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

Designer: Kingsare4ever (Tommie)


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

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

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

2
Creating A Ninjutsu Specialist ....................................... 73 Chakra Enhanced Strikes [Changed] ........................... 113
Class Features .................................................................... 74 Unbreakable will .............................................................. 113
Jutsu Casting ...................................................................... 74 Flow of Battle .................................................................... 113
Chakra Recovery [Changed] ........................................... 74 Master of Persistence ...................................................... 113
Refined Ninjutsu ............................................................... 74 Perfect Body ...................................................................... 113
Ninjutsu Tradition ............................................................ 74 Perfect Mind ...................................................................... 113
Efficient Molding [Changed] ......................................... 74 Taijutsu Style .......................................................................... 114
Ability Score Improvement/Feat ................................... 74 Disturbance ....................................................................... 114
Jutsu Breaker ..................................................................... 74 Ironclad .............................................................................. 115
Ninjutsu Master ................................................................ 74 Nin-Tai............................................................................... 116
Ninjutsu Focus .........................................................................75 Righteous Fury ................................................................. 118
Blaze Walker ...................................................................... 75 Ruin ..................................................................................... 119
Hijutsu Elitist ..................................................................... 76 Stancer ............................................................................... 120
Lightning Breaker............................................................. 77 Talent & Focus .................................................................. 121
Sanguine Master ............................................................... 78 Passionate Flame ............................................................ 122
Scribe Master ..................................................................... 79 Martial Techniques ......................................................... 124
Stone Crusher ..................................................................... 81 Weapon Specialist .................................................................125
Storm Terror ...................................................................... 82 Character Inspirations ................................................... 125
Summoner .......................................................................... 83 Creating A Weapon Specialist ...................................... 125
The Professor ..................................................................... 84 Class Features .................................................................. 126
Trace Talent ....................................................................... 85 Jutsu Casting .................................................................... 126
Tsunami .............................................................................. 86 Weapon Focus [Changed] ............................................. 126
Efficient Molding .............................................................. 87 Weapon Flurry ................................................................. 127
Scout-Nin ................................................................................. 88 Weapon Stance ................................................................ 127
Character Inspirations..................................................... 88 Weapon Form ................................................................... 127
Creating A Scout-Nin ....................................................... 88 Ability Score Improvement/Feat ................................. 127
Class Features .................................................................... 89 Extra Attack ...................................................................... 127
Jutsu Casting ...................................................................... 89 Critical Focus [Changed] ............................................... 127
Fighting Stance ................................................................. 89 Enhanced Chakra Strike ................................................ 127
Shinobi Adept .................................................................... 89 Battle Readiness .............................................................. 127
Scouting Technique .......................................................... 90 Superior Attack ................................................................ 127
Ability Score Improvement/Feat ................................... 90 Superior Weapon Flurry [Changed] ............................ 127
Extra Attack........................................................................ 90 Weapon Forms ...................................................................... 128
Jack of all, Master of None .............................................. 90 Battle Dancer Form......................................................... 128
Signature Jutsu .................................................................. 90 Gungnir Piercer Form .................................................... 129
Signature Technique .........................................................91 Obsidian Hammer Form ................................................ 130
Scouting Technique ............................................................... 92 Phantom Blade Form ...................................................... 131
Arbiter Scout ...................................................................... 92 Primal Weapon Form ..................................................... 132
Arbiter Maneuvers ............................................................ 93 Ranger Form .................................................................... 134
Assault Scout ..................................................................... 94 Samurai Form ...................................................................135
Assault Maneuvers ........................................................... 95 Slayer Form ...................................................................... 136
Cloning Scout ..................................................................... 96 Puppet Master ........................................................................138
Cloning Maneuvers .......................................................... 97 Character Inspirations ................................................... 138
Barrier Scout ...................................................................... 98 Creating a Puppet Master .............................................. 138
Barrier Maneuvers ............................................................ 99 Class Features .................................................................. 139
Elemental Scout .............................................................. 100 Jutsu Casting .................................................................... 139
Elemental Maneuvers ..................................................... 101 Chakra Threads ............................................................... 139
Pathfinder Scout ............................................................. 102 Puppet Tool ...................................................................... 139
Pathfinder Maneuvers ....................................................103 Tactics of the Craft ......................................................... 140
Phantom Scout ................................................................ 104 Puppet Technique ........................................................... 140
Phantom Maneuvers ...................................................... 105 Puppet Upgrades ............................................................. 140
Tactical Scout .................................................................. 106 Chakra Enhanced Retrofit ............................................. 140
Tactical Maneuvers ........................................................ 107 Ability Score Improvement/Feat ................................. 140
Trickster Scout ................................................................ 108 Extra Attack ...................................................................... 140
Trickster Maneuvers ....................................................... 110 Generalized Skill ............................................................. 140
Taijutsu Specialist .................................................................. 111 Tool Expertise .................................................................. 140
Character Inspirations..................................................... 111 Always Prepared .............................................................. 140
Creating A Taijutsu Specialist ........................................ 111 Puppet Technique ................................................................. 142
Class Features ................................................................... 112 Black Technique ~ Puppeteer ....................................... 142
Jutsu Casting ..................................................................... 112 Black Iron Upgrades ....................................................... 144
Martial Defense ................................................................ 112 Blue Technique ~ Warmaster ....................................... 147
Unarmed Technique [Changed] ................................... 112 Puppet Weapon Types.................................................... 148
Martial Technique [New] ............................................... 112 Upgrades of War .............................................................. 149
Martial Adept .................................................................... 112 Green Technique ~ Marionettist ................................. 152
Enhanced Movement ...................................................... 113 Magus Upgrades .............................................................. 154
Taijutsu Style .................................................................... 113 Purple Technique ~ Juggernaut ................................... 158
Ability Score Improvement/Feat .................................. 113 Armorer’s Upgrades ....................................................... 160
Extra Attack....................................................................... 113 Red Technique ~ Performer ......................................... 165
Evasion ............................................................................... 113 Upgrades of the Theatre ................................................ 168

3
White Technique ~ Weaver ............................................ 171 Genjutsu Specialist ......................................................... 222
Interwoven Upgrades .....................................................172 Ninjutsu Specialist .......................................................... 222
Puppet Master Upgrades...................................................... 177 Intelligence Operative .................................................... 223
Cooking-Nin ........................................................................... 183 Medical-Nin ..................................................................... 223
Character Inspirations....................................................183 Martial Class Feats ............................................................... 223
Creating a Cooking-Nin .................................................183 Hunter-Nin ...................................................................... 223
Cooking Nin Moving Forward .......................................183 Scout-Nin .........................................................................224
Class Features .................................................................. 184 Taijutsu Specialist ..........................................................224
Jutsu Casting .................................................................... 184 Weapon Specialist ...........................................................224
Cooking Tool Infusion ................................................... 184 Puppet Master ..................................................................224
Shinobi Snacks ................................................................ 184 Tools to Carry On a Legacy............................................224
Cooking Focus ................................................................. 185 The Moment I Understood ............................................ 225
Food for the Soul ............................................................. 185 The Certainty of Steel ..................................................... 225
Tool Expertise.................................................................. 185 Science-Nin ...................................................................... 225
Ability Score Improvement/Feat ................................. 185
Legacy Content .............................................................. 226
War and Food ................................................................... 185 Passionate Youth [Legacy Content] ............................226
Iron Stomach ................................................................... 185
Peerless Taste .................................................................. 185
Cooking Focus ....................................................................... 186
Battle Cook ....................................................................... 186
Entremetier Chef ............................................................ 187
Herbalist ........................................................................... 188
Pâtissier Chef ................................................................... 189
Science-Nin ........................................................................... 190
Character Inspirations................................................... 190
Creating a Science-Nin ................................................. 190
Class Features ................................................................... 191
Jutsu Casting ..................................................................... 191
Shinobi of Science ............................................................ 191
Chakra Cell Enhancement .............................................. 191
Chakra Containment Device .......................................... 191
Scientific Ninja Tools ...................................................... 191
Scientific Inquiry ............................................................. 191
Ability Score Improvement/Feat .................................. 191
Extra Attack....................................................................... 191
The Right Tool ................................................................. 192
Yhprum’s Law ................................................................. 192
Calculated Response ...................................................... 192
Infused Genius ................................................................ 192
Mixed Studies .................................................................. 192
Scientific Inquiry ................................................................... 193
Alchemist .......................................................................... 193
Alchemist Elixirs ............................................................. 194
Shinobi-Ware .................................................................. 196
Shinobi-Ware Upgrades ................................................ 197
Spyware ............................................................................. 200
Spyware Programs ......................................................... 201
Technobi ........................................................................... 203
Technobi Mechanizations ............................................ 204
Ninjaneer ..........................................................................206
Arsenal Modifications ................................................... 207
Mad Scientist ...................................................................209
Inversion Serums ............................................................ 210
Scientific Ninja Tools ........................................................... 212
Class Feats ...................................................................... 216
Archetype Class Feats ...........................................................216
Genjutsu Specialist ......................................................... 216
Hunter-Nin ...................................................................... 216
Intelligence Operative ....................................................217
Medical-Nin ......................................................................217
Ninjutsu Specialist ......................................................... 218
Scout-Nin ......................................................................... 219
Taijutsu Specialist .......................................................... 219
Weapon Specialist ........................................................... 220
Witch Archetype [New] ................................................. 220
Puppet Master ..................................................................221
Science-Nin ......................................................................221
Caster Class Feats ................................................................. 222

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

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

PROFICIENCIES You gain an additional use of either of this features


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

JUTSU CASTING psychic damage equal to three times the result.


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

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

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

ABILITY SCORE IMPROVEMENT/FEAT KEEN AWARENESS


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

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

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

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

ACTUALIZED PERCEPTION • Genjutsu Flow: The Genjutsu Specialist doubles the


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

THE PRESTIGE
spend up to 2 Actualization Die. When you do, roll the die
reducing their save by half the result (Min 1.), potentially
causing them to critically fail. Starting at 20th level, you have achieved the pinnacle of
illusionary skill and potential. Once per rest, when you cast
ACTUALIZED PERFECTION [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 to
deal damage, heal, increase/reduce damage reduction or
provide temporary hit points. You add the actualization die
to the roll, interpreting the results as normal.

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

BEGUILER this feature whenever you finish a long rest.

The Genjutsu Specialist who chooses to become a Beguiler BEGUILING FORCE


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

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

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

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

COLLAPSING YOUR WORLD


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

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

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

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

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

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

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

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

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

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

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

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

SYNCHRONOUS TECHNIQUE MASTER OF REALITY


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

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

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

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

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

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

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

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

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

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


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

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

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


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

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

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

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

VISCERAL LANGUAGE SIRENS INFLUENCE


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

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

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

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

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

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

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

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

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

ARMOR OF PSYCHOSIS BLINDING LIGHTS


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

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

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

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

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

MISTY THOUGHTS PERSISTENT GENJUTSU


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

MISTY VISIONS PIECE OF MIND


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

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

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

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

You can use this Malleable Mirage once per long rest.

ULTIMATE ILLUSIONARY WEAPON


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

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

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

VOICE OF AN OLD FRIEND


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

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

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

EQUIPMENT HUNTERS PATTERNS


You start with the following equipment, in addition to Also, at 2nd level you have begun to develop patterns from
the equipment granted by your background: your mentors, heroes, enemies or even allies. These patterns
• Padded Armor manifest themselves in a multitude of ways. You begin with a
• (a) 2 Simple Weapons or (b) 1 Martial Weapon single learned pattern. You develop an additional Pattern at
• (a) One Kunai stack or (b) One Shuriken stack 9th and 15th levels.
• (a) 1 Flash tags or (b) 1 Paper Bomb
• 2 Kits of your Choice PRIMARY TARGET [CHANGED]
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. You can only have one
your Intelligence modifier creature marked as your Primary Target at a time.
Creatures remain marked until they reach 0 Hp, or you
GENJUTSU mark another creature. While marked, you gain the
following benefits;
Genjutsu save DC = 8 + your proficiency bonus + your
Wisdom modifier • You have Advantage on Wisdom checks made to track
Genjutsu attack modifier = your proficiency bonus + or search for your Primary Target so long as they are
your Wisdom modifier within the same countries borders as you.
• You become aware of one of the following in regards to
TAIJUTSU a marked creature. In order to gain additional
Taijutsu save DC = 8 + your proficiency bonus + your knowledge, you must reapply Primary Target to the
Strength modifier creature or subsequent turns;
Taijutsu attack modifier = your proficiency bonus + your o One damage immunity they have and if it is the
Strength modifier result of a feature, jutsu or trait.
o One damage resistance they have and if it is the
SWIFT RESPONSE o
result of a feature, jutsu or trait.
Their current Damage reduction value.
Beginning at 1st level, you learn to react with swift and
decisive action in combat. You ignore difficult terrain
and you add your full proficiency bonus to initiative rolls
HUNTER CREED
instead of half. Beginning at 3rd level you begin to follow a Creed of the
Hunt, enabling you to shape your skillset further. Your Creed
LETHAL PRECISION grants you features at 3rd, 7th, 10th, 14th and 17th levels.

Also, at 1st level, Select one between Taijutsu &


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 [Changed V2]: When you are hit by a
creature's attack, the next time you deal damage to that
UNCANNY DODGE creature you can Lethal Attack ignoring its normal
trigger requirements.
Starting at 5th level, when a creature that you can see
• Evasion: When you are subjected to an effect, that allows
would deal damage to you, you can use your reaction to
you to make a Dexterity saving throw to take only half
halve the triggering attack, jutsu or effect, damage
damage, you instead take no damage if you succeed on a
against you.
saving throw, and only half damage if you fail.

EXPERTISE ELUSIVE
Also at 5th level, choose any one skill or tool kit that you
Beginning at 13th Level, you are so evasive that attackers
have proficiency in. You gain expertise in the chosen
rarely gain the upper hand against you. No Attack roll has
skill or tool kit.
advantage against you while you aren’t incapacitated
When you would reach 15 th level, you can select one

ASSASSINATE [CHANGED]
more proficiencies (in skills or tools) to gain this benefit.

HUNTED TARGET [CHANGED] At 20th level, you have mastered the art of Hunting,
tracking, and assassinating targets. You can trigger Lethal
Beginning at 6th level, a creature marked as your
attack, twice per turn.
Primary Target, who has 50% or less hit points, is
counted as Hunted against you.
Hunted. A Hunted creature is one who is being stalked
by you and is on their last leg. When a hunted creature
would regain hit points, cleanse a condition, or cast a
jutsu, they trigger an attack of opportunity from you.
Beginning at 11th level, you gain a special reaction
called Hunters Strike. This special reaction can be gained
and used in addition to other special actions you gain
and use.
Hunters Strike. This special reaction can only be used to
make an attack of opportunity.

24
HUNTERS CREEDS equal to or lower than yours suffers a 1d4 penalty to all
Wisdom and Charisma based skill checks interacting with

BLADE WARDEN
you or any creature allied with you.
When you would roll initiative at the beginning of combat,
Some Hunter-Nin seek to master weapons to better remove you can choose to use your Intimidation Bonus as your
their foe from the equation. Followers of this Creed learn Initiative bonus. (You cannot gain the benefit of expertise with
specialized fighting techniques for use against the direst this check.)
threats, from an onslaught of enemies to towering Brutes If you do have expertise in Intimidation you roll your
initiative at advantage and can make Intimidation checks as
WARDEN’S PROFICIENCY a Bonus action if you would spend your action to make an
Beginning at 3rd Level, you gain proficiency in the Athletics attack. On a successful Intimidation check a creature gains 1
and Intimidation Skills. You can make any checks with the rank of Fear against you for the next minute.
aforementioned skill using Strength or Dexterity.
Also, you have learned to fully invest into a singular BLADE’S AGGRESSION
weapon designed to best capitalize on your free-flowing Beginning at 1oth level, your Wardens Weapon’s damage die
form of combat. Select one simple weapon type that you is increased by 1 step.
have proficiency in, that does not have the Two-Handed or Also, if you have advantage on an attack against a target
Heavy properties. This weapon is hereby treated as your on your turn, that was not made as a part of a bonus action,
Warden Weapon. A Warden Weapon gains a new weapon you can immediately make an additional weapon attack
property unique to it, that other shinobi wish they knew using your Warden Weapon after the attack at advantage is
how to utilize. Select one Warden Weapon Property from the made.
following granting the weapon the listed property effects.
You can switch your Warden Weapon Technique when you I WOULDN’T DO THAT
complete a rest of any type. You can select a second Also, starting at 10th level, when engaging a creature who
property when you reach 10th level.; would become hostile as a result of a failed Charisma based
interaction. You being present make them rethink their life
WARDEN WEAPON PROPERTY TABLE choices in the moment.
Weapon When you or an allied creature would fail a Charisma
Property Effect based skill check against a creature, if they would become
hostile, you give a look of your description meant to cause
Flurry A weapon with the Flurry Attack property can be used to
them hesitation. The affected creature must
Attack make two weapon attacks as a bonus action. Bonus
make a Wisdom ability Check vs your
[Changed] action attacks made in this way do not add your ability passive Intimidation [Intimidation Bonus
modifier to damage. + 10], you do not calculate expertise into
Mortal A Weapon with the Mortal property ignores Temporary your passive intimidation for this check.
[Changed] hit points, instead dealing damage directly to a creatures On a failed check, they choose to not
hit points once per turn. engage in combat instead finding
another way to resolve the
Fatal A Weapon with the Fatal property cannot have its
situation. If another creature
damage reacted to when used as a part of your first
would become hostile or initiate
weapon attack or Bukijutsu attack, per turn. combat, a creature who hesitated as
a result of this feature does not roll
BLADE’S PREY [CHANGED] initiative, instead acting last in the
Also at 3rd Level, your tenacity can wear down the most initiative.
fortuitous foes. A creature becomes Flat-Footed vs you, if A creature who is immune to the Fear
you succeed on a skill check initiated by a Hunters Exploit condition is immune to this feature.
against them.
Additionally, when you hit a creature with a weapon WARDENS RETALIATION
attack using your Warden Weapon, the creature takes an Beginning at 14th level, you gain the ability to
extra 1d6 damage if it’s below its hit point maximum. counterattack when your target tries to sabotage you. If your
This bonus damage happens on each successfully hit. Primary Target forces you to make a saving throw, you can
Finally, you gain exclusive access to the Wardens Assault, use your reaction to make one weapon attack against them.
Hunter Exploit. This does not count against your Exploit You make this attack immediately before making the saving
Limit. throw. If the attack hits, you gain advantage on the saving
throw.
AGGRESSIVE ATTACK [CHANGED]
Starting at 7th level, when you make a weapon attack, with a SUPERIOR OFFENSE [CHANGED]
Warden Weapon you can add your Strength and Dexterity At 17th level, you are so accurate that attacks rarely rely
Modifier to your Damage rolls instead of one or the other, on sight, if at all and cannot be diverted. You gain 30 feet
unless otherwise stated. of blindsight and attacks you make cannot be made at
disadvantage and ignores Damage Reduction as a result
WARDEN’S PRESENCE of Jutsu.
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
place. Additionally, a creature who’s charisma modifier is

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-
[Changed] throw also gains one rank of the Weakened Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5.)
condition. If you do have expertise in Medicine you roll your
medicine checks using this feature at advantage and can
Overdose A creature who fails their constitution saving
make Medicine checks as a Bonus action.
throw instead becomes Maddened, in place of
Envenomed. NECROTIC TOUCH
Sedative A creature who fails their constitution saving Also, at 7th level, when you would deal Necrotic damage
throw instead gains one rank of the slowed to a creature using a jutsu, feature or weapon you force
condition in place of Envenomed. the target to make a Constitution saving throw vs your
Ninjutsu save DC. On a failed save they experience rapid
Sepsis A creature who fails their constitution saving
cellular degradation. A creature who experiences this
[Changed] throw also gains one rank of Laceration. reduces their Constitution score by 1 for the next hour. A
Viral A creature who fails their constitution saving creature who’s constitution modifier was be reduced as a
[Changed] throw also gains one rank of Concussed. result of their score being affected, has their maximum
and current hit points reduced by an amount equal to its
Destructive This jutsu’s base Damage is increased by +1d12.
level.
[Changed]
Alternatively, you can spend a use of this feature to
Surgical This jutsu adds your Casting ability modifier to cast the Necrosis Ninjutsu targeting an allied creature,
the damage rolls. restoring hit points equal to the damage rolled.
Narcotic This jutsu reduces its upcast cost by 1. You can only use this feature a number of times equal
to your Intelligence modifier per long rest.
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
SHADOW ASSASSINATION TECHNIQUE TABLE person you are speaking to off. Make a Deception check vs
a DC (10 + targets level). On a success, you shift the
Assassination conversation, rendering the previous failure as if it never
Technique Effect occurred as the target immediately forgets as they are
Shadow This jutsu can take on the shape of a shuriken of your overwhelmed with new information. You can attempt to
Shuriken description at will. Ranged attacks with this shadow interject socially in this way, once every 10 minutes.
[Changed] weapon have a range of 60 feet, and can be made as a
Bonus Action, once per turn.
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 ability modifier to the damage rolled.
Shadow Battle This jutsu can take on the shape of Battle Wires of your
Wire [Changed] 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
(Illusions)
Shadow sword This jutsu can take on the shape of a sword of your
description at will. This weapon gains the Lethal and
Deadly weapon properties.
Shadow Iron This jutsu can take on the shape of Iron Claws of your
Claw description at will. This weapon has the Critical and
Tactical weapon properties
Dark Blood If you would deal 15 damage with this weapon in a single
[Changed] attack, the target gains +1 rank of Demoralized.
Dark Lethality Increase this jutsu’s critical threat range by +1.
[Changed]
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 increases to +4 at 10 th 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. The Lethal Attack triggered in this way, have that has the Hidden property. As a bonus action
only affects on creature of your choice. you can call upon this weapon instantly. As a part of
Arsenal Tools [Changed]: At the end of a rest of any this bonus action, you can make one weapon attack at
type, roll 1d4 + 1. You gain a number of your Arsenal Tools advantage. You must reset the launcher with a bonus
equal to the result. The items can only be used by you, action before you can use it again. Beginning at 10 th
they are of base quality and last until your next rest. level it no longer requires a bonus action to reset the
Increase the dice size by 1 step at 10th and 17th levels. If Launcher, instead costing your object interact action
the item would deal damage, it can trigger Lethal Attack and you can make two weapon attacks instead of one.
even if it doesn’t require an attack roll. The Lethal attack
triggered in this way, only affects one creature of your LETHAL WEAPONS [CHANGED]
choice and only happens on a failed saving throw as if Beginning at 7th level, a creature who fails a saving
you fulfilled the Lethal Attack class features trigger throw from a trap you set, can trigger your Lethal Attack
requirements. class feature as if you fulfilled its listed requirements.
. The following tools count for purchased tools as well, Additionally, you can use any Arsenal Tool as an Action
not just tools created by this feature. or bonus action.

o Paper Bombs/ Explosive Tag Balls: Increase


damage die by 1 Step.
o Fire/Ice/Shock Bomb’s: Increase the base
range to 60 feet, instead of 30.
o Flash/Poison Tag’s: Increase the DC +2.

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 [CHANGED]


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 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 [CHANGED]


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. Traps you set no longer require the
target to fail their saving throw to trigger Lethal Attack,
instead triggering so long as one of the affected
creatures take damage.

UNLIMITED BLADE WORKS [CHANGED]


At 17th level, when you would deal damage to
multiple creatures with a jutsu or tool that is part of
your Arsenal, you deal Lethal Attack damage to all
affected creatures.

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 communicate effectively. They also
find it difficult to breathe suffering a -2 to Constitution
TOXIC PROFICIENCY ability checks and saving throws until the end of its next
At 3rd level, you gain proficiency in Deception and
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. [Changed] gains the weakened condition. If the target takes a
Also, you have learned to take the teachings of the reaction before the end of its next turn at the conclusion
Black Medics, the Bloody Devils and the Hebi Clan and of its reaction, it gains the restrained condition until the
apply them to your unique form of Combat. You learn to end of its next turn.
apply a unique poisonous chakra of your creation to both Belladonna On a hit or failed saving throw, once per turn, the target
your weapons and ninjutsu. This poison comes from loses the ability to discern allies from hostiles. If a jutsu or
combining a series of different poisonous substances
Area of effect would allow them to choose targets, they
within yourself and then exhaling it or infusing it into
cannot exclude their allies at will until the end of their
the attacking weapon or ninjutsu of your choice. Select
next turn.
one of the following Toxic Assassination techniques
augmenting your attacks with a vicious combination of Daphne On a hit or failed saving throw, once per turn, the target
toxins. As a bonus action on your turn, you can choose to gains the bruised condition.
activate this toxic chakra. When you do, select one Fire On a hit or failed saving throw, once per turn, the target
ninjutsu you know or one weapon you are holding. For Salamander gains one rank of the corroded condition.
the next minute that jutsu or weapon is infused with
your Toxic chakra, changing its damage type to Poison Foxglove On a hit or failed saving throw, once per turn, the target
and gaining additional effects based on the Toxic [Changed] gains one rank 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. If the target takes a bonus
a damage type other than Poison, it instead triggers said action on its next turn, it gains the slowed condition until
effects with poison damage. Once you infused a weapon the end of its next turn.
or ninjutsu with your Toxic chakra, you cannot infuse
Hemlock On a hit or failed saving throw, once per turn, the target
another weapon or jutsu until 1 minute has passed.
gains the envenomed condition.
Bukijutsu cast using your infused weapon do not gain
your Toxic Assassination techniques effects, as these
effects can only trigger with weapon attacks. You can FALSE FACES
switch your Toxic Assassination Technique when you Beginning at 7th level, you have learned a much more
complete a rest of any type. advanced Transformation technique, allowing you to
You can select a second technique when you reach 10th physically imitate any humanoid creature who you have met
level; before. This allows you to physically duplicate them. This
duplication cannot be discerned with physical identification
POISONOUS EMBRACE alone as you have even adopted their finger prints and blood
Also, at 3rd level your skill with Poisons are better than type. This transformation requires at least 1 hour and can be
most. When you would complete a short rest, while you dismissed at will, at no action cost.
have access to a Poison Kit, you create 2 vials of Assassins Also, with additional time you can learn to unerringly
Blood. This Poison is a special variation, but becomes inert mimic that same person's speech, writing, and behavior.
when you would take a rest of any type. This Poison is You must spend at least one hour studying the person's
much more potent than a normal. The DC of this poison behavior, listening to them and examining handwriting.
becomes equal to your Ninjutsu save DC and the base Your ruse is indiscernible to the casual observer. If a
damage it deals becomes 3d6. wary creature suspects something is amiss, you have
You can apply this poison to your weapon as a part of advantage on any Deception check you make to avoid
the action used to make the attack. The number of Vials detection.
you can create and the damage the poison deals Once you have maintained a creatures physical
increases to 3 vials and 4d6 at 7th level, 4 vials and 5d6 at appearance, speech, writing and behavior for at least 1
11th level and 6 vials and 6d6 at 17th level. week straight, you no longer require 1 hour to assume
Finally, you gain exclusive access to the Incurable their appearance or mimic them, instead being able to
Affliction Hunter Exploit. This does not count against manifest this likeness as a Bonus action.
your Exploit Limit.

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 make an attack or cast a jutsu that targets a
SIN’S PROFICIENCY creature, they must target the creature closest to
When you choose this Creed at 3rd level, you gain them. If two or more creatures are an equal distance,
proficiency in Persuasion and Insight. Additionally, you 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 interrupt the aiding effect.
damage, you instead add your Ninjutsu ability modifier,
in place of your Genjutsu ability modifier for damage. If Gluttony This jutsu injects feelings of excess into its target.
this jutsu would be cast using your Genjutsu attack [Changed] Until the end of the targets next turn, when they
bonus, you can choose to instead use your Charisma would cast a jutsu that would aid themselves, they
instead of wisdom to calculate this. Finally, your must recast the same jutsu targeting themselves
teachings have also taught you how to blend in the sins using their remaining Action and/or Bonus Actions
of man into this jutsu, making it far more deadly to be ignoring the jutsu’s normal casting time.
struck by it. Select one of the following Vice Assassination Greed This jutsu injects feelings of greed into its target.
techniques augmenting the Shadow Bite jutsu when cast.
Until the end of the targets turn, when they would
A Jutsu with any of the following techniques cannot be
cast a jutsu that would allow them to aid their allies,
taught to another creature and cannot be customized,
they instead can only aid themselves.
modified or augmented using the Jutsu customization
options or any Non-Hunter-Nin class features. You can Sloth This jutsu injects feelings of inactivity into its target.
switch your Vice Assassination Technique when you Until the end of the targets next turn, they gain 1
complete a rest of any type. You can select a second rank of Slow.
technique when you reach 10th level;
ARROGANCE’S INFLUENCE
GREED’S SHELL [CHANGED] Beginning, at 7th level, you have a constant aura of
Also, at 3rd level, On your turn as a free action you can
influence around you designed to affect those of your
surround your skin in a sleek metallic looking coat of
choice with an arrogant mindset. Creatures of your
chakra, that is a color and design of your choice. This
choice within 30 feet of you, who would attempt to make
chakra like armor lasts for 1 minute.
a Charisma based check may add 1d6 to their check as
When you would activate this armor your skin hardens
their self-confidence aids them.
granting you protection from a limited amount of
Additionally, whenever a creature who is engaged in a
damage and making you far harder to harm. You can
social encounter with you and who is not your ally,
activate this protective armor a number of times equal to
would doubt your ability to accomplish a task no matter
your proficiency bonus per long rest.
how simple or mundane, you gain a +5 bonus to any skill
First, for the duration, while you are not wearing
check made in attempt to accomplish the task.
medium or heavy armor, you gain DR (damage
reduction) vs all sources, equal to your Genjutsu ability
modifier.
Second, you gain 10 temporary hit points. This
increases to 20 at 7th level, 30 at 10th and 40 at 14th levels
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 [CHANGED] 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 2, it’s range instead becomes 120 feet, your next turn.
and requires no attack roll to mark a creature. A creature
Also, you gain exclusive access to the Void Assault,
marked by your Chakra Mark in this way, is instead
Hunter Exploit. This does not count against your Exploit
marked until you score an attack that activates your
Limit.
Lethal Attack class feature, or mark another creature with
Chakra Mark in this way after which the jutsu ends.
VORPAL STRIKE [CHANGED]
Finally, your teachings have also taught you how to Beginning at 7th level, you can mark your weapons with a
blend in different Fuinjutsu seals into your Chakra Mark special seal, known as a vorpal seal for 1 minute. Once you
making it significantly more potent for your assaults. use this feature to mark your weapon (or weapon stack), you
Select one of the following Void Assassination techniques cannot use it again for 10 minutes.
augmenting the Chakra Mark jutsu when cast. You can While marked your weapon gains one of the following
switch your Void Assassination Technique when you effects for the duration;
complete a rest of any type. Vorpal Passthrough. The first attack you make each
You can select a second technique when you reach 10 th turn with the weapon ignores temporary hit points &
level; structures or constructs that would intercept damage.
Vorpal Sharpening. The marked [Weapons Damage] die is
increased by 1 step.

VOID ASSASSINATION TECHNIQUE TABLE


Assassination
Technique Effect
Aether A creature marked with this jutsu who would make a saving throw against a jutsu with the Fuinjutsu keyword suffers a -1 penalty, once per
turn. This penalty increases to -2 at 10th and -3 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 b e 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 Ninjutsu or 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.
Disruptive A creature marked with this jutsu who would take damage from a Taijutsu or Bukijutsu, increases the cost of their next jutsu before the
[Changed] beginning of your next turn by +3. This cost increases to +6 at 10th and +9 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 [CHANGED]
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
you ignore half of their DR (Damage Reduction).
accuracy. You gain proficiency in the Martial Arts and
Additionally, if the marked creature has 5 or more
Insight skill. Additionally, you can make a skill check using
total ranks of any condition(s) your Lethal Attack damage
either of the skills using Dexterity or Wisdom.
die increases to a d10.
Also, you have willingly chosen to replace your
organic arm with that of a shinobi prosthetic. An arm EYES OF A SHINOBI
made of wood, metal and other synthetic martials that Also at 7th level, you have tapped into a latent skill that
you control using your chakra, that sits in place of your has been lost to most shinobi. The ability to sense a
original arm. This prosthetic is able to be fitted with a creatures presence, strengths and weaknesses. As a bonus
tool that can aid you in combat. Select two of the action you can activate your shinobi sense, allowing you
following Prosthetic Attachments. You can select two to sense the presence of all living creatures within 30 feet
more at 10th level. If a tool would require a creature to of you, with or without chakra until the end of your next
make a Saving throw, you would use your Taijutsu Save turn. All living creatures glow a soft blue hue allowing you
DC. You can use any of your Prosthetic Attachments a to even sense a creature through walls no more than 5 feet
number of times equal to your proficiency bonus per thick. While sensing a creature in this way, you also
rest. become aware of the gaps in their defenses if any,
You can switch your chosen Prosthetic Attachments allowing you to become aware of the AC of all creatures of
when you complete a rest of any type. your level or lower.
You can tap into this well of preternatural sensory
SHINOBI’S KARMA: BODY ability a number of times equal to your Wisdom ability
Also, at 3rd level, your strength of body has reached new
modifier per rest.
levels compared to other Hunters of your caliber.
Increase the number of failed death saves you need by 2,
before you die and you gain advantage on death saves.

PROSTHETIC ATTACHMENTS TABLE


Assassination
Technique Effect
Divine Your arm is outfitted with a fan you can quickly pull out to gain a boost to stealth. As an action you cloak yourself in divine winds,
Abduction giving yourself advantage on your next stealth check.
Elemental Vent In your arm you have equipped a small cannon that unleashes a blast of fire on your foes. As an action you can force every cr eature
15-foot cone make a dexterity saving throw, taking 4d6 fire damage on a failed save and half as much on a success. If you have access
to another nature release, you can instead use that elements corresponding damage type (Water = Cold). This damage increase b y
+2d6 at 10th and 17th levels.
Loaded Your arm is fitted with exceedingly sharp shuriken, launched from a wheel bound with extreme tension. As a bonus action you m ay
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 the triggering damage and the next instance of
[Changed] damage by 3d4. The damage you reduce is increased by +3 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 taking consistent damage. As a
reaction when you would take damage, you teleport up to 30 feet away. The distance you teleport is increased by +15 feet 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 att ack, 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 every creatu re 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 beginning
of their next turn.

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 [CHANGED] 21). If you have expertise in chakra control, you
Skill: Perception instead add a +1d4 bonus in place of expertise. On a
When you make an attack, you attempt to line it up success, you reduce the cost of the jutsu by 1d6, down
against a creature you can see. Make a Perception to a minimum of 0. If you beat the DC by 5 or more,
check vs the targets AC. If you have expertise in you instead reduce the cost by 2d6.

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

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

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

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

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

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

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

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

BACK-UP PLANS, BACK-UP KLEPTOMANIAC


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

BOTANY MARTIAL STUDENT


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

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


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

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

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

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

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 [CHANGED]
As an Intelligence Operative, you gain the following class Starting at 1 st level, the you may use your Intelligence
features. modifier in place of your Dexterity modifier to roll
Initiative.
HIT POINTS Additionally, when taking the Read the Enemy action,
Hit Dice: 1d8 per Intelligence Operative level you may make an Investigation check in place of any
Hit Points at 1st Level and beyond: 8 + your constitution previously listed skill checks.

EXPLOIT WEAKNESS [CHANGED]


modifier

CHAKRA POINTS Also 1st level, you are able to analyze a target, develop a
Chakra Dice: 1d10 per Intelligence Operative level plan on how to best overcome any potential obstacles
Chakra Points at 1st Level: 10 + your constitution and execute that plan with ruthless efficiency. As a
modifier bonus action on your turn, you can analyze a target you
Chakra Points at Higher Levels: 1d10 (or 6) + your can see within 60 feet of you. For the next minute, or
Constitution modifier per Intelligence Operative level until you analyze another target, you gain the following
after 1st. benefits against your analyzed target;

PROFICIENCIES • Intelligent Strikes. While wielding a weapon you are


proficient with either any of the following weapon
Armor: Light armor, medium armor
properties, you can use your action to make a melee or
Weapons: Simple Weapons, Fuma Shuriken, Knuckle
ranged Ninjutsu attack with the chosen weapon when
Blades
targeting an analyzed target; Melee: Light or Finesse,
Ninja Tools: Pick four
Ranged: Thrown or Returning.
Saving Throws: Dexterity, Intelligence, Charisma • Exploit. Once per turn, you can attempt a Read the
Skills: Investigation, Choose three from Chakra Control,
Enemy skill-action at reaction cost. When you do, you
Crafting, Ninshou, Persuasion, Illusions, Insight,
make your check vs the targets Level DC. On a success
Intimidation, History, Perception, Martial Arts
you gain the benefits of the Read the Enemy action and

EQUIPMENT become aware of one trait the adversary has, its


effects and if it can be dispelled or suppressed in
You start with the following equipment, in addition to
some way. (Level DC = 8 + target creatures Level.)
the equipment granted by your background:
• (a) Padded Armor or (b) Combat Jacket
Beginning at 7th level, you learn how to
analyze a friendly creature, informing them of
1. (a) 1 Simple weapon or (b) 2 Knuckle Blades
• (a) One Kunai Stack or (b) 1 Fuma Shuriken
their faults and assisting them in covering those.
As a bonus action, you can analyze an allied
2. One Tool Kit of your choice.
• 1 Paper Bomb
creature for the next minute. While analyzed,
you can select one Statistic; Attack Roll,

JUTSU CASTING Damage roll, Skill Checks, Saving Throws or


Armor class. They ignore any penalties

NINJUTSU
they have as the result of a Jutsu, Trait or
condition while you are analyzing them.
Ninjutsu save DC = 8 + your proficiency You can only analyze one allied creature
bonus + your Intelligence modifier at a time.
Ninjutsu attack modifier = your
proficiency bonus + your Intelligence
modifier

GENJUTSU
Genjutsu save DC = 8 + your proficiency bonus +
your Wisdom modifier
Genjutsu attack modifier = your proficiency
bonus + your Wisdom modifier

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

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

EXPERTISE
using a skill each round. If an allied creature would beat
an opposing DC or contested check by 5 or more while
Starting at 2nd level, select one skill or toolkit. You gain benefiting from this effect, you gain a Scheme Die which
expertise in the chosen skill or toolkit. You gain 1 you can use during this Social encounter.
additional expertise beginning at 9th and 16th levels.

MASTER STRATEGIST
Also, at 3 rd Level you dedicate your tactics towards a
Type of Strategy which is detailed in the following
section. The Strategy you choose grants you features at
3rd, 6th, 9th, 13th and 17th levels.

