank higher than it was cast, or
chakra at the start of your turn or the weapon will
add it to your jutsu list until you use it, upcasted to one
deactivate. While activated you gain a +1 to Attack and
Damage rolls with the weapon and can use your rank higher than it was cast. You can only have one stored
Ninjutsu at a time and either way when it is cast you pay
Intelligence Modifier for weapon attack rolls.
the cost with your CCD rounded up to the nearest interval
M ICROSCOPIC SCIENTIFIC NINJA TOOLS of 5.
Cost: 8 Creation Points S PEEDWARE E MULATOR
Drain: 10 CCD Chakra
Cost: 16 Creation Points
You have gone beyond the normal limits of Shinobi-Ware.
Drain: 20 CCD Chakra
Choose Two Scientific Ninja Tools of 4 Creation Point cost
You force yourself outside the normal timeline through
or lower. You now have permanent access to them and
sheer speed alone, a rudimentary implant. You can
they do not cost Creation Points. If they cost Chakra from
your CCD you can now pay them with your own chakra. activate this upgrade as a Bonus Action and if you do you
gain an additional action this turn. At the end of your
Additionally. You can spend the CCD Drain of this upgrade
turns, you lose 2 hit dice, rolling them and losing that
to add a spent charge to a Toolkit. You can only do this
much current and maximum health until you take a full
twice per Toolkit.
rest.
C HAKRA F IBER B ARRIER
Cost: 8 Creation Points SHINJUTSU
Drain: 10 CCD Chakra Q UASI - SENRIGAN
You modify your Full Metal Shinobi Armor to block
incoming damage using a razor thin barrier of Chakra. As a Drain: 15 CCD Chakra
reaction to taking damage you can activate this upgrade to You modify your eyes and discover the world's first
reduce the damage you take by an amount of d4 equal to Scientific Dojutsu: The Senrigan. However, it is in an
your Intelligence Modifier. incomplete state. As a bonus action, you can activate this
upgrade in one of your eyes. When toggled on, for the
SUPERIOR next minute you gain truesight for 250ft and have
advantage on all Genjutsu saving throws. Once per round
J UTSU M EMORIZATION C HIP you gain an additional reaction which can only be used to
Cost: 16 Creation Points take the Read the Enemy action. If it is an enemy you have
Drain: 15 CCD Chakra seen before you gain advantage.
You install the detailed memory of a specific combat S ENRIGAN
routine. Choose 1 Jutsu between Taijutsu, Bukijutsu or
Prerequisite: Quasi Senrigan
Genjutsu of a rank that you can learn. You learn that jutsu
Drain: 20 CCD Chakra
and can pay its cost and this drain to cast it using your
Intelligence Modifier. With Science you have finally achieved a full Senrigan,
however it is still a pale copy of the true Shinjutsu. As a
PAIN E DITOR Bonus Action you can activate this Shinjutsu in both of
Cost: 16 Creation Points your eyes for the next minute. While this is active, you
Drain: 15 CCD Chakra gain +2 AC and a +1 to all attack rolls and the benefits of a
You modify your body with a switch that shuts off your Quasi-Senrigan.
pain receptors dynamically. As a reaction to taking Additionally, for the duration you are always under the
damage you may spend the Drain of this upgrade to delay effects of Kagura's Mind Eye.
all damage you take this round until the end of your next Once per day you can cast SEALING ART: DIVINATION
turn TECHNIQUE When cast this way you cannot ask about the
future, but can ask any question about the present or
past.

164
S PACE -T IME C LAWS S UKUNAHIKONA
Drain: 20 CCD Chakra Drain: 10 CCD Chakra
You can leave marks of studded black bands across any You exert your control over all matter with your near
surface. You always have the Chakra Mark Ninjutsu in divine chakra. You can spend the drain of this Shinjutsu to
your jutsu known list. You can pay the drain of this shrink any creature or object you are touching to
Shinjutsu when you cast Chakra Mark to instead have microscopic sizes. You can only have 10 shrunken items at
Your seals take the shape of these black bands. You can a time. While Shrunken these items cannot be seen with
have up to a number of them active at one time equal to the human eye, however weapons that are shrunken do no
your Intelligence Modifier. These black bands cannot be damage. As a reaction you can pay the drain again to
dispelled by a Jutsu or Feature and last forever unless expand them back to a normal size. If you do this to a
dismissed by you. While a creature is marked this way thrown weapon while it is in flight. it cannot be reacted to
while you are within 30 ft of them you can pay half this by anyone whose passive perception is lower than 30 and
Shinjutsu’s drain to cast jutsu and attack as if you were you gain advantage on the roll.
within 5ft of them. Using it in this way does not consume
a use of your Shinjutsu.
ABSOLUTE R EFLECTION
Drain: 30 CCD Chakra
You copy the pinnacle of defense worthy of a god. As a
reaction to being targeted with an attack while you are
within 5 feet of an allied creature or restrained or
grappled hostile creature, you can initiate the Reflect. If
you are within 5 feet of an unrestrained or underapplied
hostile creature you can make an unarmed strike against
them. On a success you initiate the Reflect. Spend the
Drain of this Shinjutsu and the triggering creature must
make a Wisdom Saving Throw against your highest Save
DC. On a failure they immediately suffer the effects of
their attack. On a success they must make the attack roll
against themselves. Either way you do not suffer the
effects of the attack.
Q UASI -J OUGAN
Drain: 15 CCD Chakra
You have begun to awaken a new Shinjutsu, one that looks
forward and not back. However, it is not a power easily
controlled. As an Action you can spend the drain of this
Shinjutsu and attempt to peer into the future. Make an
Intelligence ability check, the result is what happens.
J OUGAN
Prerequisite: Quasi-Jougan
Drain: 30 CCD Chakra
You have finally awakened the full power of the future and
it rules! When you would use the Quasi-Jougan ability you
can spend an additional use of your Shinjutsu limit and
this Shinjutsu’s Drain to skip the roll and get the benefits
of a 25.

J OUGAN T ABLE
Roll Result Effect

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

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

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

165
SPYWARE [NEW] BOLTZMANN BRAIN
At 14th Level your victims senses become putty in your
The Science-Nin who follow the path of Spyware fully
hand, as you take control of their Nervous system. When
embrace what it means to be a Shinobi. the job gets done, you cast a Genjutsu with a Hackers Kit that has a casting
and no one knows who did it. A job well done is enough time of an Action or Bonus Action, you can increase the
credit for you. casting time to a full turn action. If you do it loses all
sensory keywords and gains the Tactile keyword as you
GHOST IN THE SHELL(NEW) hack their brain directly. A creature who fails a saving
When you choose this Inquiry at 3rd Level,, you gain throw against a Genjutsu cast in this way is always treated
expertise in Hackers and Forgery Toolkits. These Toolkits as if they critically failed.
gain additional charges equal to your Intelligence modifier.
When you would spend a charge of your Hackers Kit and CHAKRA BLACKOUT
succeed hacking into a system, you can spend 10 CCD At 17th level, you have added a new subroutine to your
Chakra. If you do, you can cast Beast Sense on the target as if Hacker’s Kit. As a Full turn action, you can expend 7 or
it were an animal. Any cameras in the system become your more charges of a Hacker’s kit and spend 75 CCD Chakra.
eyes, any microphones become your ears. If you do, you let your chakra explode outwards, its
Additionally, when you would spend a charge of your manifestation mimicking that of computer wires as they
Forgery Kit, you can spend an additional charge to add your seek out all hostile creatures within 60 feet of you. All
Intelligence Modifier to the roll, even if you already could. hostile creatures must make a Constitution saving Throw
against your Genjutsu save DC. You increase the DC by 1
CRUEL ANGEL’S THESIS(NEW) for every charge spent past 7. On a failure they cannot
Also, at 3rd Level you have discovered how to treat a chakra mold chakra for 1d4+2 turns. On a success they cannot
network just like a computer system. Over the course of a mold chakra until the end of their next turn.
long rest, you can spend Creation Points to make Programs.
You can use Programs when you would affect a creature with THE FUTURE OF SHINOBI: PROGRAMS
a Genjutsu by paying their CCD cost when you cast the At Level 20, you have realized that Programs are the
Genjutsu. You can only use one Program per turn and can future of shinobi. When you cast a Genjutsu with a
only hold a number of Programs at a single time equal to Program you can double the cost. If you do, you can use
your Intelligence Modifier. If you use a Program as a part of every program you have on the Genjutsu and the target
a Genjutsu, you can use your Intelligence Modifier as your creatures cannot gain advantage or any bonuses to the
Genjutsu ability modifier. These programs are listed at the roll.
end of this subclass.

GLITCH IN THE SYSTEM(NEW)


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

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

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

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

166
SPYWARE PROGRAMS B YPASS D EFENSES
Cost: 4 Creation Point
MINOR Drain: 5 CCD Chakra
The Genjutsu you cast cannot be countered or negated the
ASSIST turn its cast by the target creature.
Cost: 2 Creation Points
Drain: 5 CCD Chakra V ITALITY B OOST
If your Genjutsu affects an ally creature they gain Cost: 4 Creation Points
advantage on their next attack roll. Drain: 5 CCD Chakra
You restart the healing properties of an allied creature. If
PING
you Genjutsu would affect an ally, it also heals them 2d4
Cost: 2 Creation Points Hit Points.
Drain: 5 CCD Chakra
If your Genjutsu would affect an enemy creature, on a GREATER
failure or on hit you learn one random resistance,
vulnerability, or immunity they have. On a Critical S YSTEM R ESET
Failure you can choose which of the three you learn. Cost: 8 Creation Points
C RIPPLE M OVEMENT Drain: 10 CCD Chakra
If you Genjutsu would affect an enemy creature, on a
Cost: 2 Creation Points failure or on a hit with a Genjutsu attack, they think they
Drain: 5 CCD Chakra have not accomplished their previous turn yet. On their
If you Genjutsu would affect a single enemy creature, on a next turn they must do the exact same actions and bonus
failure or on a hit with a Genjutsu attack, their movement actions, even if they are not applicable anymore (such as
speed is reduced by half until the end of their next turn. healing even if they are at full health)
On a critical failure it is set to 5 feet.
M EMORY W IPE
O VERHEAT
Cost: 8 Creation Points
Cost: 2 Creation Points Drain: 10 CCD Chakra
Drain: 5 CCD Chakra If you Genjutsu would affect an enemy creature, on a
If you Genjutsu would affect an enemy creature, on a failure or on a hit with a Genjutsu attack, they suffer
failure or on a hit with a Genjutsu attack, they gain one severe short term memory loss. They gain a rank of
rank of Burned. On a critical failure they gain 2 ranks of Confused. On a critical failure they gain a rank of
Burned. Confused and Dazzled.
S HORT C IRCUIT B REACH PROTOCOL
Cost: 2 Creation Points Cost: 8 Creation Points
Drain: 5 CCD Chakra Drain: 10 CCD Chakra
If you Genjutsu would affect a single enemy creature on a If you Genjutsu would affect an enemy creature, on a
failure or on a hit with a Genjutsu attack, they gain 1 rank failure or on a hit with a Genjutsu attack, you weaken
of the Shocked condition. On a critical failure they gain 2 their defenses. Until the end of your next turn, they have
Ranks of Shocked. disadvantage on the next saving throw from a jutsu you or
any ally cast. On a critical failure they also cannot gain
REFINED any bonuses.
C ONTAGION D ETONATE N INJA T OOL
Cost: 4 Creation Points Cost: 8 Creation Points
Drain: 5 CCD Chakra Drain: 10 CCD Chakra
If your Genjutsu would affect a single enemy creature If your Genjutsu would affect an enemy creature, on a
while they have an Elemental Condition, on a failure or on failure or on a hit with a Genjutsu attack it activates one
a hit with a Genjutsu attack, all enemy creatures within 10 random Ninja tool, or a Ninja tool you can see on them,
feet must make a Constitution Saving throw against you immediately. They are considered a hostile creature for
Genjutsu Save DC. On a fail they gain 1 rank of one of the the Ninja tool.
Elemental conditions the target creature had, your
choice. SUPERIOR
R EBOOT O PTICS R ELAY S TATION
Cost: 4 Creation Points Cost: 16 Creation Points
Drain: 5 CCD Chakra Drain: 15 CCD Chakra
If your Genjutsu affects an enemy creature, on a failure or You can have the point of origin for the Genjutsu start
on a hit with a Genjutsu attack, they gain the Blinded from any ally within 30 feet of you. If the Genjutsu has a
Condition until the start their next turn. On a critical range of self it instead targets the ally.
failure they are Blinded until the end of their next turn. If
the Genjutsu would already blind, the duration of the C HAKRA R EBOOT
blind is doubled. Cost: 16 Creation Points
S ONIC S HOCK Drain: 15 CCD Chakra
If your Genjutsu would affect an enemy creature, on a
Cost: 4 Creation Points failure or on a hit with a Genjutsu attack, you can end the
Drain: 5 CCD Chakra enemy creature's lowest cost Concentration jutsu. On
You augment your Genjutsu to throw off the equilibrium critical failure you instead end the Highest cost
of the target creature. On a failure or on a hit with a concentration jutsu.
Genjutsu attack,, they become Deafened until the start of
their next turn. On a critical failure, they gain a rank of
bleeding and become Deafened until the end of their next
turn as their eardrums rupture. If the Genjutsu would
already deafen, the duration of the deafen is doubled.

167
S CINTILLATING S COTOMAS
Cost: 16 Creation Points
Drain: 15 CCD Chakra
If you Genjutsu would affect an enemy creature, on a
failure or on a hit with a Genjutsu attack, you can induce a
blind spot in their vision, perfectly shaped like you. Until
the end of their next turn, you are Invisible to them. On a
critical failure this lasts until the end of your next turn
and you are also unable to be seen by any chakra sight
from the target creature for the duration.

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

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

168
TECHNOBI S.E.N. TAGS(NEW)
Starting at 9th level,, you have learned to condense your
The Science-Nin who follow the path of the Technobi
Kote scrolls down into your Ninja Tools. During a short or
specialize in Scientific Ninja Tools as their main tool in long rest, you can store a Kote Scroll into S.E.N Tag. You
combat. They focus on improving the standard tools such can have a number of S.E.N Tags equal to your proficiency
as Kunai, Shuriken, and Paper Bombs to make them as bonus at a time. They do not count against your Kote
devastating as a jutsu. Scroll limit. Ninjutsu stored in S.E.N Tags retain their
ninjutsu benefits and range, use your Ninjutsu Save DC
THE BEST LAID TRAP(NEW) and Attack Modifier, and count as a Ninja Tool for the
When you choose this Inquiry at 3rd Level you gain purposes of Science Nin features and Mechanizations.
expertise in Demolitions and Trappers Kits. They each You have also learned to store explosive ninja tools into
gain additional charges equal to your Intelligence S.E.N Tags, increasing their range and effectiveness.
Modifier. When you make a Ninja Tool with your During a short or long rest, you can expend 2 charges of
Demolitions Kit you can expend an additional charge per your demolitions kit to seal an explosive ninja tool, other
Ninja Tool made and increase the damage die and save DC than a Breaching Tag, into a S.E.N Tag.. The range and DC
by 1. When you create a Trap with your Trappers Kit, you of the S.E.N Tag is changed to that of the explosive tool
can spend an additional charge to increase the damage die and retains both effects.
and save DC by 2.
Additionally, you use your wits to create unique effects NINJUTSU ARRAY(NEW)
for your tools and traps. When you create a Ninja Tool or a At 9th level you also learn how to infuse Ninjutsu into the
trap with your toolkits, you can spend any remaining traps you lay. When you are creating a trap with your
Creation Points to upgrade its effect with a Trappers Kit, you can spend an additional charge and 20
Mechanization. These Mechanizations use your Ninjutsu CCD Chakra. If you do, you can store one Kote Scroll into
Save DC and require you to spend a bonus action to arm the trap. A creature who fails the Save DC or dismantle DC
and activate, spending the CCD Drain. A Mechanization for the trap also suffers the effect of the jutsu.
remains armed for one minute. Mechanization are listed
at the end of this subclass and The creation points spent OVERCHARGED GAUNTLET
on a Mechanization are returned once it is consumed or Beginning at 14th level, you can siphon more chakra from
dismantled. your CCD into your Kote. When you cast a jutsu from your
scroll you can upcast it however increase the cost of the
S.E.N.TS(CHANGED) upcast by 2. When you do this you can upcast 1 rank
When you choose this Inquiry at 3rd Level you also can higher than normally allowed. If this would raise its rank
enhance your basic Ninja Tools into Scientifically Enhanced above S rank, apply its At higher ranks effects again.
Ninja Tools, or S.E.N.Ts During a Short Rest you can work
on a stack of Arrows, Bolts, Kunai, Shuriken, or Senbon. NINJUTSU ENHANCED AMMUNITION(NEW)
This stack becomes your S.E.N.T. It immediately becomes a At 17th level, you have added a new subroutine to your
d10 stack and its damage die increases by a step. You can Kote. Once per turn, When you would make a weapon
also use your Intelligence Modifier in place of Dexterity for attack roll with one of your S.E.N. Ts, you can also cast
all weapon attack and damage rolls using S.E.N.Ts. one jutsu with your Kote. Its range becomes equal to your
weapons range. It uses the same attack result as the
SHINOBI GAUNTLET(KOTE)(CHANGED) weapon attack. If it has a saving throw, it instead imposes
When you choose this Inquiry at 6th Level you gain a disadvantage on a hit but advantage on a miss.
Shinobi Gauntlet called a Kote. This Kote allows you to
instantly cast jutsu that are sealed in Kote scrolls using THE FUTURE OF SHINOBI: SCROLLS
chakra from your CCD. Jutsu cast this way have an At Level 20, you have realized that the Kote is the future
increased cost by the rank of the jutsu (D-Rank: +2. C- of Shinobi. Any Jutsu cast from the Kote now uses its
Rank: +4, B-Rank: +8, A-Rank: +16. S-Rank: +32.) and original cost and upcast cost. If it requires an attack roll
retain its casting time. you can spend 30 chakra from your CCD and gain
This Gauntlet lets you cast these sealed jutsu regardless advantage. If it requires a saving throw you can instead
if you can cast it or not. Jutsu cast this way cannot be invoke disadvantage.
upcasted. It can hold up to your Intelligence Modifier in
scrolls at once, and takes a Bonus Action to reload any
number of scrolls up to its maximum. During a rest, you
can prepare Kote Scrolls. You can store any non-self-
targeting, non-Hijutsu, Ninjutsu that you or an ally
within 60 feet of you during the rest knows into a Kote
Scroll. You can make a number of scrolls equal to your
Intelligence Modifier per rest, and carry an amount equal
to your Science Nin Level at a time. Once used the scroll is
consumed permanently.

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

169
TECHNOBI MECHANIZATIONS L AST RESORT T RIGGER
Cost: 4 Creation Points
MINOR Drain: 5 CCD Chakra
You integrate a hidden trigger in your armor allowing you
B LINDING ARRAY to take one last person with you. As a reaction when you
Cost: 2 Creation Points are reduced to 0 hit points you may choose to instantly
Drain: 5 CCD Chakra activate this tool or trap, ignoring any activation rules.
You rig your creation to emit a blinding white light. Each This creation explodes on your body and shields you from
creature within 30 feet of the creation must make a Wisdom these effects completely.
saving throw. A creature becomes blind until the end of their
turn on a failed save. V IRAL S MOG
Cost: 4 Creation Points
F RAGMENTATION T RIGGER
Drain: 5 CCD Chakra
Cost: 2 Creation Points You add an extra component to your creation that makes
Drain: 5 CCD Chakra it spew a noxious gas on activation. After this creation
You design your creation to fragment and maim any activates it leaves behind a 15-foot radius cloud. Creatures
creatures unlucky enough to be standing near it. Creatures who are in the cloud when it appears, start their turn in
within a 10-foot-radius sphere must make a Dexterity the cloud, or enter the cloud on their turn, must make a
saving throw, taking 2d8 piercing damage and suffering 1 Constitution Saving throw, becoming Poisoned on a failed
rank of bleed on a failed save, or half as much damage and save.
no additional effects on a successful one.
F LASHBANG
N ET D EPLOYMENT Cost: 4 Creation Points
Cost: 2 Creation Points Drain: 5 CCD Chakra
Drain: 5 CCD Chakra Your creation is made to discombobulate an enemy
You add a new component to the creation, unleashing a combatant. Creatures within 15 feet of the creation and
reinforced nylon net to restrain them. Creatures within 20 have a clear line of sight when it is activated must make a
feet of the creation when it detonates must make a Dexterity Constitution Saving throw. On a failed save they gain a
saving throw or be tangled in the net. A Large or smaller rank of Concussed until the end of their next turn.
creature who fails the saving throw is restrained until the
end of your next turn.. A net has no effect on creatures that
are formless, or creatures that are Huge or larger. A creature
can use its action to make an athletics check against your
Ninjutsu save DC freeing itself or another creature within its
reach on a success. Dealing 10 slashing damage to the net
(AC 15) also frees the creature without harming it, ending
the effect and destroying the net.
C ALTROP Z ONE
Cost: 2 Creation Points
Drain: 5 CCD Chakra
You modify your creation so that when it explodes it deploys
caltrops that cover the ground. The ground is covered in a
20-foot radius of caltrops on a point within range. The area
becomes difficult terrain for the duration. When a creature
moves into or within the area, it takes 2d4 piercing damage
for every 5 feet it travels. These caltrops last until the end of
your next turn.
H IDDEN M ECHANISMS
Cost: 2 Creation Points
Drain: 5 CCD Chakra
You add an extra layer of care to your creation. If this
is placed on a Ninja Tool you increase the radius by 10
feet. If this is placed on a Trap the dismantle DC is
increased by 2.

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

170
GREATER SUPREME
ADHESIVE C OATING E RADICATION T RIGGER
Cost: 8 Creation Points Cost: 24 Creation Points
Drain: 10 CCD Chakra Drain: 20 CCD Chakra
You add a coating of adhesive to the creation. If this is You craft the tool or trap to go off in a unique X shape that
applied to a Ninja Tool instead of a saving throw you can is filled with burning acidic gas. Your creation expands
make an attack roll. If this is applied to a Trap, if into 2 lines of acidic flames made in an X formation.
someone attempts to dismantle it and fails they These lines of flames are 10 feet thick, 90 feet long, and
automatically fail the Save DC for the trap. 30 feet tall. When the walls appear, each creature within
its area must make a Dexterity saving throw. On a failed
B LAZING G AS T RIGGER save, a creature takes 3d6 acid damage and 3d6 fire
Cost: 8 Creation Points damage, and gains 1 rank of burned and corroded on a
Drain: 10 CCD Chakra failed save, or half as much damage and no additional
You add an extra trigger to your creation so that when it effects on a successful one. The walls continue to burn,
goes off it also explodes in a gas that burns at the skin. losing 1d6 acid and fire damage at the end of each of your
Creatures who suffer the effects also take 2d12 fire turns as it cools down. Once there are no more
damage and gain 1 rank of burn on a failed save or half as damage dice, this creation ceases function.
much damage and no further effects on a success.
E VENT H ORIZON M ATRIX
ARCTIC S NAP Cost: 24 Creation Points
Cost: 8 Creation Points Drain: 20 CCD Chakra
Drain: 10 CCD Chakra You design your creation to pull creatures toward their
You super chill the components of this creation. When demise, before imploding. When the creation activates
activated all creatures within a 20-foot radius must creatures within a 30-foot-radius sphere must succeed a
succeed a Dexterity Saving throw. On a failure they are Strength saving throw or be pulled 15 feet towards the
caught in the flash freeze after the activation and gain 1 epicenter of this creation. After pulling creatures in, it
rank of Slowed until the end of their next turn. then explodes forcing creatures with 15-foot-radius
sphere to make a Dexterity saving throw dealing 4d8
S TATIC S HOCK T RIGGER force damage on a failed save. If a creature fails this
Cost: 8 Creation Points saving throw by 5 or more, they take double damage.
Drain: 10 CCD Chakra
You add an extra trigger to your creation so that when it MASTERCRAFT
goes off it also re-wires a creature's nerves. Creatures
who suffer the effects also have a -5 penalty to their next S TUNNING B LAST
initiative roll. If they are already in initiative they are Cost: 32 Creation Points
moved down one. Drain: 30 CCD Chakra
You modify this creation meticulously to disable and
SUPERIOR disorient. When it activates creatures within a 5-foot-
radius sphere must make a Constitution saving throw. On
S TONE R EGALIA
a failed save they are stunned and deafened until the end
Cost: 16 Creation Points of your next turn.
Drain: 15 CCD Chakra
You modify your creation to weaken creatures enough
that they surrender, or that dispatching them becomes a
trivial task. Each creature within 15 feet must make a
Constitution saving throw. On a failed save, a creature
takes 8d4 bludgeoning damage and gains 1 rank of
bruised or half as much damage and no additional effects
on a successful one.
R EPEATER N ODE
Cost: 16 Creation Points
Drain: 15 CCD Chakra
You add an extra trigger to your creation so that when it
goes off it immediately sets itself off again. Apply the
effects of this creation again..
S ENSOR T AG
Cost: 16 Creation Points
Drain: 15 CCD Chakra
You add an extra component to your creation to mark
your target. Creatures who fail the save of the creation
also are marked with the Chakra Mark Ninjutsu as if cast
at B-Rank.