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.

TACTICAL SCHEME
[CHANGED]
Beginning at 5th level, you can begin to design a scheme
intended to defeat any of your enemies.
Whenever you would spend a Brave Order or activate a
Plan, you can gain a special d20 called a Scheme Die
which remains until the end of your next turn. Before the
end of your next turn, you can replace the result of any
allied creature’s d20 roll, with your Scheme Die. You roll
your scheme die, and use that in place of the allied
creatures d20 result.
Beginning at 10th level, you gain two d20s, and can roll
both and pick the dice you want to use for this feature.
Starting at 15th level, you can use this feature to
replace the d20 roll of a hostile creature marked with
your Exploit Weakness. Once you use this feature, to
replace a hostile creature’s d20 roll twice, you cannot do
so again until you complete a long rest.

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, all allies gain the Checkmate
creature disadvantage on any single Skill Check, Attack condition. This condition cannot be cleansed and has a
Roll or Saving throw. At 18th Level you may select a number of charges equal to your proficiency bonus. A
number of creatures equal to your Intelligence Modifier. charge is expended when an affected creature fails a
saving throw or you end your turn. Once all charges are
TSUME [CHANGED] expended, they lose this condition. Once you use this
feature, you cannot do so again until you complete a long
Starting at 14th level you have reached the pinnacle of
rest.
tactical planning and choice-based tactics. When you
Checkmate. Creatures with the Checkmate condition
would gain the benefit of a Plan while you have a hostile
gain the following benefits for its duration.
creature marked with Exploit Weakness, you begin to
move into end game. • While you are Checkmated plans you activate does not
By spending 1 Brave Order, all allied creatures, cost Brave Orders.
excluding yourself become marked with your Exploit • A Checkmated creature gains immunity to Conditions
Weakness for up to 1 minute, gaining the benefit of being inflicted by hostile creatures.
analyzed and gain a special action called Tsume. • A Checkmated creature treats critical hits as regular
Tsume. This special action, can be taken to fulfil the hits.
action cost of any Jutsu cast that has a casting time of at • A Checkmated creature cannot gain disadvantage or
least 1 Action, 1 Bonus Action or 1 Reaction or it can be penalties to any d20 roll it makes.
used to Dash, Disengage or Hide. Once used this special • A Checkmated creature gains double the benefit from
action comes back at the beginning of the affected currently active plans. If a plan provides any bonuses,
creatures next turn. Once this action has been used twice those values are doubled. If the plan provides
by a creature, they lose it and it cannot be regained until additional special actions, they can be used an
this feature is used again. additional time before ending. If the plan has a use
You can spend a Brave Order to activate this feature limit, that use limit is increased by +1.
twice per long rest.

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

AZURE ANALYST of their special traits and tactics.


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

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

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


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

CALCULATED INSIGHT [CHANGED] NOTHING IS A SURPRISE


Also, at 3rd level, your calculated assessments allow you
Beginning at 13th Level, you have truly planned for just
to see through a creature’s option’s. As a bonus action,
about every eventual outcome. While you are conscious,
Make an Intelligence (Perception) check vs a creature
you and allied creatures within 30 feet of you cannot be
marked with your Exploit Weakness’s passive Deception,
surprised and hostile creatures cannot gain advantage
that you can see within 60 feet. On a Success, you can see
against you or allied creatures within 30 feet of you as a
through their tactics, granting you one of the following
result of being hidden.
effects. You can use this feature twice per initiative. You
Finally, creatures attacks that would target you cannot
gain an additional use at 9th and 17th levels.
benefit from a bonus to hit as the result of a Jutsu. (Such
• Determine Attack: You can cause them to have as Advantage or any flat +X based bonus)
disadvantage on their next attack against a creature
that can see or hear you. 4-D CHESS
• Predict Movement: You deduce where they are Also, at 17th Level, you are already looking 20 moves
planning to move on their next turn. If they move ahead while planning for the next battle two weeks from
before the end of their next turn, you can command an now. As a bonus action, by expending one Brave Order you
allied creature to move up to their full movement plus gain, one of the following effects:
20 additional feet. You can only command one ally • Shift the Field: Up to 5 allied creatures
to move in this way as a result of this feature. that can see or hear you can move their full
• Outwit Response: You find an opening in their
movement speed without provoking attacks
defenses negating any they may have. The target of opportunities.
cannot gain Jutsu based bonuses to their AC. • Bloody Victory: When you or an ally
• Expose Weakness: The targets
would reduce a hostile creature to 0 hit points
weakness is exposed. The next before the end of your next turn, you and the allied
instance of damage they take is creature gains Temporary Hit Points equal to the
increased by twice your dead creatures Level.
proficiency bonus. • 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
Starting at 6th level, you learn how to capture the
Some Intelligence Operatives seek mastery over each
essences of Adversaries that are classed as Minions. You
creature on the battlefield. Their plans seek to
can capture up to 4 Minions in this way using your Dead
manipulate the bodies of their foes using Forbidden
Soul Technique class feature, with the 4 Minion classed
Techniques, while also demoralizing and breaking the
creatures all occupying a unique slot, that only Minion
morale of their opponents.
classed adversaries can occupy.

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

DEAD SOUL TECHNIQUE UNDEAD FORTITUDE


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

51
Medium Undead Medium Undead

Speed Creatures original Speed Speed Creatures original Speed

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

Damage Immunity Psychic Damage Immunity Psychic


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

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

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

INFO WARS become analyzed by Exploit Weakness.


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

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

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

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

CORE STRATEGY reactions until the end of their next turn.


When you choose this Strategy at 3rd level, you decide that
you, yourself are the most important part of all of your
WAR CRY
Starting at 13th Level, you become far more embroiled
plans, and you focus on one target at a time to whittle
into the conflicts you are a part of. When you would spend
down the opposition. All Attacks you make or Jutsu you
a Brave order to activate or enhance a plan you can choose
cast that would deal damage to a creature marked by your
to do one of the following;
Exploit Weakness, deals additional damage equal to your
Intelligence Modifier. • You gain a number of Temporary hit points equal to
Additionally, by Spending 1 Brave Order the next Jutsu the Highest Ranked hostile creature within 60 feet of
you cast that has a range of self, that only affects you you using the following; (E-Rank: 10, D-Rank: 20, C-
and grants you any bonuses or boosts to your ability Rank: 30, B-Rank: 40, A-Rank: 50, S-Rank: 75).
scores, attack bonus or damage rolls, is automatically Temporary hit points gained this way last for 1 minute.
upcast to the next appropriate rank where there would • You gain the benefits of the Weakness Abuse 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

Condition Bonus Effect Condition Bonus Effect


Berserk No longer removes 1 rank at end of turn. Now Dazed No longer ends at the end of following turn. Affected
must make a DC 20 Intelligence Saving throw creature must make a DC 13 Strength Saving throw to end
at end of each turn to remove 1 rank on success condition.
Bleeding/ Increase Damage die by 1 step. Increase DC to Dazzled Increase Dazzled max rank by +5.
Lacerated end condition by +5
Blinded Cannot cast jutsu with the Hand seal (HS) Deafened Can concentrate on one less jutsu, for the duration.
component.
Bruised/ Bonus damage triggers twice per turn. Envenomed Cannot regain hit points with ranks of this condition.
Staggered
Burned Triggers at the end of turn, in addition to Shocked Increase the damage die by 1 step.
beginning of turn.
Charmed When the affected creature would attempt to Fear No longer an Ability check, and instead a Flat Check.
cast a jutsu or use an effect to heal or
supporting themselves or allies, they must
prioritize healing or supporting the source of
their infatuations
Chilled Melee attacks trigger condition damage once Slowed Disadvantage on Dexterity saving throws.
per turn.
Confused Increase Flat Check DC by +2 and Ability check Weakened Disadvantage on Constitution saving throws.
DC to end the condition by +5.
Corroded Cannot regain chakra points with ranks of this Sealed Double chakra cost penalties.
condition. [New]

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

PRECOGNITION advantage or disadvantage on their next attack before


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

MOMENTARY PAUSE OMNISCIENT CLAIRVOYANCE [CHANGED]


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

CONVERGING TIMELINES rest.


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

C ONVERGING T IMELINES T ABLE


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

56
SENSORY • Allied Defense: When you and an ally are adjacent to
the same creature, you gain a +2 Bonus to AC and
Some Intelligence Operatives find that knowing your
Saving throws against that creature.
enemies positions and locations relative to the party, will • Allied Harmony: You gain a +3 Bonus to either all
make for a much more compelling combat strategy and help
Physical (Strength, Dexterity, Constitution) or all
support their team in both combat and investigating
Mental (Intelligence, Wisdom and Charisma) Skill
Situations.
Checks. Select one set at activation.

PRETERNATURAL AWARENESS [CHANGED]


• Allied Offence: When you and an ally are adjacent to
the same creature you gain a +2 Bonus to attack &
When you choose this Strategy at 3rd level, you realize the
damage rolls against that creature.
innate ability to maintain awareness on things that would
• Allied Perceptions: Creatures cannot gain advantage
normally be out of scope for your normal senses.
against you as a result of being Grappled or
You learn the Sensing Technique D-Rank Ninjutsu if you
Restrained. Additionally, creatures features, jutsu or
don’t already know it. You can cast this jutsu even when it is
traits grant them no benefits as a result of being
not your turn by spending 1 Brave order. When cast this way,
adjacent to you or any of their allies while within 5 feet
the jutsu is always cast at its highest rank possible.
of you.
Regardless of when or how you cast the Sensing
• Allied Shielding: You gain a +1 Bonus to AC.
Technique Ninjutsu, when you do, due to your extended
knowledge of how it functions, you gain additional benefits
from its casting. The Sense Chakra special action granted by
ENHANCED SENSORY SEALS
Beginning at 6th level, when you would use your Sensory
this jutsu, once per casting can be taken on your turn as a
Seals feature, you can choose to spend an additional use
Free action. You can substitute the skill check with an
of your Sensory seals to either target a second willing
Intelligence (Investigation) in its place.
creature within range, or to amplify a single creatures
Additionally, creatures whom chakra you can sense you
sensory seal granting you both with enhanced effects.
can tell what nature release a creature has, if any, if a
If you select another creature this features bonuses are
creature is concentrating on a jutsu, if they are affected by a
in effect when you and another creature with the mark
jutsu and even the highest rank of jutsu they have access to.
are within 30 feet or when two creatures with the mark
This level of awareness grows as you become more adept
are within 30 feet. The following are enhanced effects;
at sensory skills. Beginning at 9th level, you may select one
of the following preternatural ability that the Sensing • Allied Casting: Bonus increased to +4.
Technique Ninjutsu grants you when you cast it. You may • Allied Combination: Reduction increased to -10.
select another effect at 17th level. • Allied Defense: Bonus increased to +4.
• Allied Harmony: Bonus increased to +5.
• Creatures whose chakra you can sense, who are currently
• Allied Offence: Bonus increased to +4.
marked by your Exploit Weakness class feature cannot gain
• Allied Perceptions: Additionally, creatures cannot
the benefits of jutsu based bonuses to attack or damage
gain a bonus to hit you as a result of a jutsu.
rolls against you.
• Allied Shielding: Bonus increases to +2.
• Creatures whose chakra you can sense, who are currently
marked by your Exploit Weakness class feature suffer a -5
penalty to contested skill checks vs you.
SQUAD AWARENESS [CHANGED]
Starting at 9th level, you learn to enable your team to
• Creatures whose chakra you can sense, who are currently
become more aware of their surroundings and their
marked by your Exploit Weakness class feature cannot gain
enemies while working together.
advantage on attacks against any creatures allied to you
While an ally is marked with your Exploit Weakness
that can hear you (excluding yourself), that are under the
feature, they become aware of all creatures whom chakra
effects of your currently active plans.
you can sense as a result of the Sense Chakra special

SENSORY SEALS action.


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

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 [CHANGED]
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 and can gain
• +2 bonus to Skill Checks
the benefits it would provide to your Shadowhand. You can
• +2 bonus to Saving throws
switch which sigil you have when you complete a short of long
The number of bonuses you can choose increases to two rest.
beginning at 9th level. Creatures who have gained a bonus
this way who accomplishes one of the following, immediately WILDCARD
refunds the Brave order spent on this feature. A creature can Beginning at 13th Level, when your Shadowhand or an allied
only gain the benefits of this feature twice per long rest. creature within 30 of your Shadowhand would cast a jutsu, you
may as a part of the same action it uses to cast that jutsu or
• Their attack roll is 5 or higher than the targets AC
make an attack roll, spend a Brave Order. When you do, the
• Their skill check result is 5 or higher than the target DC.
jutsu cast rerolls all 1’s, 2’s and 3’s. Taking the second result
• Their Saving throw result is 5 or greater that the Save
even if the new roll is a 1, 2 or 3.
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 [CHANGED] 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 [CHANGED]
• 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
by 1.
SIGIL OF ELEMENTS • Jutsu your Shadowhand casts that have the Fuinjutsu
• Your Shadowhand Becomes Resistant to one of the Keyword, that deals damage ignores resistance.
following damage types; Earth, Wind, Fire, Cold,
Lightning.
SIGIL OF SKILL
• When it casts a jutsu that has a nature release keyword, it • Your Shadowhand gains proficiency in all skills you are
gains the nature release keyword matching its damage proficient in.
resistance granted by this sigil, replacing any nature • You gain proficiency in one skill of your choice.
release keyword it previously had. • Skill Checks your Shadowhand makes, using a skill you are
o Earth Resistance: Earth Release proficient in, cannot be made at disadvantage.
o Wind Resistance: Wind Release
o Fire Resistance: Fire Release SIGIL OF POWER
o Cold Resistance: Water Release • Your Shadowhand adds its Charisma Modifier to all
o Lightning Resistance: Lightning Release Damage rolls it makes using Ninjutsu and Genjutsu.
• If a jutsu is cast that deals damage of any type other than • Your Shadowhand gains a +2 to two saving throws. Select
the damage type it is resistant to as a result of this feature, which two, this cannot be changed later.
it instead deals the damage type it is resistant to. • Your Shadowhand deals double damage to Constructs,
• Its unarmed strikes deal an additional 1d4 of damage of the Demons and Monstrosities.
same type it is resistant to as a result of this feature.
SIGIL OF SPEED
SIGIL OF ILLUSIONS • Your Shadowhand has a movement speed equal to your
• Your Shadowhand becomes resistant to psychic damage. own speed +15.
• When it casts a jutsu that does not have the Genjutsu • Your Shadowhand increases your Initiative by your
Keyword, it gains the Genjutsu, Tactile, Auditory and Charisma Modifier when it’s summoned, moving you to
Visual Keywords and loses any other keywords it the appropriate initiative count when appropriate.
previously had. • Your Shadowhand can be summoned as a Reaction, when
• All damage that a jutsu cast by your Shadowhand deals, any creature makes takes action.
becomes psychic damage. • Once per short rest, your Shadowhand can cast a jutsu with
• Its unarmed strikes deal an additional 1d4 psychic damage. the casting time of 1 Action, as a Bonus Action.

SIGIL OF EFFORT
• Your Shadowhand adds its Charisma modifier to all Clash
Checks.
• Select one ability score. Your Shadowhand adds its
Charisma modifier to all skill checks made using that
ability score.

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

FAVORED PLAN and hear you.


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

TRAP SETTER ADVANCED TRAPS


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

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

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

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

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

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

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


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

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

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

CHAKRA POINTS CHANNELED HEALING [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 or higher to
Constitution modifier per Medical-Nin level after 1st. restore hit points, the affected creature regains +2
additional hit points. The bonus healing this feature
PROFICIENCIES provides increases as you grow in level, as seen in the
Armor: Light armor, medium armor Channeled Healing column of the class table. This healing
Weapons: All Simple Weapons bonus can only be applied once per turn.
Ninja Tools: Medicine Kit, Poison Kit Additionally, jutsu with the Medical Keyword you cast that
Saving Throws: Strength, Wisdom, Charisma restores hit points or ends conditions, remove one failed
Skills: Medicine, Chakra Control, Choose two from death saving throw from an affected creature, if any. You can
History, Insight, Perception, Illusions, Ninshou remove failed death saving throws in this way a number of
times equal to your proficiency bonus per long rest.
EQUIPMENT
You start with the following equipment, in addition to the TENETS OF MEDICINE
equipment granted by your background: Starting at 2nd Level, you begin to focus on a Specific Tenet
• (a) Padded Armor or (b) Combat Jacket of Medicine that will enhance your abilities to support your
• One Simple Weapon allies. These Tenets will provide you additional features at
• (a) One Kunai Stack or (b) One Senbon Stack 2nd Level, and again at 5th, 9th, 13th and 17th Levels.
• 1 Flash tags, 1 Medicine Kit
CHAKRA SCALPEL
JUTSU CASTING Beginning at 3rd Level, you have learned to manifest a
medical ninja’s signature technique, the Chakra Scalpel.
NINJUTSU As a bonus action you coat your hands in highly condensed
Ninjutsu save DC = 8 + your proficiency bonus + your blades of Chakra, designed to slice muscle and flesh with
Intelligence modifier surgical efficiency for one minute, while in combat or 1 hour
Ninjutsu attack modifier = your proficiency bonus + your while not in combat. Regardless of which duration is applied,
Intelligence modifier while you have Chakra scalpel active, you can add your
Wisdom modifier to all healing done as a result of a Jutsu
GENJUTSU with the medical keyword. You can only activate this feature a
3 times per long rest, you gain additional uses as you gain
Genjutsu save DC = 8 + your proficiency bonus + your
levels in this class as seen in the Chakra scalpel charges
Wisdom modifier
column of the Medical-Nin class table.
Genjutsu attack modifier = your proficiency bonus + your
While in Combat. For the duration, when you take the
Wisdom modifier
attack action, you can replace attacks granted with said
TAIJUTSU action with a melee ninjutsu attack, as if casting a medical
ninjutsu. This attack deals 1d4 + your wisdom ability modifier
Taijutsu save DC = 8 + your proficiency bonus + your in slashing damage. This damage increases by an amount
Strength modifier listed in the Chakra scalpel column of the Medical-Nin class
Taijutsu attack modifier = your proficiency bonus + your table.
Strength modifier
• Beginning at 7th level, when you deal damage with

MEDICAL NINJUTSU Chakra scalpel, the target creature must make a


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

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

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


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

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

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

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

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

PRESERVE LIFE: MENDING PRESENCE


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

ADEPT M EDIC C HART

Level Jutsu Learned Jutsu Feature


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

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

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

B LACK M EDICINE C HART

Level Jutsu Learned Jutsu Feature


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

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

COMBAT MEDIC PASSIVE REGENERATION


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

Level Jutsu Learned Jutsu Feature


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

N ATURAL M EDICINE C HART


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

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


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

WARRIOR OF THE HEX


times equal to your proficiency bonus per rest.

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

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

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

TRANSFIGURED TECHNIQUE [CHANGED] Proficiency bonus.


Beginning at 2nd level, you begin to learn to alter other
creatures cellular structure to their benefit or detriment.
PRESERVE LIFE: TRANSMUTED
Starting at 6th level, you can, as a bonus action touch one
When you would deal Acid, Poison or Necrotic damage to a
willing creature within range. When you do, you
creature with a Jutsu with the Medical Keyword, you may
temporarily change their biological make up into another
force them to make a constitution saving throw vs your
creature type of your choice for the next minute. When
Jutsu’s save DC. On a failed save, they gain 1 rank of
you do, they gain a passive benefit based on the type
Weakened.
chosen for the duration, but they lose the humanoid
Once per casting, when you would heal a creature or
descriptor as well;
grant them temporary hit points with a Medical-Nin class
feature or Jutsu with the Medical keyword, you may end • Construct: resistance to B/P/S damage.
one rank of any condition currently affecting them caused • Demon: resistance to Fire damage and Immunity to the
by a jutsu of D-Rank or lower. This increases to C-Rank at Charmed and Fear Conditions.
7th level, B-Rank at 11th, A-Rank at 15th, S-Rank at 20th. • Plant: Gains Temporary Hit points equal to Constitution
You can remove conditions in this way, a number of times Modifier each start of turn (Min 1.)
equal to your proficiency bonus per long rest. • Monstrosity: Advantage on Strength and Constitution
Saving throws.
ALTERED STRENGTH [CHANGED] • Mutant: You gain advantage on Intelligence and
Also, at 2nd level, you may alter a creatures physiology to Wisdom saving throws.
strengthen them in a number of ways. As an action, you
may touch a creature, giving them one of the following REBUILT FORTITUDE
benefits for the next minute; Starting at 9th level your ability to reinforce your allies
has heightened even more. When you use your Altered
• Once per turn, add your Ninjutsu ability Modifier to
Strength class feature on a creature other than yourself,
their damage roll.
they gain an additional benefit. Select one;
• Gain 10 Temporary Hit points at the beginning of each
of your turns. While they have temporary hit points • Once per turn, add your Ninjutsu ability modifier to
granted by this feature, they gain resistance to one their attack roll.
damage type of your choice. • Once per turn, when they cast a jutsu that deals damage
• Gain a 1d4 bonus to one saving throws they don’t have they roll 1 additional damage die.
proficiency in. • +2 bonus to their AC for the duration.
• Gain a 1d4 bonus to skill checks they don’t have
proficiency in. TRANSMUTED SELF
Starting at 13th level, your body can better handle your
A creature can only gain one benefit from this feature at Chakra scalpels, allowing you to use them more
a time. You can only have two instances of this feature aggressively. Your Chakra Scalpel’s damage die increases
active on creature(s) at any given time. If you would try to to a d8.
use this feature a third time, while two other instances are When a creature makes a constitution save against your
currently active, one of the previous two instances stop at Transfigured Technique class feature, they make it at
your choice. disadvantage.
Beginning at 5th level, you can spend 1 Chakra die. Finally, you may also use your Altered Strength class
When you do, you use an enhanced version of this feature. feature as a bonus action, but when you do, you can only
An affected creature can gain up to two benefits of this use it on yourself.
feature this way.
A creature other than you can gain the benefits of this TRANSMOGRIFIED BIOLOGY
feature twice per long rest. Starting at 17th level, you have transmuted your own body
into one near perfection. When you would gain the benefit
TRANSMUTER of your Altered Strength class feature, you can gain 3
Starting at 5th level, you learn the techniques required to benefits without spending any additional Chakra.
play a powerful role in the throes of battle. You learn the
following jutsu as you gain levels in this class according to
the Transmuter Chart at the end of this class section. Each
T RANSMUTER C HART
jutsu learned also grants you an additional feature
pertaining to the jutsu. Learned jutsu do not count against Level Jutsu Learned Jutsu Feature
your jutsu known as seen on your Medical-Nin Class
5th Restorative The creature also regains hit points
Chart.
equal to your Medical-Nin Class level.
9th Curse of Prey This jutsu gains the Medical Keyword.
Increase the Penalty to -6.
13th Reconstructive When you deal damage with this
Hand jutsu, the damage die becomes d12.
17th Red Lotus Gains the Medical Keyword, and you
may still concentrate on jutsu so long
as they have the medical keyword.

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

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

73
CLASS FEATURES REFINED NINJUTSU
As a Ninjutsu Specialist, you gain the following class Also, at 1st level, you can select an amount of Ninjutsu
features. that you know without the Combination keyword, equal
to the number shown for Refined Jutsu in the class table
HIT POINTS above, increasing the Save DC or the amount of either
Hit Dice: 1d6 per Ninjutsu Specialist level damage done by the chosen jutsu by 1 die. This feature
Hit Points at 1st Level and beyond: 6 + your constitution happens once per casting of the Refined Jutsu. You
modifier choose which benefit you gain each time you cast the
jutsu, but before the jutsu would affect a creature. You
CHAKRA POINTS can change your Refined Ninjutsu when you would take a
long rest. At 9th level, you increase the Save DC or die by
Chakra Dice: 1d12 per Ninjutsu Specialist level
2 instead of 1, and at 17th level, you increase Save DC or
Chakra Points at 1st Level: 12 + your constitution
die 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 [CHANGED]


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, without the
History, Stealth, Perception, Chakra Control. Combination keyword. You gain two of the following
Efficient Molding options of your choice. You gain
EQUIPMENT another one at 5th, 9th, 13th and 18th Ninjutsu specialist
You start with the following equipment, in addition to levels. You can only use one Efficient Molding option on
the equipment granted by your background: a Ninjutsu without the Combination keyword when you
• Padded Armor. cast it, unless otherwise noted. You can use any mix of
• 1 Simple Weapon efficient moldings you have 2 times per rest. You gain an
• (a) One Kunai stack or (b) One Shuriken stack additional use of your moldings at 9th, and 15th levels. If
• Ninjutsu Scroll (D-Rank) you would use a molding any additional times more than
your listed limitation, you must spend chakra listed as
JUTSU CASTING the Alternate cost.

NINJUTSU ABILITY SCORE IMPROVEMENT/FEAT


Ninjutsu save DC = 8 + your proficiency bonus + your When you reach 4th and again at 8th, 12th, 16th, and
Intelligence modifier. 19th, level, you can increase one ability score by +1 & a
Ninjutsu attack modifier = your proficiency bonus + Feat of your choice that they qualify for. As normal you
your Intelligence modifier. can’t increase an ability score above 20 using this
feature.
GENJUTSU
Genjutsu save DC = 8 + your proficiency bonus + your JUTSU BREAKER
Wisdom modifier Beginning at 5th Level, you learn how to overwhelm your
Genjutsu attack modifier = your proficiency bonus + opponent’s jutsu with pure force. When you would see a
your Wisdom modifier creature within 90 feet of you cast a Ninjutsu that would
deal damage of any type, you may as a reaction cast a
TAIJUTSU Ninjutsu you know with a casting time of 1 action.
Taijutsu save DC = 8 + your proficiency bonus + your When you do, if the jutsu you cast doesn’t have the clash
Strength modifier keyword it gains the clash keyword. You automatically
Taijutsu attack modifier = your proficiency bonus + your initiate a clash with the triggering creatures jutsu even if
Strength modifier their jutsu doesn’t have the clash keyword.
You may use this feature twice per rest. You gain an
CHAKRA RECOVERY [CHANGED] additional use of this feature at 11 th and 17th level.

Starting at 1st level, you have learned to retain some


spent chakra from casting Ninjutsu. Once per short rest,
NINJUTSU MASTER
you may half the cost of any one Ninjutsu without the Starting at 20th level, select one Ninjutsu of C-Rank or
Combination keyword that you cast. You gain an lower. You always deal maximum damage with the
additional use of this feature at 6th, 11th & 17th levels of chosen Jutsu.
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 a +1d6 bonus on all Ninshou checks
does not roll at advantage.
related to ninjutsu with the Fire Release keyword and you

FIRE RELEASE MASTER


can 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.
• Twice per casting, gain 1d4+1 bonus to Damage rolls. Additionally, when you would cast a Fire Release Jutsu
This increases to 1d6+1 at 10th level and 1d8+1 at 18th that is currently benefiting from your Refined Ninjutsu
level. class feature, you can double the cost of your jutsu to
• Once per casting, reduce a targets damage reduction deal three times as much damage to a single creature
by 4, until the beginning of their next turn. affected by your Jutsu. This damage happens once per
turn. You may use this feature twice per long rest.
FIRE ADEPT Finally, Ninjutsu you cast with the Fire Release
Also, at 2nd level, you have adapted to fire release chakra keyword that inflicts the burned condition, saving
in such a way that others who would tap into this nature throws are made at disadvantage.
would come to you for teachings.
Once per turn, when you would deal damage with a BLAZE WALKER TECHNIQUE
Jutsu with the Fire Release keyword, you may mark one Starting at 18th level, you learn the ultimate molding
damaged creature. This creature is ember marked. A technique for fire release ninjutsu called Blaze Walker.
creature marked by you in this way can have up to 5 When you cast a ninjutsu with the Fire Release keyword,
ember marks at a time. Once per turn, when you would you can embolden the jutsu cast. You can only use this
deal fire damage to an ember marked creature you can molding by spending 10 chakra. You can use this
trigger all marks, causing them to erupt into a torrent of molding in addition to any other efficient molding you
flame, dealing 2d6+2 fire damage for each ember mark are using.
on them, removing all marks after the eruption. A This jutsu is automatically upcast to S-Rank at no
creature is ember marked for up to 1 minute or until you additional cost, ignores immunity and resistance and
trigger this feature, whichever comes first. increases the damage die of all fire damage dealt by this
jutsu and ember marks by 1 step.
FLASH FIRE (D4>D6>D8>D10>D12)
Starting at 6th level, you learn to unleash powerful
streams of flame with the potential to burn anything
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 addition to any other moldings you are using and has an
Alternate Cost of 5.
The Ninjutsu Specialist who chose to specialize in their
The jutsu cast cannot be Interrupted, Negated or
Hijutsu techniques provided by their clans are those who
Dispelled until the end of your next turn.
become living embodiments of their Families or clans’
techniques in such a way that those who stand in their way GENERATIONAL GREATNESS [CHANGED]
will feel hesitance towards confronting them. Starting at 10th level, Jutsu you cast with both the
Ninjutsu & Hijutsu Keywords, that are currently
HIJUTSU SPECIALIZATION [CHANGED] benefiting from your Refined Ninjutsu class feature gains
When you choose this Tradition at 2nd level, you learn the
additional benefits. You can use only one of these
secrets behind your clans techniques beyond what is taught
features once per casting.
to most other members. You learn an additional Hijutsu
• As a part of the same action used to cast the selected
with the Ninjutsu Keyword that you qualify for.
You also gain a +1d6 bonus on Ninshou checks related to Jutsu, you can empower the jutsu cast. If a creature
Hijutsu with the Ninjutsu keyword and can learn and create fails their saving throw against your jutsu by 5 or
Ninjutsu with the Hijutsu Keyword in half the required time. more, regain 1 Traditional Inertia. You can gain no
Finally, when you cast a Hijutsu with the Ninjutsu more than 2 Traditional Inertia per round this way.
• When you would upcast your selected jutsu, you may
keyword, you can do one of the following, once per casting;
treat your upcast as if you had upcasted the jutsu
• Hijutsu you cast with a range of at-least 5ft, has its range
twice, up to your maximum rank known as detailed in
increased based on the rank it is cast at. (D-Rank: +10,
the Ninjutsu Specialist Class table.
C-Rank: +20, B-Rank: +30, A-Rank: +40, S-Rank: +50) • When you initiate a clash with the chosen jutsu, you
• Hijutsu you cast has its cost reduced by an amount equal
make your check at advantage.
to its rank when cast. (D-Rank: 1, C-Rank: 2, B-Rank: 3,
A-Rank: 4, S-Rank: 5) HIJUTSU MASTER
Starting at 14th level, when you would use the Deadly
HIJUTSU ADEPT [CHANGED] Tradition class feature, you may also cast Hijutsu with
Also at 2nd Level, your skill with your clan techniques are
the Ninjutsu keyword with a casting time as a bonus
far superior to other shinobi of equal caliber to you. This
action, as a reaction using that feature.
skill manifests itself in the following way.
Additionally, when you would cast a Hijutsu with the
Second, once per turn, when you would cast a ninjutsu
Ninjutsu keyword that is currently benefiting from your
with the Hijutsu keyword, you can store part of the energy
Refined Ninjutsu class feature, you may double the cost of
used within yourself as Traditional Inertia. This inertia can
the jutsu to ignore resistance of any damage dealt by the
be maintained within you for up to 1 minute or until spent.
chosen jutsu and double its range or its area of effect
You can have up to 5 inertia stored at once. When you would
size. You may only use this feature twice per long rest.
cast a ninjutsu with the Hijutsu keyword, you can spend any
number of inertia. If you spend inertia, you cannot gain any ELITIST TECHNIQUE
during the same turn. For each inertia you use, you increase Starting at 18th level, you learn the ultimate molding
the potency of your jutsu cast. Its damage type is changed to technique for Hijutsu called the Elitist Technique. When
the normal damage type of your other Hijutsu if it is not you cast a Hijutsu with the ninjutsu keyword, you can
already that damage type (if you have Hijutsu that deal embolden the jutsu cast. You can only use this molding
multiple types of damage, choose one type). You also select one by spending 10 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 are using.
when using inertia: If this jutsu requires an attack roll, all attacks made
• Reduce the cost to maintain the jutsu by 1 (to a minimum with it for its duration are made at advantage. If this
of 1) for every 2-inertia spent. jutsu requires a saving throw, all saving throws made to
• Immediately use one of your clan resources that have a resist its effects are made at disadvantage.
limited use as part of casting the Hijutsu.
• Ignore one component needed to cast the jutsu for every
2-inertia spent.

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.

GENERATIONAL MOLDING
Also at 6th level, you learn a new and unique efficient
molding technique called Generational Molding. When
you cast a Hijutsu with the ninjutsu keyword, you can
embolden the jutsu cast. You can use this molding in

76
LIGHTNING BREAKER failed save. If the jutsu cast would already force a saving
throw then on a failed save creatures gain 1 rank of the
The Ninjutsu Specialist who chooses to become a Lightning
shocked condition.
Breaker, becomes an unmatched force of unstoppable power
Additionally, if a creature who is within this jutsu’s
greater than that of a Lightning storm when using
range is an Aberration, Celestial or Mutant, they cannot
Lightning Release Ninjutsu.
take a reaction to this jutsu casting, the damage dealt or

LIGHTNING RELEASE [CHANGED]


conditions inflicted and increase the damage the jutsu
deals by 1 damage die.
When you choose this tradition at 2nd level, you gain the
ability to learn ninjutsu with the Lightning Release
WRATHFUL JOLTS
Keyword. If you can already do this you learn 2
Starting at 10th Level, Ninjutsu you cast with the Lightning
additional Lightning Release ninjutsu that you qualify
Release Keyword, that are currently benefiting from your
for, one of which can be C-Rank or lower.
Refined Ninjutsu class feature gain additional benefits. You
You also gain a +1d6 bonus on all Ninshou checks
can use only one of these features once per casting.
related to ninjutsu with the Lightning Release keyword
• As a part of the same action used to cast the selected
and you can learn and create Ninjutsu with the Lightning
Release Keyword in half the required time. Ninjutsu, the Jutsu scores a critical hit on an attack roll of
Finally, when you cast a ninjutsu with the Lightning 18 through 20.
• As a part of the same action used to cast the selected
Release keyword, you can do one of the following, once
per casting; Ninjutsu, the jutsu doubles its damage die against
creatures who fail their saving throws by 5 or more.
• Twice per casting, when making an attack targeting a
• When you initiate a clash with a Jutsu with the Wind
creature with ranks of an Elemental condition, gain a
Release Keyword, the user of the Wind Release Jutsu does
+1 bonus to Ninjutsu attack rolls. This bonus increases
not roll at advantage.
to +2 at 10th level and +3 at 18th level.
• Once per casting, when you would Overcharge a
LIGHTNING RELEASE MASTER
Ninjutsu you cast, reduce its cost by an amount equal Starting at 14th Level, when you use Lightning Tamer to
to its rank when cast. (D-Rank: 1, C-Rank: 2, B-Rank: 3, overcharge a jutsu, you gain 2 Lightning Motes with the
A-Rank: 4, S-Rank: 5) chosen jutsu’s casting.
Additionally, when you would cast a Lightning Release
LIGHTNING ADEPT Jutsu that is currently benefiting from your Refined Ninjutsu
Also, at 2nd Level, you have adapted to lightning release
class feature, targeting a shocked creature, you make your
chakra in such a way that others who would tap into this
attacks at advantage. If your jutsu requires a saving throw,
nature would come to you for teachings.
they make their saving throw at disadvantage. You can only
Once per turn, when you would cast a jutsu with the
use this feature twice per long rest.
Lightning Release keyword, you can charge yourself with
Finally, ninjutsu you cast with the Lightning Release
a Lightning Mote. A lightning mote remains charged for
Keyword that inflicts the shocked condition, saving throws
up to 1 minute, or until spent. You can have up to 5 motes
suffers a -1d4 penalty to all affect creatures saves.
charged at once. When you would cast a jutsu with the
Lightning Release keyword you can spend any number of LIGHTNING BREAKER
motes. If you do you cannot gain a mote the turn you do.
TECHNIQUE
For each mote spent, you increase the potency of your
Starting at 18th level, you learn the
jutsu cast. Select from one of the following, of which you
ultimate molding technique for
can only use one of when spending motes;
lightning release ninjutsu called
• Increase the damage dealt by +3 for each mote spent. Lightning Breaker. When you cast a
This bonus damage doubles on a critical hit. ninjutsu with the Lightning Release
• If a jutsu would normally not deal damage when cast, keyword, you can embolden the jutsu
you add 1d8 lightning damage for each mote spent. cast. You can only use this molding
• Reduce the cost to maintain the jutsu by 1 for every 2 by spending 10 chakra. You can use
motes spent. this molding in addition to any
other efficient molding you are
LIGHTNING TAMER using.
Starting at 6th Level, you learn to bend Lightning to your This jutsu ignores immunity and
will forcing it to do things beyond its normal limits. When resistance, cannot be reacted to by
you would cast a Ninjutsu with the Lightning Release any affected creature until for the
keyword, you can activate its Overcharge effects as a part of duration of the jutsu cast and ignores
the same action used to cast the jutsu. You can Overcharge a structures or constructs that would
jutsu in this way twice per rest. If you would attempt to intercept the damage it deals.
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

77
SANGUINE MASTER MACABRE TECHNIQUES [CHANGED]
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), and ignores half of a creatures
helpful. It requires a stringent eye and adequate focus.
damage reduction.