171
NINJANEER [REWORK] WARRIOR OF SCIENCE (NEW)
Starting at 9th level, you have upgraded your CCD to turn
The Science-Nin who follow the path of the Ninjaneer
any weapon you wield into one of legend. As an Action you
specialize in Scientific Weaponry as their main tool in can spend 20 CCD chakra and turn an Enhanced Weapon
combat. They focus on improving their armor or weapon you are holding into a Legendary Weapon. You must pay
for both offensive and defensive capabilities 10 CCD chakra at the start of your turn to maintain this
benefit. A Legendary Weapon you are holding gains the
ENHANCED ARSENAL(CHANGED) following benefits for one minute;
When you choose this Inquiry at 3rd Level you gain • It gains a +2 to Weapon and Taijutsu Attack Rolls
proficiency in Martial Weapons and expertise in • Once per turn, when it deals damage to a creature, you
Weaponsmith Kit and Crafting.
can have it ignore all THP and Damage reduction
During a Long Rest you can work on your weapons and
• You can select one Weapon Property (Besides Heavy,
make an Enhanced Weapon. You can use your Intelligence
Modifier in place of Dexterity for weapon attacks and Two-Handed) it has and double its benefits. In the
Bukijutsu using Enhanced Finesse weapons. This case of Thrown it doubles its range. In the case of
Enhanced Arsenal gains a number of Upgrade Slots equal Versatile, increase the damage die by an additional
to your Proficiency Bonus split between any weapon you step.
turn into an Enhanced Weapon. During a Long Rest you • When you cast a Bukijutsu with the weapon as a
can spend creation points to install an upgrade that you component you can double the cost of the Bukijutsu
meet the requirements for into the gear. If a modification and round up to the nearest interval of 5 and pay it
has prerequisites, you must meet them to install it. You
with your CCD. If you do the damage is converted to
can install the modification at the same time that you
force.
meet its prerequisites. These upgrades will be shown at
the end of this Inquiry page.
LEGENDARY BLACKSMITH: WEAPONRY
BEYOND STEEL(NEW) (NEW)
Also, at 3rd Level you have found a way to make your Also at 9th Level, you have begun to see the joy in making
weapons out of a new material, stronger than the usual weapons. You can work on an allies weapon during a Long
metals in most weapons. Your Enhanced Weapons cannot Rest and turn it into a Perfected Weapon. A Perfected
be broken or damaged by any means and ignore half of Weapon increases its quality by one step and gains 1
the Damage reduction of any armor. As a Bonus Action Minor Seal of your choice. This seal does not count
you can spend 10 CCD chakra to activate the chakra inside against its seal slots. You can only have a number of
your weapons. Until the end of this turn they ignore half Perfected Weapons equal to your Intelligence Modifier at
of all sources of damage reduction. a single time.

THE DEFENDER OF TOMORROW, TODAY 1000 WAYS TO DIE (NEW)


(CHANGED) Beginning at 14th level, you have studied almost every
Beginning at 6th level you gain the ability to enhance the way to kill an enemy. Your Enhanced Weapons ignore
weapons of your squad, targeting the damage to the resistance and treat immunity as resistance. When you
weakness of your enemies. As a Bonus action, you can cast a “Crescent Moon” jutsu with a Legendary Weapon
activate an aura that extends from you in a 60-foot you can triple the cost of the jutsu and pay it with your
radius. The aura moves with you, centered on you, and CCD. If you do, you reduce the number of dice needed for
lasts for 1 minute. its passive ability by 1.
When you activate this aura, choose one of the
following damage types: Earth, cold, fire, lightning, or KINETIC OVERFLOW(CHANGED)
Wind. Each creature of your choice in the aura deals an At 17th level, you have added a new subroutine to
extra 1d10 damage of the chosen type when it hits with a your CCD. Your Enhanced Weapons gain a new
weapon attack. You must spend 5 CCD chakra for each special property. When you deal damage with a
creature you want to gain the benefits of this feature. weapon attack and roll the maximum or
Once marked they stay marked until the next Long minimum damage on the weapon damage die,
rest. you can spend 10 CCD chakra and roll that die
You can use this feature a number of times equal again and add it to the damage. You can only
to your Intelligence modifier (minimum of once), trigger this feature twice per attack
and you regain all expended uses after a long rest.
THE FUTURE OF SHINOBI:
A WEAPON TO SURPASS (NEW) WEAPONS(CHANGED)
At 6th Level, you have further studied the art of war, At Level 20, you have realized that an
and your weapons show that. An Enhanced Weapon Enhanced Arsenal is the future of Shinobi.
increases its quality by one step. When applying a You gain additional upgrade slots for your
Weapon seal to an Enhanced Weapon, you can Enhanced Arsenal equal to your Intelligence
spend Creation points equal to its rank (Minor=2, modifier. Your Enhanced Weapons add your
Refined=4, Greater =8.) to apply it in a single week proficiency bonus to all damage rolls.
of Downtime. You can remove the seal to regain Legendary Weapons add twice your proficiency
the Creation Points. bonus to all damage rolls. Perfected Weapons
add your Intelligence Modifier to all damage
rolls.

172
ARSENAL MODIFICATIONS REFINED
If a modification has prerequisites, you must meet them to E LECTRIC PULSE PROTOCOL (C HANGED )
install it. You can install the modification at the same time Cost: 4 Creation Points
that you meet its prerequisites. Drain: 5 CCD Chakra
You install electro shockers in your weapon. Whenever you
MINOR score a hit with a melee attack, you can spend the Drain of
this upgrade and an extra deal 1d6 lightning damage to the
C HAKRA B LAST attacker.
Cost: 2 Creation Points
Drain: 5 CCD Chakra
ACCURACY E NHANCER
You modify your weapon with a blaster with which you are Cost: 4 Creation Points
proficient. The weapon uses your Intelligence modifier for Drain: 5 CCD Chakra
its attack and damage rolls, and deals 1d6+Intelligence You can activate this accuracy enhancement device as a
Modifier Force damage on a hit. It has a normal range of 30 Bonus Action. For the next minute you gain a +1 bonus to
feet and a long range of 120 feet. You must spend the CCD weapon attack rolls made with this weapon.
chakra drain for each attack.
S UPERSONIC E DGE
C AMOUFLAGE PROTOCOL Prerequisite: Vibrosteel Edge
Cost: 2 Creation Points Cost: 4 Creation Points
Drain: 5 CCD Chakra Drain: 5 CCD Chakra
You install a cloaking device in your modified weapon. As an You replace the metal in the weapon with pure chakra alloy
action you can activate this device to cast Body Camouflage that vibrates at supersonic speeds when it is powered on.
on yourself. While the weapon is activated with Vibrosteel Edge, you can
pay this drain in addition to pour more chakra into the steel.
C HAIN H ILT Its benefits now affects both weapon and Taijutsu attack
Cost: 2 Creation Points rolls.
You install an expandable hilt on your modified weapon. If it
is a melee weapon it extends its range by 5 feet. If it is a
E NHANCED F RAME
thrown weapon it gains the returning property within its Cost: 4 Creation Points
normal range. If it is a ranged weapon it gains 30 feet to its Drain: 5 CCD Chakra
long range. You install a new frame in your modified weapon. As a part
of rolling initiative or as a bonus action you can activate this
H ARPOON R EEL upgrade, removing the Heavy property from the weapon for
Cost: 2 Creation Points the next minute.
Drain: 5 CCD Chakra
You install a secondary fire mode that launches a harpoon
S TAGGERING B LOW
attached to a tightly coiled cord. With this harpoon, you can Cost: 4 Creation Points
make a ranged weapon attack with a range of 30/60. On a Drain: 5 CCD Chakra
hit, it deals 1d6 piercing damage. This attack can target a When you hit with the weapon, you can activate this
surface, object, or creature. upgrade to force the target to make a Strength saving throw.
A creature struck by this attack is impaled by the harpoon. On a failed save, the creature is pushed back 15 feet and
As an action, a creature can attempt to remove the knocked prone. If they hit a wall instead of being knocked
harpoon. Removing the harpoon requires a Strength prone they take an extra 3d4 force damage. This can only
ability check vs a DC 8+your Intelligence Modifier. While trigger once per turn.
the harpoon is stuck in the target, you are connected to
the target by a 60-foot cable. GREATER
While connected in this manner, you can use your bonus
action to activate the reel, pulling yourself to the location
ARTIFICIAL I NTELLIGENCE
if the target is your size or larger. A creature or object Cost: 8 Creation Points
smaller than you is pulled to you. Alternatively, you can Drain: 10 CCD Chakra
opt to release the cable (no action required). You install an artificial intelligence into your weapon. When
Once you’ve used this feature, you can’t use it again until you make a weapon attack Roll with this weapon, You can
you recover and reinsert the harpoon as an action. spend the Drain of this CCD to gain advantage as your
artificial intelligence takes the Help action.
V IBROSTEEL E DGE
Cost: 2 Creation Points
C HAKRA S ABRE W EAPON
Drain: 5 CCD Chakra Cost: 8 Creation Points
You replace the metal in the weapon with pure chakra alloy Drain: 10 CCD Chakra
that vibrates at supersonic speeds when it is powered on. As You replace the striking portion of your weapon with a
an Action or bonus action you can activate the weapon. device that forms the weapon with your own chakra. To
While it is active you increase your critical threat range with activate your weapon takes a Bonus action and you must
weapon attacks by 1. When you critically hit with this spend half of the Drain at the start of your turn to keep the
weapon on a weapon attack, you deal an additional 2 weapon activated. The weapon deals an additional die of
damage dice. damage, and all damage it deals is now considered Force
damage.

173
S ONIC S TRIKE SUPREME
Cost: 8 Creation Points H IDDEN B LADE
Drain: 10 CCD Chakra
Cost: 24 Creation Points
You pack extra power into your modified weapon. Once per
Drain: 20 CCD Chakra
turn, when you hit with the weapon, you can spend the CCD
You modify your weapon so that it becomes hidden to the
Chakra Drain to deal an additional 1d8 damage. If you do so,
untrained. Your weapon gains the Hidden property. As a part
the weapon makes a loud boom which can be heard 100 feet
of initiative, you can activate this upgrade and when you do
away. If you are hidden, Intelligence (Investigation) and
for the next 1d4 turns, enemies cannot react to Weapon or
Wisdom (Perception) checks made to locate you that rely on
Taijutsu attacks you make with the weapon without a
sound have advantage. You can only use this 3 times in a
Perception check greater than the attack roll.
single attack.
D OUBLE W EAPON M ETAL G EAR
Cost: 24 Creation Points
Cost: 8 Creation Points
Drain: 20 CCD Chakra
Drain: 10 CCD Chakra
You modifier your weapon so that no other may surpass it.
Prerequisite: One Handed Melee Weapon
As a reaction, You can cast Weapon Break through the
You add an extra blade to a tool of war. After all, death
weapon as if you know it, ignoring components and paying
comes in pairs. As a Bonus action you can pay the Drain cost
this upgrade drain instead. You can pay twice its cost to
and Your weapon gains the Double property for the next
force the triggering creature to roll its Dexterity Saving
minute. A weapon with this property can be used with one or
throw at disadvantage. It can break any weapon, regardless
two hands like a versatile weapon however its two-handed
of quality.
die is one lower than its single-handed die. Once per turn,
When you make a weapon attack with a Double weapon, you
can make an additional attack using its Doubled die as a part
MASTERCRAFT
of the same action. It also is considered two different C-D RIVE
weapons for two-weapon fighting.
Cost: 32 Creation Points
SUPERIOR Drain: 30 CCD Chakra
A tool that lets you split the timeline, and jump backwards
S UPERIOR C HAKRA W EAPON in time, a technique on par with that of a high-ranking
Space Time Ninjutsu. You install a C-Drive into the center of
Prerequisite: Chakra Sabre Weapon
your weapon. You can activate this tool as a reaction at the
Cost: 16 Creation Points
end of your turn. Once activated, the gadget alters the flow
Drain: 15 CCD Chakra
of time, reversing any events or actions that took place
You have enhanced your chakra Sabre far beyond its limits.
during that turn. You can take your turn again and can
While a Chakra Sabre Weapon is active you can activate this
choose to take different actions or the same actions as
upgrade to make it a Superior weapon for the next minute as
previously, possibly with different results. Other creatures
an object interaction. While it is Superior it ignores Damage
must do the same thing they did before, even if it doesn't
reduction and Temporary Hit Points from Armor and Jutsu
make sense now, as you seem to have predicted their exact
sources. While this is active you increase the CCD Drain cost
action. Once used, this effect must be recharged and cannot
at the start of your turn by an additional 5 CCD Chakra.
be used again for 1d4 rounds.
S PLIT W EAPON
Cost: 16 Creation Points
Drain: 15 CCD Chakra
Prerequisite: Two-Handed Melee Weapon
You modify your weapon to split into two light weapons
with the same properties, seals, and enhancements
as the original, however both of their damage dice
are one step lower than the original. You can split
the weapon for the next minute as a Bonus action
by paying the Drain cost.
PENETRATING POINT
Cost: 16 Creation Points
Drain: 15 CCD Chakra
Prerequisite: Ranged Weapon
You modifier your weapon to follow its line of attack till the
end. When you make a ranged weapon attack you can pay
the drain and turn it into a Penetrating Attack. All enemies
in a 5 wide line between you and the normal range of the
weapon become the target for the ranged weapon attack.