HEMOMANTIC SPECIALIZATION [CHANGED] DESTRUCTIVE ICHOR [CHANGED]


When you choose this Tradition at 2nd level, you learn
Starting at 10th level, Ninjutsu you cast without a Nature
the secrets behind blood and the alchemical properties
Release Keyword, that are currently benefiting from
behind it. You gain the ability to learn ninjutsu with the
your Refined Ninjutsu class feature gains additional
Medical keyword, but only those that deal acid, necrotic
benefits. You can only use one of these features, once per
or poison damage. You learn one such jutsu with the
casting.
described limitation that you qualify for, which may be
C-Rank or lower. • As a part of the same action used to cast the selected

You gain a +1d6 bonus on Ninshou checks relating to Jutsu, you may add your ninjutsu ability modifier to
Ninshou with the Medical keyword, and can learn and one damage roll of the jutsu.
create ninjutsu that deal acid necrotic or poison damage • As part of the same action used to cast the jutsu, if the
in half the time. jutsu would force a saving throw to resist the bleed,
Finally, when you would cast a ninjutsu that deals envenomed or corroded conditions, all creatures with
acid, necrotic or poison damage you can do one of the said conditions that are making a saving throw vs the
following, once per turn; jutsu cast, gains +1 rank of the condition they are
making a saving throw against on a failure.
• Once per casting, gain temporary hit points equal to
• When you would initiate a clash, you can spend 1 blood
the rank of the jutsu cast. These temporary hit points
vial to make your check at advantage.
last until the beginning of your next turn. (D-Rank/
C-Rank: 5, B-Rank/A-Rank: 10, S-Rank: 15)
• Once per casting, when you inflict a rank of Corroded,
SANGUINE ELITE [CHANGED]
Starting at 14th level, your master of Hemomantic
the creature receives an additional rank.
ninjutsu is nearing its peak. When you cast a ninjutsu

LIFEFORCE CASTING
that deals acid, necrotic, or poison damage that is
benefitting from your Refined Ninjutsu class feature and
Also, at 2nd Level, you learn to extract chakra from
targets only 1 creature, you can double the cost of the
blood and it as fuel for your ninjutsu, empowering them
jutsu to instead target a number of creatures equal to the
or making them simpler to cast.
number of Blood vials you currently have. The jutsu cast
Once per turn, when you would cast a ninjutsu that
in this way cannot have its cost reduced as a result of
deals acid, necrotic, or poison damage, you can siphon
your Chakra Recovery class feature.
some of the energy from the jutsu’s damage, placing it
into a Blood Vial. This vial can be of any shape of your
SANGUINE MASTER TECHNIQUE
description. A blood vial maintains its potency for up to 1
Starting at 18th level, you learn the ultimate molding
minute or until spent. You can have up to 5 vials at once.
technique for Hemomantic techniques called Sanguine
When you would cast a ninjutsu that deals acid necrotic
Master. When you cast a ninjutsu that deals acid, necrotic
or poison damage you can spend any number of blood
or poison damage, you can embolden the jutsu cast. You
vials. If you spend a blood vial spent, increase the
can only use this molding by spending 10 chakra. You
potency of your jutsu cast. Select from one of the
can use this molding in addition to any other efficient
following, of which you can only use one when spending
molding you are using.
vials;
This jutsu ignores immunity, resistance and damage
• Increase the damage dealt by 1d8 for every vial spent. reduction. Additionally, damage this jutsu deals reduces
• Gain a +1 bonus to the jutsu DC for every two vials the target creatures maximum health for the next
spent. minute.
• Reduce the cost of the jutsu by 1, for every
two vials spent.

BLOODY EVOCATION
Starting at 6th level, you have learned to use
the blood of your enemies to harm them
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 a +1d6 bonus on all Ninshou checks
countered the casting. You may do this twice per rest.
related to ninjutsu with the Fuinjutsu keyword and you
Also, jutsu Scrolls you have that contain Ninjutsu can
can learn and create Ninjutsu with the Fuinjutsu
be immediately consumed and transferred to a jutsu
Keyword in half 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.)
• Once per casting, you can ignore the jutsu’s Chakra
Seal (CS) & Chakra molding (CM) components. SEAL BREAK [CHANGED]
• Once per casting, you can deal chakra damage to a Also at 6th level, you learn a new and unique efficient
creature with ranks of the Sealed condition equal to molding technique called Seal Break. When you cast a
the number of ranks of the Sealed condition it has. Ninjutsu with the Fuinjutsu keyword, you can embolden
(1-Rank: 4 Damage, 2-Ranks: 8 Damage, the jutsu cast. You can use this molding in addition to
3-Ranks: 12 Damage, 4-Ranks: 16 Damage, any other moldings you are using and has an Alternate
5-Ranks: 20 Damage.) Cost of 5.
All creatures affected by this jutsu’s must make a
AWAKENED SCROLL charisma saving throw. On a failed save, creatures gain
Also, at 2nd level, you have bonded with a Ninjutsu scroll +1 ranks of the Sealed condition.
of your description and design. This scroll may hold
significance to you or may have been created by you. REALIZED SCROLL [CHANGED]
This scroll has so much of your chakra poured into it, it Starting at 10th level, your Awakened scroll has absorbed
has become semi-sentient. While unable to speak or so much of your chakra, it now embodies some of your
communicate, it reacts to your thoughts, feelings, and ideals, hopes, and desires. Allied creatures who hold
intents. your scroll can communicate telepathically with you,
Additionally, your scroll has two open jutsu seals, while also knowing your general location so long as you
which can be used to store a ninjutsu you know or from want them to.
another source, such as a ninjutsu scroll or a willing Additionally, Ninjutsu you cast using your Awakened
creature. Jutsu stored from another source are limited to Scroll class feature gain additional benefits. You can only
1 rank higher than your highest jutsu rank known. You use one of these features once per casting.
learn to create two additional jutsu seals at 6 th and 10th
• As a part of the same action used to cast the selected
levels.
Jutsu, you may retain the casted jutsu. If you cast the
Jutsu you cast from your awakened scroll are cast as if
retained jutsu a second time before you take a long
you casted them, using your Ninjutsu attack bonus and
rest it vanishes as normal.
Save DC when appropriate. You do not need to have a
• You may reduce the cost of the jutsu cast by an amount
Nature Release Affinity or any additional Keyword
equal to the rank of the jutsu cast. (D-Rank: 1, C-Rank:
requirements to cast a Jutsu sealed inside your
2, B-Rank: 3, A-Rank: 4, S-Rank: 5)
Awakened scroll. Once a Jutsu has been cast from your
• When you initiate a clash with a jutsu with the
awakened scroll, it vanishes from your Jutsu seal.
Fuinjutsu Keyword, you gain advantage to the clash
Sealing a jutsu inside your Awakened scroll requires 1
check.
hour of copying the jutsu from a Scroll or 1 minute of
casting the jutsu into the scroll while simultaneously
capturing it within the sealing formula. If you are the
one casting a jutsu into the scroll it only takes 1 action
and costs you no chakra to seal it.
While holding this scroll in one of your hands, it
grants you the following benefits;
• While casting Ninjutsu with the Fuinjutsu Keyword,
you ignore Chakra Seal (CS) & Chakra Molding (CM)
component requirements.
• All Jutsu currently stored in your Awakened Scroll
gains the Fuinjutsu keyword
• You gain Advantage on Concentration checks made to
maintain concentration on a Ninjutsu casted using
your Awakened Scroll class feature.

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

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

80
STONE CRUSHER then on a failed save creatures gain 1 rank of the bruised
condition.
The Ninjutsu Specialist who chooses to become a Stone
Additionally, if a creature who is within this jutsu’s
Crusher, becomes an unwavering force of power, earth-
range is a Demon, Monstrosity or Undead, they lose
shattering destruction and mountain like toughness when
resistance and immunity to conditions and effects that
using Earth Release Ninjutsu.
your jutsu inflicts.

EARTH RELEASE [CHANGED] STONES TENACITY


When you choose this tradition at 2nd level, you gain the
Starting at 10th Level, Ninjutsu you cast with the Earth
ability to learn ninjutsu with the Earth Release Keyword. If
Release Keyword that are currently benefiting from your
you can already do this you learn 2 additional Earth Release
Refined Ninjutsu class feature gain additional benefits.
ninjutsu that you qualify for, one of which can be C-Rank
You can only use one of these features once per casting.
or lower. You also gain a +1d6 bonus on all Ninshou checks
• As a part of the same action used to cast the selected
related to ninjutsu with the Earth Release keyword and you
can learn and create Ninjutsu with the Earth Release jutsu, you gain Temporary Hit points equal to the Rank
Keyword in half the required time. of the jutsu cast that lasts until the beginning of your
Finally, when you cast a ninjutsu with the Earth Release next turn, this would be in addition to temporary hit
keyword, you can do one of the following, once per casting; points granted by Solid Gem’s if any. (D-Rank = 10, C-
Rank = 20, B-Rank = 30, A-Rank = 40, S-Rank = 50).
• Once per turn, you gain Damage Reduction vs one
• As part of the same action used to cast the selected
Damage type of your choice, (excluding Lightning or
jutsu constructs, structures and effects that would
Psychic), equal to the rank of the jutsu cast, until the start
grant you temporary hit points or reduce damage treat
of your next turn. (D-Rank: 2, C-Rank: 4, B-Rank: 6,
critical hits as normal hits and ignore effects that would
A-Rank: 8, S-Rank: 10)
deal additional damage as a result of it being a
• Once per casting, constructs and structures you summon
construct, structure or temporary hit points.
gain +2d4 additional hit points. This increases to 2d6 at • When you initiate a clash with a Jutsu with the
10th level and 2d8 at 18th level.
Lightning Release Keyword, the user of the Lightning

STONE ADEPT [CHANGED]


Release Keyword does not roll advantage.

Also, at 2nd Level, your affinity with earth release has


granted you a powerful physique unlike other Ninjutsu
EARTH RELEASE MASTER [CHANGED]
Starting at 14th Level, when you use Mountain Aegis class
specialist. Increase your maximum hit points by 2. Each
feature to protect an ally, you can choose up to three
time you gain a level in this class, you increase your hit
creatures to gain its benefits.
point maximum by 1.
Additionally, when you would cast an Earth Release
Additionally, once per turn, when you or a construct
Jutsu that is currently benefiting from your Refined
would take damage you are able to manifest a Solid Gem. A
Ninjutsu class feature, you may double the cost of the
gem remains for up to 1 minute or until spent. You can have
Jutsu cast to both double to range and make all affected
up to 5 Solid Gem’s at a time. When you would cast a
terrain cost 3 feet for every 1 feet of movement, that you
Ninjutsu with the Earth Release keyword you can choose to
ignore.
spend any number of gems. For each gem spent, you
Finally, Ninjutsu you cast with the Earth Release
increase the potency of your jutsu cast. Select from one of
Keyword that generates a Structure, construct, or
the following, of which you can only use one of when
Creature becomes sturdier. The structure, construct or
spending gems;
creature doubles its hit points or Damage reduction (your
• Gain 4 Temporary hit points for each gem spent. choice). You may use this feature twice per long rest.
• If the jutsu would summon a construct that intercepts
damage, that structure gains 2 DR (damage reduction) STONE CRUSHER TECHNIQUE [CHANGED]
for each gem spent, up until a maximum of 8 DR. Starting at 18th level, you learn the ultimate molding
technique for Earth release ninjutsu called Stone Crusher.
MOUNTAIN’S AEGIS [CHANGED] When you cast a ninjutsu with the Earth Release
Starting at 6th Level, you learn to reinforce an ally’s keyword, you can embolden the jutsu cast. You can only
fortitude with residual Earth Release Chakra. When you use this molding by spending 10 chakra. You can use this
cast a Ninjutsu with the Earth Release Keyword, you may molding in addition to any other efficient molding you
select one allied creature (excluding yourself) within 60 are using.
feet, granting them an aegis. The aegis is a thin layer of This Jutsu's damage die increases by one step and
Earth Release chakra that protects the target. Any damage grants its caster(s) resistance to damage
the target takes is reduced by half your Ninjutsu Specialist dealt by creatures affected
level. This effect ends after the target would take damage of by it, until the
any type. You can enhance a creature in this way twice per beginning
rest. of your next
turn.
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

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 [CHANGED] 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 a +1d6 bonus on all Ninshou checks
Saving throw, it deals double damage if the target
related to ninjutsu with the Wind Release keyword and you
creature fails is Saving throw by 5 or more. You may use
can learn and create Ninjutsu with the Wind Release
this feature Twice per long rest.
Keyword 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.
• Jutsu you cast with a range of at least 5ft, has its range When you cast a ninjutsu with the Wind Release keyword,
increased based on the rank it is cast at. (D-Rank: +10, you can embolden the jutsu cast. You can only use this
C-Rank: +20, B-Rank: +30, A-Rank: +40, S-Rank: +50) molding by spending 10 chakra. You can use this
• Once per casting, jutsu you cast that affects an area has molding in addition to any other efficient molding you
the size of that area increased by +5 feet. This increases are using.
to +10 at 10th and +15 at 18th levels. All affected creatures in your jutsu’s range gains 5
ranks of the Bleeding condition.
WIND ADEPT
Also, at 2nd Level, your affinity with wind release has
granted you a sense of mastery over powerful winds and
torrential storms.
Once per turn, when you would cast a jutsu with the Wind
Release keyword, you can mark one affected creature with a
Breeze Mark. A breeze mark remains for up to 1 minute, or
until spent. A creature can have up to 5 breeze marks at
once. Once per turn, when you would deal wind damage to a
Breeze marked creature you can trigger all marks causing
them to gain 1 rank of bleed per mark they had.

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

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

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

82
SUMMONER You and your Summoned creature can assist each other
in casting a jutsu with the Combination keyword regardless
The Ninjutsu Specialist who chose this Tradition to become
of keyword restrictions. Additionally, you treat your or
a Summoner, walk the path closest to Sage hood, forming
your summoned creatures charisma modifier as being +1
bonds with the Sage beasts across the land and in different
higher than it normally is for the purposes of enhancing
worlds. Those who walk this path are best known for having
the combination jutsu.
a wide arrangement of jutsu learned from the sage creatures
themselves. SUMMONING EXPERT
Starting at 10th Level, you gain the ability to summon and
EMPOWERED SUMMONING [CHANGED] maintain up to two creatures at once. Both creatures must
When you choose this tradition at 2nd level, you learn the
remain within 120 Feet of you. If you want the second
Summoning Technique Ninjutsu. The cost to cast this jutsu is
summoned creature to act on your turn the same as the
reduced by an amount equal to the rank you cast it at. (D-
first you must use your action or reaction to command the
Rank: -1, C-Rank: -2, B-Rank: -3, A-Rank: -4, S-Rank: -5.)
second creature, instead of a bonus action. The second
You also gain a +1d6 bonus on all Ninshou checks related
Summoned creature cannot be of the same rank as the
to ninjutsu with the Fuinjutsu keyword and you can learn
current creature summoned.
Ninjutsu that summons a creature in half the required time.
Additionally, summoned creatures you control can have
Finally, when your summoned creature would cast a jutsu,
any combination of two Roles found in the Summoning
you can do one of the following, once per casting;
chapter, even Roles they don’t normally have.
• Twice per casting, when your summoned creature
makes an attack they, gain a +1 bonus to their Jutsu SUMMONING MASTER
attack rolls. This bonus increases to +2 at 10 th level and Starting at 14th Level, your summoned creatures have
+3 at 18th level. grown to know your fighting style from countless battles.
• Once per casting, when your summoned creature would Your Summoned creature enters the initiative directly after
spend its Jutsu slots to cast a Jutsu, you can spend 1 of you. Your summoned creatures gain a bonus action that
your chakra die in place of one of their Jutsu slots. they can be commanded to use just like their Action. They
cannot gain the benefit of additional bonus actions. The
SUMMONERS WILL summoned creatures can also perform any jutsu of C-Rank
Also, at 2nd Level, your will is able to permeate through all or lower that you know, as if they knew the jutsu,
of your summoned creatures without fail. regardless of the jutsu’s listed keywords.
Creatures you summon as a result of the Summoning Additionally, when you would cast a Jutsu with the
Technique Ninjutsu have a close bond with you that Combination keyword, and your Summoned creature has
cannot be emulated by anyone else with their Tribe. You not acted yet, they may perform the Combination jutsu
and your tribes wills bleed into one another, with very without spending their reaction.
little able to break this bond.
First, your summoned creatures cannot be dispelled. SYNCHRONIZATION TECHNIQUE
Next, creatures you summon gain the benefit of both Starting at 18th level, you learn the ultimate molding
Roles the tribe is known for. Both Roles presented on the technique for combination ninjutsu called
tribes page found in Jiraiya’s Compendium. Synchronization Technique. When you cast a ninjutsu
Finally, you can spend 1 of your Chakra die, to with the Combination keyword, you can embolden the
recharge one spent Jutsu Slot for your summoned jutsu cast. You can only use this molding by spending 10
creature. You can spend Chakra die in this way, a number chakra. You can use this molding in addition to any other
of times equal to your proficiency bonus, per long rest. efficient molding you are using.
All allied creatures within 60 feet of you and your
SUMMONING ADEPT summoned creature can assist you in casting a
Starting at 6th Level, The Summoning Technique Ninjutsu combination jutsu, regardless of keyword restrictions,
becomes one of your Refined Ninjutsu if it was not before and treating each caster as if they had the needed keywords.
as a result, creatures summoned as a result of casting the Additionally, you treat your charisma
aforementioned jutsu gain the benefits of the Refined modifier as being +3 higher than
Ninjutsu class feature. All of the jutsu they know are under the it normally is for the
effects of Refined Ninjutsu. They gain additional Jutsu Slots purposes of
equal to the Ninjutsu save DC granted by Refined Ninjutsu. enhancing the
Also, you can cast the Summoning Technique to summon a combination
creature of C-Rank or lower as an action instead of a full- jutsu.
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.

83
THE PROFESSOR addition to any other moldings you are using and has an
Alternate Cost of 5.
The Ninjutsu Specialist who chose to walk the path of
This ninjutsu gains all nature release keywords that you
The Professor are those who walk the long path of
have access to and deals an additional 1d10 damage for
elemental versatility and dominance. Only one other
each nature release keyword it has, of that nature releases
shinobi has walked this path and reached the pinnacle,
affiliated damage type (Water = Cold).
he became known as the God of Shinobi someone who
surpassed his own and all previous Generations. FORCE OF NATURE
Starting at 10th level, Ninjutsu you cast with any Nature
VERSATILE RELEASE [CHANGED] Release keywords you are able to cast that are currently
When you choose this tradition at 2nd level, you gain the
benefiting from your Refined Ninjutsu class feature, gain
ability to learn ninjutsu with one of the following nature
additional benefits.
release keywords; (Earth Release, Wind Release, Fire
• As a part of the same action used to cast the selected
Release, Water Release, Lightning Release). You must select
a keyword you do not already have access too. Ninjutsu, you gain 1 additional Elemental mote’s. You
You also gain a 1d4 bonus on all Ninshou checks related can gain bonus motes in this way once per round.
• As a part of the same action used to cast the selected
to ninjutsu with nature releases that you have the ability
to cast. Ninjutsu, you may deal additional damage equal to
Finally, when you cast a ninjutsu with any nature your Proficiency Bonus.
release that you know, you can do one of the following, • If you would lose a Clash with another creature you

once per casting; may spend a reaction to reroll the d20.

• Twice per casting, when making an attack targeting a


SOSHIKAGE
creature with ranks of an Elemental condition, gain a Beginning at 14th level, you have attained elemental
+1 bonus to Ninjutsu attack rolls. This bonus increases versatility beyond most all others, granting you your
to +2 at 10th level and +3 at 18th level. third Nature Release. Select one Nature Release you
• Once per casting, ignore a portion of the targets damage
didn’t select with your Nature Release Adept or with your
reduction equal to the rank of the jutsu cast. (D-Rank: 2, Twin Cast class features.
C-Rank: 4, B-Rank: 6, A-Rank: 8, S-Rank: 10) Your ability to weave vastly different chakra molding
theologies in the heat of battle are an envy of shinobi
ELEMENTAL ADEPT [CHANGED] across the land. When you would use your action to cast
Also, at 2nd level, your frequent study of Ninjutsu has
a ninjutsu with a nature release keyword, you may cast
granted you a keen awareness most others lack in
two ninjutsu with a different nature releases with a
elemental-based combat.
casting time of 1 Action as a Bonus action. You may do
Once per turn, when you cast a Ninjutsu with a nature
this twice per long rest.
release keyword, you can retain a portion of the chakra
Finally, when you would spend 5 Elemental motes at
used and store it within yourself in the form of an
once to empower a jutsu you cast, you may add three
Elemental mote. An elemental mote remains stored for
times your ability modifier to the damage dealt.
up to 1 minute, or until spent. You can have up to 5 motes
stored at once. When you would cast a jutsu with a THE FINAL LESSON
nature release keyword you can spend any number of Starting at 18th level, you learn the ultimate molding
motes. If you do you cannot gain a mote the turn you do. technique for casting multiple ninjutsu with different
For each mote spent, you increase the potency of your nature releases called Final Lesson. When you cast two
jutsu cast. Select from one of the following, of which you ninjutsu with different nature release keywords in the
can only use one of when spending motes; same action, you can embolden the jutsu cast. You can
• Impose a -1 penalty to saving throws for every 2 motes only use this molding by spending 10 chakra. You can use
spent. this molding in addition to any other efficient molding
• For every mote spent, reduce the cost of the jutsu by 2 you are using.
Chakra. You can spend up to 3 motes in this way. 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

84
TRACE TALENT successful save they take half damage and no further
effect.
The Ninjutsu Specialist who follow the path of “Tracers”
are quite simply, prodigies. But they lack formal training in PURE CHAKRA
elemental techniques, instead opting to master jutsu Starting at 10th level, Ninjutsu you cast without any nature
without elements and wielding them to great effect. The release keywords that are currently benefiting from your
level of power they attain tends to be on par and in some Refined Ninjutsu class feature gain additional benefits;
cases superior to elemental ninjutsu.
• As a part of the same action used to cast the selected

VOID SPECIALIZATION [CHANGED] Jutsu, you cleanse your target of any defenses. They
When you choose this tradition at 2nd level, you learn two lose any resistances it may have against its damage
ninjutsu that you qualify for one of which can be C-Rank. type until the end of your next turn.
• As a part of the same action used to cast the selected
The chosen jutsu cannot have any nature release
keywords. You also gain a 1d6 bonus on all Ninshou jutsu, deal additional damage equal to your
checks related to ninjutsu without nature release proficiency bonus.
keywords that you have the ability to cast. • When you initiate a clash with the chosen jutsu, you

Finally, when you cast a ninjutsu without any nature roll your Clash Check at advantage.
release, you can do one of the following, once per casting;
• Once per casting, impose a penalty to an affected
KIYO
Starting at 14th level, your natureless chakra has reached
creatures concentration check equal to the rank of the a level of power and purity beyond what others could
jutsu cast. (D-Rank: 2, C-Rank: 4, B-Rank: 6, A-Rank: 8, S- conceive. When you use Limitless Casting to cast two
Rank: 10) jutsu in one action, you may cast the second jutsu at no
• Once per casting, impost a penalty to an affected
additional cost.
creatures clash checks equal to the rank of the jutsu cast. Additionally, when you cast a Ninjutsu without any
(D-Rank: 2, C-Rank: 4, B-Rank: 6, A-Rank: 8, S-Rank: 10) Nature Release, you may double its cost. When you do
you may release a surge of void chakra to instead
VOID ADEPT [CHANGED] enhance all allied creatures of your choice within 60 feet
Also at 2nd Level, your skill with chakra molding and raw
of you, granting them advantage on their next saving
shaping techniques have becomes far more adequate and
throw against a Ninjutsu or Genjutsu, before the end of
sophisticated than others of a similar level.
their next turns.
Once per turn, when you would cast a ninjutsu without
Lastly, ninjutsu you have without nature release
any nature release keywords, you gain one Void Shard. A
keywords have grown virtually unstoppable. Creatures
shard remains for up to 1 minute or until spent. You can
who attempt to Counter, negate or dispel any jutsu you
have 5 shards stored at once. When you would cast a
originally cast without a Nature Release Keyword make
ninjutsu without a nature release keyword you can do one
any skill check, attack roll or saving throw made to
of the following to increase the Jutsu's potency. Select one
accomplish the aforementioned at disadvantage.
of the following, of which you can only use one of when
spending shards; TALENT VOIDER
• By spending 2 Shards, convert all damage dealt into Starting at 18th level, you learn the ultimate molding
Chakra damage. technique for casting ninjutsu without nature releases
• Increase the cost of the affected creature next jutsu by 5, called Talent Voider. When you cast a ninjutsu without a
for each Shard spent. nature release keyword, you can embolden the jutsu cast.
• Reduce the cost to maintain concentration on the jutsu You can only use this molding by spending 10 chakra.
cast by 1, for every 2 shards spent. You can use this molding in addition to any other
efficient molding you are using.
LIMITLESS CASTING Your jutsu deals an amount of chakra damage equal to
Starting at 6th level, When you target a hostile creature the initial damage dealt and all affected
with a Ninjutsu without a nature release keyword, while creatures must make a
they are suffering from any condition, you may as a part of constitution saving throw,
the casting of the triggering jutsu, cast a second Ninjutsu losing the ability to mold
of C-Rank or lower without a Nature Release Keyword, at chakra for 1d4+1 turns.
half its cost, that must target the same creature. You can
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

85
TSUNAMI Nature Release before the end of your next turn takes
additional affects based on the nature release affecting
The Ninjutsu Specialist who chooses to become a Tsunami
them. A creature can only suffer an additional effect from
embodies the force of such an event. Unphased by the power
this feature once per round;
of the sea and all-encompassing just like an ocean when
• Earth Release: The creature becomes bruised.
using Water Release Ninjutsu.
• Wind Release: The creature has their speed reduced by 10

WATER RELEASE feet for 1d6 turns.


When you choose this tradition at 2nd level, you gain the • Fire Release: The creature becomes weakened.
ability to learn ninjutsu with the Water Release Keyword. • Water Release: The creature gains 1 rank of chilled.
If you can already do this you learn 2 additional Water • Lightning Release: The creature gains 1 rank of shocked.
Release ninjutsu that you qualify for, one of which can be
C-Rank or lower. AQUA SOUL
You also gain a +1d6 bonus on all Ninshou checks Starting at 10th Level, Ninjutsu you cast with the Water
related to ninjutsu with the Water Release keyword and Release Keyword that are currently benefiting from your
you can learn and create Ninjutsu with the Water Release Refined Ninjutsu class feature gain additional benefits.
Keyword in half the required time. • As a part of the same action used to cast the selected jutsu
Finally, when you cast a ninjutsu with the Water Release you create a source of water capable of being used for
keyword, you can do one of the following, once per water release ninjutsu of B-Rank or lower twice.
casting; • You may damage equal to your Proficiency bonus.
• Once per casting, generate a source of water that can be • When you initiate a clash with a Jutsu with the Earth
used for Ninjutsu with the Water Release keyword. Release Keyword, the user of the Earth Release Jutsu does
• Once per casting, reduce all affected creatures speed not roll at advantage.
based on the rank of the jutsu cast. (D-Rank: -10,
C-Rank: -15, B-Rank: -20, A-Rank: -25, S-Rank: -30) WATER RELEASE MASTER
Starting at 14th Level, when you use Frigid Deep to reduce
WATER ADEPT [CHANGED] movement speed you instead reduce movement speed to 0.
Also, at 2nd Level, your affinity with water release has Additionally, when you would cast a Water Release Jutsu
granted you a sense of mastery over powerful waters and that forces a saving throw of any type, that is currently
untamable waves. benefiting from your Refined Ninjutsu class feature, you can
Once per turn, when you would cast a jutsu with the double the cost of your jutsu to make all
water release keyword, you manifest a floating weapon of affected creatures roll an additional
your description called a Rain Blade. A rain blade remains 2d20, taking the lowest result. You can
manifested for up to 1 minute, or until spent. You can have do this twice per long rest.
up to 5 blades manifested at once. When you would cast a Finally, Ninjutsu you cast with the
Ninjutsu with the Water Release keyword you can spend Water Release Keyword that requires
any number of Rain Blade. If you do you cannot gain a Rain a saving throw, can never be made at
Blade the turn you do. For each Rain Blade spent, you can advantage.
do the following;
• Once per casting, when you would cast a jutsu as a
TSUNAMI TECHNIQUE
Starting at 18th level, you
reaction you can spend any number of blades to gaining learn the ultimate molding
+4 DR (damage reduction) vs all sources except Earth technique for Water
and Psychic, for each blade spent. This DR bonus lasts release ninjutsu called
until the end of the current turn. Tsunami. When you cast a
• When you would deal damage with a Ninjutsu for every 2
ninjutsu with the Water
blades spent, the affected target gains 1 rank of Chilled. Release keyword, you can
• When you would deal cold damage to a creature with a
embolden the jutsu cast. You can
Ninjutsu you cast, you can spend any number of blades to only use this molding by spending
move the affected creature a number of feet equal to 5 x 10 chakra. You can use this
the number of blades spent, in any direction. molding in addition to any 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
with the Water Release keyword, you can force all affected
Bukijutsu that requires the
creatures of your choice to reduce their speed reduced by
mobility (M) component until
half until the end of your next turn. You can enhance your
the end of your next turn.
ninjutsu in this way twice per rest.

RAINING VORTEX
Also, at 6th Level, you learn a new and unique efficient
molding technique called Raining Vortex. When you cast
a Ninjutsu with the Water Release keyword, you can
embolden the jutsu cast. You can use this molding in
addition to any other moldings you are using and has an
Alternate Cost of 5.
All affected creatures within this jutsu’s range that
would fail a saving throw from another Jutsu with a

86
EFFICIENT MOLDING POTENT NINJUTSU [CHANGED]
Alternate Cost: Chakra cost Rank based (D-Rank: 3, C-Rank: 5,
CAREFUL NINJUTSU [CHANGED] B-Rank: 7, A-Rank:9, S-Rank: 12)
Alternate Cost: 5 Chakra Whenever you would cast a Ninjutsu that deals damage,
When you cast a Ninjutsu that forces other creatures to during the action that it is cast, you can spend a bonus
make a saving throw, you can protect some creatures from action. When you do, if instead of rolling your damage die,
the Jutsu’s full force. Select up to 3 creatures. A chosen you treat each die rolled as the maximum possible result. If
creature suffers no effect from your casted Ninjutsu. You can the jutsu cast requires an attack roll or saving throw, this
spend an additional use of this feature or spend its alternate molding must be used before either the attack roll or saving
cost to select another 3 creatures. This Molding can be used throw, is rolled.
with Ninjutsu with the Combination keyword.
PRECISE NINJUTSU
DISTANT NINJUTSU Alternate Cost: 3 Chakra
Alternate Cost: 3 Chakra When you cast a Ninjutsu that requires an attack roll, you
When you cast a Ninjutsu, you can double the range of the can gain advantage on one of the attacks. You can spend an
jutsu cast. If the you cast a ninjutsu with the range of touch, additional use of this feature or spend its alternate cost to
you instead make the range of the jutsu 30 feet. make any additional attacks at advantage.

DOUBLED NINJUTSU QUICKENED NINJUTSU


Alternate Cost: Chakra cost Rank based (D-Rank: 4, C-Rank: Alternate Cost: 5 Chakra
8, B-Rank: 12, A-Rank: 15, S-Rank: 20) When you cast a Ninjutsu that has a casting time of 1 action, you
When you cast a Ninjutsu that targets only one creature and can change the casting time to 1 bonus action for the casting.
doesn’t have a range of self, you can target a second creature
in range with the same Jutsu. To be eligible for Doubled REACTIVE NINJUTSU [CHANGED]
Ninjutsu, a Ninjutsu must be incapable of targeting more Alternate Cost: 6 Chakra
than one creature at the jutsu’s current rank. As a reaction, on your turn, you can cast a ninjutsu with a
casting time of 1 action.
ECHOING NINJUTSU
Alternate Cost: 5 Chakra REDIRECTED NINJUTSU
When you cast a Ninjutsu that deals damage, and can only Alternate Cost: 5 Chakra
target one creature you create an echo of the jutsu. You can If you make an attack roll for a ninjutsu, and you would
cast the same ninjutsu of the same rank, using your bonus miss, you can remake the attack roll targeting the same or
action on the following turn without spending chakra. The another creature within range. You must use the result of
jutsu’s echo only deals half damage. The jutsu’s echo must the second roll. You can use this molding in addition to any
target the same creature. other moldings you are using.

EXTENDED NINJUTSU SUBTLE NINJUTSU


Alternate Cost: 5 Chakra Alternate Cost: 3 Chakra
When you cast a Ninjutsu that has a duration of 1 minute or When you cast a Ninjutsu, you can cast it without any
longer, you can multiply its duration by 10, up to a handsigns. You can use this molding in addition to any other
maximum of 24 hours if it does not require concentration or moldings you are using.
10 minutes if it does require concentration.
TENACIOUS NINJUTSU
FOCUSED NINJUTSU Alternate Cost: 5 Chakra
Alternate Cost: 4 Chakra When a creature attempts to Clash, counter, dispel, or
When you are forced to make a concentration check to interrupt a ninjutsu that you are casting or have casted, you
maintain a ninjutsu you have cast, you can automatically may use your reaction to increase your clash check by 1d10
pass the concentration check. You can use this molding in and the DC of Countering, dispelling, or interrupting this
addition to any other moldings you are using. jutsu by +3.

HEIGHTENED NINJUTSU TRANSMOGRIFIED NINJUTSU


Alternate Cost: 5 Chakra Alternate Cost: 9 Chakra
When you cast a Ninjutsu that forces a creature to make a When you would cast a ninjutsu that forces a saving throw
saving throw to resist its effects, you can give one target of you can change the ability score the saving throw targets to
the Jutsu, disadvantage on its first saving throw made another one. If the original saving throw is a physical one
against the Jutsu’s effect. You can use this molding in (Strength or Dexterity) you can change it to another
addition to any other moldings you are using. physical ability score. If the original saving throw is a
mental one (Wisdom, Charisma) you can change it to
PIERCING NINJUTSU another mental ability score.
Alternate Cost: 5 Chakra
You cast a jutsu that pierces through a creature’s defenses. WIDENED NINJUTSU
When you cast a Ninjutsu that deals damage, you cause the Alternate Cost: 4 Chakra
jutsu you are casting to ignore resistance, and temporary hit When you cast a Ninjutsu with an area of effect, you can
points until the end of your turn. Creatures that are increase the size of it. If the effect is a line, its width is
normally Immune to the damage your jutsu deals, you increase by 10 feet or length is increases by 10 feet. If the
instead treat their immunity as resistance. You can use this effect is a cube or sphere, its radius increases by 10 feet. If
molding in addition to any other moldings you are using. the effect is a cone, its length increases by 10 feet. If the
effect is a cylinder, either the radius or the height increases
by 15 feet.

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

CHARACTER INSPIRATIONS
When designing this class, it was built with the intent to
allow players to take on the role of a generalist, someone
who may not specialize in any particular field such as
ninjutsu, Genjutsu or Taijutsu. But someone who can use
them all to a varying degree and find success. While
other classes can use all 3 forms of jutsu, this class is
designed with the ability to enhance them on a case-by-
case basis using Superiority dice if needed. Characters
whom this class was designed after are as follows; Kid
Naruto Uzumaki, Kid Sasuke Uchiha, Kid Sakura Haruno,
Kid Kakashi Hatake and Kid Obito Uchiha.

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

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

PROFICIENCIES TIRELESS (11TH LEVEL)


You require less time to rest and recover. Once per long
Armor: Light armor, medium armor, heavy Armor rest you can spend a full turn Action recollecting yourself.
Weapons: All Simple and Martial Weapons When you do, you recover all spent superiority die that
Ninja Tools: Select Any two Toolkits. you would normally recover on a short rest.
Saving Throws: Strength, Constitution, Intelligence
Skills: Choose four from Ninshou, Illusions, Martial Arts,
Insight, Investigation, Nature, Acrobatics, Athletics,
SHINOBI ADEPT
History, Stealth, Perception, Medicine, Chakra Control. Beginning at 2nd Level, your ability as a Shinobi has
blossomed, granting you a breadth of optional paths for
EQUIPMENT you to decide between. You can choose between two of the
You start with the following equipment, in addition to the following features. Beginning at 13 th level, select two
equipment granted by your background: additional features you didn’t pick at 2nd level.
• (a) Padded Armor or (b) Combat Jacket or (c) Flak
SHINOBI’S TRAINING [CHANGED]
Jacket
You can create, learn and customize any D-Rank or
• (a) 1 Simple Weapon or (b) 1 Martial Weapon lower Jutsu in half the time. This does not stack with
• (a) One Kunai stack or (b) One Shuriken stack other features that reduce the time to learn jutsu. When
• (a) 1 Paper Bomb or (b) 1 Flash Tag you would reach 13th level, this benefit extends to C-
• Select any one Toolkit. Rank jutsu as well.

JUTSU CASTING SHINOBI’S TACTICS


You learn to cover your tracks better than most other
NINJUTSU people of your caliber. Creatures who would make a
Ninjutsu save DC = 8 + your proficiency bonus + your perception check to search for you, suffers a 1d4 penalty to
Intelligence modifier this check if you are hidden from, or unseen by the
Ninjutsu attack modifier = your proficiency bonus + searching creature.
your Intelligence modifier
SHINOBI’S GENERAL LITERACY [CHANGED]
GENJUTSU You can count your ability scores as being 16 for the
purposes of learning/gaining jutsu of at least B-Rank
Genjutsu save DC = 8 + your proficiency bonus + your
through ability score restrictions. This does not stack with
Wisdom modifier
other literacy features or traits.
Genjutsu attack modifier = your proficiency bonus +
your Wisdom modifier
SHINOBI’S TOOL COMPETENCY [CHANGED]
You can use the following tools; Chili Pepper Bombs, Paper
TAIJUTSU Bombs, Flash Tags or Smoke Bombs as a bonus action instead
Taijutsu save DC = 8 + your proficiency bonus + your of an action.
Strength modifier
Taijutsu attack modifier = your proficiency bonus + your SHINOBI’S PRECISION
Strength modifier Select one Keyword from the following; Ninjutsu, Taijutsu,
Bukijutsu, or Genjutsu. Jutsu you cast with the following
FIGHTING STANCE Keyword that requires an attack roll, reduces a creatures
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
Stances located in Chapter 13: Customization Options,
SHINOBI’S EDGE [CHANGED]
You have trained for countless hours, to become a more
between Taijutsu Stance and Weapon Stance. You can’t
skilled shinobi. Reduces the cost to maintain concentration
take a Stance more than once, even if you get to choose
on jutsu by -1. (Min 1.)
again later.

89
SHINOBI’S DRIVE [CHANGED] 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 skill 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, You gain a +2 bonus to all ability and skill checks. This
feature or trait from a hostile creature, you can spend 1 bonus increases to +3 at 11th level.
Chakra die to treat your d20 roll as if you have no penalties Additionally, while you are gaining the benefits of this
applied to it. generalization, Skill based actions that require an Action
can be performed as a Bonus action.
SCOUTING TECHNIQUE
Starting at 3rd level, choose a technique that you strive to
SUPPORT
You can use the Help and Search actions as a bonus action.
emulate in combat and style. The Scouting Technique you
When you would use the Help action, you can aid
choose grants you features at 3rd, 6th, 9th, 14th, 17th and
an ally in attacking a creature, making a skill check in a
20th Levels.
skill you are not proficient in, or providing them some

ABILITY SCORE IMPROVEMENT/FEAT


support in combat, allowing you to spend a reaction to
interpose an attack, switching the target of a hostile attack
When you reach 4th and again at 8th, 12th, 16th, and 19th, from an allied creature to yourself. You can complete the
level, you can increase one ability score by +1 & a Feat of Help action in this way aiding an ally within 30 feet of you.
your choice that they qualify for. As normal you can’t This range of support increases to 45 feet at 11 th level.
increase an ability score above 20 using this feature. Additionally, while you are gaining the benefits of this
generalization, creatures within weapon attack range who
EXTRA ATTACK would make an attack or cast a jutsu targeting an allied
creature triggers an attack of opportunity for you.
Beginning at 5th level, you can attack twice, instead of

SIGNATURE JUTSU
once, whenever you take the Attack action on your turn.

JACK OF ALL, MASTER OF NONE Beginning at 7th level, you have found a jutsu that you
specialize in better than anyone else who may have come
Starting at 5th Level, you exemplify the ideal of
before. Select one Jutsu you know of B-Rank or Lower. You
generalized combat. Select one of the following
gain one of the following benefits of your choice when
generalizations between Combat, Control, Mobility, Skill, and
using the chosen Jutsu. You may switch which jutsu this
Support. When you do, you gain its benefits. You can switch
feature affects whenever you would learn a new jutsu from
which generalization you have when you complete a rest.
leveling up in this class. You can select a second Signature
Alternatively, you can spend one superiority die from your
effect and Jutsu to gain the benefits of both effects
Scout-Nin Subclass to switch the Generalization you are
beginning at 15th level.
benefiting from. You can only switch in this way, once per
short rest.
SIGNATURE POWER
COMBAT When you use your chosen jutsu, you deal additional
damage equal to your Jutsu Types Ability Modifier
You gain a +1 bonus to attack & damage rolls made with
(Ninjutsu, Genjutsu or Taijutsu.), you also ignoring
Ninjutsu, Taijutsu, Genjutsu and Bukijutsu you cast. This
resistance to your chosen jutsu’s damage type and the
bonus increases to +2 at 11th level.
jutsu cast cannot be negated or dispelled the turn it is cast.
Additionally, while you are gaining the benefits of this
generalization, when you would take the attack action, you
can make a weapon attack as a bonus action, once per turn.
SIGNATURE RAMPING [CHANGED]
When you would upcast your chosen jutsu, If your upcast

CONTROL [CHANGED] adds additional die for damage, healing, temporary hit
points or damage reduction. Add one additional die, per
Jutsu and Maneuvers you use that would inflict a condition
rank upcast, once per casting. Otherwise, increase the save
on a creature are even more difficult to resist. Increase the
DC of the chosen Jutsu (If any) by +1 for every two ranks
Save DC of jutsu you cast and maneuver you use that inflict
upcast.
a condition or inflicts a penalty by +1. This Save DC boost,
increases to +2 at 11th level.
Additionally, while you are gaining the benefit of this
SIGNATURE CONTROL
When you would cast your chosen jutsu, reduce the cost of
generalization you gain a +1d4 to clash checks.
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 below half.

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 [CHANGED]


You can remain perfectly still for long periods of time to set
up ambushes. As an Action while you are at least lightly
obscured, you can attain perfect stillness. 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 -10 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 [CHANGED]


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 spend 2 Hit die to
breathe in deeply, regaining hit points equal to 1d10 + your
scout level.
Alternatively, you can as a bonus action spend 2 Chakra
die, breathe in a slightly different way, regaining chakra
points equal to 1d10 + half your scout level.

TACTICAL TECHNIQUE [CHANGED]


You have a much higher affinity with tactics and
planning out your movement and actions.
Creatures cannot make opportunity attacks
targeting you or allied creatures within 10
feet of you.
Additionally, yourself and allies who
begin their turns within 10 feet of you
can take the Dash action as a bonus
action.

91
SCOUTING TECHNIQUE BATTLEFIELD JUDICATION [CHANGED]
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, in place of one of your
The Scout-Nin who choose to become Arbiters focus on attacks, you order one friendly creature who can see or
enhancing their allies, utilizing their skills beyond what hear you, to cast a Jutsu that requires an attack roll,
most shinobi could only dream of doing, and enabling make a weapon attack, take a Skill-Action, Dodge, or
their team to perform feats of amazing prowess with just disengage (moving up to half their movement away).
a bit of Arbitration. You can command a creature in this way twice per
initiative roll.
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 [CHANGED]
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 contesting checks with a 1d6 penalty.
table. A superiority die is expended when you use it. You Additionally, allied creatures under the effect of a
regain all of your expended superiority dice when you Genjutsu, that begin its turn is within 10 feet of you,
finish a short or long rest remake their saving throw to end the Genjutsu’s effect. A
creature can only benefit from this feature once per
SUPERIOR ARBITRATION TABLE
short rest.
Scout-Nin
Yourself and allied creatures within 10 feet of you that
Level Superiority Dice Maneuvers Known make saving throws to resist Genjutsu gain a bonus to
3rd 3 3 their saving throw equal to half of your Charisma Ability
4th 3 3 Modifier.

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 [CHANGED]


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.
Beginning at 6th level, whenever you would succeed on
a Charisma based Skill action against a hostile or non-
allied creature, you regain 1 Superiority die. You can
regain a superiority die in this way, once per creature,
per rest.

92
ARBITER MANEUVERS LEADERS AUTHORITY [CHANGED]
Scout-Nin Keyword: Specialized
ASSISTED ACCURACY [CHANGED] When you hit a creature with an attack, you can expend
Scout-Nin Keyword: Specialized one superiority die. All hostile creatures within 15 feet of
You may spend a superiority die targeting one allied you must make a Wisdom saving throw vs your Save DC
creature within 30 feet of you. When you do, the next (If Weapon or Unarmed, Taijutsu save DC), gaining 1
time they would make an attack of any type, they add rank of fear.
half the result of the superiority die to the attack roll. On
a successful hit of the allied creatures attack, if you make LEADERS PRESENCE [CHANGED]
the same type of attack, targeting the same creature, on Scout-Nin Keyword: Specialized
your next turn, you add the same superiority die to your When you hit a creature with an attack, you can expend
attack roll. one superiority die. All allied creatures within 15 feet of
you can feel your presence, automatically ending any 1
ASSISTED CONTROL Mental or Sensory based Condition currently afflicting
You may spend a superiority die targeting one allied them, if any of your choice.
creature within 30 feet of you. When you do, the next
time they would force a hostile creature to make a saving LEADERS WILL [CHANGED]
throw of any type using a Jutsu they cast, they add half of Scout-Nin Keyword: Specialized
the result of the superiority die to the save DC (Min 1.). If When you hit a creature with an attack, you can expend
a hostile creature failed the saving throw of your allied one superiority die. When you do, if you are under any
Creatures Jutsu, if you make an attack of any type, effects or conditions that required you to make a saving
targeting one of the failing creature(s), on your next throw that you failed. You immediately remake the
turn, you add the same superiority die to your first saving throw, adding the superiority die to the result of
damage roll against that creature. your saving throw.

ASSISTED DEFENSE LEADERS ARBITRATION


You may spend a superiority die targeting one allied Scout-Nin Keyword: Specialized
creature within 30 feet of you. When you do, the next As an action, you can spend one superiority die,
time they would make a saving throw of any type, they targeting all creatures of your choice within 60 feet of
add half the superiority die to the result. On a successful you. All selected creatures must succeed a Wisdom or
save, you add the same superiority die to your next Intelligence saving throw (Your choice) vs your Ninjutsu
saving throw before the end of your next turn. (or Genjutsu save DC). On a failed save they become
unable to willingly lie, deceive or even speak with a
ASSISTED POWER [CHANGED] hostile tone or nature towards you and other creatures
You may spend a superiority die targeting one allied allied with you, instead preferring to find a middle
creature within 30 feet of you. When you do, the next ground or one both sides can benefit from.
time they would make an attack of any type, they add
twice the result to their damage roll. On a successful hit
of the allied creatures attack, if you make the same type
of attack, targeting the same creature, on your next turn,
you add the same damage to your damage roll.

ASSISTED EXPERTISE [CHANGED]


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 a Skill-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 RELENTLESS ASSAULT [CHANGED]
Starting at 20th level, you can select one of the following
Those Scout-Ninja who choose to become Assault
defensive effects and ignore it when dealing damage to a
Specialists focus on the development of raw physical
hostile creature. You must make this decision when you
power honed to deadly perfection. Assault Specialist
declare your attack or use your damaging jutsu/effect
Scouts combine rigorous training with physical
and cannot change it until the beginning of your next
excellence to deal devastating blows.
turn; Temporary Hit Points. Resistance, Immunity, Damage

SUPERIOR ASSAULT Reduction.


Beginning at 3rd Level you learn maneuvers that are S UPERIOR ASSAULT T ABLE
fueled by a special dice called Superiority Dice.
Scout-Nin
Maneuvers: You learn three maneuvers of your choice,
which are detailed in the Assault Maneuvers Section at Level Superiority Dice Maneuvers Known
the end of this class. You earn more at higher levels as 3rd 3 3
shown in the “Maneuvers Known” Column of the 4th 3 3
Superior Assault table. Many Maneuvers enhance an
attack in some way. You can only use one Maneuver per
5th 3 3
attack. When you take a long rest, you may switch one 6th 3 3
maneuver you know for another you qualify for. 7th 4 4
Superiority Dice: You have three superiority dice, which
8th 4 4
are d4’s, you earn more at higher levels, as shown in the
Superiority Dice column of the Superior Assault table. A 9th 4 4
superiority die is expended when you use it. You regain 10th 4 4
all of your expended superiority dice when you finish a
11th 5 5
short or long rest.
12th 5 5
BRUTISH ASSAULT [CHANGED] 13th 5 5
Additionally, at 3rd level, whenever you hit with a melee
or ranged attack and deal damage, you deal additional 14th 5 5
damage equal to your superiority die. 15th 6 6
16th 6 6
BRUTISH DURABILITY
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
19th 7 7
feature again before completing a short rest, you may
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 [CHANGED]


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 at 9th (d8), 14th
(d10) and 17th levels (d12).
Additionally, once per turn whenever you would score
a critical hit with an attack roll or roll a natural 20 on a
saving throw you regain 1 Superiority die.

REMARKABLE ATHLETE [CHANGED]


At 9th level, you can spend a superiority die, adding the
result to any Strength, Dexterity, or Constitution check
you make.

DEVASTATING CRITICAL
Starting at 14th level, when you score a critical hit with a
melee attack, you gain a bonus to that attack's damage
roll equal to your Scout Nin level.
When you score a critical hit with a ranged attack, you
gain a bonus to that attack’s damage roll equal to half of
your Scout Nin level.

SURVIVOR
At 17th level, you attain the pinnacle of resilience in
battle. At the start of each of your turns, you regain hit
points equal to 5 + your Constitution modifier if you
have less than half of your hit points left. You don’t gain
this benefit if you have 0 hit points.

94
ASSAULT MANEUVERS MENACING PRECISION [CHANGED]
Scout-Nin Keyword: Specialized
AMPLIFIED FORCE [CHANGED] When you make an attack roll of any type against a
Scout-Nin Keyword: Specialized creature, you can expend one superiority die to add the
When you cast a jutsu, that forces a creature to make a result to the roll. You can use this maneuver before or
saving throw of any kind, you can expend up to three after making the attack roll, but before any effects of the
superiority die increasing the Save DC by +1 for each one attack are applied. On a successful hit, you gain half of
spent and adding the spent die to the damage roll. When the original roll to the next attack you make before the
you do, if the affected creature(s) fail their saving throw end of your next turn. On a successful hit of the second
by 5 or more, they take double damage and gain twice attack, you gain half of the original attacks superior die
the number of condition ranks. roll, to the next attack you make before the end of your
next turn.
AMPLIFIED CRIPPLING [CHANGED]
When you hit a creature with an attack, you can expend a MENACING FEINT [CHANGED]
superiority die to cripple its movement. Add twice the When you would miss with an attack, you can spend one
number rolled to the damage rolls of the attack. The superiority die, the next time you would make an attack
creature must make on a Strength saving throw vs your against the same creature before the end of the current
attacks save DC (If Weapon/Unarmed, Taijutsu save DC) turn, you add twice the number rolled to the damage roll
or have its movement speed halved. A creature must of that attack. On a hit, you gain the benefits of the
spend an action to make a Strength (Athletics) check vs Disengage action.
the save DC, regaining its full movement speed on a
success. MENACING RETALIATION
When you would take damage from an attack, from a
AMPLIFIED CRITICAL[CHANGED] creature within range of one of your unarmed, weapon
Scout-Nin Keyword: Specialized or Melee or Ranged Jutsu based attacks, you can spend
When you declare an attack, you can expend up to three one superiority die and your reaction, to make one
superiority die. The first attack made increases its unarmed or weapon attack, or cast one jutsu that
critical threat range by +1 for each one spent. On a requires you to make no more than one melee or ranged
critical hit add twice the number of dice spent to the attack roll, adding twice the spent superiority dies result
damage roll. to the damage dealt.

AMPLIFIED KNOCK BACK [CHANGED]


When you hit a creature with an attack, you can expend
one superiority die to knock the opponent back. You add
twice the superiority dies result to the attack’s damage
roll, and the target is thrown back a number of feet equal
to 5 x the result of the superiority Die and falls prone. A
creature who’s movement is interrupted by a solid
surface (such as a tree or wall) takes twice the falling
damage every 10 feet you would have thrown them.

AMPLIFIED STRIKES [CHANGED]


Scout-Nin Keyword: Specialized
When you would make a weapon/unarmed attack or cast
a jutsu that requires an attack roll, you can expend one
superiority die, recording the result. Select a number of
creatures within 5 feet of your first 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 [CHANGED]


Scout-Nin Keyword: Specialized
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 1 rank of
fear. A creature who would deal damage to you ends the
fear condition on itself.

95
CLONING SCOUT CLONES EVERYWHERE [CHANGED]
At 6th level, when you would summon clones as a result of a
Those Scout-Nin that choose to become Cloning specialist
Ninjutsu with the Clone keyword, you summon 1 additional
employ superior numbers as their primary method of
clone at no additional cost. This does not work if a clone is
combat. They hone this skill through repeated use of their
summoned as a result of the Clones Technique feature.
Clones in different situations allowing them to becomes
When a clone would deal damage, increase the damage
masters of duplicative combat. Not every scout has the
die used by 1 step. Increase their damage die by an
ability to use Clones the way a Cloning Scout can and it
additional step at 14th and 17th levels.
shows through their tactics and abilities available to them.
When two more Shadow Clones you summoned would

CLONING TACTICS cast a jutsu or make an attack targeting the same


creature, they instead gain a 1d6 bonus to its damage
Beginning at 3rd Level you learn maneuvers that are fueled
rolls for each additional clone aiding the lead clone.
by a special dice called Superiority Dice.
Maneuvers: You learn three maneuvers of your choice,
which are detailed in the Clone Maneuvers Section at the
SUPERIOR CLONES [CHANGED]
Beginning at 9th level, clones you summon can use
end of this class. You earn more at higher levels as
maneuvers you know spending your superiority die,
shown in the “Maneuvers Known” Column of the
movement speed is increased to match yours up to 60 feet,
Superior Cloning table. Many Maneuvers enhance you or
gain proficiency in your saving throws and can maintain
your clones in some way. You can only use one maneuver
concertation on Jutsu they cast for +1 of your turns.
per attack. When you take a long rest, you may switch
Additionally, clones whose damage would be reduced
one maneuver you know for another you qualify for.
as a result of being a clone, reduces their damage die
Superiority Dice: You have three superiority dice, which
penalty by 1. This increases to 2 at 17th level.
are d8’s, you earn more at higher levels, as shown in the
Also, when you would attempt to learn, modify or
Superiority Dice column of the Superior Cloning table. A
create jutsu, your clones help reduce the time needed.
superiority die is expended when you use it. You regain
Reduce the downtime cost to learn, create and modify
all of your expended superiority dice when you finish a
jutsu by an amount equal to the rank of the jutsu. (D-
short or long rest
Rank: 1, C-Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5)

TAJŪ KAGE BUNSHIN [CHANGED] CLONE TACTICS [CHANGED]


Starting at 3rd Level, you add the Shadow Clone Technique
Starting at 14th level, when you would take damage from an
Ninjutsu to your known jutsu list and can learn any Ninjutsu
attack or fail a saving throw from a jutsu that deals damage,
with the Clone keyword, excluding jutsu with the Hijutsu
as a reaction, you can spend 1 Superiority Die, recording the
keyword. When you do summon a Shadow Clone, hostile
result. You can cast a Ninjutsu with the Clone keyword of your
creatures cannot tell you apart from your clones. You
choice and summon a number of clones equal to the result,
become Hidden to them until they take the Search action to
ignoring the Jutsu’s clone maximum.
discern you from the rest of your clones. They make their
Alternatively, when a clone of yours dies you may spend
check at disadvantage.
your reaction to use your Clone Technique class feature
You also increase the maximum number of Clones you can
summoning an additional clone of the same type.
summon using Ninjutsu with Clone keyword and jutsu those
Summoning a clone in this manner does not spend a
clones can cast by +1. This increases to +2 at 9 th and +3 at
superiority die.
14th.
You can only summon clones using either method of this
Clones summoned using Ninjutsu with the Clone keyword
feature twice per rest. If you attempt to use this feature any
have their duration increased to 10 minutes, can be up to 120
additional times after the first two it costs 1 Superiority die or
feet away from you, can be command to split up and follow
chakra die per use.
no more than two separate commands in two different
groups, gain your skill proficiencies and gain a Bonus Action S UPERIOR C LONING T ABLE
which can only be used to make Skill-Based actions or the
Help action that you command them to attempt. A clone can
Scout-Nin Level Superiority Dice Maneuvers Known
only be commanded to take Skill-Based actions once per
summoning. 3rd 3 3
4th 3 3
CLONE TECHNIQUE [CHANGED] 5th 3 3
Finally at 3rd Level, clones you summon which have
restrictions on jutsu keywords, no long have such 6th 4 3
restrictions and can cast any Jutsu you know as if they were 7th 4 3
a Shadow Clone.
8th 4 4
You can spend 1 Superiority die or chakra die to summon a
Clone as if casting any Ninjutsu you know that summons 9th 5 4
clones. When you do you do not spend chakra and treat the 10th 5 4
clone as if you summoned it at the highest rank casting
11th 5 4
available to you.
Beginning at 6th level, once per turn, whenever a clone 12th 6 4
you summon would score a critical hit or roll a natural 13th 6 5
20 with an attack roll, skill check or saving throw you
14th 6 5
regain 1 Superiority die.
15th 7 5
16th 7 5
17th 7 5
18th 8 6
96 19th 8 6
20th 8 6
CLONE MASTER [CHANGED] CLONE SWARM [NEW]]
Beginning at 17th level, you can cast the Shadow Clone Scout-Nin Keyword: Specialized
Technique as a Bonus Action. When you do, you can command As a bonus action you can spend one Superiority die to
your clones as part of the same action. command your clones to swarm a target. Select one creature
within 60 feet of you as a number of Active clones of your
SUPREME CLONES choice spends their action to Dash towards the target,
Beginning at 20th level, select one clone maneuver. Your ending their movement within 15 feet of it. Roll the spent die
clones can perform this maneuver without expending a recording the result. The next time the target would make a
superiority die once per turn. D20 roll, they suffer a penalty to that roll equal to the result.

CLONING MANEUVERS PREPARED CLONE


When you or a clone would take damage from an attack, you
CLONES AGILITY can spend your reaction, when you do, all clones currently
When you use a bonus action to command a clone to active casts a Jutsu targeting the triggering creature. At the
perform an action of any type, you can expend one conclusion of this casting all active clones are dismissed.
superiority die to allow a number of clones equal to half of
the result to take an additional movement. When they take DURABLE CLONE
this additional movement, their movement speed is When you command your clones to take any action or when
doubled until the end of the current turn. This movement your clones would take damage, you can, spend a
does not provoke attacks of opportunities. superiority die. They gain temporary hit points equal to five
times the result until the end of the current turn.
CLONE SWAP [CHANGED]
When you or an allied creature would take damage, as a ELITE CLONE
reaction, you may spend a superiority die to have a clone Scout-Nin Keyword: Specialized
within 30 feet of you swap places with you or the allied When you would summon more than one clone as a result of
creature. When the clone switches places, it instead takes casting a Jutsu that summons a clone, you can spend a
the damage and suffers the associated effects. superiority die as a part of the casting. When you do, you
instead only summon one clone, but this clone has the
CLONE COMBO [NEW] combined total Hit and Chakra points of a number of clones
Scout-Nin Keyword: Specialized equal to the spent superiority die. If the clones summoned
When you use a melee or ranged attack, if you have at least instead has a limited number of jutsu it can cast, it instead
one clone active, you can spend one superiority die to have now has an increased limited on that number equal to the
the clones to attack with you, putting their all into it by sum that all summoned clones would have separately. This
throwing themselves at the enemy. Dismiss any number of clone adds twice the chosen superiority die to all damage
clones you have active. For every clone active you gain rolls it makes, once per turn for the duration of its existence.
bonus damage equal to 1 superiority dice or a +1 save DC for You can only have One clone created by this Maneuver active
every two clones Dismissed. in this way at a time.

CLONE DEFENSE CLONED TECHNIQUE


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 Select at least one clone currently active. You can spend one
attack applied to them, you may spend a superiority die to superiority die. When you do the clone can gain the benefits
have either yourself or a clone interpose the attack, taking of all of your Class and Clan features until the end of your
the damage or effect of the attack. You or the clone must be next turn.
aware of the attack to use this maneuver. The protected ally
gains a bonus to their AC or All Saving throws equal to half CLONES SUPPORT [NEW]
the result of the superiority die, until the beginning of their As a Reaction, you may spend one Superiority die when you
next turn. would make a saving throw of any type, your clones become
aware and dispel themselves to invigorate you with resolve.
CLONE ENDURANCE Dismiss one clone you have active. You gain a bonus to the
When you summon at least one clone, you may spend a saving throw equal to your superiority die.
superiority die. When you do, one of the clones summoned
can cast a number of additional jutsu equal to half the result
of the superiority die. If the clone summoned has
chakra, it instead gains a number of chakra points
equal to twice result of the die.

CLONE FRENZY
If you have one or more clones active,
you may spend a superiority die. The next
time you command your clones to attack,
they add the result of the roll to
the attack and damage rolls
they make if any. Additionally,
clones that would normally deal
half damage instead, deals the
full damage of the jutsu.

97
BARRIER SCOUT the benefiting creature take any remaining damage and
cannot absorb any further damage until it regains said hit
Those Scout Ninja who choose to become Defensive
points in one of the following ways.
Scouts train to bolster those around them. They can
• When you would gain Temporary hit points you instead
inspire their allies with renewed vigor, lifting them to
new heights, while simultaneously protecting them from cause your Chakra Barrier to regain hit points equal to
harm. the amount of THP you would gain. If your Chakra
Barrier is already at max hit points, you instead gain the
SUPERIOR DEFENSE temporary hit points as normal.
Beginning at 3rd Level you learn maneuvers that are • When you would gain Damage Reduction as a result of a
fueled by a special dice called Superiority Dice. Jutsu, you can choose to instead cause your Chakra
Maneuvers: You learn three maneuvers of your choice, Barrier to regain hit points equal to twice the amount of
which are detailed in the Barrier Maneuvers Section at DR you would gain.
the end of this class. You earn more at higher levels as • When you would gain a bonus to your Armor Class, you
shown in the “Maneuvers Known” Column of the can choose to instead cause your Chakra Barrier to
Superior Defense table. Many Maneuvers enhance your regain hit points equal to three times the AC you would
allies in some way. You can only use one maneuver per gain.
attack or ally per turn. When you take a long rest, you For as long as your barrier has hit points, you gain a 1d4
may switch one maneuver you know for another you bonus to checks made to maintain concentration on Jutsu
qualify for. you cast.
Superiority Dice: You have three superiority dice, which Beginning at 6th level, once per turn, whenever you
are d8’s, you earn more at higher levels, as shown in the would reduce the damage you or an allied creature would
Superiority Dice column of the Superior Defense table. A take to half or less as the result of a Class feature or
superiority die is expended when you use it. You regain Jutsu. You regain 1 Superiority Die.
all of your expended superiority dice when you finish a
short or long rest. PROJECTED BARRIER [CHANGED]
S UPERIOR D EFENSE T ABLE Beginning at 3rd level, you know how to manipulate your
barrier in a variety of different ways such as generating a
Scout-Nin Chakra Sphere or Repelling Burst. You can use any
Level Superiority Dice Maneuvers Known combination of these abilities a number of times equal to
3rd 3 3 your Proficiency bonus per long rest. If you attempt to use
this feature any additional times it costs 1 Superiority die or
4th 3 3
chakra die per use.
5th 3 3 Chakra Sphere. As a reaction, you expand your Chakra
6th 3 4 Barrier into a 10-foot-radius centered on you until the
start of your next turn. Allied creatures of your choice
7th 3 4
inside the barrier that would take damage, reduce the
8th 4 4 damage they take by one damage die. This increases to
9th 4 5 two at 9th level and three at 17th level.
Repelling Burst. As an action, you expand your Chakra
10th 4 5
Barrier instantly, creating a burst of chakra in a 10-foot
11th 4 5 radius centered on you. Each creature of your choice
12th 4 6 within range must make a Strength or Dexterity saving
throw (Your choice) vs your Ninjutsu Save DC. On a failed
13th 5 6
save, a creature takes Xd6 Force damage, is pushed back
14th 5 6 10 feet and falls prone. On a success, they take half
15th 5 7 damage and no further effects. (X= Your Proficiency bonus).
16th 5 7
STURDY SHIELDING [NEW]
17th 5 7 Starting at 6th level, you passively convert your chakra
18th 6 8 into your barriers hit points far more efficiently. At the
beginning of each of your turns while in combat, while
19th 6 8
you have your Chakra Barrier, it gains regains hit points
20th 6 8 equal to your proficiency bonus.

CHAKRA BARRIER [CHANGED] RALLYING BARRIER [CHANGED]


Also, at 3rd level, you learn to manifest a powerful barrier Beginning at 9th level, you learn how to reinforce your
of chakra. Whenever you complete a short or long rest, allies to fight on past their injuries. As a Bonus action,
you create a Chakra Barrier for yourself or an allied you can select up to 3 allied creatures within 30 feet of
creature that completes this rest with you. The barrier you, excluding yourself. Selected allies gain temporary
remains attached to your chosen target until you complete hit points equal to the result of your Superiority Die +
a rest of any type. The Chakra Barrier has its own hit your character level. This THP lasts for 10 minutes and
points equal to twice your character level. Your Chakra can be stacked with other sources of THP. You can use
Barrier’s hit points are treated as Temporary hit points but this feature twice per rest.
cannot be ignored, removed or dispelled by hostile effects
(Excluding Damage).
Whenever the benefiting creature take damage, the
barrier intercepts the damage, taking it in the creatures
place. If this damage reduces the barrier to 0 hit points,

98
MASTERED BARRIER [NEW] of temporary hit points gained, you add twice the result
Beginning at 14th level, you have mastered your ability of your Superiority die to the result.
to bend, manipulate, enhance and reinforce your Chakra
Barrier granting you an additional variation to your DEFENSIVE REASSURANCE
Projected Barrier class feature called Heavy Guard. You can expend a superiority die and call out to a
Heavy Guard. By spending 1 Chakra Die, you layer your creature within 60 feet that can see or hear you that has
Chakra Barrier over a number of allies within 30 feet of to make a Dexterity or Intelligence saving throw, as you
you, equal to your proficiency bonus. Creatures layered reassure them of your presence and aid. When you do so,
in this way gain resistance to all damage until the end that creature adds half of the amount rolled to their save.
the current turn. If that creature would pass their saving throw, you gain a
1d4 bonus to your next Dexterity or Intelligence Saving
ADAPTIVE SHIELDING throw made within the next minute.
At 17th level, when your chakra barrier takes damage,
you can have it gain resistance to subsequent damage of DEFENSIVE REBUKE [CHANGED]
that type until the start of your next turn (no action Scout-Nin Keyword: Specialized
required). If it takes damage of more than one type When you would cast a Jutsu that would grant only you,
simultaneously, you can choose which type it gains Damage Reduction, you can spend a superiority die.
resistance to. Your barrier can only have resistance to When you do, all allied creatures within 10 feet of you
one type of damage at a time. gain the benefit of the jutsu cast, until the end of the
current turn, regardless of the jutsu’s duration. When
SUPERIOR SHIELDING [CHANGED] you would roll to determine the damage reduction
Beginning at 20th level, you learn to apply your Chakra gained, you add your Superiority die to the result.
barrier to all of your allies. As an action, you may select
up to 3 creatures you can see within 60 feet of you that DEFENSIVE REGRESSION [CHANGED]
you are allied with. Each creature gains a chakra barrier Scout-Nin Keyword: Specialized
with hit points equal to your Scout-Nin level. While they You call out to a creature that has just be struck by a
each have their own Chakra Barrier, they can use your critical hit. Your perfectly timed call out allows them to
Projected Barrier class feature, with each ability being avoid potentially fatal damage. When a creature within
able to be used once each, per rest. Your allies Chakra 60 feet of you has been struck with a critical hit, you can
Barrier cannot be replenished in the same way as yours spend 1 Superiority Die, recording the result. Reduce the
and when it reaches 0 hit points, it is lost until you number of damage dice the target rolls by the result. If
provide it to them again. You can use this feature twice you reduce the number of dice they roll to 0, their attacks
per long rest. damage is reduced to 0.

BARRIER MANEUVERS LAYERED SHIELD


Scout-Nin Keyword: Specialized
DEFENSIVE ENHANCEMENT [CHANGED] When you would take damage while your Chakra Barrier
You can spend one superiority die to enhance the has 0 Hit points, you can spend any number of
defenses of an allied creature you can see other than superiority die. When you do, it gains a number of hit
yourself, recording the result. When you do, they gain a points equal to 5 times the result, until the end of the
bonus to their next saving throw equal to half the result. current turn, returning back to 0 hit points.

REVENGE GUARD [CHANGED]


On a failed save they gain temporary hit points equal to
three times the result.
Scout-Nin Keyword: Specialized
DEFENSIVE GOADING When you would cast a Jutsu that would grant you,
When you would deal damage to a creature, you can Damage reduction or Temporary hit points, you can
expend one superiority die to attempt to goad the target spend a superiority die. When you do, the first instance
into attacking you. You add the superiority die to the of damage your Temporary hit points, or your Damage
damage roll and the target has disadvantage on all attack reduction would interact with this turn is echoed
rolls against targets other than you until the end of your outward affecting all hostile creatures within 10 feet of
next turn. you. All Hostile creatures of your choice within range
must make a Dexterity saving throw against the original
DEFENSIVE RALLY [CHANGED] DC of the Attack or Jutsu (If Weapon/Unarmed, Taijutsu
You bolster the resolve of an injured ally. As a bonus save DC). On a failed save they take the same damage
action, select one allied creature within 30 feet of you inflicted from the attack or jutsu + twice the result of
that has taken damage this initiative. When you do, you your Superiority die. On a successful save they take half.
spend one Superiority Die to inspire them. They can
choose to spend one of their own Hit die. Regardless, TEAM GUARD
they regain hit points equal to twice your Superiority Die When you are within 10 feet of an allied creature, you can
plus their Hit die if they spent one. spend one superiority die. All allied creatures, including
yourself, within range gain a +2 Bonus to their AC, and
DEFENSIVE RAMPING all Saving throws made until the end of your next turn so
When you would cast a Jutsu that would grant you and no long as they remain within 10 feet of you. If any affected
one else, Temporary Hit points, you can spend a creature would take damage you reduce the damage
superiority die. When you do, all allied creatures within taken by the result of the superiority die.
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

99
ELEMENTAL SCOUT creature fails a saving throw vs a Jutsu you cast by 5 or
more. You regain 1 Superiority Die.
The Scout-Nin who choose to become Elementalist learn
to wield a Nature Release and have it constantly flowing ELEMENTAL STRIKE [CHANGED]
through their chakra coils, just beneath the surface. Also, at 3rd level, when you would cast a Jutsu with your
Making their element stronger and themselves sturdier chosen nature release, you can retain some of that
against it. elemental energy, augmenting you. For the next minute
while augmented, your unarmed/weapon attacks deal an
SUPERIOR ELEMENTS additional 1d6 of your chosen nature releases damage
Beginning at 3rd level you lean maneuvers that are fueled
type.
by a special dice called Superiority Dice
Beginning at 9th level, If you score a critical hit or
Maneuvers: You learn three maneuver of your choice,
when a creature fails a saving throw by 5 or more vs a
which are detailed in the Elemental Maneuvers Section at
Ninjutsu you cast with the chosen nature release while
the end of this class. You earn more at higher levels as
augmented in this way, you inflict one rank of your
shown in the “Maneuvers Known” Column of the
nature releases associated condition found on the
Superior Elements table. Many Maneuvers enhance an
Elemental Condition Table at the end of this subclass.
attack in some way. You can only use one Maneuver per
attack. When you take a long rest, you may switch one ELEMENTAL RESISTANCE [CHANGED]
maneuver you know for another you qualify for. Beginning at 6th level, you gain resistance to the
Superiority Dice: You have three superiority dice, which damage of your chosen nature release. When you or an
are d6’s, you earn more at higher levels, as shown in the allied creature within 20 feet of you would make a saving
Superiority Dice column of the Superior Elements table. A throw against a jutsu with a nature release keyword, add
superiority die is expended when you use it. You regain all half of your Intelligence Modifier to the result.
of your expended superiority dice when you finish a short
or long rest. ELEMENTAL POWER [CHANGED]
SUPERIOR ELEMENTS TABLE Beginning at 9th level, the strength of your element is
unquestionable. When you would deal damage using a
jutsu, without the Combination keyword, with your
Scout-Nin Level Superiority Dice Maneuvers Known
chosen nature release keyword, you can spend 2
3rd 3 3 superiority die. When you do, the jutsu cast deals
4th 3 3 maximum damage. The jutsu cast in this way, cannot
score a critical hit. If the jutsu cast requires an attack roll
5th 3 3
only the first attack roll that scores a hit gains this effect.
6th 3 4
7th 3 4 PRIMORDIAL STRIKE [CHANGED]
Beginning at 14th level, the residual elemental chakra
8th 4 4
from your jutsu have become empowered. When you
9th 4 5 gain the benefit of your Elemental Strike class feature,
10th 4 5 you instead deal an additional 2d6.
Additionally, the damage you deal with your chosen
11th 4 5
nature releases damage type ignores resistance and
12th 4 6 treats immunity as resistance.
13th 5 6
14th 5 6
ELEMENTAL SUPERIORITY [CHANGED]
Beginning at 17th level, your body is constantly
15th 5 7 producing nature release chakra of your chosen element.
16th 5 7 When you would use a maneuver, you can treat the result
as double its rolled amount to calculate the maneuvers
17th 5 7
given effects.
18th 6 8 Additionally, you may spend one superiority die on
19th 6 8 your turn to gain immunity to your chosen nature
releases damage and resistance it’s superior nature
20th 6 8
release for until the beginning of your next turn.

ELEMENTAL KNOWLEDGE [CHANGED]


Earth Release: Earth Damage (Immune) and Lightning
Damage (Resistance)
Starting at 3rd level, you have focused your efforts on
Wind Release: Wind Damage (Immune) and Fire
harnessing your innate Nature Release. Select one Nature
Damage (Resistance)
Release (Earth, Wind, Fire, Water, or Lightning Release).
Fire Release: Fire Damage (Immune) and Cold Damage
You gain the ability to cast Jutsu with the corresponding
(Resistance)
Keyword. If you could already cast jutsu with the selected
Water Release: Cold Damage (Immune) and Earth
keyword, you learn one jutsu with the corresponding
Damage (Resistance)
keyword that you qualify for.
Lightning Release: Lightning Damage (Immune) and
Also, when you or an allied creature within 30 feet of
Wind Damage (Resistance)
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.
Beginning at 6th level, once per turn, whenever you
score a critical hit with a Jutsu based attack or a hostile

100
PRIMAL STORM [CHANGED] listed cost, you infuse it into your weapon or unarmed
Beginning at 20th level, you have learned to unleash a strikes. Before the end of the next turn, the first time you
massive quantity of nature release chakra with your score a hit with a weapon/unarmed attack, you deal your
jutsu or attacks. When you deal damage to a creature weapon/[Unarmed Damage], plus the jutsu’s damage,
with a Jutsu with your chosen nature release or with a plus your Superiority Die. If the jutsu would require a
weapon attack and you spend a superiority die or use a saving throw to inflict its damage or effects, the target
maneuver as a part of the attack or jutsu cast, you deal takes half of the jutsu’s damage immediately and then
additional damage equal to, three times the result of makes its saving throw. On a failure taking the
your superiority die. remaining half and gaining the listed effects/conditions
and on a success taking no further damage.
ELEMENTAL MANEUVERS
PRIMAL RECOVERY [CHANGED]
ELEMENTAL DISRUPTION [CHANGED] Scout-Nin Keyword: Specialized
When you hit a creature with a weapon or jutsu attack, You may quickly send a surge of chakra through your
you may strike them in such a way that their chakra chakra coils, giving them a burst of energy. You may
pathways get blocked up. Spend one superiority die, until spend a superiority die; regaining chakra points equal to
the beginning of your next turn, jutsu that creature casts the result + your constitution modifier and regaining the
increase its cost by an amount equal to twice the result. ability to mold chakra if you could not before. You can
gain the benefit of this maneuver no more than twice per
ELEMENTAL BEING initiative roll.
Scout-Nin Keyword: Specialized
As a reaction to being targeted by an attack, you can turn PRIMAL POWER [CHANGED]
into your element and have it pass through you. You may You may quickly send a surge of chakra through your
expend one superiority dice and increase your AC by an body, enhancing your next attack with elemental power,
amount equal to half the number rolled until the end of so unwieldy that it becomes difficult to control. You may
the current turn. expend one superiority die, adding five times the result
If the triggering creature is within 5 feet of you and to the damage dealt, but reducing your attack roll by the
their attack misses, they then take damage equal to three result.
times the number rolled as your chosen element's
damage type. PRIMAL ENHANCEMENT [CHANGED]
Scout-Nin Keyword: Specialized
ELEMENTAL MALADY When you would cast a jutsu that reduces damage or
Scout-Nin Keyword: Specialized gives yourself Temporary Hit points with your chosen
When you cast a Jutsu with your chosen nature release nature release keyword, you may spend one superiority
keyword, that deals damage, you may expend one die increases the die used to reduce damage or grant
superiority die and add it to the damage dealt or half the temporary hit points by one step, and adds twice the
result to the Save DC. If the Jutsu inflicts a condition, it superiority died result to the total.
inflicts an additional rank of the condition (If able). If it
doesn't inflict a condition, creatures hit by it must make PRIMAL BULLY
a Constitution Saving Throw against your relevant Save When a creature would be afflicted by a condition as a
DC or gain an Elemental Condition until the end of your result of a jutsu you cast, you can spend one superiority
next turn. (See Elemental Condition table) die, when you do you inflict the condition of your nature
release as shown in the Elemental Condition table.
HEIGHTENED JUTSU
Scout-Nin Keyword: Specialized E LEMENTAL C ONDITION T ABLE
You can empower your Elemental Jutsu to a much higher
degree, breaking through defenses. When you cast a Nature Release Conditions
Jutsu with your chosen nature release keyword, you may Fire Release 1 Ranks of Burned
expend one superiority die and add three times it’s result
Water Release 1 Ranks of Chilled
to the damage.
Wind Release 1 Ranks of Bleeding
NATURED JUTSU Earth Release 1 Rank of Bruised
Scout-Nin Keyword: Specialized
You can amplify any Jutsu with your Nature Release and Lightning Release 1 Ranks of Shocked
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.