174
MAD SCIENTIST (NEW) DESECRATED AND VENERATE(NEW)
Starting at 9th level, you have further improved your
The Science-Nin who follow the path of the Mad Scientist
control over the biology of humans. When you create a
find the small joys in healing their allies, or they ignore
the large sins of destroying their enemies. poison using your Poison Kit, you can spend 15 Maiming
CCD Chakra. If you do, the Poison is Desecrated. A
BIOTIC MASTERY(NEW) Desecrated Poison adds your Intelligence modifier to its
When you choose this Inquiry at 3rd Level you gain damage rolls, increases its DC by 2 or uses your Ninjutsu
expertise in Poison and Medicine Toolkits. Each Toolkit DC, whichever is higher.
gains additional charges equal to your Intelligence Additionally, if you would create a Blood Pill using
Modifier. Additionally, you split your CCD into two, each your Medicine Kit, you can spend 15 Mending CCD
leading into an outlet on the palms of your hand. One Chakra. If you do, the pill is Venerated. A Venerated Pill
hand contains your Mending Device, the other contains adds your Intelligence modifier to its rolls, increases its
your Maiming Device. your CCD is split into two pools. dice by a step and can cure one rank of any Sensory
You can change the ratio of the two Devices during a long Condition inflicted on the user.
rest in intervals of 5. For generic Scientific Ninja Tools
you can spend the cost from either pool but cannot split COALESCENCE(NEW)
the cost between them. Mending abilities can only spend Also at 9th Level, you have added a new subroutine to
Mending CCD. Maiming abilities can only spend your CCDs. As an Action you can spend 20 Mending CCD
Maiming CCD. Chakra and 20 Maiming CCD Chakra and fire a beam of
You also gain limited access to the Medical Keyword. chakra from both hands. All creatures in a 60 foot long
You can learn and cast any D-Rank Medical Ninjutsu.. 5-foot-wide line must make a Constitution saving
This increases to any C-Rank Medical Ninjutsu at Level 9 throw. A Creature can choose to fail this save. All
and B-Rank Medical Ninjutsu at Level 14. creatures who fail suffer the effects of Reconstructive
Hand.
INVERSION SERUMS (NEW)
Beginning at 3th level you have created a new type of ANGEL AND DEMON(NEW)
chemical called Inversion Serums. When activated with Beginning at 14th level, you can now apply your mastery
CCD chakra they become tools for life and death. During biology to both heal and harm. When you would use an
a Long Rest you can spend Creation Points to create Inversion Serum, you can spend double the CCD chakra
Inversion Serums. You can hold a number of Serums cost to double the effects.
equal to your Intelligence modifier at a single time. Each
Serum has a different effect depending on which CCD THE SHEEP AND THE SHEPHERD(NEW)
At 17th level, you have gone further than anyone in your
chakra was used to pay its cost.
field of study. Select one Inversion Serum. When you cast
MEND AND MAIM(NEW) a Medical Ninjutsu that restores hit points, you can
Also, at 6th Level you can quickly create either a healing double its cost and spend it in Mending CCD Chakra. If
beam of life, or a harmful ray of death. As an Action you you do it also applies to the effects of the chosen
can either: Inversion Serum. If you cast a Medical Ninjutsu that
would deal damage, you double its cost and pay it in
• Mend: spend 5 Mending CCD chakra and a charge of Maiming CCD Chakra. If you do it also applies the effects
your Medicine Kit to cast Healing Hands with an of the chosen Inversion Serum. You can change this
increased range of 30 feet Serum on a Full Rest.
• Maim: spend 5 Maiming CCD Chakra and a charge of
your Poison Kit to cast Necrosis with an increased THE FUTURE OF SHINOBI: BIOLOGY(NEW)
range of 30 feet. At Level 20, you have realized that Biology is the future
At Level 9th you gain a third option as a Full turn Action: of Shinobi. You can Select one Medical Ninjutsu of S-
Rank or lower. Once per Long rest you can cast the jutsu
• Mend and Maim: Spend 10 Mending CCD and 10
using CCD chakra with its cost rounded up to the nearest
Maiming CCD to cast Wither and Bloom at B-Rank.
interval of 10. If it restores hit points you must use

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

175
INVERSION SERUMS N OXIOUS A URA
Cost: 4 Creation Points
MINOR Drain: 5 Maiming CCD Chakra
As an action, You throw a canister of Inversion Serum that
B IOTIC D ART can turn the area around you into one no living creature
Cost: 2 Creation Points can survive for long. You cast Acid String at D-Rank. It
Drain: 5 CCD Chakra does not take a concentration slot but only lasts for 1d4+1
As an Action, You fire a dart filled with Inversion Serum rounds.
that can either heal your allies or harm your enemies.
ANATOMICAL R ESTRUCTURE
Make a Ranged weapon attack on a creature within 60
feet. A creature can choose to get hit. On hit: Cost: 4 Creation Points
If Paid with Mending: The target creature heals Drain: 5 Mending CCD Chakra
As a Bonus action, You throw a canister of Inversion
1d6+Intelligence modifier
Serum at an ally that temporarily bolsters their
If Paid with Maiming: the Target creature takes
immunoglobulins. You can target an ally within 30 feet
1d6+Intelligence Modifier in Necrotic damage. and end one Physical Condition of C-Rank or lower.
F OR /AGAINST B IO LIFE PROCEDURE
Cost: 2 Creation Points Cost: 4 Creation Points
Drain: 5 CCD Chakra Drain: 5 Mending CCD Chakra
As a reaction to a creature making a saving throw, You As an action, You pour your life energy into another. You
send a beam of Inversion Serum that can either be for or can roll a number of your hit dice, up to half. and give that
against success. Make a Ranged Ninjutsu attack. amount of hit points to an ally creature you can touch.
If Paid with Mending: The target creature adds a d4 to
W AR OR PEACE
the saving throw.
If Paid with Maiming: the Target creature subtracts a Cost: 4 Creation Points
d4 from the saving throw. Drain: 5 CCD Chakra
As a Bonus action, You throw a canister of Inversion
G IVE /T AKE Serum that can either induce a state of calm, or a state of
Cost: 2 Creation Points frenzy.
Drain: 5 CCD Chakra If Paid with Mending: You cast Song of Courage. You
As an Action, you throw a canister of Inversion Serum can use your Intelligence modifier for this Genjutsu.
that can either give an ally support and take the life of an If Paid with Maiming: You cast Song of Ancients. You
enemy. Select a point within 30 feet. all creatures within can use your Intelligence modifier for this Genjutsu.
10 feet.
If Paid with Mending: The creatures gain 5 Temporary GREATER
hit points.
If Paid with Maiming: Enemy creature loses 5 S LEEP D ART
Temporary Hit points. Cost: 8 Creation Points
Drain: 10 Maiming CCD Chakra
B IOMONITOR As an Action you shoot a sleep dart at an enemy creature
Cost: 2 Creation Points within 30 feet of you. Make a Ranged Ninjutsu attack. On a
Drain: 5 CCD Chakra hit they become incapacitated until the start of their next
As a Bonus action, you can scan an ally creature. For the turn or until they take damage, whichever comes first.
next minute you know any conditions they are under and
their exact remaining hit points.
R AVENOUS V ORTEX
Cost: 8 Creation Points
D ISCORD AND H ARMONY Drain: 10 Maiming CCD Chakra
Cost: 2 Creation Points As a Bonus action, You throw a canister of Inversion
Drain: 5 CCD Chakra Serum that creates a no-fly zone. Select a point within 30
As a Bonus action, You throw a canister of Inversion feet. From that spot all creatures within a 15 radius, 30-
Serum at an enemy or ally. foot-high Cylinder that tries to fly need to make a
If Paid with Mending: The target creature gains the Strength Save versus your Ninjutsu Save DC. On a failure
effects of Water Release: Medical Jellyfish for 1d4 their fly speed is set to 0 until the end of the current turn.
rounds. B IOTIC B ARRIER
If Paid with Maiming: the Target creature suffers the Cost: 8 Creation Points
effects of the Pain Genjutsu at 5th Level for the next 1d4 Drain: 10 Maiming CCD Chakra
instances of damage As a reaction to you being an ally within 15 feet being
targeted by an attack you drop a canister of Inversion
REFINED Serum meant to avoid the damage.
W OUNDING C ARNAGE If Paid with Mending: You create a protective barrier
that reduces the damage by 2d10.
Cost: 4 Creation Points
If Paid with Maiming: You create a shockwave that
Drain: 5 Maiming CCD Chakra
As an action, You send out a slash of Inversion Serum that forces the triggering creature to make a Strength saving
disrupts the blood flow of enemies. Make a melee ninjutsu throw. Ona failure they take 2d10 Force damage and are
attack on an enemy creature within 10 feet of you. On a hit knocked back 15 feet.
they gain a rank of bleeding for a number of rounds equal
to your Intelligence Modifier. When they take damage
from bleeding from this ability, you heal the amount
dealt.

176
B IOTIC G RENADE ANNIHILATION
Cost: 8 Creation Points Cost: 24 Creation Points
Drain: 10 CCD Chakra Drain: 20 Maiming CCD Chakra
As a Bonus action, You throw a canister of Inversion As an Action you create a field of death around you. For
Serum that can either bolster your allies healing or the next 1d4 rounds enemies who start their turns within
hamper your enemies. Select a point within 30 ft 30 feet of you must succeed a Constitution Saving Throw.
If Paid with Mending: All allies within 15 feet of the On a failed save they take 3d12 Necrotic Damage and all
damage they deal that turn is reduced by an amount equal
selected point gain boosted healing for the next minute.
to your Intelligence Modifier. If 3 creatures fail this save
Whenever they would regain health they gain 1.5x the
in a single round, its duration is increased by a round.
amount.
If Paid with Maiming: All enemies within 20 feet must MASTERCRAFT
make a Constitution Saving throw against your highest
save DC. On a failed save for the next 1d6 rounds all AMPLIFICATION M ATRIX
healing they receive is halved. Cost: 32 Creation Points
Drain: 15 Maiming CCD Chakra and 15 Mending CCD Chakra
SUPERIOR As a Bonus action, You throw a canister of Inversion
Serum that is a mix of both worlds. A field of living chakra
B IOTIC O RB energy that boosts all damage coming out and reduces all
Cost: 16 Creation Points damage coming in. You create a 20-foot radius around
Drain: 15 CCD Chakra you for a number of rounds equal to your Intelligence
As an Action, you throw out an orb of life or death. Modifier. All damage that an ally does within range adds
If Paid with Mending: You throw out a healing orb. an additional 2 damage die. All damage that an ally takes
You cast Aura of Life. It is not considered concentrated within range is reduced by twice your Intelligence
on However it only last until the end of your next turn modifier. You can only use this feature once per combat.
If Paid with Maiming: You throw out a damage orb.
You cast Vitriolic Sphere. It is not considered
concentrated on However it only lasts until the end of
your next turn.

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

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

177
SCIENTIFIC NINJA TOOLS E XPLOSIVE AMPLIFIER
Cost: 2 Creation Point
MINOR Drain: 5 CCD Chakra
You integrate a booster in your body that enhances your
AERO A MPLIFIER jutsu’s that deal fire damage. While wielding this
Cost: 2 Creation Point amplifier, when a creature takes fire damage from a jutsu
Drain: 5 CCD Chakra you cast, you can activate this amplifier. The target
You integrate a booster in your body that enhances your creature takes additional fire damage equal to your
jutsu’s that deal wind damage. While wielding this amplifier, Intelligence modifier. You can use this amplifier a number
when a creature takes wind damage from a jutsu you cast, of times equal to your Intelligence modifier (a minimum
you can activate this amplifier. The target creature takes of once). You regain all expended uses when you complete
additional wind damage equal to your Intelligence modifier. a short or long rest
You can use this amplifier a number of times equal to your
SCUBA E QUIPMENT
Intelligence modifier (a minimum of once). You regain all
expended uses when you complete a short or long rest. Cost: 2 Creation Point
Drain: 5 CCD Chakra
B IOTIC AMPLIFIER You can activate this ability for a total time of 1 hour per long
Cost: 2 Creation Point rest. You gain a swim speed equal to your walking speed and
Drain: 5 CCD Chakra you can breathe underwater.
You integrate a booster in your body that enhances your
C HAKRA R ADAR
jutsu’s that deal wind damage. While wielding this
amplifier, when a creature regains Hit Points from a jutsu Cost: 2 Creation Point
you cast, you can activate this amplifier. The target Drain: 5 CCD Chakra
creature gains additional Hit Points equal to your You can activate this radar for a total time of 1 minute per
Intelligence modifier. You can use this amplifier a number short rest. When active This tool has a sensor that begins to
of times equal to your Intelligence modifier (a minimum vibrate or glow when a chakra source similar in size to
of once). You regain all expended uses when you complete parameters given is nearby. This can be set to also ignore
a short or long rest certain creatures' chakra and instead pick up all chakra
within a 30 ft Radius.
G EO AMPLIFIER
S COUT L ENS
Cost: 2 Creation Point
Drain: 5 CCD Chakra Cost: 2 Creation Point
You integrate a booster in your body that enhances your Drain: 5 CCD Chakra
jutsu’s that deal Earth damage. While wielding this amplifier, You can activate this tool for a total time of 1 minute per rest.
when a creature takes Earth damage from a jutsu you cast, The lenses can magnify objects viewed to twice their size. You
you can activate this amplifier. The target creature takes can have advantage on perception checks on items within 20
additional Earth damage equal to your Intelligence modifier. ft of you. You can also instantly detect any physical
You can use this amplifier a number of times equal to your deformities
Intelligence modifier (a minimum of once). You regain all E NHANCED N INJA T ABI
expended uses when you complete a short or long rest
Cost: 2 Creation Point
C RYO AMPLIFIER Drain: 5 CCD Chakra
Cost: 2 Creation Point You enhanced the standard tabi given to shinobi. You can
Drain: 5 CCD Chakra activate this tool for a total time of 1 minute per hour. As a
You integrate a booster in your body that enhances your Bonus action you can Increase your walking speed by 10 feet.
jutsu’s that deal Cold damage. While wielding this amplifier, Jump distance and height are doubled and use your Int score
when a creature takes Cold damage from a jutsu you cast, you and modifier instead of Str. Whenever you take fall damage,
can activate this amplifier. The target creature takes you can activate this as a reaction. You instead take 1d6 for
additional Cold damage equal to your Intelligence modifier. every 20 feet instead of 10
You can use this amplifier a number of times equal to your H OLOGRAPHIC C LOAK
Intelligence modifier (a minimum of once). You regain all
expended uses when you complete a short or long rest Cost: 2 Creation Point
You can use this amplifier a number of times equal to your Drain: 5 CCD Chakra
Intelligence modifier (a minimum of once). You regain all As a reaction whenever you become incapacitated or as
expended uses when you complete a short or long rest. part of a Disengage action you can cast Body Camouflage
and immediately make a Stealth check. When cast this
E LECTRO AMPLIFIER way the jutsu remains active until the start of your next
Cost: 2 Creation Point turn or until you do anything besides take the move
Drain: 5 CCD Chakra action
You integrate a booster in your body that enhances your V OICE C HANGER AND AMPLIFIER
jutsu’s that deal Lightning damage. While wielding this
amplifier, when a creature takes Lightning damage from a Cost: 2 Creation Point
jutsu you cast, you can activate this amplifier. The target Drain: 5 CCD Chakra
creature takes additional Lightning damage equal to your If you have spent a minute or more hearing a creature speak,
Intelligence modifier. You can use this amplifier a number of you can mimic their voice unerringly. You can activate this
times equal to your Intelligence modifier (a minimum of tool to say something in a voice you have studied. A Wisdom
once). You regain all expended uses when you complete a (Insight) check vs your Ninjutsu Save DC is required to
short or long rest discern that the voice is false. You can also increase the
volume of your voice to 10 times as much.