ELEMENTAL SPELLSTRIKE [NEW]


Scout-Nin Keyword: Specialized
You can infuse a Ninjutsu you cast with your chosen
nature release into your next strike. As a Bonus
action, select one Ninjutsu that requires an attack
roll, has a casting time of 1 Action or Bonus action,
targets a single creature and has your chosen nature
release. By spending 1 Superiority Die and the jutsu’s

101
PATHFINDER SCOUT BURST OF SPEED [CHANGED]
Also, at 3rd level, you can Dash as a bonus action.
The Scout-Nin who choose to become Pathfinder Scouts
Alternatively, once per turn, you can spend half of your
use extreme speed to nearly teleport around the
movement to teleport. If you would teleport, you may roll
battlefield. They use their extreme speed to protect their
your superiority die. You can teleport a number of feet
allies and maneuver them more effectively during battle.
equal to 10 x the result. This movement, counts as a Jutsu

SUPERIOR MOVEMENT that would Teleport you or grant you a boost to speed.
When you would cast a Jutsu that would teleport you
Beginning at 3rd level you lean maneuvers that are fueled
or grant you a boost to speed you gain a boost to your
by a special dice called Superiority Dice
next attacks damage roll equal to 2d6. This bonus
Maneuvers: You learn three maneuvers of your choice,
increases to 4d6 at 9th level and 6d6 at 17th level in this
which are detailed in the Pathfinder Maneuvers Section at
class.
the end of this class. You earn more at higher levels as
Additionally, you ignore any Nature Release or Ability
shown in the “Maneuvers Known” Column of the
score restriction/limitation when learning or using
Superior Movement table. Many Maneuvers enhance an
Ninjutsu, Genjutsu or Taijutsu that would teleport you or
attack in some way. You can only use one Maneuver per
grant you a bonus to movement speed.
attack. When you take a long rest, you may switch one
Beginning at 6th level, once per turn whenever you roll
maneuver you know for another you qualify for.
a 1 or 6 on your Superiority Die it is not spent.
Superiority Dice: You have three superiority dice, which
are d6’s, you earn more at higher levels, as shown in the
Superiority Dice column of the Superior Movement table.
ADDITIONAL PASSENGER
Beginning at 6th level, when you would move as a result of
A superiority die is expended when you use it. You regain
a jutsu teleporting you or while under the effects of a jutsu
all of your expended superiority dice when you finish a
that increases your movement speed, one willing creature
short or long rest.
of your size or smaller that can touch you can also move in
SUPERIOR MOVEMENT TABLE the same way.
An allied creature who would be moved as a result of this
Scout-Nin Level Superiority Dice Maneuvers Known feature gains the benefit of your Burst of Speed class feature
as well. A creature other than you can gain the benefit of
3rd 3 3
the Burst of Speed feature once per turn.
4th 3 3
5th 3 3 SUPERIOR SPEED [CHANGED]
Beginning at 9th level, you can concentrate on up to 3 Jutsu
6th 3 3
that would allow you to Teleport or grant you a bonus to
7th 4 4 Movement speed.
8th 4 4 Also, jutsu you cast that would allow you to Teleport or
grant you a bonus to movement speed have their cost
9th 4 4
reduced by an amount equal to its rank (D-Rank: -1,
10th 4 4 C-Rank: -2, B-Rank: -3, A-Rank: -4, S-Rank: -5)
11th 5 5
12th 5 5
TRANSVERSE DEFENSE [CHANGED]
Beginning at 14th level, your learned speed enables you to
13th 5 5 quickly dodge to lessen the harm done to you during battle.
14th 5 5 When you take damage from an attack or jutsu, you can use
your reaction to give yourself resistance to the attack’s or
15th 6 6
jutsu’s damage on this turn.
16th 6 6
17th 6 6 NATURAL TRANSPOSITION [CHANGED]
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
20th 7 7 45 feet to an unoccupied space you can see. You can use
your Blitz Shock and Blitz Step maneuvers to modify this
MOBILE SAVANT feature.
Starting at 3rd level, you learn the Chakra Movement
Ninjutsu. This does not count against your known jutsu SUPERIOR TRANSPOSITION
Beginning at 20th level, you can unleash your accelerated
limit. The Casting time of this jutsu becomes;
chakra to manifest a field of influence that you control.
Special (When you would move at least 10 feet).
Select a space you can see within 120 feet of you. As a free
You also choose between the following; Wind Release:
action on your turn, You manifest a 30-foot radius sphere
Zephyr Strike, Lighting Release: Lightning Speed,
centered on this point. Yourself and all creatures and loose
Graceful Cat, or Flower Petal Escape
objects within this space are subject to your control. As an
You learn the selected jutsu which also does not count
Action, bonus action or reaction by spending one
against your known jutsu limit. The selected jutsu can be
superiority die, you can select one creature or object that
cast by spending 1 superiority die, in place of chakra. If
you can see and attempt to move it to any other space
the jutsu would requires concentration, you can
within the radius of the sphere. The affected creature or
maintain it at no additional chakra cost.
object must make a Charisma saving throw vs your
You learn another jutsu from this list when you would
Ninjutsu (or Genjutsu) save DC. On a failed save they are
reach 6th, 9th and 14th levels, all being able to cast with a
moved to the chosen point, unable to take reactions to this
superiority die as the first.
forced movement.

102
PATHFINDER MANEUVERS SWITCH PORT
Scout-Nin Keyword: Specialized
BLITZ ASSAULT [CHANGED] 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 the jutsu instead of you for its listed duration as if they
jutsu, 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 POWER [CHANGED]
Also at 3rd level, you learn to compress your phantasmic
The Scout-Nin who choose to become a Phantom
chakra for bursts of ghastly power known as your
becomes a ghost who fades in and out of sight, acting as
Phantasmic Power, represented as 1d8. When a
a specter who is virtually impossible to touch or find. A
subsequent class feature calls for your Phantasmic Power
master of Stealth and expert in assassination, using your
you roll the d8 in addition to any other effects following
ghostly Ninjutsu and Genjutsu to execute your objectives
the rules of the specified features. You can only use your
with little to no opposition.
Phantasmic Power once per turn.

SUPERIOR PHANTASM Your Phantasmic Power grows as you gain levels,


becoming 2d8 at 6th, 3d8 at 9th, 4d8 at 14th, 5d8 at 17th
Beginning at 3rd level you lean maneuvers that are
and 6d8 at 20th level.
fueled by a special dice called Superiority Dice.
You begin with the ability to use your Phantasmic
Maneuvers: You learn three maneuvers of your choice,
Power to enhance the power of your strikes by ripping at
which are detailed in the Phantom Maneuvers Section at
your enemies chakra essence. Once per turn, when you
the end of this class. You earn more at higher levels as
would hit a creature with an attack that you had
shown in the “Maneuvers Known” Column of the
advantage on, you deal additional necrotic damage equal
Superior Phantasm table. Many Maneuvers enhance an
to your Phantasmic Power.
attack in some way. You can only use one Maneuver per
Beginning at 6th level, once per round, when you
attack. When you take a long rest, you may switch one
would roll your Phantasmic Power, if 2 or more of the
maneuver you know for another you qualify for.
dice are the same number, you regain 1 Superiority Die.
Superiority Dice: You have three superiority dice, which
are d6’s, you earn more at higher levels, as shown in the
Superiority Dice column of the Superior Movement table.
PHANTASM’S GRIP [CHANGED]
Beginning at 6th level, you learn to make parts of your
A superiority die is expended when you use it. You regain
body and weapons ethereal to cut through the
all of your expended superiority dice when you finish a
metaphysical manifestations of another. When you
short or long rest.
would deal damage with an attack, you may spend 1
SUPERIOR PHANTASM TABLE Superiority Die to cut through their spiritual essence.
Scout-Nin When you do, you force the creature to make a Wisdom
Level Superiority Dice Maneuvers Known saving throw vs your Taijutsu (or Genjutsu, your choice)
Save DC. On a failed save, the target suffers one of the
3rd 3 3
following;
4th 3 3
• Take Psychic Damage equal to half of your Phantasmic
5th 3 3 Power and gain 2 ranks of Concussed.
6th 3 4 • Take Necrotic Damage equal to your Phantasmic Power
and gains 1 rank of fear until the end of their next turn.
7th 3 4
• Take Chakra damage equal to twice your Phantasmic
8th 4 4 Power and becomes unable to Mold Chakra until the
9th 4 5 end of their next turn.
10th 4 5
GHOST WALK [CHANGED]
11th 4 5 Beginning at 9th level, you have learned to make your
12th 4 6 entire body ethereal, capable of phasing through solid
matter, like a ghost.
13th 5 6
As a bonus action, you assume a spectral form. While
14th 5 6 in this form, you have a flying speed equal to half of your
15th 5 7 movement speed, you can hover and attack rolls have
disadvantage against you. You can also move through
16th 5 7
creatures, objects and walls as if they were difficult
17th 5 7 terrain. You take 1d10 force damage if you end your turn
18th 6 8 inside a creature or an object. This form does not allow
you to pass through surfaces, barriers, or walls made by
19th 6 8
Jutsu or reinforced with chakra.
20th 6 8 You can remain in this form for 10 minutes or until
you end it as a bonus action. Regardless, once you use
PHANTASM’S KNOWLEDGE this feature once, you cannot use it again until you
Starting at 3rd level, you begin to become familiar with complete a long rest. If you would attempt to use this
your ghastly jutsu and how it interacts with the world feature again you must spend a superiority die each time
around you. You gain proficiency in Illusions, Insight, you would gain its benefits after its initial use.
and Stealth if you are not already. When you would make
a skill check using Stealth, you can use Wisdom in place GHASTLY LEECH [CHANGED]
of Dexterity. Beginning at 14th level, when you would use your
Additionally, when you would make a Stealth check Phantasmic Power, you can select one of the rolled dice,
using Dexterity or Wisdom, you can spend one regaining either Hit Points or Chakra Points equal to the
superiority dice adding it to your checks result. roll. You can gain the benefit of this feature a number of
times equal to your proficiency bonus, per long rest.

104
ETHEREAL SNAP [CHANGED] a saving throw that would deal damage to you, you can
Beginning at 17th level, you have mastered the art of spend 1 Superiority die, when you do, you become
becoming ethereal and have learned to even make it a incorporeal just as the attack would hit you. You take
part of your fighting style. You gain an additional use for reduced damage equal to your Phantasmic Power.
your Phantasmic Power called Ethereal Snap.
Ethereal Snap. While you are gaining the benefit of your PHANTOM CLAW [CHANGED]
Ghost Walk class feature, when you would score a hit with a Scout-Nin Keyword: Specialized
melee attack you can reach into your enemies bodies and You layer your attack in phantasmal chakra to tear through
rapidly shift from incorporeal to corporeal forcibly your target’s chakra coils. By spending one Superiority Die
snapping and twisting everything out of place. The affected you change the damage type of your next attack to chakra
creature must make a Charisma saving throw vs your damage. On a hit, you deal your attacks damage, plus your
Taijutsu (or Genjutsu, your choice) save DC. On a failed Phantasmic Power, plus twice the Superiority Die’s result to
save, the target takes both Chakra and Necrotic Damage the damage total and forcing the target to make an
equal to twice your Phantasmic Power and gains 3 ranks of Intelligence saving throw vs the attacks Save DC (If
Concussed. You can only call upon this power twice per long Weapon/Unarmed, Taijutsu save DC). On a failed save,
rest. A creature who passes their saving throw does not affected creature(s) gain 3 ranks of Confused.
spend a use of this feature. If you use this Maneuver while you are Hidden or the
target is Unaware of you or your location, increase the
POLTERGEIST [CHANGED] damage to twice your weapon/[Unarmed Damage], plus four
Beginning at 20th level, you can become a ghastly figure of times the superiority die and increase the inflicted ranks of
complete terror. You gain the following benefits; Confused on a failed save to 5 ranks.

PHANTOM HAUNTING
• You can now use your Phantasmic Power twice per turn.
• You can now use Ghost Walk twice per short rest.
Scout-Nin Keyword: Specialized
• Ghastly Leech now allows you to select 3 dice instead of 1.
When a creature within 5 feet of you would move away from

PHANTOM MANEUVERS
you any number of feet, you may, as a reaction, spend 1
superiority die. When you do, you become invisible and
move a number of feet, up to your maximum speed,
GHASTLY STRIKE [CHANGED] ignoring difficult terrain and other creatures spaces, ending
When you would deal damage with an attack, you can your movement as close as possible to the triggering
quickly make the attack ethereal, attacking their mind by creature. Your invisibility immediately ends, as you make a
spending 1 Superiority Die. The damage of the attack single weapon attack against the creature at advantage,
becomes Psychic Damage, adding three times the result of adding twice the superiority die result to the damage roll.
the superiority die to the result. The target must then make
a Wisdom Saving throw vs the attack types DC (If PHANTOM MOVEMENT [CHANGED]
Weapon/Unarmed, Taijutsu save DC). On a failed save the Scout-Nin Keyword: Specialized
target gains 1 rank of Slow. If the target of this maneuvers When you would make a saving throw or skill check in an
attack has 2 or more combined ranks of Fear, Slow and/or attempt to move through an impassable surface, barrier, or
Concussed, you instead add five times the result to the wall. (Such as the effects of the Uzumaki Clan Jutsu;
damage dealt. Adamantine Barrier, or Non-Elemental Ninjutsu; Forcecage)
You may spend 1 superiority die. When you do, you become
GHASTLY VISAGE [CHANGED] ethereal, becoming able to move through those surfaces
As a bonus action, you can spend one superiority die. When with ease, until the end of the current turn. Add the result of
you do, you transform your body into one with either a your superiority die to your Saving throw, or double the
horrifying physique or a calming look. result to your skill check made to move towards or through
Horrifying. Hostile creatures within 30 feet of you must the impassable surface, barrier or wall.
make a Wisdom Saving throw vs your Genjutsu Save DC. On
a failed, save they drop their weapons, must spend all their SHADOW SNATCH [CHANGED]
movement attempting to get away from you and are unable Scout-Nin Keyword: Specialized
to make hand signs (HS) until the end of each of their next When a creature you can see within 30 feet of you would hit
turns. an allied creature (excluding yourself) with an attack, you
Calming. All allied creatures within 30 feet of you may spend a superiority die. When you do, you create a
currently Charmed, Berserked, Dazed, Feared, or Blinded, ghostly web of chakra that grabs ahold of their ethereal
are healed of one of the listed conditions. selves, reducing their attack roll, by the result.

GHASTLY WAIL [CHANGED] SHADOW DRAIN


Scout-Nin Keyword: Specialized Scout-Nin Keyword: Specialized
You can release a powerful echoing force of ghostly chakra When a creature you can see within 30 feet of you would
that vibrates the spirits of those caught within. gain a bonus to hit or damage from a jutsu, feature or trait,
As an action, by spending a superiority die, all creatures of you may spend a superiority die. When you do, you attempt
your choice within 30 feet of you must make a Charisma to drain and steal a bit of their power through their shadow,
saving throw vs your Ninjutsu (or Genjutsu) Save DC (Your into your own. They must make a Wisdom saving throw vs
choice). On a failed save, the affected creature is blinded and your Ninjutsu (or Genjutsu) save DC. On a failed save, they
gains 2 ranks of Concussed. lose the bonuses granted to hit or damage, while you gain
the benefit of that bonus to hit or damage for a number of
PHANTOM AVOIDANCE [CHANGED] turns equal to half the result of your superiority die.
Scout-Nin Keyword: Specialized
You become ethereal, just as an attack would strike you. As a
reaction, when you would be hit by an attack or would make

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 [CHANGED] 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 turn you can choose to spend S UPERIOR T ACTICS T ABLE
one superiority die. When you do select either yourself or
one allied creature within 30 feet of you. The chosen Scout-Nin
creature gains a bonus to their next d20 roll, equal to the Level Superiority Dice Maneuvers Known
result. A creature can only gain the benefit of this feature 3rd 3 3
in this way no more than once, per long rest.
4th 3 3
Beginning at 6th level, whenever you roll a natural 20
on an ability check, skill check or Saving throw, you 5th 3 3
regain 1 Superiority die. 6th 4 4
7th 4 4
SIGNATURE MANEUVER [CHANGED]
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. You can no longer spend
Superiority Die on that Maneuver, but when you do use it, 11th 5 5
you must roll a d4, and use it instead once per turn. You 12th 6 6
can select a second maneuver beginning at 9 th level.
13th 6 6
You can switch all selected Signature Maneuvers when
you would complete a rest. 14th 7 7
15th 7 7
TACTICAL SUPERIORITY 16th 8 8
Beginning at 6th level, your training has lead you down a
path unexplored by many. You have made it your job to 17th 8 8
become the most well-prepared Shinobi in a room full of 18th 9 9
shinobi some would consider superior to even you.
19th 9 9
20th 10 10

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

107
TRICKSTER SCOUT accomplish the given task. Your Void soul uses the
following Statistics found at the end of this class section;
The Scout-Nin who choose to become a Trickster have
Your Void soul has the following rules.
become true to themselves and those around them. By
• Has a number of Jutsu known equal to your proficiency
accepting who they truly are, they have gained the ability
to manifest the best version of themselves, albeit in the bonus.
most romanticized way. Using this power to assist them o Your Void Soul can only access jutsu which you
in life, both in and out of combat. could normally qualify for (Keywords, Hijutsu,
etc.), plus one keyword that you don’t have access
SUPERIOR TRICKSTER to (Any one nature release or medical keyword).
Beginning at 3rd level you lean maneuvers that are o You can switch your Void Soul’s Jutsu known when
fueled by a special dice called Superiority Dice you would gain a level.
Maneuvers: You learn three maneuver of your choice, o It uses its own ability scores for the purpose of
which are detailed in the Trickster Maneuvers Section at qualifying for jutsu. These jutsu are added to your
the end of this class. You earn more at higher levels as known jutsu list, but you cannot cast them, only
shown in the “Maneuvers Known” Column of the your void soul can.
Superior Trickster table. Many Maneuvers enhance an • Movement speed is equal to yours. If you would end
attack in some way. You can only use one Maneuver per your turn more than 120 feet away from your Void
attack. When you take a long rest, you may switch one Soul, it is resummoned in your space.
maneuver you know for another you qualify for. • Uses your Chakra when casting its Jutsu.
Superiority Dice: You have three superiority dice, which • Uses your saving throw proficiencies.
are d6’s, you earn more at higher levels, as shown in the • If you and your Void Soul would make a saving throw
Superiority Dice column of the Superior Movement table. against the same effect, you only make one save
A superiority die is expended when you use it. You regain suffering the effects only once, not twice. If the Void
all of your expended superiority dice when you finish a soul would take damage, you do not need to make a
short or long rest. concentration check.

SUPERIOR TRICKSTER TABLE You can dismiss your Void Soul as a bonus action on
your turn or when you fall unconscious. You calculate,
Scout-Nin Level Superiority Dice Maneuvers Known your Void soul’s Ability Scores based on the Strength of
your Personality. Your Void Soul does not have Ability
3rd 3 3
scores like a normal creature, but instead only Ability
4th 3 3 Modifiers. You gain a number points to spend, equal to
5th 3 3 your Charisma Modifier times 3 which raises any ability
modifier of your Void Soul by +1, of your choice. The
6th 4 3
maximum value of any modifier is +6.
7th 4 3
8th 4 4 TRICKSTERS SOUL BINDING [CHANGED]
Beginning at 6th level, you learn to fuse with your void soul
9th 5 4 becoming your true, fully realized self. As a bonus action,
10th 5 4 you can fuse with your Void Soul for up to 1 Minute. While
11th 5 4 fused, you are treated as if you have summoned your Void
soul but you cannot summon them as a separate creature
12th 6 4 with the Void Soul Awakening class feature. This form ends
13th 6 5 early if you are unconscious or die. This fusion manifests
14th 6 5 itself as a helmet or mask of your description. While fused
you gain the following benefits; You can use this feature
15th 7 5 once per short rest. If you would attempt to gain this
16th 7 5 benefit again after using it once, you may spend 1
17th 7 5 Superiority Die to do so.
• Tricksters Potential. Once per turn, when you would
18th 8 6
score a critical hit, roll a natural 20 on a skill or ability
19th 8 6
check or a hostile creature critically fails vs a Genjutsu
20th 8 6 you cast, you regain 2 Superiority Die.
• Tricksters Strength [Changed]. Select one ability
modifier your Void Soul has. Increase your same ability
VOID SOUL AWAKENING [CHANGED] modifier to match the Void souls, ignoring your listed
Starting at 3rd level, you learn a special Fuinjutsu ability score for the duration.
technique to create a Chakra Construct known as a Void • Tricksters Spirit. You have advantage on Wisdom and
Soul, a manifestation of your true self, that you can call Charisma Saving throws and skill Checks.
upon for support, both in and out of combat. You can • Tricksters Words. You can influence a creature in battle
name it if you wish as it will always abide by your once per turn. If influencing an allied creature, they add
command regardless of the title you give it. 1d6 to any one skill check, saving throw or attack roll
This chakra construct can be summoned as a bonus they make. If influencing a hostile creature, they reduce
action and occupies your space alongside you. It is visible their next skill check, saving throw or attack roll by half
to all creatures who can mold chakra (CM). While of 1d6. (Your Choice) You can use Tricksters words in this
summoned, you can calculate your AC using your way a number of times equal to your Charisma Modifier
Charisma in place of your Dexterity for the duration. per rest.
Once summoned, you can command it by spending your
Actions, Bonus Actions and Reactions as needed to

108
HEAT RISER
Beginning at 9th level, your ability to drag down enemies or
to enhance the hearts of your allies have strengthened. When
you use a Trickster Maneuver on a creature, you may as a
part of the same action, use another maneuver targeting the
same creature. The maneuver selected must either help or
Medium Construct, unaligned
hinder the target based on the triggering Maneuver or
Tricksters Words Effect. You must spend a Superiority die as
normal.
• If the triggering effect would boost, increase or aid the
creature, the additional maneuver must boost, increase or Speed Equal to yours
aid the creature in some way.
• If the triggering effect would impose a penalty, reduce or
hinder the creature, the additional maneuver must impose 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)
a penalty, reduce or hinder the creature in some way.

WILLPOWER SURGE [CHANGED] Senses Darkvision 30 ft., passive Perception 10


Beginning at 14th level, your ability to call upon your Void
soul has reached a new level of control and prowess. When Immutable Form. The Void Soul is immune to any Jutsu or effect that would
casting a jutsu without your Void soul active, you may alter its form.
temporarily call upon your Void soul. When you do this, Inexhaustible. The Void Soul cannot cast jutsu or use effects that would
your Void soul momentarily comes forth and casts the increase its own ranks of exhaustion.
jutsu for you. When casted this way the jutsu ignores any
Chakra Construct. The Void Soul attacks are chakra enhanced.
Hand Sign (HS) component it may have.
Additionally, the jutsu deals additional damage equal to
twice your charisma modifier or increases the dc of your
jutsu by half of your charisma modifier (Rounded Down).
Alternatively, if you are benefiting from Tricksters Soul
Binding when you use this feature, you both cast the jutsu
simultaneously enhancing it. You gain the previous benefit
allotted by this feature, in addition to a bonus to attack and
damage rolls equal to your Charisma Modifier.
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.

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
attacks or resistance to two damage types of your choice.
(Pick one).
Alternatively, while you are gaining the benefit of your
Tricksters Soul Binding class feature, you gain one of
following additional benefits. You must complete a long
rest to switch which benefit you gain;
• Messiah. When a creature within 60 feet of you would
be reduced to 0 hit points or less, you can, as a
reaction spend 1 superiority die. When you do, they
instead fall to 1 hit point, then gain temporary hit
points equal to 5 times the result.
• Izanagi. When you would spend a superiority die
targeting an allied creature, if the combined total of Credit: Persona 5 Royal
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,
and weakened conditions.

109
TRICKSTER MANEUVERS POWER UP: FOCUS
You spend a bonus action and expend a superiority to
DEBILITATE: RAKUNDA [CHANGED] 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 twice your proficiency increase the damage die by two steps and add twice the
bonus, the next time they take damage before the end of Superiority die to the damage rolled.
the current turn. If your attack does not trigger a saving
throw then affected creatures must make a Charisma RAMP UP: RAKUKAJA
Saving throw vs your Ninjutsu or Genjutsu save DC (Your In place of one of your attacks made by the Attack action,
choice.) you spend a superiority to strengthen an allies defense.
If this maneuver is used by your Void soul, or while you Target an allied creature within 20 feet of you and roll
are benefiting from Tricksters Soul Binding, the additional your die. The target’s AC is increased by the result against
damage increases by 4 times your superiority die result. the next attack made against it or it gains a bonus to its
next saving throw made equal to the result. Whichever
DEBILITATE: TARUNDA comes first.
When you would make an attack or cast a Ninjutsu or If this maneuver is used by your Void soul, or while you
Taijutsu that affects a hostile creature, you can expend a are benefiting from Tricksters Soul Binding you also grant
superiority die to cripple a creature’s power. Record the the creature, resistance to one damage type of your choice
result. that lasts a number of its turns equal to the result.
Target creature must make a Strength saving throw vs
your Ninjutsu or Taijutsu Save DC. On a failed save, the RAMP UP: TARUKAJA
next attack or jutsu the target makes/casts has its In place of one of your attacks made by the Attack action,
damage reduced by the result of twice your superiority you spend a superiority to strengthen an allies power.
die (Min 1.). Target an allied creature within 20 feet of you and roll
If this maneuver is used by your Void soul, or while your die. The next attack the target makes is heightened.
you are benefiting from Tricksters Soul Binding you Increase the attack and damage roll by the result or if they
instead reduce their Damage by three times result. Reroll cast a jutsu that requires a saving throw, increase the Save
1’s and 2’s, taking the second result. DC by half of the result. Whichever comes first.
If this maneuver is used by your Void soul, or while you
DEBILITATE: SUKUNDA are benefiting from Tricksters Soul Binding, they also reroll
When you would make an attack or cast a Genjutsu or all 1’s and 2’s when making their damage rolls, taking the
Taijutsu that affects a hostile creature, you can expend a second result, or they increase the save DC by the total
superiority die to cripple a creature’s power. Record the result instead of half. (Pick one)
result
Target creature must make a Wisdom saving throw vs RAMP UP: SUKUKAJA
your Taijutsu or Genjutsu Save DC. On a failed save, the You spend a bonus action and a superiority die superiority
targets attack bonuses are reduced by an amount equal to strengthen an allies speed. Target a willing allied
to the result, until the end of their next turn. creature within 20 feet of you and roll your die. The allied
If this maneuver is used by your Void soul, or while creature immediately takes their turn (This counts as
you are benefiting from Tricksters Soul Binding you also their turn for the round). They gain a bonus to their speed
reduce their AC by an amount equal to half the result. equal to the result x 5.
(Min 1.) until the end of their next turn. If this maneuver is used by your Void soul, or while you
are benefiting from Tricksters Soul Binding you instead
POWER UP: CHARGE [CHANGED] 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 also You spend a bonus action and expend a superiority to
add twice the superiority die result, rerolling 1’s and 2’s. introduce the highest stakes gamble you can make. Record
the superiority die result.
POWER UP: CONCENTRATE [CHANGED] 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 also are benefiting from Tricksters Soul Binding you also,
add twice the superiority die result, rerolling 1’s and 2’s. 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 seal you would like. Infusing yourself with such a seal
must be done over the course of a full rest. Additionally,
As a Taijutsu Specialist, you gain the following class
you cannot gain the benefit of this feature while you are
features.
not using this features AC calculation.

HIT POINTS
You gain access to refined armor seals and 1 additional
slot at 9th level, greater armor seals and 1 additional slot
Hit Dice: 1d12 per Taijutsu Specialist level at 13th level, and Superior armor seals and 1 additional
Hit Points at 1st Level and beyond: 12 + your slot at 17th level.
constitution modifier
UNARMED TECHNIQUE [CHANGED]
CHAKRA POINTS
Also 1st level, your practice of martial arts gives you
Chakra Dice: 1d6 per Taijutsu Specialist level mastery of combat styles that primarily use unarmed
Chakra Points at 1st Level: 6 + your constitution strikes and Taijutsu Specialist weapons, which are
modifier Combat Bracers, Iron Claws, Quarterstaffs, Nunchaku,
Chakra Points at Higher Levels: 1d6 (or 4) + your Tonfa and Knuckle Blades.
Constitution modifier per Taijutsu Specialist level Choose one of the Taijutsu Stances located in Chapter
after 1st. 13: Customization Options and you gain the following
benefits while you are in a Taijutsu Stance or wielding
PROFICIENCIES only Taijutsu Specialist weapons:
Armor: Light armor, medium armor • You can use Strength or Dexterity for the attack and
Weapons: Simple weapons, Combat Bracers, Iron Claws,
damage rolls and Save DC calculation of your unarmed
Nunchaku, Tonfa, Knuckle Blades, Battle Wire
strikes, Taijutsu Specialist weapons, Taijutsu and the
Ninja Tools: Disguise Kit, Trapper Kit
Athletics and Martial Arts skill.
Saving Throws: Strength, Dexterity, Charisma • You can roll a d6 in place of the normal damage of
Skills: Martial Arts, Choose three from Acrobatics,
your unarmed strike or Weapons that you are
Chakra Control, History, Insight, Investigation,
proficient with. This increases to a d8 at 6 th level and a
Nature, Stealth, Perception, Medicine.
d10 at 11th level.

EQUIPMENT
You start with the following equipment, in addition to MARTIAL TECHNIQUE [NEW]
the equipment granted by your background: Finally, beginning at 1st level, your focus on Taijutsu has
• (a) No Armor or (b) Padded Armor or (c) Combat
prepared your body for the strain of performing these
techniques better than others could even dream of. This
Jacket
• (a) Combat Bracers or (b) Iron Claw
training has enabled you to utilize Taijutsu in such an
• (a) One Kunai stack or (b) One Shuriken stack
efficient way, other forms of efficiency actively hinder
your masterfully honed skill.
• (a) 2 Paper Bombs or (b) 2 Flash tags
Taijutsu you cast are always cast with a predetermined
• 1 Smoke Bomb
chakra cost ignoring its listed cost unless its Special.

JUTSU CASTING While benefiting from this class feature, you cannot gain
the benefit of other forms of cost reduction, regardless

NINJUTSU
of the source. You can choose to not use this feature
when you would cast a Taijutsu.
Ninjutsu save DC = 8 + your proficiency bonus + your Taijutsu you cast of the following Ranks have the
Intelligence modifier associated base costs at all times. Upcasting still
Ninjutsu attack modifier = your proficiency bonus + increases the cost of the jutsu as listed in its text.
your Intelligence modifier D-Rank: 3 Chakra.
C-Rank: 5 Chakra.
GENJUTSU B-Rank: 9 Chakra.
Genjutsu save DC = 8 + your proficiency bonus + your A-Rank: 14 Chakra.
Wisdom modifier S-Rank: 20 Chakra.
Genjutsu attack modifier = your proficiency bonus +
your Wisdom modifier MARTIAL ADEPT
Starting at 2nd level, your training with unarmed
TAIJUTSU techniques have granted you a technique that others of
Taijutsu save DC = 8 + your proficiency bonus + your your skill level could only ever pray to emulate. This skill
Strength modifier and technique is manifested in the form of Martial die,
Taijutsu attack modifier = your proficiency bonus + your which is a d4. Your martial die grows in size to a d6 at
Strength modifier 9th, and a d8 at 17th.
At the beginning of each of your turns you manifest a
MARTIAL DEFENSE pool of martial die, of an amount equal to the value
shown in the Martial die column of the taijutsu specialist
Beginning at 1st level, while you are wearing no armor,
class table. You can spend your martial die to complete
your AC equals 10 + Proficiency + Dexterity Modifier.
any number of martial techniques or taijutsu specialist
Beginning at 5th level, you learn how to blend your
class features. Unspent martial die are lost at the
martial prowess with a set number of techniques learned
beginning of each of your turns.
from the teachings and theory of seal smiths. You gain 2
You begin by knowing four of such martial techniques,
guard slots, which can be used to infuse yourself with
learning more as noted in the martial techniques
taijutsu techniques meant to mimic any minor armor
column of the Taijutsu Specialist class table. Martial

112
Techniques are detailed at the end of this class FLOW OF BATTLE
description. Any martial techniques that would refer to
Beginning at 11th level, you have begun to master the art
levels, are in reference to your Taijutsu specialist class
of Taijutsu to a scary degree, learning when to move into
level. Additionally, any martial techniques that would
both offensive and defensive stances. You gain a bonus
require a saving throw uses your Taijutsu save DC. When
to your initiative equal to your Intelligence, Wisdom or
you would complete a Full-Rest, you are able to switch
Charisma modifier (your choice, this cannot be changed,
martial techniques known.
once decided).

ENHANCED MOVEMENT MASTER OF PERSISTENCE


Also, at 2nd level, your speed increases by 10 feet while not
At 13th level, you don’t know how to or when to give up, and
wearing Heavy Armor. This bonus increases to 15 feet at 6 th
it only make it harder to stop you. If you would begin your
level, 20 feet at 9th level, 25 feet at 13 level, and 30 feet at 17th
turn blinded, dazed, deafened, incapacitated, stunned or
level.
paralyzed, you can spend 2 martial die to end one of the

TAIJUTSU STYLE listed conditions.

At 3rd level you learn a Combat style that fits in with how PERFECT BODY
you view combat and encompasses your overall approach
At 15th level, your intense training grants you proficiency in
towards Taijutsu. Your Style grants you feature at 3rd Level
Constitution saving throws.
and again at 6th, 9th, 14th, 17th and 20th Level.
Additionally, whenever you make a saving throw, with

ABILITY SCORE IMPROVEMENT/FEAT an ability you are not proficient in, add your Dexterity
modifier to the saving throw.
When you reach 4th and again at 8th, 12th, 16th, and 19th,
level, you can increase one ability score by +1 & a Feat of PERFECT MIND
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.).

EXTRA ATTACK Additionally, you become immune to the Fear condition.

Beginning at 5th level, you can attack twice, instead of once,


whenever you take the Attack action on your turn. Attacks
you make with the Attack action count as Chakra enhanced.

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

CHAKRA ENHANCED STRIKES


[CHANGED]
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. When you cast a
Taijutsu you gain the following one of the following benefits
up to twice per casting;
• Melee Taijutsu attacks you make that deal [Unarmed
Damage] adds +1 damage die to your [Unarmed
Damage].
• Taijutsu attacks ignore half of a creatures damage
reduction.

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

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

DISTURBANCE inhibit a creatures fortitude by striking a series of pressure


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

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

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

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

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

IRONCLAD reduced by your Unarmed Combat die + your proficiency


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

115
NIN-TAI the result. Once you use this Technique, you have to
spend an equal number of Martial die to recharge it.
The Taijutsu specialist who Blend their style with Ninjutsu
open up a world of unpredictability and technique. They ELEMENTAL CLOAK [CHANGED]
have found ways to further augment their body beyond Starting at 6 th level, you have learned to manifest your
simple Taijutsu, but instead coating their body in a given Elemental Chakra into a full-blown Chakra cloak that
Nature Releases and magnifying their strength and greatly erupts off of your body. When you would gain the benefits
increasing their potential. of Nature Enhanced Combat you gain the following boosts
to each Nature Release;
NATURE ENHANCED COMBAT [CHANGED]
• Earth Release: Dust, gravel and other Earthen
When you choose this style starting at 3rd level, you have
focused your effort on harnessing your innate Nature substances begin to form around you. You gain
Release. Select one Nature Release (Earth, Wind, Fire, Water, resistance to Earth damage, and gain +4 damage
or Lightning Release). You gain the ability to learn and cast reduction vs all sources (Excluding Psychic).
• Wind Release: Wind whips around you violently. You
jutsu with the corresponding keyword. Also, when learning
Ninjutsu with the corresponding keyword, you may use your gain resistance to Wind damage. You gain immunity to
Taijutsu ability modifier in place of your Ninjutsu ability effects that would create a cloud, gas or mist as they
modifier for the purposes of fulfilling Ability score cannot be sustained within 10 feet of you.
Requirements. Ninjutsu learned in this way can be cast even • Fire Release: Your body becomes wreathed in flames.
without the appropriate Ninjutsu ability score. You become resistant to Fire damage and once per turn,
By spending 1 Martial die, as a bonus action, you enhance creatures of your choice, who deal damage to you with a
your body with the Chakra of the corresponding Nature melee attack or effect with a range of touch, takes Fire
release granted by this feature. You benefit from these damage equal to 2 Martial die.
effects for the next minute or until you spend a Bonus action • Water Release: You generate gales of Water that spirals
to end this benefit. around you. You become resistant to cold damage and
effects that would push, pull or knock you prone as the
• Earth Release: Your body becomes hardened like stone.
result of a save or contested check, add 1 Martial die to
[Unarmed Damage] you deal can be treated as Earth
the roll.
damage. You gain Temporary hit points equal to half your • Lightning Release: Your body becomes clad in
level at the beginning of each of your turns.
Lightning that oscillates violently. You gain resistance
• Wind Release: Your body becomes as light as a gentle
to Lightning damage and when you take the dash
breeze. [Unarmed Damage] you deal can be treated as
action, you can make 1 unarmed attack as part of the
Wind damage. Once per turn, you gain +20 speed and the
same action.
benefits of the disengage action against a creature you
deal [Unarmed Damage] to until the end of that same
ELEMENTAL ARMOR [CHANGED]
turn. Beginning at 9th level, you learn to modify your Taijutsu
• Fire Release: Your body becomes hot to the touch. further using hyper compressed Ninjutsu. When you
[Unarmed Damage] you deal can be treated as Fire would gain the benefits of your Nature Enhanced Combat
damage. Increase your [Unarmed Damage] by +1 Martial class feature, you can choose to instead enhance your
die. Elemental Cloak beyond its normal limits. You can
• Water Release: Your body becomes cool to the touch. maintain this enhanced form by spending 1 Martial die at
[Unarmed Damage] you deal can be treated as Cold the beginning of each of your turns. In order to exit this
damage. Your unarmed attacks gain the Reach 1 and Trip form, you must spend a bonus action on one of your
weapon properties. turns. You gain the following benefits based on your
• Lightning Release: Your body gives off a soft static with chosen element;
occasional jolts of harmless electricity. [Unarmed
• Earth Release: The temporary hit points you gain from
Damage] you deal can be treated as Lightning damage.
Your unarmed attacks gain the Winding and Tactical Nature Enhanced Combat is doubled for the duration.
• Wind Release: You gain immunity to the Grappled and
weapon properties.
Restrained conditions.
ELEMENTAL COMBAT [CHANGED V2] • Fire Release: [Unarmed Damage] you deal is increased

Also, at 3rd level, you learn to harness your new Elemental by +1 damage die.
Chakra to better enhance your combat potential when • Water Release: Creatures cannot gain Jutsu based

utilizing elemental combo’s. bonuses to their saving throws vs Taijutsu you cast.
When using a Taijutsu while gaining the benefits of the • Lightning Release: Unarmed attacks damage you deal

Nature Enhanced Combat class feature the taijutsu used ignores half of a creatures Damage reduction.
gains the Nature Release Keyword you chose and deals that
nature release keywords corresponding damage type.
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.
Elemental Rush. Whenever you hit a creature with at least
two melee Taijutsu attacks, while gaining the benefits
of your Nature Enhanced Combat class feature, you can
spend 1 Martial die, allowing you to make two unarmed
attacks as a Reaction.
Elemental Crush. When you would deal damage with a
Taijutsu you cast, you may spend any number of
Martial die to deal additional damage equal to twice

116
ELEMENTAL RECHARGE [CHANGED] NIN-TAI TECHNIQUE
Beginning at 14th level, you have learned to convert your Beginning at 20th Level, your technique is so
Chakra into the energy needed to perform more combos overwhelmingly powerful that your enemies speak of you as
and keep the attacks flowing. When you would take if you are a force of nature. Something that is unavoidable
damage from your associated nature release damage and if encountered, can only be weathered. When you would
type, you can spend a Reaction to absorb some of the cast a Taijutsu that requires you to make no more than 1
residual chakra and power. You regain Hit points and attack, you may spend 4 martial die, granting it the Nin-Tai
Martial die based on the rank of the jutsu that triggered keyword.
this effect. You can gain the benefit of this feature a Taijutsu with the Nin-Tai keyword scores a critical hit
number of times equal to your proficiency bonus per on a D20 roll of a 10 or better. Once you use this feature,
long rest. (D-Rank: 10 HP/1 Martial die, C-Rank: 15 HP/2 you must spend 4 martial die at the beginning of one of
Martial die, B-Rank: 20 HP/3 Martial die, A-Rank: 30 HP/4 your turns to recharge this feature.
Martial die, S-Rank: 40 HP/5 Martial die)

WRATH OF NATURE [CHANGED]


Starting at 17th level, you have mastered the art of
Blending Ninjutsu and Taijutsu. While you are gaining
the benefit of your Elemental Armor class feature you
gain the following benefits;
• Earth Release: Critical hits are treated as normal hits
against you.
• Wind Release: When you move to a space, all creatures
can only perceive you as teleporting, thus you do not
trigger attacks of opportunity and you cannot trigger
effects that require you to move.
• Fire Release: Damage you deal as a result of an
Unarmed attack or Taijutsu ignores damage resistance
and treats immunity as resistance.
• Water Release: When you deal [Unarmed Damage] to a
creature you can move them up to 10 feet in any
direction of your choice.
• Lightning Release: Melee unarmed attacks and
Taijutsu you cast always deal half of its damage
through effects that intercept damage, directly
affecting its original target.

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

While your Chakra Frenzy is active, you can only


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

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

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

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

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

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

MIXED MARTIAL ARTS [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.
THE STANCER [CHANGED]
COMBO BREAKER Beginning at 17th level, you have become an absolute
master at combining stances into a blended cacophony
When you choose this Style, starting at 3rd level, your
of fists, kicks and strikes, mixing a variety of different
technique, style and mastery is weaponized to drift and
forms into a stance all your own.
fuse a myriad of fighting styles to defeat your targets with
Taijutsu you cast that require a Taijutsu stance deals
pure grace.
additional damage equal to 1 Martial die and ignore
You learn to accomplish this through a series of Martial
resistance & treat immunity as resistance.
Techniques, unique to you and your style of combat. You
Additionally, while gaining the benefit of your Stance
learn the following two Martial Techniques.
Blending feature, you may add your Intelligence,
Alpha Counter. When a creature misses you with an Wisdom or Charisma modifier (your choice) to the
attack, you may as a reaction spend 1 Martial die. When damage of Taijutsu attacks that add your Taijutsu ability
you do, you may immediately make two unarmed modifier.
attacks against the triggering creature, adding the
Martial die to the damage rolled. If at least one of these STANCER TECHNIQUE
attacks hit, you force the target creature to make a Beginning at 20th Level, your style is so unique and graceful
Strength saving throw, being unable to use a reaction that your enemies speak of you as if you were the originator
until the beginning of their next turn on a failed save. of the different stances and styles you’ve blended. When you
Dodge Cancel. When you hit a creature with at least two would cast a Taijutsu that requires a Taijutsu stance, you
unarmed attacks, you can spend 1 Martial die. When you may spend 2 martial die, granting it the Stancer keyword.
do, until the end of the target creatures next turn, Taijutsu with the Stancer keyword ignores immunity,
attacks targeting you suffer a penalty equal to your bonuses to AC as a result of features, traits and jutsu,
Martial die. penalties to hit, penalties to damage and cost increases.

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 Martial Arts check 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 additional Martial die up
to your remaining amount, adding it to the result of your
check.

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

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

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

121
PASSIONATE FLAME HAND WRAPS OF PASSION [CHANGED]
Starting at 6th Level, your ability to imitate seal smiths for
Taijutsu Specialists who blend their style with the
your martial defense is extended to allowing you to make
passionate flame exude a level of tenacity unmatched by
your fists as dangerous as any commonly smithed weapon.
most in the world of Taijutsu. This group of martial artists
You wrap your hands in wraps of your description, be they
are exemplified by green jumpsuits, weighted clothing, and
white tape, or black cloth strips. While wrapped around your
very eccentric haircuts. While this group is mostly associate
hands you constantly infuse Chakra into them allowing you
with the 8-Inner Gates, that technique is formally forbidden
to make your fists as tough as steel. At the conclusion of a
from use, and so to avoid having to tap into that potentially
long rest, you can select the type of enhancement your hand
fatal reserve of power, they focus on ensuring that their
wraps provide you from the following list. Once selected,
bodies are at the peak of Human skill and technique beyond
you cannot change this selection until you complete a long
all doubts..
rest.

FISTS OF IRON [CHANGED] • Mighty Blows: Taijutsu attacks you make that deal
When you choose this Style starting at 3rd level, you focus [Unarmed Damage] ignores resistance and treat
all of your effort on mastering hardening your fists, elbows, immunity as resistance. Beginning at 14th level when you
and other parts of your body until they feel like Iron while in deal [Unarmed Damage] twice to the same creature on
combat. Once per turn, your unarmed Strike deals additional your turn, they are unable to take reactions against you
damage equal to 1 Martial die. This damage increases as you until the beginning of your next turn.
gain levels in this class based on the Fists of Iron Strike • Mighty Guards: You gain damage reduction equal to half
damage chart. of your proficiency bonus. Beginning at 14th level that
increases to your full proficiency.
F IST OF I RON B ONUS DAMAGE C HART • Mighty Mobility: You cannot have your speed reduced by
any means and you ignore difficult terrain. Beginning at
Level Bonus damage 14th level, you gain immunity to the Slowed and Grappled
3rd +1 Martial die. conditions.
9th +2 Martial die.
FLAMING FINISHERS
17th +3 Martial die. Beginning at 9th Level, when you would cast a Taijutsu with
the Finisher keyword, you can enhance the jutsu cast by
ENHANCED FLURRY spending as many Martial die as you choose. When you do,
When you choose this Style, starting at 3rd level, your you gain all previous effects if you choose to gain a higher
passion and zeal is weaponized to completely drive home cost Martial die effect. Once you use an effect granted by this
the fact that no one works as hard as you. Period. While jutsu, you must spend an equal number of Martial die to
they were outside learning handsigns, you learned how to recharge this feature or spend 10 minutes resting before you
talk with your fists. While others were learning how to can use this feature again.
mold Chakra, you were doing 100 push-ups, sit ups and By spending 1 Martial die, you upcast the taijutsu by 1
pull ups every day. While they were learning to become rank, ignoring rank limitations.
frail, you learned to become strong. By spending 2 Martial die, you add all spent Martial die
You learn to accomplish this through a series of Martial to damage, once per casting.
Techniques, unique to you and your style of combat. You By spending 3 Martial die, you ignore immunity.
learn the following two Martial Techniques. By spending 4 Martial die, you increase all damage die
Chakra Enhanced Blows. You channel Chakra into your hands by 1 step.
enhancing your blows even further. When you declare an By spending 5 Martial die, you treat
unarmed or melee taijutsu attack, you can spend 1 Martial all damage die as if you had
die. When you do, the first two successful attacks rolled the maximum
forces its targets to make a Strength amount.
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.)

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

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

PASSIONATE FLAME TECHNIQUE


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

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

PATIENT MOVEMENT
By spending 1 martial die, you do not trigger attacks of
opportunity, creatures cannot react to your movement
and creatures you target cannot react to the first
unarmed attack you make this turn.

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 [CHANGED]
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 Weapon
Hit Points at 1st Level and beyond: 10 + your Specialist bonus trait chart below. If your weapon
constitution modifier already has a selected weapon trait, you can apply an
additional rank of that trait to the weapon following that
CHAKRA POINTS traits rules presented in Chapter 5: Equipment of the
Shinobi Handbook. Bonuses to attack and damage gained
Chakra Dice: 1d8 per Weapon Specialist level
from this feature also apply to Bukijutsu cast using this
Chakra Points at 1st Level: 8 + your constitution
weapon type. Once selected you cannot go back and
modifier
change your selection. If a weapon of the chosen type(s)
Chakra Points at Higher Levels: 1d8 (or 5) + your
would later gain any version of the Enhanced Seal,
Constitution modifier per Weapon Specialist level
weapon seal, it would not gain the benefit of both this
after 1st.
feature and that weapon seal, instead the user must pick

PROFICIENCIES one.
Additionally, when using a weapon, you are proficient
Armor: Light armor, medium armor, Heavy Armor in as a component in a Bukijutsu or when using the
Weapons: All Simple and Martial Weapons Martial Arts skill, you may instead use Dexterity in place
Ninja Tools: Trapper Kit, Poison Kit, Weaponsmith Kit, of your Strength as your Taijutsu ability modifier and
Armorsmith Kit Martial arts checks. Additionally, you may always use
Saving Throws: Strength, Dexterity, Constitution Bukijutsu that the weapon originally qualified for
Skills: Martial Arts, Choose three from Acrobatics, regardless of its current damage type if under the effects
Athletics, Crafting, History, Intimidation, Perception, of jutsu, weapon seals or features.
Sleight of Hand, Stealth, Survival Beginning at the 9th level of Weapon Specialist, you
may select a second weapon to become your Weapon
EQUIPMENT Focus. Your bonus to Attack & Damage rolls increases to
You start with the following equipment, in addition to +2 and you gain another weapon trait. Starting at 15 th
the equipment granted by your background: level, you may choose a third weapon to become your
• (a) Padded Armor or (b) Combat Jacket or (c) Flak Weapon Focus. Your bonus to Attack & Damage rolls
Jacket. increases to +3 and you gain another weapon trait.
• (a) 1 Simple Weapon or (b) 1 Martial Weapon
• (a) 1 Simple Weapon or (b) 1 Martial Weapon W EAPON S PECIALIST BONUS TRAIT C HART
• (a) One Kunai stack or (b) One Shuriken stack
• 2 Paper Bombs Trait Note
Blocking -
JUTSU CASTING Deadly -

NINJUTSU Disarm Must be Melee


Ninjutsu save DC = 8 + your proficiency bonus + your Finesse Cannot be Two-Handed (Excluding bows)
Intelligence modifier Flexible *Choose one damage type from B/P/S. Your weapon
Ninjutsu attack modifier = your proficiency bonus +
gains the Flexible damage type chose with a 1 step
your Intelligence modifier
damage die decrease.
GENJUTSU Grapple Must be Melee
Genjutsu save DC = 8 + your proficiency bonus + your Hidden Must be Light
Wisdom modifier
Lethal -
Genjutsu attack modifier = your proficiency bonus +
your Wisdom modifier Multiattack -
Reach Must be Melee
TAIJUTSU
Returning Must be Ranged or thrown
Taijutsu save DC = 8 + your proficiency bonus + your
Strength modifier
Tactical -
Taijutsu attack modifier = your proficiency bonus + your Thrown Thrown 1 (30/60), Thrown 2 (60/90),
Strength modifier Thrown 3 (90/120)
Trip Melee

126
WEAPON FLURRY ENHANCED CHAKRA STRIKE
Also, at 2nd Level, you are an unrelenting flurry of Also starting at 7th Level, when you would cast a
weapon attacks. You can perform a series of different Bukijutsu, you can trigger the Chakra Strike Flurry
techniques called Flurry Techniques. These Flurry Technique at no action cost on a successful hit. If you do,
Techniques use Flurry Die. This die changes as you gain you roll half the listed flurry die. This still counts as a use
Weapon Specialist levels, as shown in the Flurry Die of a Flurry Technique. You can do this, once per casting.
column of the Weapon Specialist class table.
Once per Turn, you can use one of the following Flurry BATTLE READINESS
Techniques. Some Flurry Techniques require your
Starting at 10th level, you have fully learned how to
Opponent to make a Saving throw. The Save DC for these
instantly switch from a neutral stance to that of a
Effects are calculated using your Taijutsu Save DC. You
combat one. You have advantage on Initiative Checks.
gain additional effects from your Weapon Form as you
gain levels in this class. You can only use Flurry
Techniques with weapons you have marked as your
SUPERIOR ATTACK
Weapon Focus. If a feature would allow you to gain the Beginning at 11th level, you can attack three times,
benefit of additional Flurry techniques in any way, you instead of twice, whenever you take the Attack action on
can use those additional Flurry techniques with no your turn.

SUPERIOR WEAPON FLURRY


action cost.

ENHANCED DEFLECTION [CHANGED] [CHANGED]


As a reaction to taking damage, you gain DR vs the
Beginning at 14th level, you gain an advanced level of
triggering creature, equal to the maximum possible result
proficiency with one of your Flurry Techniques. Select one of
of your Flurry Die, until the end of the current turn.
the following benefits. You gain an additional benefit at 18 th

CHAKRA STRIKE level.

When you hit a creature with a weapon attack, you can • Your Enhanced Deflection flurry technique now lasts until
spend a bonus action to deal additional damage to the the beginning of your next turn.
target. The extra damage is 2 flurry die. This increases to • Your Enhanced Deflection allows you to choose to instead
4 flurry die beginning at 9th level and 6 flurry die at 18th. add half the result to your AC, instead.
• Your Perceptive Augmentation now lasts until the end of
PERCEPTIVE AUGMENTATION your next turn.
Your Speed increases by an amount equal to 5 x your • Your Perceptive Augmentation now grants you the effects
Flurry Die until the end of your turn. of the Dash action.
• Any Flurry Technique you use that deals damage,
WEAPON STANCE increases speed or reduces damage now always adds 1
additional Flurry Die to the roll.
Beginning at 2nd Level you adopt a particular Weapon
Stance as your specialty. Choose one of the Weapon
Stances located in Chapter 13: Customization Options;
You can’t take a Weapon Stance more than once.

WEAPON FORM
When you reach 3rd Level, you begin to focus your
studies on a specific fighting form with your weapons.
Your Form grants you Features at 3rd level, and again at
6th, 13th, & 20th Levels. Alongside these Forms, you also
learn a Style to help compliment the form you’ve chosen.
You start with 1 style from your chosen weapon Form,
and gain more as you level up as a Weapon Specialist.

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.

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

CRITICAL FOCUS [CHANGED]


Starting at 7th Level, all weapons you are proficient in
gain +1 rank of the Critical property which now applies to
Bukijutsu you cast. This increases to +2 ranks at 11 th level
and +3 at 17th level.

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

128
GUNGNIR PIERCER FORM SIGURD’S HEROISM [CHANGED]
Beginning, at 6th level, your form of combat has
The Weapon specialist who focuses on the Gungnir
instilled you with a sense of heroism.
Piercer Form, trains in the art of the ultimate spear. A
Twice per long rest, when you see a creature within
fighting style designed to pierce through all manner of
your movement speed range, be hit by an attack, you
defense, and completely deconstruct an enemy’s
may, as a reaction, attempt to block the triggering
weaknesses on a surgical level. While utilizing this form
attack. When you do, you must move yourself up to the
you make use of a series of techniques made to strike
target creature. If you successfully end your movement
swiftly and accurately.
within 5 feet of them, you can make a melee Taijutsu

GUNGNIR PIERCER TECHNIQUES attack, vs the result of triggering creatures attack roll.
On a success, the triggering attack fails, as you deflect it.
Fenrir’s Claw [Changed]. When you would use the Chakra
Strike Flurry Technique with a melee weapon attack FAFNIR’S FANG [CHANGED]
that deals piercing damage, you can pierce through Starting, at 13th level, you have learned to lace your
the target’s defenses. If you do, roll 1 flurry die. You weapons with a layer of chakra, sharpening it to a point
reduce the target creature’s DR (damage reduction) by where even the slightest movement causes the wind to
the result until the beginning of your next turn. sing as your edge cuts through the air.
Heimdallr Vision [Changed]. As a bonus action, you When you score a critical hit with a melee weapon
enhance your senses to gain hyper accuracy until the attack that deals piercing damage, the target creature
end of the current turn. You ignore penalties to your gains 2 ranks of lacerated.
attack and damage rolls until the end of the current
turn. RAGNARÖK
Starting, at 20th level, your skill with piercing weapons
GUNGNIR PIERCER STYLES have reached a point of legend.
Also, at 3rd level, you get to choose a Style that supports As a bonus action, by spending 20 chakra or 3 Chakra
your combat ability. You know 1 Style from the following die, you seal all your chakra within your body, locking it
list, and gain more as gain levels in this class based on within yourself, while also creating a shell of chakra
the Styles known column of the Weapon Specialist class. around your melee weapon that deals Piercing damage.
Mímir’s Wisdom. As a bonus action, select one creature For the next minute, you cannot cast or maintain
whom you can see, within 60 feet of you. For the next Ninjutsu or Genjutsu.
minute, they do not add their Dexterity Modifier to Additionally, For the same duration, when you deal
their AC against melee Taijutsu attacks you make with piercing damage with a weapon or Taijutsu attack, you
a weapon that deals Piercing damage. You cannot use deal additional damage equal to twice your flurry die.
this effect more than once per short rest. Creatures who are Lacerated take twice as much damage.
Hœnir’s Silence. As a bonus action, you coat a weapon you After 1 minute, this feature ends and you cannot use this
are holding that deals piercing damage, in a muting feature again until you finish a long rest.
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]. Twice per turn, when you
would deal piercing damage with a bukijutsu, the
target gain 1 rank of bleeding.
Thor’s Wrath [Changed]. When you take the Attack
action, using a melee weapon that deals piercing
damage, you may cast a Bukijutsu that deals
damage, that makes no more than a
single attack, as a Reaction.
Vitharr’s Vengeance. As a
reaction when you would
take damage from any source, each instance of
damage you take until the beginning of your turn
grants your next melee Taijutsu attack with a piercing
weapon one additional flurry die to damage, until the
end of your next turn.

129
OBSIDIAN HAMMER FORM Provoke. As an Action you may take an open stance while
also screaming at the opposition to not avert their
The Weapon specialist who focuses on the Obsidian
eyes. Hostile creatures who can see and hear you,
Hammer Form, trains in the art of brutality focused
within 30 feet of you, gain disadvantage on attacks
around smashing through all obstacles. This form,
that target any creature other than you. Until the
allows the practitioner to attack with the ferocity of a
beginning of your next turn.
crashing wave, a collapsing cave, or a compressed star.
Defiance [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.

Starting at 3rd level, you learn additional Flurry


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

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

PHANTOM BLADE TECHNIQUES


can use this feature twice per long rest.
Delayed Etherealness [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. At the end of each of
Chakra Strike Flurry Technique with a melee weapon your turns, you can add one Flurry die to the delayed
attack that deals slashing damage, you may delay all damage. Maintaining this delayed damage counts as
of your attacks damage. At the beginning of the concentrating on a B-Rank Jutsu and can only be
targets next turn, they take all of the damage they maintain while within 30ft of an affected creature,
would have taken this turn from all of your weapons ending your turn more than 30ft away from the target
delayed damage. This damage cannot be reacted to. causes you to lose concentration on this effect. You
Phantoms Eclipse. When you are targeted with a melee may release the delayed damage as a Reaction if it is
attack, while wielding a weapon that deals slashing not your turn, or as an action on your turn. If you lose
damage, you may as a reaction, roll 3-flurry die. At the concentration, while maintaining this effect, the
end of the triggering creatures turn, they take delayed delayed damage is lost.
damage equal to the result.
FIRST STEP: A SINGLE DROP
PHANTOM BLADE STYLES Starting at 6th Level, you have learned that delaying
Also, at 3rd level, you get to choose a Style that supports attacks can grow stronger, the longer they are delayed.
your combat ability. You know 1 style from the following When you would delay damage using any Weapon
list, and gain more as you gain levels in this class based Specialist Class Feature, you may extend the delayed
on the Styles Known Table of the Weapon Specialist. damage up to the end of your next turn.
Ghostly Blade Stance. Once per turn, when you target a When you do, the delayed damage dealt increased by
creature with a melee weapon attack or Bukijutsu, an amount equal to 4 flurry die. You may use this part of
with a weapon that deals slashing damage, you may, the feature twice per short rest.
cause your blade to gain the properties of a ghost, Additionally, when you would use a Flurry Technique
moving through all defenses at once. Roll 1 Flurry Die. granted by the Phantom blade subclass, that rolls a
Reduce the targets Armor Class by half of the result, flurry die, you roll one additional Flurry die, adding it to
until the end of your current turn, against only your the results of any effect used.
attacks. You may use this stance twice per rest.
Specters Dance Stance. Select one creature you can see or SECOND STEP: OVERFLOWING MALICE
hear as a bonus action. While wielding a melee weapon [CHANGED]
that deals slashing damage, you gain 30 feet of Starting at 13th Level, you can use your action to take the
Blindsight against the selected creature for 1 minute, Overflowing Malice stance, so long as you have a melee
until you or the target drops to 0 hit points, or you fall weapon that deals slashing damage. When you do, you
unconscious. You may use this stance twice per long gain a special reaction call Retribution that can only be
rest. triggered by creatures within 15 feet of you that take any
Haunting Siphon. When you would reduce a creatures hit action or moves. This special reaction, when taken does
points using a melee weapon that does slashing not spend your normal reaction.
damage, until the end of your next turn, the target Retribution. Your weapon gains Reach 3 and you make a
cannot regain hit points by any means. single melee Taijutsu attack against the triggering
Ghastly Execution. When you would reduce a creatures hit creature. This attack is treated as if you casted a
points to 0 using a melee weapon that does slashing Bukijutsu at A-Rank with the Clash keyword, swiping
damage, the damage is delayed until the beginning of fast enough cut through most forms of matter. On a hit,
their next turn. You gain an additional Action, which you deal twice your [Weapons Damage] and if you are
can be used to take the attack action using a melee Delaying any damage on that creature as a result of any
weapon attack that deals slashing damage, targeting Phantom Blade subclass feature, you immediately trigger
another creature you can reach with your remaining that delayed damage.
movement. If you would reduce another creatures hit
points to 0 using this new attack, delay the damage as LAST STEP: PHANTASM STANCE
At 20th level, your presence on the battlefield is a
you did prior, gaining a new action with the same
limitation as before. You can gain a number of ghastly visage of ghoulish attacks, and dastardly blades.
Your Strength or Dexterity (your choice) and Wisdom or
additional actions this way three times per rest.
Intelligence scores (your choice) increase by 2. Your
maximum for those scores increases by 2.
Additionally, when you would roll flurry die you roll an
additional flurry die. This is in addition to First Step: A
Single Drop. When you would roll a flurry die, if the result
of the roll on the roll is less than 4, The result becomes 4.

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

PRIMAL WEAPON TECHNIQUES


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

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

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

Shuriken Slinger. Ranged Bukijutsu you cast that uses Kunai,


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

134
SAMURAI FORM o Defensive Offense. As a reaction to a hostile
creature making a melee attack targeting you, you
Weapon Specialists who focuses on the Samurai form, learn
make a weapon attack targeting the triggering
the unique fighting style of the Samurai, allowing a blend of
creature.
both Ranged and Melee combat from using the Katana, the
o Defensive Break. As a reaction to a hostile creatures
Naginata to the Bow & arrow, they are specialists in both
ranged attack, make a weapon attack. If the result
forms of combat able to adapt to the situation at hand and
of your weapon attack roll is greater than the
pull victory through Skill and unmatched talent.
triggering creatures attack total, their attack is

KENJUTSU TECHNIQUE
negated.

Starting at 3rd level, you learn additional Flurry Techniques Iatsu Draw. By spending your Bonus Action and Reaction
that supplement your Samurai Form. on your turn, you can enter a quick strike stance. Your
next melee weapon or taijutsu attack as the result of a
Frenetic Draw. When you would use the Chakra Strike
Bukijutsu, before the end of your turn, adds your
Flurry Technique with a weapon attack, the target
Weapon Specialist level to your next attack and
must make a Strength saving throw. On a failed save
damage rolls.
they gain disadvantage on all attacks and skill checks
they make against you until the end of their next turn.
Riposte [Changed]. When you would use the Enhanced
CIRCLE OF PROTECTION [CHANGED]
At 6th Level, you learn to fend off attacks directed at you
Deflection Flurry Technique, you can immediately make
and other nearby creatures. If you or a creature you can see
two weapon attacks against the triggering creature as
within 10 feet of you takes damage, as a reaction, you ward
part of the reaction.
everyone near you. Roll 1 flurry die, recording the result. You

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

135
SLAYER FORM Poisonous Slay [Changed]. You gain expertise with a Poisoners
kit. When making a poison, reduce the DC to make the
The Weapon specialist who practices the art of Slaying,
poison by 5. When you coat your weapon in a Poison you
become consummate hunters, who live for the chase and
made, your weapon gains +1 Critical & Deadly properties.
the deadly stroke that brings it to a close. Slayers spend
When a creature must make on a saving throw to resist a
most of their time honing their weapon skills, studying
poison you’ve made, you may use your Taijutsu save DC or
the habits and anatomy of foes, and practicing unique
the Poisons DC, whichever is higher.
combat maneuvers.
Reaping Stalker [Changed]. Once per turn, when you would

SLAYER TECHNIQUES
deal damage to a creature with a Bukijutsu who you
have advantage against or you are hidden from, you
Starting at 3rd level, you learn additional Flurry
increase the damage die rolled by 1 step. Once you gain
Techniques that supplement your Slayer Weapon Form.
the benefit of this style, you must spend an Action
These Flurry Technique effects all refer to a unique
recharging it.
ability which allows them to Study a creature. A
Vicious Technique [Changed]. Once per turn, when you
creatures studied by any of these effects are hereby
score a critical hit with a bukijutsu, you regain half the
known as a Studied Target for the purpose of Class
Jutsu’s original chakra cost
features that refer to it. You can only have one Studied
Target at a time.
STALKING PREDATOR [CHANGED]
Studied Crippling [New]. When you would use the Chakra Beginning, at 6th level you have become a hunter
Strike Flurry Technique with a weapon attack, on a unmatched by most. You can select one of two Predator
successful hit the affected creature must make a Strength Exploits you gain access to. You can switch which exploit
saving throw. On a failed save, they gain 1 rank of you are using when you would complete a short rest.
Weakened.
V IPERS TONGUE
Studied Strike [Changed]. When you would use the Chakra
Strike Flurry Technique with a weapon attack, on a Skill: Deception
successful hit you ignore the target creatures DR (damage You utilize wit, charm and a bit of social engineering to
reduction) or Resistance (Pick one) to your attacks deceive even the most attentive of individuals. When you
damage as you determine their most potent weakness in would attempt the Lie or Impersonate skill Action, you can
that moment. add 1 Flurry die to the check. On a success, your lie is
passed off as genuine based on the context of the lie itself.
SLAYER STYLES If you beat the DC by 5 or more, the lie is accepted as the
Also, at 3rd level, you get to choose a Style that supports absolute truth and contesting thoughts or opposing truths
your combat ability. You know 1 style from the following are treated as the lie and they must attempt to convince
list, and gain more as you gain levels in this class based affected individuals of the truth.
on the Styles Known Table of the Weapon Specialist.
APEX G LARE
Blood Reader [Changed]. As an action select one creature you Skill: Intimidation
can see within 120 feet of you and make a Survival Check You attempt to break the will of your foe with but a glance.
vs a DC (8 + The creatures Level.) On a success, you When you would take the Coerce or Demoralize skill action,
become aware of the creatures current Hit Point total. You you can add 1 Flurry die to the check. If a creature would
can use this feature once per creature, per short rest. If gain a rank of Fear as a result of a skill action you take,
you use this feature against another creature, you lose they also gain 1 rank of Concussed.
awareness on the previous creatures hit points regardless
if you pass or fail QUARRY [CHANGED]
Studied Tracking [Changed]. By spending 10 minutes studying, Starting at 13th level, over the course of a short or long
you may research one creature whose name and face you rest you may research one creature whose name and face
know even if you have never met them before, gaining a you know even if you have never met them before. This
bonus to skill checks made to find that creature. If the creature becomes your Quarry. You can have no more
targets rank is E, D or C your bonus is 2 Flurry die. If the than one Quarry at a time. A creature is marked as your
targets rank is B or A, your bonus is 1 Flurry die. If the Quarry until you complete a rest of any type, they reach 0
targets rank is S or unknown, your bonus is half of 1 Flurry hit points, are removed from the same dimension, or you
die. This benefit lasts for 8 hours and can be gained, once removed them as a bonus action (Your choice). You can
per long rest. trigger up to two Flurry Techniques at once on your
Cooperative Strike [Changed]. Once per turn, when you score a Quarry as part of the same action, even if they normally
hit against a creature within 30 feet of you, that an allied have different action costs/requirements.
creature has hit with an attack within the last round, you Additionally, you ignore difficult terrain and your
help in crippling the target, inflicting 1 rank of Bruised or movement speed cannot be reduced by any means when
Concussed. moving in a straight line towards your Quarry.
Lethal Range [Changed]. When you cast a Bukijutsu that
makes a melee Taijutsu attack, increases its range by +10
feet, and deal additional damage equal to 1 flurry die. If the
Bukijutsu makes a ranged Taijutsu attack, increases its
range by +20 feet and on a hit can benefit from two flurry
techniques this turn. Once you use this Style, you cannot
gain its benefits until the end of your next turn.

136
MASTER SLAYER [CHANGED]
Starting, at 20th level, you become a master at killing or
capturing your foes. When you cast a Bukijutsu that
makes no more than 1 attack, against a creature
currently marked as your Quarry, you can declare one of
the following; Kill, Stun or Cripple
On a hit, the target must make a Strength Saving
throw vs your Taijutsu Save DC. On a failed save, they
suffer one of the following effects, based on the
declaration. This feature has a number of charges equal
to your proficiency bonus per long rest, with each option
spending 1 charge, unless otherwise specified.
• Kill [Changed]: If the target is an Elite, Standard or
Minion, they immediately are killed. If the target is a
Solo or have the Iconic classification you can instead
trigger up to three Flurry Techniques at once as part of
the action used to make this attack, even if they
normally have different action costs/requirements.
This option costs 2 charges of Master Slayer.
• Stun [Changed]: Roll 1 Flurry Die. The target is
Stunned, a number of their turns (or Elite Actions),
equal to half the result of the roll.
• Cripple: Roll 1 Flurry Die. The target gain ranks of
bruised equal to half the result.

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

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

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

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

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

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

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


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

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


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

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

140
PUPPET MASTER TACTICS
AGILE TACTICS
You prioritize staying as far as you can from battle. You
can take the Disengage or Dash actions as a bonus
action, and can take the Hide action even when
lightly obscured.
At 11th level, the first attack you make per
round while Hidden does not automatically
reveal you This includes attacks made with your
Puppet Tool.
DEFENSIVE TACTICS
You prioritize defense and survivability.
Reduce the cost of any jutsu with the casting
time of 1 reaction that would provide you with
any bonuses to saving throws, AC, or grant you
damage reduction or temporary hit points, by
an amount equal to the jutsu's rank. (D-Rank: 1,
C-Rank: 2,B-Rank: 3, A-Rank: 4, S-Rank: 5)
At 11th level, when using any jutsu that gives
you a bonus to saving throws or AC as a reaction,
for the first save you make or first attack against
you, increase your saving throw or AC by half
your
Intelligence modifier. For jutsu that give damage
reduction or temporary hit points, increase the
amount gained by twice your Intelligence modifier,
once per casting.
OFFENSIVE TACTICS
You prioritize offensive capability over everything
else. Once per turn, you can add your Intelligence
modifier to an instance of damage you deal yourself
or with your Puppet Tool. You can also make 1
weapon attack as a bonus action.
At 11th level, you can add your
Intelligence modifier to an attack you
or your puppet makes up to
twice per turn.
RESOURCEFUL TACTICS
You prioritize preparation
over everything else. You gain
proficiency in an additional 2
Toolkits, and gain a +1d4 to
any rolls to craft or utilize any
Toolkit-based actions. You can also
use Explosive Tools as a bonus action, a
number of times equal to your Intelligence modifier
per long rest.
At 11th level, this becomes every short rest.
SKILL-BASED TACTICS
You prioritize adaptability and aiding your allies. Select a
number of skills equal to your Intelligence modifier.
Your Puppet Tool can use your skill bonuses in place of
their own for these skills. If you do not have a Puppet
Tool that could benefit from this tactic, choose two skills
you are not proficient in. While you have this tactic, you
are proficient with these skills.
At 11th level, when you would use a Skill-Based
Action (Chapter 6., SHB) that would normally require you
to use your action, you may instead perform it with your
bonus action.

141
PUPPET TECHNIQUE DEDICATION TO TRADITION
Starting at 6th level, you know how to get exactly what

BLACK TECHNIQUE ~ PUPPETEER you need. Poisons you buy are of the highest quality. You
gain a +1 to Save DCs when you or your Puppet would use
A Puppeteer is a Puppet Master that has committed a poison. This increases to a +2 to at 17th level.
themselves to creating a true, pure work of puppetry. A Additionally, once per round, after you or your Puppet
painstaking life ambition of continuous planning and Tool take the Attack action, you can cast
learning. the Mending jutsu, ignoring its listed casting time.
Why a Puppeteer embarks on the quest to create this
artistic construct can vary. For many, it is the pure PUPPET MANIPULATION TECHNIQUE
pursuit of crafting the perfect creation, while for others, Starting at 10th level, your ventriloquial abilities have
it is simply so they do not have to carry around their improved to the point where the motions feel almost
loot, or to have a loyal companion to always count on. instinctual. Once per round, you can command one
Puppet Tool without using your action or bonus action.
BLACK TECHNIQUE PROFICIENCY You cannot command this same Puppet Tool again using
When you choose this technique at 2nd level, you gain your action or bonus action for the remainder of the
proficiency in Chakra Control and Stealth. current round.
You gain proficiency in Poison Kits and you can use
your Ninjutsu Save DC for the poison you or your NOXIOUS HANDIWORK
puppets inflict, instead of the set DC. Additionally, all Starting at 14th level your continuous exposure to
Poison Kits you buy or make have 2 extra uses. poisons has left you more resilient than most. You gain
Lastly, you gain an additional Tactic from the Tactics resistance to poison damage and have advantage on
of the Craft feature. saving throws that would inflict the poisoned or
envenomed conditions.
PUPPETEER CHASSIS Once per turn, when you or your puppet hit a creature
Starting at 2nd level, you select a type of chassis for your with a weapon or taijutsu attack you can spend one use
Puppet Tool to embody. Your selection grants your of your Poison Kit to force them to make a saving throw
puppet new abilities, ability score improvements and against a poison in your possession. Alternatively, as an
changes its appearance. Puppet Chassis are listed on the action, your puppet can expend both uses of a poison to
next page. produce a cloud of poison in a 15-foot radius forcing all
You also gain access to Black Iron Upgrades, which are creatures to make a Constitution saving throw or suffer
Puppet Upgrades exclusive to the Black Technique. the effects of the poison.

LIFE-LIKE PUPPETRY [CHANGED] ELEVATED DESIGN


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

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

• Your Puppet gains the Bulky Build Upgrade, which equal to its movement speed.
• Your Puppet Tool gains the natural weapon Talons.
does not count against your Upgrade total. It also
becomes Large in size. Reach 5ft., one target. Hit: 1d8 + Dexterity Modifier +
• Your Puppet's Movement Speed becomes 35 feet and it your proficiency bonus in slashing damage. On a roll of
reduces all damage it receives, that is not fire, by -2. a 17-20, your Puppet Tool inflicts 1 rank of Bleeding.
• Your Puppet Tool gains the natural weapon Bite. Reach
5ft., one target. Hit: 1d10 + Strength Modifier + your
proficiency bonus in piercing damage. On a roll of a
17-20, your Puppet Tool inflicts 1 rank of Weakened
until the end of your next turn.