178
REFINED E NHANCED E LECTRO AMPLIFIER
AUTONOMOUS N INJA T OOLS Prerequisite: Electro Amplifier
Cost: 4 Creation Points
Cost: 4 Creation Points
Drain: 5 CCD Chakra
Drain: 5 CCD Chakra
You fine tune your Electro amplifier. When you activate this
You learn how to craft small sentry turrets shaped like
amplifier you can spend additional CCD Chakra. The target
globes that can adhere to any surface, called A.N.Ts. As an
creature gains 1 Rank of Shocked until the end of your next
action or bonus action (your choice), you can spend the
turn. If you reapply shock by this amplifier the duration is
Drain of this upgrade and throw a sentry to a point you
reset.
can see within 60 ft. At the end of each of your turns, a
deployed sentry automatically targets a hostile creature C HAKRA F LOW D ISTRIBUTION D EVICE
within 30 feet of it. If multiple targets are available, one is
Cost: 4 Creation Points
chosen at random. The target must make a Dexterity
Drain: 5 CCD Chakra
saving throw. On a failed save, it takes 1d6 damage of your
As an Action, You can make a ranged attack and throw this
choice (decided when thrown)
device at a target within 30 feet of you. On a hit it affixes to
A.N. Ts have 1 hit point, an AC equal to your Ninjutsu Save
them. They can remove it as an Action by making a Strength
DC, and can be repaired over the course of a long rest.
ability Check contested by your Intelligence ability Check.
Each sentry lasts for 1 minute before deactivating. You can
While this is affixed to a target, they cannot upcast jutsu.
maintain a number of sentries equal to your Intelligence
modifier. If a Sentry is destroyed until it is repaired your M INING D RILL
limit is decreased by 1 for every destroyed sentry. Cost: 4 Creation Points
E NHANCED BIOTIC AMPLIFIER Drain: 5 CCD Chakra
As an action you can activate this gadget. It can remain active
Prerequisite: Biotic Amplifier
for a total time of 1 minute per short rest. While active, you
Cost: 4 Creation Points
gain a burrowing speed of 15 feet. You leave a tunnel 5’ wide
Drain: 5 CCD Chakra
and as high as you are tall in your wake.
You fine tune your biotic amplifier. While wielding this
amplifier, when a creature gains temporary hit points E LEMENT E ATER
from your biotic amplifier you can spend additional CCD Cost: 4 Creation Points
Chakra. The target creature gains twice as many. This Drain: 5 CCD Chakra
amount can’t exceed the number of hit points regained. You create a device capable of absorbing incoming damage.
E NHANCED G EO AMPLIFIER You can cast Absorb Heat as a reaction to taking Elemental
damage, paying the CCD drain.
Prerequisite: Geo Amplifier
Cost: 4 Creation Points L AYERED C HAKRA B ARRIER
Drain: 5 CCD Chakra Cost: 4 Creation Points
You fine tune your Corrosive Amplifier. When you activate Drain: 5 CCD Chakra
this amplifier, you can spend additional CCD Chakra. The As a reaction to being attacked, a spherical shield appears
next attack roll made against that creature before the end around you and moves with you. The shield has an AC of
of its next turn has advantage. 10+Int Mod and HP 25. It disappears at the end of the
E NHANCED CRYO AMPLIFIER current turn and does not regain missing HP until the end
of your next long rest.
Prerequisite: Cryo Amplifier
Cost: 4 Creation Points S EMTEX S ERUM
Drain: 5 CCD Chakra Cost: 4 Creation Points
You fine tune your Cryo Amplifier. When you activate this Drain: 5 CCD Chakra
amplifier, you can spend additional CCD Chakra. The As a reaction to being grappled you release an ooze of
target creature gains 1 rank of Chilled. explosive jelly around you. You immediately can make a
E NHANCED EXPLOSIVE AMPLIFIER check to escape the grapple using Intelligence for
Athletics or Acrobatics, and on a successful escape the
Prerequisite: Explosive Amplifier
triggering creature takes 3d4 fire damage and is knocked
Cost: 4 Creation Points
back 15 feet.
Drain: 5 CCD Chakra
You fine tune your Explosive Amplifier. When you activate
this amplifier, you can spend additional CCD Chakra. The
GREATER
target creature is also ignited for 1 minute. At the start of ADVANCED BIOTIC AMPLIFIER
each of its turns, the creature takes additional fire
Prerequisite: Enhanced Biotic Amplifier
damage equal to your Intelligence modifier and then
Cost: 8 Creation Points
makes a Dexterity saving throw against your Ninjutsu
Drain: 10 CCD Chakra
Save DC, ending this effect on a success. If the target or a
You further fine tune your biotic amplifier. While wielding
creature within 5 feet of it uses an action to put out the
this amplifier, when a creature gains temporary hit points
flames, or if some other effect douses the flames, the
from your biotic amplifier you can spend additional CCD
effect ends.
Chakra. they instead gain four times as many. This
E NHANCED AERO AMPLIFIER amount can’t exceed the number of hit points regained.
Prerequisite: Pyro Amplifier ADVANCED G EO AMPLIFIER
Cost: 4 Creation Points
Prerequisite: Enhanced Geo Amplifier
Drain: 5 CCD Chakra
Cost: 8 Creation Points
You fine tune your Aero Amplifier. When you activate this
Drain: 10 CCD Chakra
amplifier you can spend additional CCD Chakra. The target
You further fine tune your Corrosive Amplifier. When you
creature gains 1 rank of Bleed.
activate this amplifier you can spend additional CCD
Chakra, the next attack roll made by the target creature
before the end of its next turn has disadvantage.

179
ADVANCED CRYO AMPLIFIER SUPERIOR
Prerequisite: Enhanced Cryo Amplifier C HAKRA D ISINTEGRATOR
Cost: 8 Creation Points
Cost: 16 Creation Points
Drain: 10 CCD Chakra
Drain: 15 CCD Chakra
You further fine tune your Cryo Amplifier. When you
As an action, you force a target within 120ft to make
activate this amplifier you can spend additional CCD
Dexterity Saving throw. If the saving throw succeeds, the
Chakra.. The target creature is restrained until the end of
gadget has no effect. If the saving throw fails, the target
their next turn.
takes 8d10 Fire damage. If this damage reduces the target
ADVANCED EXPLOSIVE AMPLIFIER to 0 hit points, it is disintegrated. A disintegrated creature
and mundane items it is wearing and carrying, are
Prerequisite: Enhanced Explosive Amplifier
reduced to a pile of fine gray dust.
Cost: 8 Creation Points
Drain: 10 CCD Chakra F REEZE R AY
You further fine tune your Explosive Amplifier. When a
creature takes fire damage while ignited, you can spend Cost: 16 Creation Points
additional CCD. The creature has disadvantage on the next Drain: 15 CCD Chakra
Dexterity saving throw it makes before the start of your As an action, you spray a large mist of ice in a 30 ft cone,
next turn. all creatures in the area must make a Dexterity Saving
Throw, on a fail they will take 4d6 Cold damage and will
ADVANCED AERO A MPLIFIER be restrained by ice until the start of your next turn, if
Prerequisite: Enhanced Aero Amplifier they take damage before then, the ice is broken and they
Cost: 8 Creation Points are freed. On a pass they instead take half damage and no
Drain: 10 CCD Chakra additional effects.
You further fine tune your Aero Amplifier. When you activate S ECONDARY C HAKRA C ONTAINMENT D EVICE
this amplifier you can spend additional CCD Chakra. The
target creature is Dazed until the end of their next turn. Cost: 16 Creation Points
You gain an additional 15 CCD Chakra.
ADVANCED E LECTRO A MPLIFIER
Prerequisite: Enhanced Electro Amplifier SUPREME
Cost: 8 Creation Points
L IGHTWEIGHT ARTILLERY C HAKRA M ATRIX
Drain: 10 CCD Chakra
You further fine tune your Electro amplifier. When you Cost: 24 Creation Points
activate this amplifier you can spend additional CCD Drain: 20 CCD Chakra
Chakra. The target creature is Dazed for the duration they are As an action, you can cast Delayed Fire Missile. Holding it
shocked by this amplifier. does not cost chakra to concentrate however If you are
attacked and fail the concentration check it goes off
F LOATING S HOES immediately.
Prerequisite: Enhanced Ninja Tabi
N EUROADAPTABLE H EADGEAR
Cost: 8 Creation Points
Drain: 10 CCD Chakra Cost: 24 Creation Points
You can spend additional CCD Chakra when you activate Drain: 20 CCD Chakra
Enhanced Ninja Tabi. For the same duration You can walk or You gain resistance to Psychic Damage as you modifier your
run across any liquid as if it were solid stone. Any damaging head gear to resist outside influences. You can activate this
liquids (lava, acid, etc.) cause you 2d4 damage of the tool as a bonus action. For the next hour, your thoughts
appropriate type every round you end your turn on them, cannot be read, and attempts to detect your presence through
unless the damage amount is specified to be lower. your consciousness fail. Once per long rest while it is active,
you can spend the CCD Drain again and if you do You cast
R ICOCHETING W EAPON Geas as an Action
Prerequisite: Thrown Weapon (consumed on creation)
M ASS C HAKRA ABSORPTION
Cost: 8 Creation Points
Drain: 10 CCD Chakra Cost: 24 Creation Points
You create a ranged weapon engineered to ricochet of its Drain: 20 CCD Chakra
targets You have proficiency in this weapon, and it has the As an action, You can force all living creatures within 60ft,
Finesse, Thrown (30/90), and Special properties, and deals including yourself, to make a Constitution check, DC 15. On a
2d8 bludgeoning, piercing or slashing damage (chosen at the Fail they lose 8d12 Chakra and your CCD absorbs half of the
time you select this upgrade). You do not add any modifiers rolled amount (This is not per creature). If they do not have
to any damage rolls with this weapon. enough chakra to pay the cost they lose HP instead. You can
Special: When this weapon is thrown you can spend do this once per Long rest.
the CCD Chakra Drain target two creatures within 20 ft of
the original target, making a separate attack roll against
each target. You can add your Intelligence modifier to
damage rolls while it is ricocheting. The weapon shatters
after the third attack roll and you regain the Creation
Points Spent.

180
MASTERCRAFT
S UPER E NHANCED D EFENSE PROTOCOL
Cost: 32 Creation Points
Drain: 30 CCD Chakra
You gain a barrier of HP equal to your Intelligence modifier.
You regain this HP at the start of your turn. You can use your
reaction to deflect a ranged attack. When you are hit by a
ranged attack, you can reduce the damage by 3d12+Int Mod.
If you reduce the damage to 0, you can spend an additional 15
CCD Chakra to reflect the projectile back at the attacker, who
must make a Dexterity saving throw. On a failure, the
attacker takes the initial full damage and half on a success.
S UPER E NHANCED O FFENSE PROTOCOL
Cost: 32 Creation Points
Drain: 30 CCD Chakra
As a bonus action you may enhance all weapons within 30 ft
with energy from the system. Choose between acid, cold, fire,
lightning, poison or wind. Weapon attacks deal an additional
2d6 damage of this type for a minute. You must pay 10 CCD
Chakra at the start of your turn to maintain this effect.
As an action you may shoot a chakra beam at a target within
30ft. Make a Ninjutsu Attack roll This attack deals Force
damage equal to 6d6 + your Intelligence modifier. On a
Successful attack you can spend 10 additional Chakra to force
the target to make a Strength save. On a failure, it is sent
flying back a number of feet equal to 5 x your Intelligence
modifier, taking appropriate falling damage if it collides with
an obstacle. Huge or larger creatures gain advantage on this
saving throw and are only pushed back half the distance.

181
CLASS FEATS HUNTER-NIN
ARCHETYPE CLASS FEATS HUNTERS TRAINING [CHANGED/NEW]
Category: Archetype
GENJUTSU SPECIALIST Archetype: Hunter-Nin
Prerequisite: Level 5+, Dexterity 15+, You cannot have
ILLUSIONIST TRAINING [CHANGED/NEW] class levels in Hunter-Nin
You have begun to training to better master the art of
Category: Archetype Assassination. While training you begin to imitate your
Archetype: Genjutsu Specialist masters, trainers or inspirations to the best of your
Prerequisite: Level 5+, Wisdom 15+, You cannot have ability. You learn how to exploit a foes distraction, drop
class levels in Genjutsu Specialist in guard and moment of hesitation. You gain the
You have begun to train to better master the art of following benefits;
Genjutsu. While training you have learned how to best
• You gain Proficiency in Stealth.
enable your current Genjutsu casting abilities and bring
• You learn one Hunters Exploit that you qualify for. You
them to a new level with enhanced chakra molding
techniques. can use Exploits twice per rest.
• You gain the Lethal Attack feature, but you instead only
• You gain Proficiency in Illusions.
deal 2d6 additional damage. You do not increase the
• You learn one Malleable Mirage that you qualify for, as
number of dice as you gain levels.
if you were a 2nd level Genjutsu Specialist.
• Select one effect granted by As Real As It Gets. You gain
HUNTERS EXPERT [NEW]
the chosen ability.
Category: Archetype
• You gain 2 Actualization Die, which is represented as a
Archetype: Hunter-Nin
D4, which you can spend only on effects granted by As
Prerequisite: Hunters Training, Level 10+
Real As It Gets or by spending 1, you can increase a
You have continued to training to better master the art
Genjutsu you casts DC by +1, once per turn. You regain
of Assassination. This training has culminated into you
spent Actualization Die when you complete a rest.
being defined as an expert;
ILLUSIONIST EXPERT [NEW] • You gain the Cunning Action feature.
• You learn one Hunters Exploit that you qualify for.
Category: Archetype
• Your Lethal Attack bonus damage increases to 4d6.
Archetype: Genjutsu Specialist
Prerequisite: Illusionist Training, Level 10+
You have continued to train to better master the art of HUNTERS ENTHUSIAST [NEW]
Genjutsu. This training has culminated into you being Category: Archetype
defined as an Expert. Archetype: Hunter-Nin
• You gain 1 additional Actualization Die.
Prerequisite: Hunters Expert
• You learn one Malleable Mirage that you qualify for, as
You continue your training to learn more of the secrets
of Assassination, but this time specializing into a
if you were a 5th level Genjutsu Specialist.
specific Creed. This training has culminated into you
• Select one effect granted by As Real As It Gets. You gain
being defined as an Enthusiast.
the chosen ability.
• Select one Hunter-Nin Class, Hunters Creed
ILLUSIONIST ENTHUSIAST [NEW] (Subclass). You gain the 3rd Level Proficiency feature.
Category: Archetype You do not gain its 10th level advancement.

HUNTER SPECIALIST [NEW]


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

182
INTELLIGENCE OPERATIVE MEDICAL-NIN
OPERATIVE TRAINING [CHANGED/NEW] MEDICAL TRAINING [CHANGED/NEW]
Category: Archetype Category: Archetype
Archetype: Intelligence Operative Archetype: Medical-Nin
Prerequisite: Level 5+, Intelligence 13+, Wisdom 13+, Prerequisite: Level 5+, Intelligence or Wisdom 15+, You
You cannot have class levels in Intelligence Operative cannot have class levels in Medical-Nin
You have begun to training to better master the art of You have begun to training to better master the art of
strategy and planning. While training you begin to medicine. While training you begin to imitate your
imitate your masters, trainers or inspirations to the best masters, trainers or inspirations to the best of your
of your ability. You learn how to analyze a target and ability. You learn how to both heal and harm in a
develop plans to defeat them. You gain the following beautiful display of medicine. You gain the following
benefits; benefits;
• You gain Proficiency in Investigation. • You gain Proficiency in Medicine.
• You gain 2 Brave Orders, which you can only spend to • You gain the Medical keyword, and the ability to cast
activate Plans. You regain spent Brave orders when you jutsu with the Medical keyword, up to C-Rank.
complete a rest. • You gain the Rejuvenating class feature as if you were a
• You learn 1 Plan from the Intelligence Operative list of 2nd level Medical-Nin. You do not gain any benefits as
plans. You cannot change this plan once known. a result of being higher level.

OPERATIVE EXPERT [NEW] MEDICAL EXPERT [NEW]


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

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

183
NINJUTSU SPECIALIST NINSHOU ENTHUSIAST [NEW]
Category: Archetype
NINSHOU TRAINING [CHANGED/NEW] Archetype: Ninjutsu Specialist
Category: Archetype Prerequisite: Ninshou Expert
Archetype: Ninjutsu Specialist You continue your training to learn more of the secrets
Prerequisite: Level 5+, Intelligence 15+, You cannot have of Ninshou, but this time specializing into a specific
class levels in Ninjutsu Specialist Focus. This training has culminated into you being
You have begun to training to better master the art of defined as an Enthusiast.
Ninjutsu. While training you have learned how to best • Select one Ninjutsu Specialist Class, Ninjutsu Focus
enable your current Ninjutsu casting abilities and bring (Subclass). You gain the 6th Level Molding feature it
them to a new level with enhanced chakra molding has. The Alternate Cost of this Molding is increased to
techniques. 10.
• You gain Proficiency in Ninshou.
• Select one Ninjutsu you know, this Ninjutsu becomes NINSHOU SPECIALIST [NEW]
Refined for you. A Ninjutsu you have Refined increases Category: Archetype
its Damage die by +1, once per casting. You can switch Archetype: Ninjutsu Specialist
Ninjutsu you have Refined over the course of a long Prerequisite: Ninshou Expert, Level 15+
rest. You continue your training to master more of the secrets
• Select one Efficient Molding between the following, of Ninshou. This training has culminated into you being
you gain the chosen Molding and can use it once at no defined as a Specialist.
cost per rest; • Ninjutsu you have Refined has its damage die
o Careful Ninjutsu
increased by +2, instead of +1, once per casting.
o Distant Ninjutsu
• Once per rest, when you would cast a Ninjutsu you
o Doubled Ninjutsu
have Refined, you can half the Ninjutsu’s cost..
o Heightened Ninjutsu
• Efficient Moldings you have gain 1 additional use per
o Quickened Ninjutsu
rest.
o Subtle Ninjutsu
• Select one Efficient Molding, you do not currently
o Widened Ninjutsu
have between the following, you gain the chosen

NINSHOU EXPERT [NEW] Molding;


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

184
SCOUT-NIN TAIJUTSU SPECIALIST
SCOUT TRAINING [NEW] MARTIAL ARTS TRAINING [CHANGED/NEW]
Category: Archetype Category: Archetype
Archetype: Scout-Nin Archetype: Taijutsu Specialist
Prerequisite: Level 5+, Any two of the following three Prerequisite: Level 5+, Strength or Dexterity 15+, You
ability scores must be 14+ (Strength, Intelligence, cannot have class levels in Taijutsu Specialist
Wisdom), You cannot have class levels in Scout-Nin You have begun to train to better master the art of Mixed
You have begun to training to better Generalize your Martial Arts. While training you have learned how to
skills. While training you begin to imitate your masters, fight in ways you couldn’t prior. You gain the following
trainers or inspirations to the best of your ability. You benefits;
learn how become a jack of all, master of none. You gain • You gain Proficiency in Martial Arts.
the following benefits; • Select one Taijutsu Stance located in Chapter 13:
• You gain Proficiency in two toolkits of your choice. Customization Options. You can take a Taijutsu Stance
• Select one Scout-Nin class, Scouting Technique more than once.
(Subclass). All Archetype feats that refer to any • Your speed is increased by 5 feet.
features gains at specific levels are in reference to the • You gain 1 Martial Die, which is a d4. You regain spent
scouting technique chosen. You cannot choose Martial die at the end of your following turn.
Trickster Scout. • You gain 1 Martial Technique of your choice.
• You gain 2 Superiority Die, which are d4’s. Which you
can spend on maneuvers. You regain spent Superiority MARTIAL ARTS EXPERT [NEW]
Die when you complete a rest. Category: Archetype
• You gain 1 Maneuver granted by your Scouting
Archetype: Taijutsu Specialist
Technique. Prerequisite: Martial Arts Training, Level 10+
You have continued to train to better master the art of
SCOUT EXPERT [NEW] Taijutsu. This training has culminated into you being
Category: Archetype defined as an Expert.
Archetype: Scout-Nin • You gain 1 additional Martial Die.
Prerequisite: Scout Training, Level 10+ • You learn one Martial Technique.
You have continued to training to better master the art • Your Speed is increased by an additional +5 feet.
of skill generalization. This training has culminated into
you being defined as an expert;
MARTIAL ARTS ENTHUSIAST [NEW]
• You gain your second 3 rd level Scouting Technique
Category: Archetype
feature. You do not gain any higher-level Archetype: Taijutsu Specialist
advancements it may present. If the gained Scout-Nin Prerequisite: Martial Arts Expert
Class feature scales based on your class level, you are You continue your training to learn more of the secrets
treated as a 3rd level scout. of Taijutsu, but this time specializing into a specific
• You gain 1 Superiority Die.
Style. This training has culminated into you being
• You gain 1 Maneuver granted by your Scouting
defined as an Enthusiast.
Technique.
• Select one Taijutsu Specialist Class, Taijutsu Style

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

Category: Archetype MARTIAL ARTS SPECIALIST [NEW]


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

SCOUT SPECIALIST [NEW] feature, Pick one.

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

185
WEAPON SPECIALIST SCIENCE-NIN
WEAPON ARTS TRAINING [CHANGED/NEW] SCIENTIST TRAINING [CHANGED/NEW]
Category: Archetype Category: Archetype
Archetype: Weapon Specialist Archetype: Science-Nin
Prerequisite: Level 5+, Strength or Dexterity 15+, You Prerequisite: Level 5+, Intelligence 15+, You cannot have
cannot have class levels in Weapon Specialist class levels in Weapon Specialist
You have begun to train to better master the art of You have begun to enhance your understanding of the
Bukijutsu. While training you have learned how to fight universe. While studying you have found new ways to
in ways you couldn’t prior. You gain the following utilize chakra in and out of combat. You gain the
benefits; following benefits;
• You gain Proficiency in Martial Arts. • You gain Proficiency in Crafting.
• Select one Weapon Stance located in Chapter 13: • You gain the Chakra Containment Device feature. It can
Customization Options. You can take a Weapon Stance instead hold your level x 5, in CCD Chakra..
more than once. • You gain the Scientific Ninja Tool feature.
• You gain a Flurry die, represented as a d4. • You gain 10 Creation Points
• Select one Flurry Technique from the 2nd level Weapon
Flurry class feature. You gain the ability to use the SCIENTIST EXPERT [NEW]
chosen Flurry Technique. Category: Archetype
Archetype: Science-Nin
WEAPON ARTS EXPERT [NEW] Prerequisite: Scientist Training, Level 10+
Category: Archetype You have delved deeper into the wonders of chakra. This
Archetype: Weapon Specialist training has culminated into you being defined as an
Prerequisite: Weapon Arts Training, Level 10+ Expert.
You have continued to train to better master the art of • You gain the Yhprum’s Law feature.
Bukijutsu. This training has culminated into you being • You gain the 3 rd level features of 1 Scientific Inquiry
defined as an Expert.
(Subclass)
• Select one Flurry Technique from the 2nd level Weapon • You gain 10 more Creation Points
Flurry class feature that you did not select prior. You
gain the ability to use the chosen Flurry Technique. SCIENTIST ENTHUSIAST [NEW]
• Select one weapon type you have proficiency with such
Category: Archetype
as Katana’s, Short Swords, etc. The chosen weapon Archetype: Science-Nin
becomes your Weapon Focus. Your Weapon Focus gains Prerequisite: Scientist Expert
a +1 bonus to attack and damage rolls, if it doesn’t You have given your life to the pursuit of the future. This
already. training has culminated into you being defined as an
• Select one Weapon Trait found on the chart under the
Enthusiast.
Weapon Focus class feature. Your Weapon Focus gains
• You gain the Calculated Response feature
the chosen trait, following the set requirements.
• You gain Infused Genius feature.

WEAPON ARTS ENTHUSIAST [NEW]


SCIENTIST SPECIALIST [NEW]
Category: Archetype
Archetype: Weapon Specialist Category: Archetype
Prerequisite: Weapon Arts Expert Archetype: Science-Nin
You continue your training to learn more of the secrets Prerequisite: Scientist Expert, Level 15+
of Bukijutsu, but this time specializing into a specific The universe sings to you, and you must study tis opera
Form. This training has culminated into you being in great detail. This training has culminated into you
defined as an Enthusiast. being defined as an Expert.
• You gain 10 more Creation Points.
• Select one Weapon Specialist Class, Weapon Form
rd • You can select two Scientific Ninja Tools that cost 8
(Subclass). You gain one of its 3 level Flurry
Techniques. Creation Points or lower and make them your favored
• Select one Weapon Specialist Class, Weapon Form tools. Their Creation Point cost is reduced by 2 and
(Subclass). You one of its 3 rd level Styles. their CCD Chakra Drain is reduced by 5.