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

144
PROSTHETIC ARM SENBON CANNON SHADOW ACTOR
Techniques: Black Techniques: Black
A technique derived from the renowned Puppet Master, In order to activate this Upgrade, you and your Puppet
Sasori of the Red Sand. Upon acquiring this Upgrade, you Tool must not be within line of sight of a creature you
install a large cannon on one of your Puppet's arms. As can see. As an action, you transform your Puppet Tool
an action, you can have your Puppet Tool fire this into a near identical clone of yourself and the Puppet
cannon at a space within 120 feet, sending a massive moves up to its movement speed and makes a melee
missile. If there is a creature in this space, make a ranged attack using any melee weapon or Upgrade that would
attack, dealing your Puppet Tool's natural weapon prompt a melee attack. This attack scores a critical hit on
damage on a hit. Regardless of a hit or miss, the an 18-20. You immediately take the Hide action after
missile's various compartments open, sending out a using this Upgrade, at advantage.
barrage of tiny senbon at creatures within a 30-foot On a hit, your "clone's" face begins to crack, revealing
radius. your Puppet's identity. The target must then make a
All hostile creatures must make a Dexterity saving Charisma saving throw at disadvantage, automatically
throw, taking 4d8 piercing damage on a failed saving failing if the Puppet Tool scored a critical hit. On a failed
throw, or half as much damage on a success. These save, they are Surprised until the end of their next turn.
senbon are also laced with poison. Hostile creatures An allied creature within 60 feet of the creature and
must also make a Constitution saving throw, at your Puppet Tool, can immediately use their reaction to
disadvantage if they failed their Dexterity saving throw, move, and use a feature or action that would normally
becoming Poisoned for the next minute on a failed save. require their action.
You can use this Upgrade twice per rest, though your You can use this Upgrade twice per rest. Alternatively,
Puppet must travel to where the missile landed and use you can spend 10 chakra to use this upgrade without
its action to place it back into itself each time it uses it. taking a rest.
POISON EXPULSION SYSTEM
Techniques: Black
GOLD TIER
After accumulating so much poison in its form, you have BLACK IRON
given your Puppet Tool the ability to expel large Techniques: Black
quantities as if it were a jutsu. Your puppet gains the Prerequisite: Chakra Draining Trap/Chakra Sealing Trap
ability to cast one ninjutsu with the Medical keyword of You learn more about the secret techniques from
C-Rank or lower that deals poison, acid, or necrotic Sunagakure and begin to integrate your Puppet Tool
damage. It uses your chakra. with your new knowledge. Inside your Puppet, you place
At Later Levels: You can take this Upgrade at higher special black iron dust with powerful chakra suppressing
tiers. If you take it as a Silver Upgrade, the jutsu can be of abilities.
B-Rank or lower. If you take it as a Gold Upgrade, the While your Puppet Tool has a creature grappled and
jutsu can be of A-Rank or lower. If you take it as a restrained, using your Full Turn Action, it may release
Platinum Upgrade, your Puppet Tool gains two jutsu the sand within its body and encase the target within it
instead of one. as well as itself. The target creature is Stunned and loses
the ability to mold chakra for the duration. The creature
SILVER TIER is also treated as being within total cover, and gains
resistance to all damage as the sand protects it. Your
MECHANICAL LIGHT SHIELD SEAL
Puppet Tool gains the same effects, preventing you from
Techniques: Black
commanding it at all.
Prerequisite: Mechanical Light Shield Block
At the end of each of the creature's turns, they can
Your Puppet Tool may now use this Upgrade in response
make a Strength or Constitution saving throw (their
to itself, an allied creature, or you taking damage.
choice) breaking free sending your Puppet Tool 60 feet
When your Puppet Tool uses this Upgrade, until the
away from them and ending the effects of this upgrade.
Upgrade ends, it reduces any damage it or the ally it is
Once you use this Upgrade, you cannot do so again
protecting receives by twice your proficiency bonus. It
until you complete a rest. Alternatively, you can spend 15
also grants itself and the ally a +2 bonus to Strength,
chakra to use this upgrade without taking a rest.
Dexterity, and Constitution saving throws until the
Upgrade ends. TRIPLE IRON MAIDEN
Techniques: Black
POISON MIST HELL: CONTINUOUS FIRING
Prerequisite: Iron Maiden
Techniques: Black, Perfect
When a Puppet Tool with the Entrapment
Prerequisite: Poison Mist Hell & Needle Wave
Mechanism Upgrade would successfully grapple a
After using the Poison Mist Hell, your Puppet Tool may
creature, you can spend 10 chakra to summon a clone of
then use its Needle Wave natural weapon's Multi-Target
your Puppet Tool to attempt to grapple a different target
option as part of the same action, affecting all creatures
within 20 feet of the original target, at advantage. This
within the poison cloud.
clone cannot take actions outside of grappling and has a
If you have multiple Puppet Tools with the Needle
number of hit points equal to your Puppet Master level,
Wave upgrade, you may use your reaction to have all
disappearing if it reaches 0 hp.
Puppet Tools target all creatures with their Needle
If both targets are restrained, when you use the Iron
Wave as well, increasing the damage dealt by one
Maiden upgrade, you can have it affect both creatures.
damage die and imposing a -1 penalty on the Dexterity
This only takes one use of Iron Maiden Upgrade.
saving throw for creatures for each Puppet Tool that
Also, your Iron Maiden Upgrade is improved with
joins after the first.
seals that block evil entities. Restrained Aberrations,
Demons, Monstrosities, or Undead have disadvantage on
all rolls to break free from your Puppet Tool’s
Entrapment Mechanism.

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

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

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

PUPPET WEAPON TYPES feature can be used twice per long rest.
Also at 2nd level, you learn a secret method to transform
your otherwise lackluster Puppet into a force to be
TRANSFORMER (CHANGED)
Starting at 14th level, on a long rest select a
reckoned with. Select one Puppet Weapon Types listed on
second Puppet Weapon Type for your Puppet Tool. Your
the next page. Your selection grants your Puppet new
Puppet Tool, as part of commanding it can transform
abilities, ability score improvements, changes its
into or out of this second Weapon Type, gaining all its
appearance, and grants it access to a Weapon Types,
benefits.
which lets it to transform into a weapon.
As an object interaction, you can reduce the current
As part of rolling for initiative or as a bonus action, you
and maximum hit points of your Puppet Tool by 1/3 rd to
can transform your Puppet into its Weapon Mode. You
utilize its Weapon Mode and normal Puppet form at the
can revert your Puppet out of this mode on your turn (no
same time (You do not count as your Puppet Tool while
action needed).
using the Weapon Mode this way). Reverting this effect
You also gain access to Upgrades of War, which are
takes a bonus action, giving the Puppet back its hp.
Puppet Upgrades exclusive to the Blue Technique.
Finally, at the start of combat or as a bonus action, you

LOCK ON can swap one Tactic from your Tactics of the


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

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

1d8 or 2d4 or 1d10 3


SENTINEL WEAPON
1d12 or 2d6 2 ASI: +2 to Strength or Dexterity score. +1 to Strength or
Dexterity score.
DRONE WEAPON Your Puppet Tool becomes like a Sentinel, resembling a
ASI: Wisdom score becomes 14. +1 to Dexterity score. human warrior like traditional Puppets, but having more
Your Puppet Tool becomes that of a small drone advanced mechanisms that allow it to act more akin to a
intended for reconnaissance and ranged battle. Taking soldier, which befits the Blue technique. This Puppet can
elements from some Science-Nin, this weapon type be Small or Medium in size.
incorporates Scientific Ninja Tools, granting you a • The Sentinel gains a +1 bonus to attack rolls with
device that allows you to command the Drone with a weapons it wields, and increase the damage die of
special wristband that transmits your chakra and weapons it wields by 1 step.
thoughts, as opposed to Chakra Threads. • The Sentinel gains +10 bonus to movement speed, and
• The Drone's movement speed is increased by 30ft, and it’s always under the effects of the Disengage action.
it gains a flying speed equal to its movement speed. • The Sentinel gains an additional reaction per round,

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

special senses you have while looking through the weapons and Bukijutsu.
Drone). You can stop looking through the Drone at any During a long rest, you can choose to add the Okizeme
point (no action needed). property to the Sentinel's Weapon Mode. This does not
• The Drone is proficient in Investigation, Perception, count against your maximum properties. If you do, you
Stealth, and Survival, and when the Drone would roll a gain the following benefits while wielding this weapon;
7 or lower on the d20 with these skills, treat it as an 8.
• This weapon gains an extra weapon property.
• The Drone gains access the natural weapon Arrow
• Bukijutsu and Taijutsu that use this weapon can be cast
Missile (counts as a bow). Reach 90/180ft,
using Dexterity instead of Strength.
Ammunition. Hit: 1d8 + Strength modifier in piercing
damage.

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

PALADIN maximum hit points by your Puppet Master level, and


Techniques: Blue, Perfect reduces all damage it receives by twice its Strength
You invest in extra materials to improve you or your modifier. It also ignores damage reduction and
Puppet’s defense. You gain a Warmaster Shield, a simple temporary hit points when damaging a structure,
weapon with the Light, Blocking, Finesse properties, and construct, or object.
a damage die equal to a 1d6 Bludgeoning. Only you or • Sentinel Weapon: The Sentinel Weapon increases

your Puppet can use this shield. Wielding this shield either its Strength or Dexterity score by +2 (pick one). It
cannot disqualify you from using a Taijutsu fighting also ignores difficult terrain and has advantage on
stance that requires you to wield no weapons. This saving throws that would hinder its movement speed in
weapon can be used as a component in Jutsu. any way.
While equipped, as a reaction to taking damage, you
INGRAINED STRENGTH
can reduce the damage received by Xd6, where X equals
Techniques: Blue, Perfect
your proficiency bonus.
You carve a single sigil of power inside your puppet,
At Later Levels: This upgrade can be taken as a Silver
allowing it to fight more effectively. Choose one Physical
tier Upgrade to grant both you and your Puppet a shield.
condition of your choice. Your puppet gains advantage
STRAFING MANEUVERS (CHANGED) on saving throws and skill checks to resist the chosen
Techniques: Blue condition.
When you or your Puppet Tool hits with unarmed, At Higher Levels: This Upgrade can be taken using
weapon, or Taijutsu, it can move up to 10 feet in any higher tier Upgrade slots. For each tier this Upgrade is
direction, without provoking opportunity attacks. taken at above Bronze tier, increase the number of
WARRIOR conditions you can select by +1.
Techniques: Blue, Perfect MOMENTUM (CHANGED)
You are skilled at using your weapon in collaborative Techniques: Blue
attacks. You and your Puppet Tool learn the Dragon Fly This Upgrade cannot be used while your Puppet is in
Dash Jutsu; this does not count against your Jutsu its Weapon Mode. You capitalize on the momentum of
Known. For the both of you, this jutsu gains the Taijutsu battle to attack with utmost force. When you, or your
keyword, and has its range doubled. When either of you Puppet Tool, would begin to attack, for each attack that
cast Dragon Fly Dash, if the ally hits with at least one same creature lands, they gain 1 stack of Momentum.
attack, they gain the benefits of the Disengage action. Alternatively, if you, or your Puppet Tool would cast a
WEAPONIZED JUTSU CASTING Taijutsu or Bukijutsu that imposes a saving throw, for
Techniques: Blue each creature that fails the saving throw, the caster
You equip your Puppet Tool with jutsu that allow its gains 1 stack of Momentum. Momentum is lost at the end
designated potential to become realized. Your Puppet of the end of your next turn.
Tool learns the following jutsu at specific Puppet Master When the other creature (you or the puppet), that did
levels. These jutsu can be cast regardless of components, not attack or impose a saving throw with a Taijutsu or
fighting stance, or keyword requirements, and use your Bukijusu, would then make an attack or impose a
chakra, though your puppet can concentrate on one of saving throw with a Taijutsu or Bukijutsu, they
can spend all stacks of Momentum, adding a +2
these jutsu if it requires concentration. (Drones learn
Surveillance Jutsu, Ogres learn Ravaging Jutsu, Sentinel to the damage dealt against all
learn Guardian Jutsu). The Sentinel counts as wearing affected creatures for each
Medium armor for the purpose of casting the Guardian stack spent. Momentum can
Knight jutsu (Does not apply while in its Weapon Mode). only be spent once per
These jutsu can use you or your Puppet’s Taijutsu round.
attack bonus and Save DC for calculations. While your (Ex. If you cast Combo
Puppet Tool is in its Weapon Mode you can cast these Vault and both attacks hit, you
jutsu yourself. gain 2 stacks of Momentum. If
your Puppet then casts
Ravaging Shockwave Slash, they can
Level Surveillance Jutsu Jutsu Guardian Jutsu spend the Momentum you
gained and add +4 to the
2nd
Prepared Needle Shot Dempsey Roll Weapon Deflect
damage dealt.)
6th
Sealing Art: Mark of Finding Beast Guardian Knight
10 th
Kagura’s Mind Eye Breaker Fist Ichimonji
14 th
Aura of Power World Breaker Shinobi Cross 149
TRACING ATTACK GOLD TIER
Techniques: Blue GILDED WEAPON (CHANGED)
When your Puppet Tool hits with an unarmed, weapon, Techniques: Blue
or Taijutsu attack, once per round, it can declare that the You enhance your Puppet's Weapon Mode to be more
next allied creature to attack the affected target will lethal. You gain a +1 bonus to your Taijutsu Save DC for
make their attack roll at advantage. Taijutsu or Bukijutsu while wielding your Puppet's
You can benefit from this Upgrade a number of times Weapon Mode (Pick one, this cannot be changed later).
equal to your proficiency bonus per long rest. Additionally, the weapon ignores 3 DR, you increase the
weapon's damage die by 1 step, and gain an additional
SILVER TIER weapon property that the weapon qualifies for.
AUTOBOT KILL COMMAND
Techniques: Blue
Techniques: Blue
You have learned a way to command your Puppet
This Upgrade cannot be used while your Puppet is in its
instinctually. You no longer need to spend your action or
Weapon Mode. You take an Overdrive mechanism used
bonus action to command your Puppet Tool, and cannot
by other Puppet Masters and upgrade it further to enable
use these actions to command them. your Puppet Tool to unleash utter destruction. When
BATTLE FOCUS (CHANGED) your Puppet Tool has less than half of its maximum hit
Techniques: Blue points, you can spend 10 chakra to Overcharge them.
You and your Puppet Tool are dead set on the battle When you do, your Puppet can immediately take its
ahead. Twice per long rest, when you would roll the 1d4 action as part of the same action, and gains additional
to determine the number of rounds Battle Pressure benefits for the duration, listed below. Once this Upgrade
remains active, you instead choose to take the maximum ends, your Puppet Tool gains 4 ranks of weakened,
result automatically, increasing the result further by +1. which can only be removed on a long rest. This Upgrade
ends after 1 minute or if your Puppet would stop being
DECEPTICON
bloodied.
Techniques: Blue
Prerequisite: Transforming Apparatus • Your Puppet Tool gains temporary hit points equal to
While inert, your puppet looks like a normal your Puppet Master level at the start of each of your
mechanical object of a size equal to its original form. turns.
Your puppet can transform into a box, briefcase, or other • Your Puppet Tool increases the damage of any weapons
similar objects. You and your puppet gain proficiency in it uses by 1 die and by 1 die step.
Deception and Stealth skills; if you already have • Your Puppet Tool has advantage on Strength and
proficiency in these skills, you instead gain expertise. Constitution saving throws.
You can make your puppet transform as an object • Your Puppet Tool ignores resistance, treats immunity
interaction as long as you can touch it. If you hide your as resistance, and ignores half of all damage reduction,
puppet from an enemy they are surprised. when attacking a target that you are Locked-On to.

PARRYING ATTACK IMPROVED ARCHITECTURE II (BLUE)


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

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

150
PLATINUM TIER To use this Upgrade, your Puppet must be in its Weapon
Mode. As an action, you can spend 20 chakra to channel
BLADE DANCE
a tremendous amount of force within your weapon. You
Techniques: Blue
attack with your weapon in a 120-foot-long, 15-foot
This Upgrade cannot be used while your Puppet is in its
wide line, producing a shockwave from your weapon and
Weapon Mode. You construct a trigger switch on your
sending down clones of your weapon (melee) or shots of
puppet allowing it to activate at a moment's notice,
your weapon (ranged) down to the earth, striking all
unleashing its full power. Choose one taijutsu or
creatures before disappearing. All creatures within this
bukijutsu you know that requires concentration or has a
area must make a Strength saving throw against you or
duration of 1 minute. As a free action on your turn, you
your Puppet's Taijutsu Save DC to withstand the blast,
can activate the trigger switch, and for the duration your
taking your weapon's damage + 25d10 on a failed save,
puppet gains the benefits of this jutsu. While this jutsu is
or half as much on a successful one. The affected terrain
active, your puppet benefits from some additional
becomes difficult terrain.
features.
When you use this Upgrade, you must make a Crafting
• Your puppet gains another attack when it takes the check vs. your chosen DC + 5. On a failed check, your
Attack action. weapon breaks until you take a long rest (ignoring
• Your puppets movement speed is doubled and it gains a indestructibility it may have from Improved Architecture
+2 bonus to its AC and it gains advantage on Strength, I). The DC increases by +3 each time this Upgrade is used
Dexterity, and Constitution saving throws. before taking a long rest.
• Your puppet becomes immune to any conditions or
effects that would lower its movement in any way.
After this Upgrade ends, your puppet's joints are
eroded and you must spend an action to repair your
puppet's joints. While your puppet has no use of its
joints, it cannot take any actions. You can use this
Upgrade once per full rest. If the Kill Command
Upgrade was active while this Upgrade was
active, when this Upgrade ends your Puppet
becomes unable to be used at all until you take a
long rest, as they have eroded their parts beyond
immediate repair.
MY LIEGE
Techniques: Blue
Prerequisite: Autobot
This Upgrade cannot be used while your Puppet is in
its Weapon Mode. Through many battles, your
puppet has absorbed the lifeforce from your
enemies, allowing it to show some signs of life. It
has deemed you as worthy of its service and now
acts more like a knight than a puppet.
Your puppet now has its own turns and you
can choose for it to have the same initiative
as you or allow it to roll its own initiative.
It gains additional hit points equal to
twice your Puppet Master level and
gains chakra points equal to three
times your Puppet Master level.
While within 15 feet of you, your
puppet gains an additional reaction, which
can only be taken to make an attack against a
creature that would enter or exit your
puppet's melee attack range or shove you
out of the area of any attack or physical
saving throw that you would be forced to
make.
Additionally, your puppet gains access
to all bukijutsu or taijutsu you can cast.

UNLIMITED BLADE WORKS


Techniques: Blue

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

GREEN TECHNIQUE PROFICIENCY


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

PUPPET FRAMEWORKS BIG THINGS COME IN SMALL PACKAGES


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

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

152
PUPPET FRAMEWORKS SHADE FRAMEWORK (CHANGED)
Below are the available Puppet Frameworks. When you ASI: Charisma score becomes 16, +1 to Dexterity score
select a framework, your puppet gains a prefix to their You design your Puppet to be especially proficient in
name of the framework selected. For example, if your casting Genjutsu. This framework comes with many
Puppet's name is Enigma and you select the Matryoshka benefits that aid this tool in molding the chakra of
Framework, your puppet's full name is "Enigma, the genjutsu, and other benefits such as increased stealth
Matryoshka Puppet". and evasion.
BESTIAL FRAMEWORK • The Shade's can use Charisma as its Genjutsu ability
ASI: +2 to one ability score. +1 to another ability score. modifier.
You design your Puppet to imitate the power of Sage • The Shade gains the Ghillie Coating upgrade for free,
Beasts. Upon crafting this puppet, you select one Sage this does not count against your known upgrades.
Creature provided by the Summoning Technique. This • The Shade gains 1 D-Rank Genjutsu of your choice,
Puppet gains access to some of this creature's power. that you could also qualify for. At 10th level, it learns
This Puppet's Sage Creature rank is equal to your highest one C-Rank Genjutsu of your choice, and one B-Rank
jutsu known rank. Genjutsu at 17th level. (These jutsu follow the same
• The Bestial Puppet starts as medium size, becoming casting rules as the Jutsu Specialization upgrade.)
Large in size at 10th level of this class. • Genjutsu the Shade casts gain a +1 bonus to attack
• The Bestial Puppet gains 1 D-Rank trait from the rolls and Save DC. Genjutsu it casts also deal an
chosen Sage Creature. At 10th level, it gains a 2nd D- additional die of damage (once per turn).
Rank trait, and at 17th level, it gains the final D-Rank
SPELLBLADE FRAMEWORK (CHANGED)
trait. (Traits that require jutsu slots, require 5 chakra to
ASI: Intelligence score becomes 16, +1 to Strength score
use per slot required, instead.)
You design your Puppet to be especially proficient in
• The Bestial Puppet gains one Natural Weapon of the
casting Ninjutsu. This framework comes with many
summon you chose.
benefits that aid this tool in molding the chakra of
MATRYOSHKA FRAMEWORK (CHANGED) Ninjutsu, and other benefits to help with its offensive
ASI: +2 to Constitution score, +1 to another ability score capabilities.
You design your puppet to be a small companion that • The Spellblade's Intelligence score becomes 14.
can assist your allies as well as yourself in many small • The Spellblade gains the Warfare Augmentation
ways. These Marionettes traditionally stand on an ally's upgrade for free, this does not count against your
shoulder attaching to them by the use of chakra strings; known upgrades.
This Puppet can split itself into 1 to 3 bodies, which • The Spellblade gains 1 D-Rank Ninjutsu of your choice,
can be done on a rest. While split, divide your Puppet's that you could also qualify for. At 10th level, it learns
maximum hit points among its split bodies. Each body one C-Rank Ninjutsu of your choice, and one B-Rank
shares the same statistics and most upgrades. Upgrades Ninjutsu at 17th level. (These jutsu follow the same
that grant the Puppet a weapon, or jutsu, are not shared, casting rules as the Jutsu Specialization upgrade.)
and must be delegated to a specific bodies. Each body • Once per turn, when the Spellblade would cast a
counts as your Puppet Tool, but is its own distinct Ninjutsu, it can perform a melee or ranged weapon
creature. You can only command one of these bodies per attack as part of the same action against a creature
turn. This Puppet Tool can learn a maximum of 9 jutsu (3 within range (ranged attacks within 5ft. are not made
Bodies can know up to 3 jutsu each). at disadvantage).
• The Matryoshka Puppet becomes small in size and can
be up to 1000 feet away from you. At 10th level, your
Puppet Tool can be up to 1 mile away from you and at
17th level, it can be up to 10 miles away from you.
• The Matryoshka Puppet is fitted with a Radio Link that
is automatically connected to any Radio Link networks
your allies may be using. The range of this Radio Link
is 1 mile. At 17th level, it becomes 10 miles.
• On your turn (no action required), you can one or more
bodies of the Matyroshka attach itself to an allied
creature within 5ft of them. While attached, the allied
creature can command a body as a bonus action to
grant them one of the following, once per round;
o Have the Puppet concentrate on a jutsu in their
place. This does not free up their concentration
slot, but concentration checks and costs are now
handled by the Puppet (Puppets use the Puppet
Master's chakra).
o Until the start of the ally's next turn, they
increase their passive perception/insight by half
your proficiency bonus.
o Command the Puppet to take the attack action,
cast a jutsu action, use an object, or use an
upgrade.

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

place of Ninshou, Martial Arts, or Illusions for its Clash reduction, temporary hit points, or hit points gained
check. by 2 dice, once per casting.
• Wind Release: The jutsu gains the benefits of Swirl if it
PIERCING CHAKRA (CHANGED) does not have it. If it does, increase the area of effect of
Techniques: Green Swirl by 5 feet in all directions.
Jutsu your Puppet Tool casts are able to pierce the defenses • Fire Release: The jutsu deals an additional amount of
of your foes more effectively. Select one classification of jutsu
flat damage equal to half the total number of damage
(Ninjutsu, Genjutsu, Taijutsu, Bukijutsu). Jutsu of your
die, once per casting.
chosen type your Puppet Tool casts ignore up to -3 DR and • Water Release: The jutsu
deal an extra 3 damage against creatures that have
gains the benefits of being
temporary hit points. You can take this upgrade multiple
near a sufficient source of
times. A single Puppet can only acquire this upgrade twice,
water.
selecting different jutsu classifications. • Lightning Release: The jutsu
At Later Levels: You can take this upgrade using a higher
gains gains the benefits of
tier slot. For each tier above Wood, increase the amount of
being Overcharged.
DR ignored and the bonus damage by 1. If taken using a
Bronze or higher tier slot, this upgrade's effects also apply to
the Puppet's unarmed and weapon attacks, as well as any
Armory upgrades. If taken using If taken using a Silver or
higher tier slot, Jutsu of the chosen type the puppet casts
ignores resistance. If taken using a Gold or higher slot, Jutsu
of the chosen type also treats immunity as resistance.

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

Techniques: Green saving throws at advantage, and creatures with


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

155
OVERFLOWING CHAKRA GOLD TIER
Techniques: Green COLLABORATIVE GENJUTSU
Prerequisite: Chakra Regulators Techniques: Green
Your Puppet's pseudo-chakra network is so full of life Genjutsu your Puppet casts can now become even
that it can barely be contained. Your Puppet Tool is stronger with the help of allies. Genjutsu your Puppet
immune to effects that would prevent it from molding casts gain a +1 bonus to Save DC.
chakra or inhibit it from casting a jutsu in any way. When your Puppet Tool would cast a Genjutsu, up to
Additionally, twice per long rest, your Puppet Tool can three other allied creatures within 45 feet can spend
touch a creature as an action to attempt to remove any of chakra equal to half the jutsu's cost to embolden its
the above-mentioned effects from a different creature. If effects. Each time an ally spends chakra to aid your
the effect is from an ability of B-Rank or lower, it Puppet Tool in casting the jutsu, the jutsu gains one of
automatically succeeds. If it is higher, the Puppet Tool the following effects (Pick one). When at least one allied
makes a Chakra Control check against the DC of the creature aids the Puppet in casting a Genjutsu this way,
effect causing the inhibiting effects, removing it on a the Genjutsu is treated as having the Combination
success. keyword.
PSYCHE OUT • +2 damage dice as psychic damage, once per casting.
Techniques: Green • +15ft of range or increase the area of effect by 5ft.
Your Puppet Tool is able to alter how it molds the chakra • Pick one of the following conditions. On a failed save,
of Genjutsu it casts to result in different effects. Your the creature gains 1 rank of your chosen condition
Puppet Tool can change one sensory keyword a Genjutsu (Concussed or Dazzled). The condition gained lasts until
it casts or that you cast through it to another the end of the creature's next turn.
sensory keyword (Auditory, Inhale, Tactile, Visual) • Increase the damage die of the Genjutsu by 1 step (this
Additionally, when you would give Mental or Sensory option can only be taken once).
condition with a Genjutsu, you can change the condition • +1 to critical threat range (this option can only be taken
to a different Mental or Sensory condition, excluding the once)
following (Berserk, Invisible, Maddened). Doing this • -1 to Critical Failure range (This option can only be
causes your jutsu to become less stable, forcing the taken once).
swapped condition to last until the end of the creature's
next turn instead of the usual duration. CRITICAL NINJUTSU
Techniques: Green
RESIZABLE CASTING
Ninjutsu your Puppet casts can now be exceptionally
Techniques: Green, Perfect
more deadly, or unintentionally more forgiving.
Your Puppets are able to mold chakra in such a precise
Ninjutsu your Puppet casts gain a +1 bonus to Save DC.
way that they can innovate jutsu techniques that have
Creatures who fail their saving throw against your
been perfected over hundreds of years to be even more
Puppet's Ninjutsu by 5 or more, take either an additional
useful.
3 dice of damage or gain an additional rank of a ranked
When your Puppet Tool casts a Ninjutsu or Genjutsu
condition (pick one, for all affected creatures).
that creatures an area of effect (Cube, Line, Cone, Cylinder,
etc), they can modify the shape following
FLOURISHING CHAKRA RESERVES
the Conversion Rate for the specific Area Shape. You
Techniques: Green
cannot lower any dimension of the shape (length,
Prerequisite: Chakra Regulators
height, width, etc) below 5ft.
On your turn, your Puppet Tool can
Alternatively, they can completely change the area of
spend up to a number of its
effect to a Basic Area type, listed below. When they
remaining chakra dice equal to
change to a Basic Area, the jutsu gains an additional 30
its Constitution modifier,
feet of range. You can apply Conversion Rate changes
gaining the result as
to Basic Areas.
temporary chakra for the next
This upgrade cannot be used with jutsu that summon
minute.
a creature (constructs/structures work fine).
Additionally, when this
Area Shape Conversion Rate Basic Areas Puppet Tool would fail a
concentration check as the result
Cone Decrease the cone’s length 15-foot Cone of taking damage, it can spend one of
by 5 feet and increase its its chakra die to instead succeed.
width by 5 feet, or vice versa.
Cube Increase the cube’s width by 20-foot Cube
5 feet and decrease its length
by 5 feet, or vice versa.
Cylinder Increase the cylinder’s radius 15-foot
by 5 feet and decrease its radius, 30-
height by 15 feet, or vice foot tall
versa. Cylinder
Line Half the line’s length and 30-foot long,
increase the width by 5 feet, 5-foot wide
or vice versa. Line
Sphere/Radius Unavailable 15-foot radius
or 15-foot
sphere.
156
IMPROVED ARCHITECTURE II (GREEN) PLATINUM TIER
Techniques: Green DEAD ZONE
Prerequisite: Improved Architecture I Techniques: Green
You elevate the design of your Puppet Tools even further Prerequisite: Chakra Sealing Mechanism & Overflowing
with more innovation. Your Puppet Tool gains additional Chakra
benefits, depending on its Framework. You can take this Once per long rest, your Puppet Tool as an action can
upgrade multiple times, once for each Puppet Tool you release a wave of disruption and disorder. All hostile
have. creatures within 60 feet must make a Constitution or
• Bestial Framework: The Bestial Puppet increases Wisdom saving throw (your choice for all creatures)
another one of its ability scores that it could've against the Puppet Tool's highest save DC as it sends out
increased at 2nd level by +2, and one B-Rank Summon a pulse of chakra. On a failed saving throw, affected
Trait from the Sage Beast that it emulates. creatures lose the ability to mold chakra until the end of
Alternatively, it can take a lower rank trait. It cannot their next turn. Furthermore, they cannot take actions or
take the Pack Tactics trait. bonus actions until the end of their next turn. On a
• Matryoshka Framework: While the Matryoshka is successful saving throw, creatures are instead Dazed and
attached to a creature, that creature reduces the cost of Slowed until the end of their next turn as they feel
all jutsu they cast by -2 (Min. 1) (This can't stack with extremely woozy (Creatures who succeed by 5 or more,
multiple puppets). Also, creatures whom the suffer no ill effects).
Matryoshka is attached to, gain new options to When your Puppet uses this upgrade, it must make a
command them; flat DC 14 Constitution check or become Stunned until
o Grant the ally the benefits of one Magus Upgrade the end of its next turn as it has overloaded its chakra
as if they possessed it, of Gold tier or lower, for 1 network to the point where its systems fail. Your Puppet
round. Tool can spend 2 of its chakra dice to use this action
• Shade Framework: When a creature succeeds a saving again, however, the DC and the rounds they are stunned
throw against a Genjutsu the Shade casts, the target for increase by +1 each time until the Puppet Tool takes a
always takes half the Genjutsu's damage. Additionally, long rest.
while in stealth, creatures that make saving throws INESCAPABLE CHAKRA (CHANGED)
against the Shade do so with a -1d4 penalty. Techniques: Green
• Spellblade Framework: When the Spellblade makes
Jutsu your Puppet Tool casts have become virtually
its extra weapon attack after casting a Ninjutsu, if the inescapable. When a creature would succeed a saving
Ninjutsu was of B-Rank or higher, it can make two throw against a jutsu your Puppet casts or a Magus
attacks. Regardless, the first attack it makes with this Upgrade your Puppet uses, your Puppet can force the
ability is at advantage. creature to reroll the d20, taking the lowest result. Your
Puppet Tool may also use this upgrade as a reaction if a
hostile creature succeeds a saving throw against an
allied creature’s jutsu, so long as the Puppet Tool is
within 60 feet of this ally. This upgrade can only be used
once per casting.
This Upgrade may be used three times per long rest.
You recover one use of this upgrade on a short rest.

157
PURPLE TECHNIQUE ~ JUGGERNAUT ENHANCED VISION (CHANGED)
Starting at 6th level, you have fit your armor with a
Puppet Masters who practice the Purple Technique are
special chakra visor that grants you 60 feet of Darkvision
known as Juggernauts. These shinobi break from the
and doubles your normal sight range. If you already have
tradition of puppeteering and turn their wondrous
Darkvision, it is increased by 60 feet instead. You can
Puppet Tools into armor they adorn.
accurately make out the details of things within 1 mile of
Some Juggernauts seek to turn their puppet into a
you.
machine of death and terror while others become the
Also at 6th level, you learn the E-Rank Ninjutsu
arbiter of justice and order. Regardless of their goals,
Enhanced Defense. When you take the attack action, you
these shinobi are bound by one goal: To innovate and
can cast Enhanced Defense at the conclusion of your
become an unstoppable force.
attack action.

PURPLE TECHNIQUE PROFICIENCY INTELLIGENT DESIGN


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

ARMOR CHASSIS by +2.


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

158
UNIQUE ARMOR PROPERTIES
ATHLETIC (NEW!)
Armor with the Athletic property grants a +1d4 bonus to
Acrobatics.
MOBILE (RENAMED)
Armor with the Mobile property grants a +5 bonus to
movement speed and a +1 bonus to Dexterity skill checks
and saving throws.
POWERFUL BUILD
Armor with the Powerful Build property causes the wearer
to count as one size larger when determining their
carrying capacity and weight they can push, drag, or lift.
Additionally, the wearer gains a +10 bonus to Bilk, and
increases their Strength score by +2, up to a maximum of
22.
SMART
Armor with the Smart property enables the wearer to
calculate their AC using the Smart AC calculation:
Smart AC: 10 + your Dexterity modifier (Min. 1) + your
Intelligence modifier (Min. 1) + half your proficiency
bonus (rounded down).
STURDY (RENAMED)
Armor with the Sturdy property enhances reactions that
would provide its wearer with damage reduction or
temporary hit points. With such reactions, add twice this
armor’s Reinforced DR value to the damage reduced or
temporary hit points gained. This property does not take
effect if the armor’s Reinforced DR value would already
reduce the damage being received.

159
ARMORER’S UPGRADES Techniques: Purple
After casting a Jutsu of D-Rank or higher, until the start
WOOD TIER of your next turn, you have advantage on saving throws
against being charmed, mind controlled, stunned, or
ADVANCED SOFTWARE dazed from Genjutsu.
Techniques: Purple, Perfect At Higher Levels: You can take this Upgrade as a Silver
You integrate physical and digital technology into your tier Upgrade. If you do, you can activate the Upgrade by
Juggernaut Armor. Your armor is capable of connecting spending 3 chakra at the start of your turn, forgoing the
to the Ninja-Net, and you have advantage on checks need to cast a jutsu.
against Regional Counter Hack systems. Your armor is
also fitted with a Radio Link, with a maximum range
equal to your Puppet Master level in miles. INTEGRATED WEAPON
You also now treat your armor as possessing a Hackers Techniques: Purple, Perfect
kit, with a number of charges equal to your proficiency You install a special weapon into your armor of your own
bonus per long rest. You are proficient with this kit. design. Select one of the following options. You can take
this upgrade a second time, to gain the other. These
ACCELERATED MOVEMENT weapons use your Ninjutsu/Taijutsu modifier for attack
Techniques: Purple, Perfect and damage rolls. These weapons can be used as
You lighten your armor allowing for more mobility. components in Jutsu.
Increase all movement speeds you possess by +10 feet. Each weapon possesses a special ability to aid you
You can take this upgrade twice. even further, listed below their descriptions. You can use
At Later Levels: You can take this Upgrade using a these abilities a total number of times equal to your
higher tier Upgrade slot. If taken at Bronze tier or higher proficiency bonus, per short or long rest.
you may Dash as a bonus action. If taken at Gold tier or
• Arm Blades: You fit your armor with blades that can
higher, you gain a +2 bonus to saving throws to resist
having your movement speed lowered in any way. extend from your arms when you attack. This weapon
deals 1d6 + your chosen modifier in slashing damage.
BIONIC REFLEXERS This weapon counts as a Tonfa and Knuckle Blades.
Techniques: Purple o Double Strike. Once per round, when you make an
You install highly flexible supports in the legs of your attack with the Arm Blade, you can make one
armor. You can fall 60 feet before taking fall damage additional attack with it as part of the same
while wearing your armor, and taking fall damage action.
doesn't knock you prone. You also gain an extra benefit • Axe Tail: You fit your armor with a long, serrated tail
depending on your Armor Type; that can sway attacks from you. This weapon deals 1d8
• Weaved Mail / Wooden Suit: Standing up from being + your chosen modifier in piercing damage. This
prone only costs 5 feet of movement. weapon counts as Whip, Weighted Chain, and Scythe.
• Iron Shell / Steel Fortress: You always half any fall o Deflection. As a reaction to being targeted by an
damage you receive. attack within 10 feet of you, you can increase your
AC by 1d8 for the triggering attack. After using
CHAKRA BLAST this reaction, each time you are targeted by an
Techniques: Purple, Perfect attack until the end of the current turn, you can
You infuse your armor with a gauntlet that can conduct make an attack against the triggering creature
intense blasts of chakra. You gain the following natural using your tail, ignoring DR.
weapon, Chakra Blast. This weapon counts as any
Ranged weapon, any Bow, or Senbon. This weapon can POWER FIST
be used as a component in Jutsu. Techniques: Purple, Perfect
Chakra Blast . Ranged Weapon Attack: Ninjutsu or You infuse your armor with a gauntlet that allows your
Taijutsu attack bonus to hit, Range 60ft, one target. fists to hit with incredible force. You gain the following
Hit: 1d8 + Ninjutsu or Taijutsu ability modifier in force natural weapon, Power Fist. This weapon has the
damage. As part of making an attack with this weapon, Unarmed and Multiattack properties, and counts as a set
you can spend up to 3 chakra. For each point of chakra of Combat Bracers and Iron Claws. This weapon can be
you spend, increase the damage dealt by +2. used as a component in Jutsu. When you craft this
upgrade, pick a damage type for it between Bludgeoning,
ELEMENTAL REACTOR Piercing, or Slashing.
Techniques: Purple
Power Fist. Melee Weapon Attack: Ninjutsu or Taijutsu
You fit your Puppet Tool with a special elemental reactor
attack bonus to hit, Unarmed range, one target. Hit: 1d6
which enables you to cast jutsu of a specific element.
+ Ninjutsu or Taijutsu ability modifier in your chosen
Select between Earth, Wind, Fire, Water, or Lightning.
damage type. As part of making an attack with this
You gain this element's reactor, gaining the jutsu
weapon, you can choose to spend 3 chakra. If you do, you
associated with it as long as you meet the level
knock the creature back 5ft. If the creature cannot be
requirement. You can take this upgrade multiple times,
knocked back, increase the damage dealt by your
each time selecting a different element.
proficiency in force damage.