WEAPON ARTS SPECIALIST [NEW]


Category: Archetype
Archetype: Weapon Specialist
Prerequisite: Weapon Arts Expert, Level 15+
You have continued to train to better master the art of
Bukijutsu. This training has culminated into you being
defined as a Specialist.
• Increase the size of your Flurry die to a d6.
• Select one Flurry Technique from the 2nd level Weapon
Flurry class feature that you did not select prior. You
gain the ability to use the chosen Flurry Technique.

186
CASTER CLASS FEATS NINJUTSU SPECIALIST
GENJUTSU SPECIALIST ALTERED, REFINEMENT X
Category: Class
ACTUALIZE REALITY [CHANGED] Prerequisite: At least 8+ levels in Ninjutsu Specialist
Category: Class You learn to refine ninjutsu in such a way that it becomes
Prerequisite: 4+ levels in Genjutsu Specialist almost unrecognizable when compared to other, similar
You learn to manipulate Reality by spending your pool of casters. You gain the following benefits;
creativity to bend it to your whim. You gain the following • Jutsu that are benefiting from your Refined Ninjutsu
benefits; class feature, no longer increases their Save DC.
• Jutsu that are benefiting from your Refined Ninjutsu
• You gain 1 additional Actualization Die.
• You gain a pool of abilities called; Reality Inceptions. class feature instead increases their damage die by 1
These Reality Inceptions grant you additional options Step up to a D12 and always add your Ninjutsu ability
that you can use by spending Actualization Die as fuel modifier to the damage dealt.
to manifest them. You gain the following; o When your Refined Ninjutsu class feature would
o Now You See Me (1 Die): As an action select one increase the your Refined jutsu’s save DC, you
creature you can see. You become invisible to that instead increase the die used by the jutsu by 1 step.
creature until the end of the next turn. • You cannot have the Altered, Refinement Y feat.
o If Only You Knew (2 Die): As a bonus action when • You cannot have the Altered, Refinement Z feat.
you cast a Genjutsu that affects a hostile creature,
that Genjutsu gains the Unaware Keyword ALTERED, REFINEMENT Y
o And For My Next Trick… (X Die): As an Action, you Category: Class
can select two different Genjutsu of the same rank Prerequisite: At least 8+ levels in Ninjutsu Specialist
that you know. You spend a number of Die equal to You learn to refine ninjutsu in such a way that it becomes
their Rank. You cast them simultaneously, in the almost unrecognizable when compared to other, similar
same action. These jutsu count as both being cast casters. You gain the following benefits;
at the same time with neither taking hold before • Jutsu that are benefiting from your Refined Ninjutsu
the other. A creature makes a single save against class feature, no longer increases their Save DC.
both Jutsu, passing or failing both depending on • Jutsu that are benefiting from your Refined Ninjutsu
the result. The jutsu cast cannot benefit from cost class feature reduces their damage die by 1 Step down
reduction, by any means, excluding cost reduction to a D4, but increase their damage die by an additional
granted by the Genjutsu Specialist Class. (D-Rank: +2 and always add your Ninjutsu ability modifier to
2, C-Rank: 4, B-Rank: 6, A-Rank: 8, S-Rank: 10.) the damage dealt/healing applied.

MIRAGE EXHIBITION [CHANGED]


o When your Refined Ninjutsu class feature would
increase the your Refined jutsu’s save DC, you
Category: Class
instead increase the bonus die by +2.
Prerequisite: At least 2+ levels in Genjutsu Specialist
• You cannot have the Altered, Refinement X feat.
You begin to tap into a deep pool of hallucinations
• You cannot have the Altered, Refinement Z feat.
you’ve been having or have dreamt up. You then begin to
manifest them into a more permanent form. You gain
ALTERED, REFINEMENT Z
the following benefits;
Category: Class
• You gain 1 Additional Malleable Mirage that you Prerequisite: At least 8+ levels in Ninjutsu Specialist
qualify for. You learn to refine ninjutsu in such a way that it becomes
• You gain an additional Malleable Mirage at 5 th, 9th, 13th, almost unrecognizable when compared to other, similar
and 17th Genjutsu Specialist levels. casters. You gain the following benefits;
• Jutsu that are benefiting from your Refined Ninjutsu
class feature, no longer adds additional damage die.
• Jutsu that are benefiting from your Refined Ninjutsu
class feature can now benefit from up to two Efficient
Moldings at once, ignoring the moldings restriction, if
it has any.
• You cannot have the Altered, Refinement X feat.
• You cannot have the Altered, Refinement Y feat.

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

187
INTELLIGENCE OPERATIVE MEDICAL-NIN
COURAGEOUS ORDERS BAD MEDICINE [CHANGED]
Category: Class Category: Class
Prerequisite: At least 2+ levels in Intelligence Operative Prerequisite: Medical-Nin, Level 8+
You learn from your peers how to manage and utilize You take the more combative aspects of medical ninjutsu
more plans mid battle in different ways, allowing you to to heart as you focus on trying to take down your
become more flexible in your thinking and in how you enemies faster than they can harm your allies. You gain
respond to danger. You gain the following benefits; the following benefits;
• You gain 1 Additional Brave order. • Your Chakra Scalpel class feature gains +2 additional
• You gain an additional Brave Order at 11 th and 17th uses, per long rest.
Intelligence Operative levels. • Your Take Life class feature now deals additional
damage equal to 5+ Three times your Medical-Nin
EXPLOIT KNOWLEDGE level.
Category: Class
Prerequisite: At least 4+ levels in Intelligence Operative FOCUSED HEALING [CHANGED]
After countless hours of studying, researching and using Category: Class
your investigative Skill, you develop a well of knowledge Prerequisite: Medical-Nin, Level 4+
that most other operative wish they had. You gain the You learn from your peers how to manage your chakra,
following benefits; allowing you to better utilize your healing potential,
• Creatures who you have Analyzed can be further allowing you to become more flexible in your restorative
techniques. You gain the following benefits;
scrutinized. As an action, you can end your Exploit
Weakness class feature on an analyzed creature. When • Your Rejuvenating Rest class feature, healing die is
you do, make an Intelligence (Investigation) or increased to d10’s.
(History) check vs a DC 8 + The creatures Level. On a • Jutsu with the Medical Keyword that would benefit
success, based on the severity of the success, you gain from your Channeled Healing class feature heals
the Meets or Exceeds result and 1 of the following additional hit points equal to your Ninjutsu ability
pieces of information if you Exceed the DC by 5 or modifier, if it doesn’t already.
more;

E XPLOIT K NOWLEDGE T ABLE MARTIAL CLASS FEATS


Success Severity Learned Information (Offensive) HUNTER-NIN
Meets or Exceeds DC Creatures Rank, Role, Level
Exceeds DC by +5 Unarmed Attack Bonus
EXPLOITING EXPLOITS
Category: Class
Weapon Attack Bonus
Prerequisite: Hunter-Nin, Level 2+
Ninjutsu Attack Bonus
You learn to draw on the wide array of Exploits available
Genjutsu Attack Bonus to you. You gain the following benefits;
Taijutsu Attack Bonus
• You gain 1 Additional Hunters Exploit.
Ninjutsu Save DC
• You gain an additional Hunters Exploit at 7 th and 15th
Genjutsu Save DC
Hunter-Nin levels.
Taijutsu Save DC.
Exceeds DC by +10 Strength Save Bonus SWIFTER RESPONSE
Dexterity Save Bonus Category: Class
Constitution Save Bonus Prerequisite: Hunter-Nin, Level 4+
Intelligence Save Bonus You learn from your peers how to move in an excessively
Wisdom Save Bonus swift way. You gain the following benefits;
Charisma Save Bonus • You have Advantage on Initiative Checks.

Exceeds DC by +15 General Traits (If any) • During the first round of initiative, increase your

Role Traits (If any) speed by 15 feet.


• During the first round of initiative, you have a +1
Clan Traits (If any)
# Of Tenacity Die. (If any) bonus to your first attacks critical threat range against
all creatures who have not acted yet.
# Of Legendary Resistances. (If any)
• If you score a hit against a creature who has yet to act
in the initiative during the first round of combat, you
can trigger Sneak attack ignoring its normal activation
requirements.

188
SECONDARY TARGET [CHANGED] WEAPON SPECIALIST
Category: Class
Prerequisite: Hunter-Nin, Level 4+ EXPANDED FOCUS
You aren’t like other Hunter’s, you can split your focus, Category: Class
killing two birds with one stone. You gain the following Prerequisite: At least 4+ levels in Weapon Specialist
benefits; You become able to focus on more than your current
• When you end a rest, you may mark your Secondary limitation of weapon focuses. You gain the following
Target so long as you know their name and/or how benefits;
they look. You may also a Reaction on your turn mark • Select one weapon type, such as Katana’s or Kunai,
a creature you can see within 90 feet of you using this that you have not already marked as a Weapon Focus.
feature. Until your next rest, you gain the following This chosen weapon becomes known as your Weapon
benefits: Focus granting it a +1 bonus to Attack and Damage
o You gain the same benefits against creatures rolls and a trait.
marked by Secondary Target as you would • A Weapon Focus can only have a +3 bonus to Attack
against your Primary Target. and Damage rolls as a result of being a Weapon Focus.
• The first Hunters Exploit you use against your • You can take this Feat more than once, selecting either
Primary or Secondary Target(s) does not count a new weapon type, or the same weapon you previous
against your use limit. selected with this Feat.

SCOUT-NIN FREE FLOWING STYLE


Category: Class
SCOUTING ADEPT Prerequisite: At least 8+ levels in Weapon Specialist
Category: Class You learn to meld your Flurry Techniques with your
Prerequisite: At least 4+ levels in Scout-Nin Bukijutsu. You gain the following benefits;
Unlike other Scouts, you have pushed your Martial • You learn one Style that you qualify for.
prowess toa new level, evolving, becoming more adept in • Bukijutsu without a Range of Self, that you cast may
your style of combat. You gain the following benefits;
gain the benefit of Flurry Techniques as if you had
• You learn two maneuver that you qualify for. made a Weapon attack.
• You gain 1 Superiority Die.
PUPPET MASTER
SCOUTING VETERAN
Category: Class UPGRADED, UPGRADES
Prerequisite: At least 8+ levels in Scout-Nin Category: Class
Your time and experience in the Art of Scouting has Prerequisite: At least 4+ levels in Puppet Master
granted you valuable knowledge in how to handle You are able to push your creations one step further,
yourself both in and out of Combat. You gain the fitting more in more efficiently. You gain the following
following benefits; benefits;
• You gain 2 Superiority Die. • You gain +1 Level 1 Upgrade.
• You learn two maneuvers that you qualify for. • You gain an additional 5 th level Upgrade at 9th Level of
Puppet Master.
TAIJUTSU SPECIALIST • You gain an additional 9th level Upgrade at 14th Level of
Puppet Master.
COMBO EXPERT [CHANGED] • You gain an additional 11th or 15th level Upgrade at 19th
Category: Class Level of Puppet Master.
Prerequisite: At least 4+ levels in Taijutsu Specialist
Your excessive Training has granted you a deeper pool of SCIENCE-NIN
Stamina. You gain the following benefits;
• Reduce the cost of Taijutsu with the Combo keyword SECONDARY STORAGE DEVICE [NEW]
by 1. Category: Class
• When you would cast a Taijutsu with the Finisher Prerequisite: At least 4+ levels in Science-Nin
Keyword after casting one with the Combo keyword You learn to create a Secondary Storage device, or SSD,
reduce the cost of the Cost of that finisher by -2. (Min 1.) for your tools. You gain the following benefits;
• You gain an additional 5 CCD chakra per Science-Nin
MARTIAL OFFENSE [NEW] level.
Category: Class • You gain an additional 8 creation Points.
Prerequisite: Taijutsu Specialist, Level 8+
You take your teachings of Martial Defense and convert
them into an offensive tool. You gain the following
benefits;
• When you would gain the benefits of the Martial
Defense class feature while grants you Guard Slots, you
can choose to instead of adding Armor Seals, add
Weapon seals to your Guard slots, with the same Rank
and slot limitations that Guard slots have.

189
A TOOL FOR EVERY OCCASION [NEW]
Category: Class
Prerequisite: At least 8+ levels in Science-Nin
You make sure you have the right tool for the right job,
the first rule of being the smartest in the room. You gain
the following benefits;
• You can spend a Full Turn Action, to swap a Scientific
Ninja Tool for another. You can do this twice per rest.
• When you would use Calculated Response on an allied
creature, you can also use a Scientific Ninja tool as
part of the same action.

RENAISSANCE SHINOBI [NEW]


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

SUBCLASS, CLASS FEATS


Cancelled for Xmas.

190
LEGACY CONTENT Martial die to adding the result to all unarmed attacks
made until the beginning of your next turn.

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

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


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

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

191
SOUL CRAFTER [LEGACY CONTENT] Additionally, you no longer need to eat or sleep,
instead opting to tinker with your body for 30 minutes to
A Soul Crafter is the sort of person that makes people
gain the benefit of a short rest, or for 4 hours to gain the
uncomfortable. Even when encountered in the most
benefits of a long rest. You can only gain the benefit of a
ideal circumstances, they simply have the sort of gaze
short rest tinkering with yourself this way, once per long
that makes one think they may be thinking "how could I
rest.
improve that" as they look at you.
Also, you regain hit dice equal to your constitution
This particular specialization of Puppet Master is one
modifier when you finish a short or long rest (In
that has turned their creative talent...inward. They seek
additional to any hit die recovered when you finish a
to understand and improve the limitations of flesh. All
long rest). If you are missing any limbs at the start of a
too frequently, they place a slightly different value on
long rest, you can use your crafting skills to remake your
aesthetics than others might, tending to find beauty
missing limb by the end of your rest.
primarily in efficiency.
Finally, your body has been changed beyond
recognition. You are a construct in addition to a
Humanoid. You are no longer counted as a living
organism, and instead a living construct. You no longer
need to breathe, and have become immune to
suffocation and poison. You cannot be killed by being
beheaded as your head is just a replicant of your previous
one. Your consciousness and Soul are contained in a Soul
Core located where your heart used to be. You cannot be
revived by normal means, instead requiring your Soul
Core to be repaired with a DC 30 Crafting check. A
creature who fails this check 3 times shatters your soul
SOUL CRAFTER PROFICIENCY core, killing you permanently.
When you choose this specialization at 1st level, you gain You no longer benefit from medical jutsu that recovers
proficiency in the Medicine Skill, as well as the ability to hit points cast from other creatures. You can still heal
use Ninjutsu with the Medical Keyword. yourself with such jutsu though.
A creature who casts Mending on you instead heals you
PERFECT SELF 2d8 hit points.
Beginning at 1st level, you have utilized forbidden If you cast mending on yourself, Mending recovers
techniques to augment your own body. Select one of the 2d10 hit points. Beginning at 5th level, the healing
following options; increases by 1d10 (3d10), and again at 11th level (4d10)
PERFECTION OF BODY and 17th level (5d10)

CHAKRA ENHANCED BIOENGINEERING


Nature had its chance to make your form by its design, and
you have deemed it inefficient. Now it’s your turn to show
Additionally, at 3rd level, you can use Chakra Enhanced
nature perfection incarnate. When you take this path, you
Retrofit to transfer a bonus to attack or damage rolls on
gain the Puppet Augmentation upgrade and it does not
a weapon to natural weapons gained from the subclass.
count against your upgrade total.
When you take the Attack action using this upgrade, you
can make an additional attack with it as part of the same
EXTRA ATTACK
Beginning at 5th level, you can attack twice, instead of
action. You can make up to two of these additional attacks
once, whenever you take the attack action on your turn.
each turn, and you can make a total number of these
additional attacks equal to half your Puppet Master level
PERFECTION OF PUPPETRY
(rounded down, minimum of 2) regaining all uses when Beginning at 14th level, your level of understanding of
you finish a short or long rest. your puppet self grows: you regain uses of the resources
PERFECTION OF MIND it provides equal to your Intelligence modifier on short
You know that perfection is an aspect of knowledge, a rest.
perfect understanding of the mechanics of the body, inside Additionally, you are immune to abilities and affects that
and out. But particularly inside. You gain the Doctor would put you to sleep.
upgrade and it does not count against your upgrade total.
You have a pool of d8s equal to half your Puppet Master
level (rounded up, minimum of 2). When you restore hit
points to a creature or use an Intelligence (Medicine) check
to deal damage to a creature, you can spend these d8s to
restore additional health or deal additional damage. You
regain half this pool of d8s when you finish a short or long
rest.

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

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SOUL CRAFTER AUGMENTS [LEGACY any odd number rolled on the hit die is taken as damage

CONTENT] by the target creature.

The following are augments available to the Soul Crafter


F IX F LESH
Specialization. The Augments are listed in alphabetical Your expertise in the working of flesh makes you an
order for each group. Unless otherwise stated, you artesian of fixing broken creatures. When you cast
cannot take the same Augment multiple times. Healing Hands you restore an additional amount of
health equal to your Intelligence modifier.
1ST LEVEL UPGRADES H OOK R EEL
B ETTER E YES You install a grappling hook into your body. As 1 attack
You can take this augment multiple times, each time or 1 action, you can target a surface, object or creature
taking a different enhancement within 30 feet. Make a ranged weapon attack; you are
Your eyes did not see everything you wanted them to, so, proficient with this weapon. On a hit, you deal 1d6 +
you replaced them with eyes that do. You gain a benefit Strength or Dexterity Modifier piercing damage.
to your vision, selecting one of the following Additionally, if the creature is large or smaller, they can
enhancements; make a Strength (Athletics) or Dexterity (Acrobatics)
• Blindsight for 10 feet. check against the attack roll. On a failure, they are
• Darkvision for 60 feet. grappled by you. While grappled in this way, you can use
• Double normal Sight Range. a bonus action to pull them 15 feet closer to you.
• Proficiency in Perception skill. Alternatively, if the target is Huge or larger, you can
choose to be pulled closer to it.
C RUSHING G RIP While you have a creature pierced by your grappling
hook, you cannot use this upgrade to target another
You don’t let things go once you have them in your grip.
creature. You or a creature within 5 feet of the grappled
Creatures that are grappled or restrained by you have
creature (including the creature) can use an action to
disadvantage on attempting to escape the condition.
remove your grappling hook from them, dealing an
Additionally, you can choose to apply damage equal to
additional 1d4 piercing damage to the creature.
twice your Strength Modifier to any creature that starts
its turn grappled or restrained by you. H ORRIFYING ABOMINATION
D OCTOR The perfect form you have crafted intimidates inferior
beings. You gain proficiency in the Intimidation skill. If
You master the knowledge of mechanical properties of
you are already proficient in intimidation, you can add
the human body. You can make all Medicine checks as
twice your Proficiency bonus to your Charisma
Intelligence (Medicine) checks and can add double your
(Intimidation) checks.
proficiency bonus to Intelligence (Medicine) checks in
relation to the Human body. When you make an
Intelligence (Medicine)check to stabilize a creature, the M ASSIVE F ORM
regain 1 hit point.
You install a method to rapidly increase in size. As an
As a doctor, you specialize not just in the repair or
action, you can become a Large-sized creature. Any
creatures, but in the dissection of them. If you are
creature that witnesses this must make a Wisdom saving
holding a melee finesse weapon, you have proficiency
throw against your Ninjutsu save DC or become
with, as an action, you can make an Intelligence
frightened of you until the end of their next turn.
(Medicine) check against a creature within reach with a
While enlarged by this upgrade, you deal an additional
DC equal to its armor class (This action cannot benefit
1d4 damage with your natural weapons and weapons
from Expertise). If you succeed on the check, you can
sized for medium creatures, and you have advantage on
deal damage to that creature equal to your weapons
Strength (Athletics) checks. You can revert to normal
damage + your intelligence modifier. On a roll of 20, the
size as a bonus action.
weapons damage dice is doubled. If you have Extra
You can spend a number of rounds equal to your
attack, you deal twice the weapons damage dice.
constitution modifier + your Intelligence modifier as a
E XTRA E YES large creature before you must revert. These rounds do
not need to be consecutive, and you regain any rounds
You add an extra set of eyes to your body. You gain
that you spent enlarged when you finish a long rest.
proficiency in the Perception skill. If you already have
proficiency in Perception, you add double your PUPPET AUGMENTATION
proficiency bonus to your Wisdom (Perception) checks.
You can take this augment multiple times.
Also, you have advantage on Wisdom (Perception checks
You enhance your body by crafting a new part onto it.
that contest a creatures Dexterity (Stealth) check.
Select one of the following augments;
F IELD S URGERY
As an action, you can repair a body to its natural limits
far more quickly than its natural limits. You can repair a
willing creature within 5 feet, allowing them to expend
hit dice up to half your puppet master level (rounded up).
Each hit dice spent is rolled as normal, but you can add
the higher value of their Constitution modifier or your
Intelligence modifier.
This does not require the Doctor to Augment, but
probably should. If taken without the Doctor Augment,

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PUPPETEERS P ERSISTENCE PUPPET H EALTH
Crafting Point Cost: 3 You’re a shining beacon of vitality. You an additional 1
Your ideological conviction in your idea of perfection is maximum hit point for each level of Puppet master you
such that you gain an additional 2 uses of perfection of have.
Body or an additional two d8’s for Perfection of Mind. Additionally, when you roll a 1 or 2 or a hit die for
recovering hit points, you can reroll the die and must use
S ECONDARY L IFE O RGANS
the new roll, even if it is a 1 or 2.
Realizing the fragility of mortal life, you modify yourself
with additional necessary functions. When you make a 5TH LEVEL UPGRADES
death saving throw, you can replace the results of that
roll with a 20.
B RIMSTONE B LADDER
Once you use this upgrade, you cannot use it again until You install a gas chamber and flame nozzle that allows
you complete a long rest. you to exhale gouts of flame. You gain a pool of d12’s
equal to your Puppet master level. As an action, you can
S PIKED E XTERIOR exhale a 30-foot cone of fire, spending d12s from this
You augment your puppet body wit protruding spikes. pools. Creatures in the cones range, must make a
When you are attacked by a melee attack or are the target Dexterity saving throw vs your Ninjutsu save DC, taking
of a grapple attempt, you can use your reaction to deal damage equal to the spent d12’s on a failed save or half
1d6 piercing damage to the attacking creature. You can as much on a successful save. You regain any expended
do this a number of times equal to your proficiency die when you finish a long rest.

POISON G LAND
Augmentation Description
You install a poison canister within your body, exuding
Puppet Arm This arm is capable of doing things an arm
acid poison. You gain a pool of d4’s equal to your Puppet
can do, like holding and hitting things. master level. As a bonus action, you can expend an
Puppet Claws You gain a natural weapon that deals 1d8 amount of these d4’s up to your constitution modifier,
slashing damage and counts as a finesse adding them as poison damage to the next damage roll
weapon. You are proficient with these claws. you make with a natural weapon before the end of your
turn. You regain any expended die when you finish a long
Puppet Fangs Your mouth becomes a natura weapon that
rest.
deals 1d10 piercing damage. You are
proficient using these fangs as weapons. POISON S PIT
Puppet You a tentacle appendage that is a natural Requirement: Poison Gland Augment
Tentacle weapon that deals 1d6 bludgeoning damage Fully integrating the poison gland, you learn to spit
with the reach property. You are proficient acidic poison. You learn the Acid Spray ninjutsu, and you
with this natural weapon. Using this tentacle, can add your constitution modifier to damage rolls made
you can make a Strength (Athletics) checks or with it. You can expend the d4s granted by Poison gland
objects interaction with a reach of 10 feet. to increase the damage of acid spray, following the same
restrictions as natural weapons.
bonus, and recraft all expended spikes (regaining all
uses of the ability) after you complete a long rest. PRESSURE POINTS
Alternatively, you can expend a use of your spikes as a Requirement: Doctor Augment
ranged weapon attack with a range of 20/60, dealing 1d8 Your extensive knowledge of anatomy allows you to
piercing damage on a hit. target critical spots. When you deal damage to a target
with a melee weapon, as a bonus action you can force
them to roll a constitution saving throw against your
Taijutsu save DC.
S UBDERMAL PLATING If the they fail, they are slowed until the end of your
next turn. If the target is already slowed, they become
Exoskeletons are bulker, and endoskeletons just don’t
restrained until the end of your next turn. If their already
offer enough protection, so you compromise. You gain
restrained, they become stunned until the end your next
natural armor, granting you a base AC of 16, You still add
turn. If they’re already stunned, they become paralyzed
your Dexterity modifier (Maximum of 3) and half your
until the end of your next turn.
proficiency bonus (rounded down) to this AC calculation.
If the target becomes paralyzed from this upgrade or
You do not benefit from this AC calculation if you are
passes a constitution saving throw against, they become
wearing armor.
immune to this upgrade for 24 hours.
T OXICITY
R EFLEXIVE T WITCH
As a defensive measure, you imbue your blood with
Requirement: Puppet Arm
chakra, making it poisonous. Once per turn, when a
When you take damage from a target within 5 feet of
creature hits you with piercing or slashing damage,
you, you can use your reaction to reflexively attack them
while within 5 feet of you, they take poison damage
with your puppet arm. This attack does not add your
equal to your constitution modifier. If you would be
Strength or Dexterity modifier to damage dealt, unless
damaged from a biting attack, they take twice as much
that modifier is negative.
damage.

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9TH LEVEL UPGRADES V IVISECTION
C HAKRA C ANNON Requirement: Doctor Augment
You instill a cannon into your body, concentrating When you attack a creature using an Intelligence
chakra, and then firing it out in a long line. As an action, (Medicine) check, if the creatures remaining hit points
you can spend 12 chakra to fire your chakra cannon, are lower than the result of the check, you can choose to
unleashing a 60-foot long, 5-foot-wide line of pure vivisect the creature, immediately killing it, instead of
chakra in a direction of your choice. Each creature dealing damage.

15TH LEVEL UPGRADES


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

M ETAL W INGS
You decide that wings would be useful so you make
some, and install them on your back. You can shape
them like any naturally functional wings, such as a bird,
bat, or insect though this is purely cosmetic; you use
chakra threads to manipulate them and fly.
You gain a flying speed equal to your movement
speed, so long as you are not wearing heavy armor.

U NCANNY S TRENGTH
Prerequisite: 18 Strength
You can take this augment twice. You don’t see what the
big deal is with two handed weapons. After some small
improvements, you can hold a two-handed weapon in
the upgraded hand. This does not give the weapons the
Light property.

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