ELEMENTAL REACTOR TABLE


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

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

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

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

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

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

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

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

STR DEX CON INT WIS CHA


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

166
PUPPET ROLES LURKER
Below are the available Puppet Roles. Each Role gives ASI: +2 to Dexterity score, Wisdom ability score starts at
your Puppets special abilities and increases their ability 11.
scores. When you select a role, your puppet gains a title Role Effect: This Puppet has an unassuming appearance
at the end of their name of the chosen role. For example, but its blows strike harder than even the most combat
if you choose Defender and your Puppet's name oriented puppets. This puppet gains proficiency in
Salamander, your puppet's full name is "Salamander, Stealth, and gains a +1 bonus to critical threat range for
the Defender". its attacks and upgrades that require an attack roll. On a
CONTROLLER critical hit, add your proficiency bonus to the damage
ASI: +2 to any ability score, +1 to any ability score dealt.
(Negative scores chosen become 10 before the +2 is STRIKER
added). ASI: +2 to Strength or Dexterity score, +1 to Constitution
Role Effect: This Puppet is adept at controlling the score
battlefield. When this puppet utilizes any of its upgrades Role Effect: This Puppet focuses on combat and
that require a saving throw, it gains a bonus to its Save aggression. This puppet gains proficiency in Martial Arts
DC equal to 1/3rd your proficiency bonus, rounded up. and Athletics, and gains a bonus to attack rolls with its
Once per rest, when you or an ally within 15 feet of this upgrades and weapons equal to 1/3rd your proficiency
puppet is targeted with a jutsu with the Clash keyword, bonus.
your puppet can attempt to deflect the jutsu, initiating a
clash. Your puppet adds your proficiency bonus to this
SUPPORTER
ASI: +2 to Constitution score. Intelligence or Wisdom
clash check.
start at 10.
DEFENDER Role Effect: This Puppet is skilled in supporting its
ASI: +2 to Constitution score, +1 to Strength score allies. Your puppet gains proficiency in Medicine, and
Role Effect: This Puppet stands firm in battle, increases all healing or temporary hit points granted by
withstanding even the strongest of blows. This Puppet upgrades, actions, or jutsu it casts by your proficiency
gains a +3 bonus to Constitution skill checks and saving bonus.
throws. It also gains a bonus to its AC equal to 1/3rd your
proficiency bonus, rounded up.
SURVEYOR (CHANGED)
ASI: Wisdom starts at 16. +1 to another ability score.
Role Effect: This Puppet is highly aware of its
surroundings and forewarns its allies ahead of time. This
puppet gains proficiency in Perception and Insight, and
has 60 feet of Darkvision. This Puppet also gains a bonus
to its Passive Perception and Passive Insight equal to
your proficiency bonus.

167
UPGRADES OF THE THEATRE A creature can only be charmed by this upgrade once
every 24 hours.
WOOD TIER You can only benefit from an upgrade unique to this
subclass with "Dance" in the name once per turn.
DECEITFUL DANCE
Techniques: Red HEAVEN ATTACK
One of the first lessons of the Red Technique which Techniques: Red, Perfect
teaches of a way to use the surroundings to mix in with On the head of one of your Puppets, you install a series of
the crowd. On your turn you can command your Puppets metallic tendrils along its scalp which grant your Puppet
to hide. Your Puppets can hide even when lightly the ability to attack numerous opponents with one
obscured, or within 10ft. of 3 or more creatures as they strike. When you would command your Puppet Tools
sink into their shadows. using your action, you can, using the Puppet's reaction
You can only benefit from an upgrade unique to this when the Puppet Tool with this upgrade scores a hit with
subclass with "Dance" in the name once per turn. an unarmed or weapon attack, activate this upgrade.
When you do, the target must succeed a Dexterity
BIRD’S OPENING saving throw, or gain 2 ranks of Bleeding as the tendrils
Techniques: Red pierce through them. Regardless, take the attack roll
Your Puppets are able to capitalize on the shortcomings result and compare it to the AC of all creatures within a
of enemies in tandem with your allies. When a hostile set of five 10-foot long lines starting from the creature's
creature provokes an attack of opportunity from an ally space (but not including the creature). If the attack roll
within 15 feet of a Puppet Tool, that Puppet Tool may matches or exceeds their AC, they take the damage of
move up to 5 feet of the hostile creature and make a your Puppet's attack. These lines cannot overlap except
weapon or unarmed attack. at the origin point and must have 5 feet of space between
Also, while you have this upgrade, creatures that each other.
would begin their turn within the weapon's range of two Once you use this upgrade you must wait until the end
or more of your Puppets (including the Puppet Swarm) of your next turn to use it again.
count as being in difficult terrain. At Later Levels: For each tier you take this upgrade
PREEMPTIVE TUNING above Bronze, increase the length of the lines by 5 feet
Techniques: Red, Perfect and impose a -1 penalty to the triggering creature's
You always keep your instruments of war in good Dexterity saving throw. If taken as a Platinum tUpgrade,
shape, and your puppets are included in this care you can spend 5 chakra to make the attack roll as if you
routine. On the first turn of combat your puppets have had advantage before you create the five lines.
advantage on the first attack roll or skill check they PIANO WIRE
make, and the first instance of damage your puppet Techniques: Red
takes after a long or full rest is reduced by your 5 + As an action, while the Puppet Tool with this upgrade is
puppet master level. within 5ft of another Puppet Tool, you can command
At Later Levels: You can take this upgrade using a both Puppets to connect to each other using a special
higher tier upgrade slot. For each tier you take this sharper variation of the Chakra Threads technique by
upgrade beyond wood, this upgrade’s effects last for one spending 10 chakra. Both Puppet Tools then move up to
additional attack roll/skill check and damage instance. 20 feet away from each other and travel up to their
WATCHFUL EYE movement speed in the same direction in a straight line.
Techniques: Red All creatures caught in between your Puppets are hit
You modify your Puppets to instinctually follow your by these threads, and must make a Dexterity saving
lead when you aid your allies. When you take throw. Success: Half damage, no effects. Failure: Xd6+X
the Help action, all of your Puppets take the help action slashing damage, 1d4 ranks of bleeding. Structures,
simultaneously. Additionally, your Puppets may take the Objects, and Constructs take double damage from this
help action as a bonus action. upgrade. (X = your proficiency bonus).

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

168
SYNCHRONOUS SOUND WAVES
Techniques: Red Puppets gain a bonus to damage rolls
Your Puppets are fitted on the creature equal to your proficiency
with special bonus with weapon attacks, up to twice per turn.
speakers that enhance the harmful At the start of each of their turns, an affected creature
echoes of Auditory Genjutsu. When you or your Puppets can repeat the saving throw at disadvantage to end these
would cast a Genjutsu with the Auditory keyword and at effects. You can only benefit from an upgrade unique to
least two of your Puppets are within 20 feet of each this subclass with "Dance" in the name once per turn.
other, you can make an additional Genjutsu attack if the
Genjutsu makes an attack roll. This attack must target a
UNDERSTUDY
Techniques: Red
creature that has not already been targeted, and this
Select one Puppet Tool you possess. This Puppet Tool
attack inherits all of the jutsu’s effects. If the Genjutsu
gains the benefits of one Puppet Role another Puppet
instead affects an area of effect, you cause the area of
Tool is using; however, it does not gain any increases to
effect to appear twice, affecting a different area. The area its ability scores. You can take this upgrade a second
of effects cannot overlap. time, placing it on another Puppet Tool picking another
You can benefit from this upgrade no more than once role currently in use.
per round, and to activate this upgrade you must spend While using the Puppet Swarm, apply the ability score
an amount of chakra equal to the Genjutsu’s rank (D- increases that the Puppet Role selected normally applies
Rank: 3, C-Rank: 6, B-Rank: 9, A-Rank: 12, S-Rank: 15). to the ability scores of the Puppet Swarm.

SILVER TIER GOLD TIER


GUARDIAN ANGELS DECISIVE DANCE
Techniques: Red Techniques: Red
As an action you can command one or more Puppets you Prerequisite: Quickfooted
possess to each move up to within 5ft of an ally within Throughout your journey as a puppet master you have
range of their movement speed and begin protecting the uncovered more secrets of how to effectively maneuver
creature. While protecting a creature, a Puppet gains an your puppets. Your puppets movement speed is
additional reaction per round that they can only use to increased by 15 feet and your puppet gains advantage on
reaction that would protect the creature. Any attacks, saving throws or skill checks that would lower its
damage rolls, saving throws, or other effects that would movement in any way. Your puppet can now take the
target the creature being protected, enable your Puppet Dash, Dodge, or Hide action as a bonus action. If your
to use its reactions to attempt to negate the effects, even puppet makes a melee attack against a creature, you
if a reaction they use would normally only protect don’t provoke opportunity attacks from that creature for
themselves. the rest of the turn, whether you hit or not.
This upgrade requires you to maintain concentration You can only benefit from an upgrade unique to this
as if concentrating on a B-Rank jutsu, and you must subclass with "Dance" in the name once per turn.
spend your bonus action on consecutive turns to
maintain this upgrade. SYMPHONY OF DESTRUCTION
At Later Levels: You can take this upgrade as a Gold Techniques: Red
tier Upgrade to gain permanent advantage on checks to As an action, you command your Puppets to perform a
maintain concentration of this Upgrade Bukijutsu you or an allied creature knows to execute a
perfect symphony of destruction and ruin. The Bukijutsu
RIBBON DANCE cast cannot have a range of self.
Techniques: Red The Bukijutsu gains the Combination keyword and has its
A technique that embodies one of the hardest hurdles chakra cost tripled (its cost also becomes Special). All of your
for the Red Technique to face, tangling your chakra Puppet Tool's perform this jutsu simultaneously (The jutsu
threads. On your turn when two or more of your Puppets is treated as being cast once), and count as individual
would enter within 10ft. of a hostile creature, you can casters. The jutsu cast gains the following text; You cannot
command them to enwrap the creature in your chakra participate in the combination yourself, though your allies
threads. The creature must succeed a Strength saving can and your Puppets treat your Charisma modifier as their
throw against your Ninjutsu or Genjutsu Save DC or be own.
grappled and restrained. While restrained this way, your

169
Combination: For every caster that participates in the If a creature fails the Constitution Saving Throw by 10 or
casting of this jutsu, increase the damage die by +1. This more, their arm is instead severed. If a creature has an arm
jutsu gains additional benefits, based on the highest disabled, they make their Constitution Saving Throw at
Charisma modifier among the casters. disadvantage for each arm disabled.
• +0-1: No Change. You can only benefit from an upgrade unique to this
• +2-3: The jutsu gains a +2 bonus to attack rolls or Save subclass with "Dance" in the name once per turn.
DC (pick one)
KING PUPPET
• +4-5: The jutsu gains a +3 bonus to attack rolls or Save
Techniques: Red
DC (Pick one), and deals an extra 2 die of damage.
This upgrade can only be activated while the Puppet Swarm is
THREE JEWELS SUCTION CRUSHING being utilized. You see battle as a chess board with your
Techniques: Red Puppets being your chess pieces, and you the grandmaster
As an action, you can spend 15 chakra to command 3 that controls their every move.
Puppets, or to use 3 Commands with the Puppet Swarm, you While commanding your Puppet Swarm, you can declare
a single Puppet to be denoted as the King Puppet. A King
are able to form your Puppets into a triangle formation,
Puppet radiates with a white outline of chakra, and can be
with each vertex representing the 三宝 Sanbō (Literally
targeted specifically when the swarm would be targeted.
Meaning: Three Sacred Treatures).
The King Puppet raises the statistics of the entire Swarm
At each vertex of the formation, your Puppets open a
by +1, and grants you an additional 3 Commands. The King
compartment revealing the symbols for Buddha (仏),
Puppet has an AC equal to the Swarm's AC -2, and 75 hit
Dharma (法), and Sangha (僧). In the middle of your
points (The King Puppet's hit points do not affect the
Puppets, a 60-foot cone tornado forms. You cannot use this
Swarm). If the King Puppet is killed, this upgrade ends and
upgrade while your Puppets are within 15 feet of any
it cannot be used until you complete a long rest. This
creature.
upgrade uses your highest Save DC for any saving throws.
All creatures within range of the tornado must make a
While the King Puppet is active, it can direct the Swarm
Dexterity saving throw against your highest Save DC. On a
in new ways, following your input. The Swarm can utilize
failed save, creatures take 14d4 wind damage, gain 1 rank of
the following Special Actions;
bleeding and weakened, and are pulled 30 feet inside the
tornado, stopping at the center of the formation if they • Bishop's Cleave (2 Commands). The King Puppet
reach it. Constructs, structures, and objects have commands puppets to briefly travel in a 90-foot long
disadvantage on the saving throw and take double damage. line diagonally. Each creature within range must make a
On a success, creatures take half damage and are only Dexterity saving throw, taking twice the weapon's
moved 5 feet. damage of the Swarm and being knocked prone on a
Creatures who start their turn within the center failure or half damage on a success.
must succeed a Dexterity (Acrobatics) check against • Knight's Charge (2 Commands). The King Puppet
your highest Save DC to regain half their movement speed, commands puppets to attack at 4 different 10-foot wide
otherwise, it is set to 0 until the start of their cubes within 120 feet. Make one weapon attack with the
next turn. Swarm and compare the result towards the AC of each
This upgrade counts as concentrating on an creature within the cube. On a hit, creatures take the
A-Rank jutsu. At the start of each of your turns, weapon's damage of the swarm and are knocked
you can immediately spend 8 chakra to maintain the upwards 30 feet.
tornado and repeat the saving throw. Creatures who make • Rook's Assault (2 Commands). The King Puppet
their saving throw in the center do so at disadvantage and commands puppets to move the swarm 60 feet in a
increase the damage taken by a step. straight line, without spending its movement speed. All
creatures that the Swarm would pass through, must
PLATINUM TIER make a Strength save, taking the weapon's damage of
HALO DANCE (CHANGED) the swarm, being Dazed, and moved with the swarm plus
an additional 15 feet of knockback on a failed save, or
Techniques: Red
taking half damage on a success.
Derived from blue technique, a technique normally
• Queen's Gambit (3 Commands). The King Puppet
considered almost impossible for your average shinobi, is
effortlessly replicated in this technique. commands puppets to take two of the Special Actions
granted by King Puppet at once (other than Queen’s
As full turn action, you command all your puppets to
Gambit, ignoring command cost. Each time this special
strike your opponent repeatedly from multiple angles at
action is used, you must make a DC 23 Chakra Control
speeds incomprehensible to most shinobi, spending 20
check. On a failed save, the King Puppet loses an amount
chakra as their action. You can only use this upgrade while
of hit points equal to half its maximum hit points. The
the Puppet Swarm is active. If the target creature would use a
reaction in response to this upgrade’s effect, they must DC increases by +4 each time this upgrade is used, per
long rest.
spend an amount of additional chakra equal to your Puppet
Master level (or twice your level if their reaction does not
require them to spend chakra).
Make 5 melee taijutsu attacks against a single target,
dealing your weapons damage + 2d6 slashing damage and
the target must make a Constitution saving throw against
your highest Save DC. These attacks treat any DR as the
result of armor, features, or traits, as half. On a fail, the
target creature loses function of one of its arms for 24
hours. A jutsu that removes conditions, cast at A-Rank or
Higher can heal the target's arm(s), granting it mobility
and function.

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

WHITE TECHNIQUE PROFICIENCY DOUBLED THREAD (CHANGED)


Starting at 2nd level, you gain proficiency in the Martial
Starting at 10th level, your control over your threads has
Arts and Medicine skills. You gain the ability to more
reached new heights, allowing for more precise
strongly manipulate the puppet master's signature
movements. The range of your chakra threads is doubled
ability: Chakra Threads. The distance of your chakra
and you can take the help action as a bonus action to a
threads is doubled, and these threads now last until they
creature attached to your threads.
are dispelled.
You can now connect your threads to 2 creatures at
You can attach your threads to an ally within range of
once, including as a part of rolling initiative and if you
your Chakra Threads as a bonus action. You can detach
use your White Technique Proficiency feature, you can
your chakra threads at any time. While connected to a
make all of the creatures you are connected to take the
creature with your threads, you can use your action or
same general action (Dash, Dodge, Attack, Cast a Jutsu,
bonus action to puppeteer your ally and make them take
etc).
any type of action that they themselves are able to take,
using the same action economy. You can also move them
THREAD SAVANT
as a free action, using up their movement speed. Starting at 14th level, your ability to manipulate others

CHAKRA STRING AUGMENTS (CHANGED)


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

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

171
INTERWOVEN UPGRADES grapple the target. You are automatically pulled toward a
structure that is larger than you.
WOOD TIER HEIGHTENED SENSES (NEW!)
BETTER BONDS Techniques: White
Techniques: White Do your decision to remove your Puppet Tool, your
ability to master the Tactics of the Craft is unclouded as
Any time you take the help action you can use it for any
the techniques befit you greatly. While you have this
roll taken until the start of their next turn and you no
longer use their movement when you make them move upgrade, you may learn an additional Tactic from the
on your turn. aforementioned feature.
While connected to an allied creature, at the start of
CHAKRA PATHWAY
your turn select one Tactic you know. This creature gains
Techniques: White
the benefits of the chosen tactic until the start of your
You can use your chakra threads to move your chakra
turn.
to another space. While you are connected to another
At Later Levels: You can take this Upgrade as a Bronze
creature via chakra threads, when you cast a Ninjutsu or
or Silver tier upgrade. At Bronze tier or higher, all
Genjutsu, you can do so as though you were in that
creatures you are connected to may benefit from you
creature's space, but you must use your own senses. This
chosen tactic. At Silver tier, you learn another Tactic.
upgrade cannot be used with jutsu that have a range of
Self. MEDICINAL STRINGS
Also, while connected to a creature you are aware of Techniques: White, Perfect
any jutsu based effects or conditions affecting them, if To better assist your allies in battle, you begin to
the creature acquires them while you are connected specialize in Medical Release. You gain access to jutsu
with the Medical keyword, that restore hit points, grant
DEFENSIVE MANIPULATION
temporary hit points, reduce damage, or provide a boost
Techniques: White
or boon to an allied creature in any way, of D-Rank or
As a bonus action, you can connect your chakra
lower.
threads to a willing allied creature within 30 feet of you,
While you have this upgrade, any medical jutsu you
using the threads to practically ward the creature against
cast can be made to target 1 or more specific creatures
attack. You can maintain this connection for up to 1
that you are connected to, as long as the jutsu does not
minute. While connected, any creature who targets the
have a range of Self. If you ever remove this upgrade, you
connected creature with an attack or harmful jutsu must
do not lose any jutsu you learned but become unable to
first make a Wisdom saving throw against you Ninjutsu
cast them unless you have access to the Medical keyword
or Genjutsu Save DC. On a failed save, the creature must
from another source.
choose a new target or lose the attack or jutsu. This
At Later Levels: You can take this upgrade as a Bronze,
upgrade doesn't protect the creature from area effects,
Silver, or Gold tier upgrade to gain access to Medical
such as the lightning from Lightning Release: Thunder
jutsu of up to C-Rank, B-Rank, or A-Rank respectively.
Tempest.
If the connected creature makes an attack, casts a SLINGSHOT
jutsu that affects an enemy, or deals damage to another Techniques: White, Perfect
creature, the threads break and the connection ends. Your proficiency with your chakra threads allows you
to catch projectiles midair. As a reaction when you would
ENTANGLING THREADS be hit with a ranged weapon attack you can attempt to
Techniques: White grab the projectile out of the air and fling it back.
You learn to use your threads to constrict the Make a melee weapon attack vs your opponent’s
movement of other creatures. You learn the following attack roll. If your roll is higher than your opponent’s
Puppet Master levels, as long as you have this upgrade you catch the projectile out of the air. If you beat your
(you ignore keyword prerequisites for these jutsu); opponent's attack roll you can use that attack roll to
attempt the creature who attempted to hit you.
Puppet Master Level Entangling Jutsu
1st Shadow Snake Bite
THREAD WEAPON (CHANGED)
Techniques: White, Perfect
5th Hair Binding Technique You give a more physical presence to your chakra
9th Body Pathway Derangement threads. As a bonus action, you can form your chakra
threads into a chained hand scythe, a
13th Forcecage chained spear, a whip, or battle wire. You
GRAPPLING THREADS are proficient with this weapon while
using this upgrade, and the weapon gains a
Techniques: White, Perfect
special version of the finesse property, that
You strengthen your threads to hold a
allows you to use your Ninjutsu ability
creature's weight. As an attack or an action,
modifier for weapon attacks. You cannot be
you may target a surface, object, or creature
disarmed of this weapon, nor can it break.
within 30 feet. If the target is Large or
You can end this effect as a bonus action. This
smaller, you can attempt to grapple the
weapon can be used as a component in
creature using an Intelligence (Athletics) or
Jutsu. This weapon can benefit from your
Wisdom (Athletics) check, pulling
Chakra Enhanced Retrofit feature.
it to you and grappling the
Additionally, thrown weapons you wield
creature on a success.
gain the returning property and ignore half
Alternatively, if the target is
cover.
Huge or larger, you can choose
to be pulled to it; this does not

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

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

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

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

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

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

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

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

179
use the Puppet's action to cast). You can change the jutsu ARMORY: OVERDRIVE
the Puppet knows on a long rest. Techniques: Black, Green, Purple
For those who follow the Red or Green Technique, An armament first crafted by the renowned puppet
Puppets that acquire this upgrade can also learn master, Kaito Sarutobi. You build special structures for
Ninjutsu or Genjutsu, with a maximum duration of 1 your puppet to handle more demanding manipulations.
minute. Your Puppet Tool has disadvantage on Using your action, you can overcharge your puppet with
concentration checks, and shares your concentration chakra.
slots. For the next minute, its speed is doubled, it gains a +2
All jutsu your Puppet Tool casts uses your chakra. For bonus to AC, it has advantage on Dexterity saving
Ninjutsu and Genjutsu, it uses either your or its own throws, and it gains an additional action on each of its
Ninjutsu and Genjutsu ability modifier to calculate its turns. That action can be used only to make a single
Ninjutsu and Genjutsu attack bonus and Save DC weapon attack, or take the Dash, Disengage, Hide, or Use
respectively. Taijutsu and Bukijutsu use only the an Object action. Once you use this upgrade, you cannot
Puppet’s statistics for calcuating its Taijutsu attack use it again until you complete a long rest. If you are
bonus and Save DC. incapacitated, this upgrade ends early.
This upgrade can be taken multiple times, either
giving it to the same Puppet Tool for it to gain 2 more CHAKRA CANNON
jutsu of a rank attributed to the upgrade tier, or to a Techniques: All
different Puppet. You craft a cannon into a part of your puppet meant to
At Later Levels: You can take this upgrade as a Silver, channel your chakra into a single blast of destructive
Gold, or Platinum tier upgrade to grant your Puppet Tool power. When your puppet takes the attack action, it can
access to jutsu up to C-Rank, up to B-Rank, or up to A- spend 15 of your chakra to unleash a 60-foot line, 5-foot
Rank. wide beam of pure chakra in a direction of your choice.
Each creature caught in the line must make a Dexterity
LONG DISTANCE RELATIONSHIP saving throw, taking 12d12 force damage and being
Techniques: Black, Blue, Green, Red knocked prone on a failed save. Or no damage on a
Your strings can command your Puppet Tool from successful save or effects.
much farther. Double the distance your Puppet Tool can
be from you. You can take this upgrade multiple times, DEPLOYABLE SHIELD (NEW!)
once for each Puppet you have. Techniques: Black, Red
You integrate your puppet with a deployable shield, that
TAG-TEAM (CHANGED) allows for cover at a moment’s notice. As an action you
Techniques: Blue, Black, Red can command your puppet to deploy this shield in all its
When you or one of your Puppets would cast a jutsu glory. This shield has a number of hit points equal to 5
with the Combo keyword, the other or one of your other times your puppet master level and an AC of 23. This
puppets, can target one affected creature with a jutsu shield is 15 feet wide, 1 foot thick, and 5 feet tall.
with the Finisher keyword, in the other's stead, using a Deploying the shield as an action grants creatures within
reaction. This does not allow you to cast multiple 5 feet of it three-quarters cover.
Finishers as Finishers within the same round. Alternatively, this shield can be deployed as reaction.
At Higher Levels: You can take this Upgrade using Deploying the shield as a reaction grants creatures
higher tier Upgrade slots. For each tier taken above within 5 feet of it half cover. A shield deployed as a
Bronze, when a Puppet would perform a Finisher in reaction is 5 feet wide, 1 foot thick, and 5 feet tall but
place of another allied creature, increase the damage maintains the same hit point and AC statistics. This
dealt by +1d10. This damage can trigger once per round. shield can be deployed twice per short rest.
If taken using a Gold tier Upgrade slot, your Puppets can
perform Finishers in place of any allied creature within
15 feet of them.

SILVER TIER
ARMORY: DEAFENING SPEAKER
Techniques: All
A weapon first created by Kurayami Nara. You craft a
chakra fueled speaker into your Puppet Tool. Your
Puppet Tool as an action can spend 6 chakra to release a
15-foot radius or 15-foot cone (pick one) of deafening
sound. All creatures within range must make a
Constitution saving throw, taking 6d8 force and
becoming Deafened on a failure, or half damage and no
effects on a success. A creature deafened by this upgrade
remakes the saving throw to remove the deafened
condition at the end of each of their turns. Creatures who
fail their saving throw by 10 or more are Stunned until
the start of their next turn.

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

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

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

COOKING-NIN

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

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

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

COOKING TOOL INFUSION SODIUM ROCKS


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

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

ANGRY PEPPERS IRON STOMACH


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

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

FOOD FOR THE SOUL


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

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

ABILITY SCORE IMPROVEMENT/FEAT


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

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

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

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

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

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

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

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

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

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

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

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

REST AND RELAXATION


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

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

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

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


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

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

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

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

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

GENJUTSU
at the same time that you meet its prerequisites.

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


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

Taijutsu save DC = 8 + your proficiency bonus + your


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

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

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

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

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

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

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

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

ALBEDO THE FUTURE OF SHINOBI: ALCHEMY


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

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

ALCHEMICAL J UTSU T ABLE


Nature Release Effect

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

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

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

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

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

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

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

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

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

D IMINISHED S ENSES E LIXIR


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

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

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

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

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

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

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

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

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

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

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

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

J OUGAN T ABLE
Roll Result Effect

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

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

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

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

GLITCH IN THE SYSTEM


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

OPERATIVE EXPERT MEDICAL EXPERT


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

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

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

NINSHOU EXPERT Molding;


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

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

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

Category: Archetype MARTIAL ARTS SPECIALIST


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

SCOUT SPECIALIST feature, Pick one.

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

219
WEAPON SPECIALIST WITCH ARCHETYPE [NEW]
WEAPON ARTS TRAINING WITCHES TRAINING [NEW]
Category: Archetype Category: Archetype
Archetype: Weapon Specialist Archetype: Witch
Prerequisite: Level 5+, Strength or Dexterity 15+, You Prerequisite: Level 4+, Intelligence 14+, Wisdom 14+
cannot have class levels in Weapon Specialist You have studied in the ways of Esoterica, the Witch
You have begun to train to better master the art of covens unique form of Ninshou. While studying you have
Bukijutsu. While training you have learned how to fight found new ways to utilize free flowing chakra particles
in ways you couldn’t prior. You gain the following often called mana in the land of Cackles;
benefits; • You gain Proficiency in Nature.
• You gain Proficiency in Martial Arts. • Select three Ninjutsu or Genjutsu of C-Rank or lower.
• Select one Weapon Stance located in Chapter 13: These jutsu gain the Spell keyword and are treated as
Customization Options. You cannot take a Weapon spells for other features and abilities from the Witch
Stance more than once. Archetype line of feats.
• You gain a Flurry die, represented as a d4. • You gain the Witches Training feature, and an
• Select one Flurry Technique from the 2nd level Weapon enhanced effect from one of the following 4 schools of
Flurry class feature. You gain the ability to use the Esoterica from within the land of Cackles.
chosen Flurry Technique. o School of Psionics. You learn to manifest mana
into a destructive bolt of pure energy called a
WEAPON ARTS EXPERT Witch Bolt. In place of an attack made with the
Category: Archetype attack action, you can attack with your Witch
Archetype: Weapon Specialist Bolt. It has the following statistics. Ranged
Prerequisite: Weapon Arts Training, Level 10+ Ninjutsu Attack: Reach 60ft, Hit. 1d6+Ninjutsu
You have continued to train to better master the art of ability modifier force damage. This damage
Bukijutsu. This training has culminated into you being increases by +1d6 at 8th and 12th character levels.
defined as an Expert. o School of Blades. You learn to manifest mana into
a solid weapon for melee combat called a Witch
• Select one Flurry Technique from the 2nd level Weapon
Weapon. In place of an attack made with the
Flurry class feature that you did not select prior. You attack action, you can attack with your Witch
gain the ability to use the chosen Flurry Technique. Bolt. It has the following statistics. Melee Ninjutsu
• Select one weapon type you have proficiency with such
Attack: Reach 5ft, Hit. 1d8+Ninjutsu ability modifier
as Katana’s, Short Swords, etc. The chosen weapon force damage. This damage increases by +1d8 at 8 th
becomes your Weapon Focus. Your Weapon Focus gains and 12th character levels.
a +1 bonus to attack and damage rolls, if it doesn’t o School of Shadows. You learn to concentrate
already. mana into yourself enhancing your mobility,
• Select one Weapon Trait found on the chart under the
gaining a new form of special movement called
Weapon Focus class feature. Your Weapon Focus gains Witch Walk.
the chosen trait, following the set requirements. Witch Walk. You can teleport between areas
currently affected by jutsu, either hostile or
WEAPON ARTS ENTHUSIAST allied. By spending half of your movement,
Category: Archetype select a space you can see that is currently
Archetype: Weapon Specialist affected by a Jutsu or is chakra enhanced. (Ex.
Prerequisite: Weapon Arts Expert Such as by an area of effect maintained by a
You continue your training to learn more of the secrets creature, or a supernatural environmental
of Bukijutsu, but this time specializing into a specific effect.) You can teleport into a space within 5
Form. This training has culminated into you being feet of the chosen effect.
defined as an Enthusiast. o School of Enhancements. You learn to concentrate
• Select one Weapon Specialist Class, Weapon Form mana into another creature, aiding or hindering
(Subclass). You gain one of its 3 rd level Flurry them slightly. You learn to manifest an esoteric
Techniques. aura called Witches Aura as an action. Once
• Select one Weapon Specialist Class, Weapon Form manifested you must maintain concentration on
(Subclass). You one of its 3 rd level Styles. this aura as if it were a C-Rank Genjutsu.
Witches Aura. All creatures in a 10ft radius of
WEAPON ARTS SPECIALIST you are under the effects of this aura. If an
ally, they gain a +1 bonus to their saving
Category: Archetype
throws. If an enemy they gain a -2 penalty to
Archetype: Weapon Specialist
their attack rolls.
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.

220
PUPPET MASTER PUPPETEER SPECIALIST
Category: Archetype
PUPPETEER TRAINING Archetype: Puppet Master
Category: Archetype Prerequisite: Puppeteer Expert, Level 15+
Archetype: Puppet Master Your study under the elders of the Sunagakure's
Prerequisite: Strength or Dexterity 15 & Intelligence 15, renowned Puppet Masters has come to a close, and what
Level 5+, You cannot have levels in the Puppet Master you have accomplished in such a short span of time is
Class. You have begun to study under the ancient exemplary. Though not a true Puppeteer, your work shall
scholars of the Puppet Master technique from the be recorded to aid in training the next generation of
outskirts of the Sunagakure and do your best to adopt curious shinobi such as yourself. Your training has
their knowledge of puppetry into your current skill set. culminated into you being defined as a specialist.

• You gain proficiency in Crafting. • You gain one Gold tier upgrade. You can alternatively
• You gain one tactic from the Tactics of the Craft choose to take a lower tier upgrade.
feature, selecting from the following options; • You gain the 15th level advancement for the Puppet
o Agile Tactics Tool feature.
o Defensive Tactics • You gain a second Tactic of the Craft feature, picking
o Resourceful Tactics from the same list as specified with the Puppeteer
• You gain a weaker puppet tool. You gain the Puppet training feat.
Tool feature of the Puppet Master class. You do not
gain this feature's 6th level benefit. Your Puppet Tool SCIENCE-NIN
has its hit point maximum halved. Use your character
level as your Puppet Master level for your Puppet SCIENTIST TRAINING
Tool's hit points. Category: Archetype
o This Puppet increases one ability score by +2, or Archetype: Science-Nin
two ability scores by +1. This occurs again for each Prerequisite: Level 5+, Intelligence 15+, You cannot have
Puppet Master Archetype feat you acquire. class levels in Science-Nin
• You gain two Wood tier Puppet Upgrades. You can
You have begun to enhance your understanding of the
exchange any number of upgrades with 1 week of universe. While studying you have found new ways to
downtime. utilize chakra in and out of combat. You gain the
following benefits;
PUPPETEER EXPERT
• You gain Proficiency in Crafting.
Category: Archetype
• You gain the Chakra Containment Device feature. It can
Archetype: Puppet Master
Prerequisite: Puppeteer Training, Level 10+ instead hold your level x 5, in CCD Chakra..
• You gain the Scientific Ninja Tool feature.
You religiously dedicate your free time to studying the
meticulous string movements needed to control your • You gain 10 Creation Points

puppet. This training has culminated into you being


defined as an Expert. SCIENTIST EXPERT
• You gain one Bronze tier upgrade. You can Category: Archetype
alternatively choose to take a lower tier upgrade. Archetype: Science-Nin
• You gain the 6th and 9th level advancements for your Prerequisite: Scientist Training, Level 10+
Puppet Tool feature. You have delved deeper into the wonders of chakra. This
• Your Puppet Tool gains 5 slots for Enhancement Seals. training has culminated into you being defined as an
Expert.
PUPPETEER ENTHUSIAST • You gain the Yhprum’s Law feature.
Category: Archetype • You gain the 3 rd level features of 1 Scientific Inquiry
Archetype: Puppet Master (Subclass)
Prerequisite: Puppeteer Expert • You gain 10 more Creation Points
You learn more of the history of how the Puppet Master
form developed. Multiple generations of masters defined SCIENTIST ENTHUSIAST
under various color-based techniques passing down
Category: Archetype
their work so that the next generation can continue. You
Archetype: Science-Nin
decide to study the secrets of a particular Technique.
Prerequisite: Scientist Expert
This training has culminated into you being defined as
You have given your life to the pursuit of the future. This
an Enthusiast.
training has culminated into you being defined as an
• You gain one Silver tier upgrade. You can alternatively Enthusiast.
choose to take a lower tier upgrade. • You gain the Calculated Response feature
• Select one Puppet Master class, Puppet Technique
• You gain Infused Genius feature.
(Subclass). You can take up to one upgrade exclusive to
your chosen subclass using your acquired pool, and
gain the second 2nd level feature of your chosen
subclass. For any scaling these features may have,
treat your Puppet Master level as 10.

221
SCIENTIST SPECIALIST NINJUTSU SPECIALIST
Category: Archetype
Archetype: Science-Nin ALTERED, REFINEMENT X
Prerequisite: Scientist Expert, Level 15+ Category: Class
The universe sings to you, and you must study tis opera Prerequisite: At least 8+ levels in Ninjutsu Specialist
in great detail. This training has culminated into you You learn to refine ninjutsu in such a way that it becomes
being defined as an Expert. almost unrecognizable when compared to other, similar
casters. You gain the following benefits;
• You gain 10 more Creation Points.
• You can select two Scientific Ninja Tools that cost 8 • Jutsu that are benefiting from your Refined Ninjutsu

Creation Points or lower and make them your favored class feature, no longer increases their Save DC.
tools. Their Creation Point cost is reduced by 2 and • Jutsu that are benefiting from your Refined Ninjutsu

their CCD Chakra Drain is reduced by 5. class feature instead increases their damage die by 1
Step up to a D12 and always add your Ninjutsu ability
modifier to the damage dealt.

CASTER CLASS FEATS o When your Refined Ninjutsu class feature would
increase the your Refined jutsu’s save DC, you
GENJUTSU SPECIALIST instead increase the die used by the jutsu by 1 step.
• You cannot have the Altered, Refinement Y feat.
ACTUALIZE REALITY • You cannot have the Altered, Refinement Z feat.
Category: Class
Prerequisite: 4+ levels in Genjutsu Specialist ALTERED, REFINEMENT Y
You learn to manipulate Reality by spending your pool of Category: Class
creativity to bend it to your whim. You gain the following Prerequisite: At least 8+ levels in Ninjutsu Specialist
benefits; You learn to refine ninjutsu in such a way that it becomes
• You gain 1 additional Actualization Die. almost unrecognizable when compared to other, similar
• You gain a pool of abilities called; Reality Inceptions. casters. You gain the following benefits;
These Reality Inceptions grant you additional options • Jutsu that are benefiting from your Refined Ninjutsu
that you can use by spending Actualization Die as fuel class feature, no longer increases their Save DC.
to manifest them. You gain the following; • Jutsu that are benefiting from your Refined Ninjutsu
class feature reduces their damage die by 1 Step down
o Now You See Me (1 Die): As an action select one
to a D4, but increase their damage die by an additional
creature you can see. You become invisible to that
+2 and always add your Ninjutsu ability modifier to
creature until the end of the next turn.
the damage dealt/healing applied.
o If Only You Knew (2 Die): As a bonus action when
o When your Refined Ninjutsu class feature would
you cast a Genjutsu that affects a hostile creature,
increase the your Refined jutsu’s save DC, you
that Genjutsu gains the Unaware Keyword
instead increase the bonus die by +2.
o And For My Next Trick… (X Die): As an Action, you
• You cannot have the Altered, Refinement X feat.
can select two different Genjutsu of the same rank
• You cannot have the Altered, Refinement Z feat.
that you know. You spend a number of Die equal to

ALTERED, REFINEMENT Z
their Rank. You cast them simultaneously, in the
same action. These jutsu count as both being cast
Category: Class
at the same time with neither taking hold before
Prerequisite: At least 8+ levels in Ninjutsu Specialist
the other. A creature makes a single save against
You learn to refine ninjutsu in such a way that it becomes
both Jutsu, passing or failing both depending on
almost unrecognizable when compared to other, similar
the result. The jutsu cast cannot benefit from cost
casters. You gain the following benefits;
reduction, by any means, excluding cost reduction
granted by the Genjutsu Specialist Class. (D-Rank: • Jutsu that are benefiting from your Refined Ninjutsu
2, C-Rank: 4, B-Rank: 6, A-Rank: 8, S-Rank: 10.) class feature, no longer adds additional damage die.
• Jutsu that are benefiting from your Refined Ninjutsu
MIRAGE EXHIBITION class feature can now benefit from up to two Efficient
Category: Class Moldings at once, ignoring the moldings restriction, if
Prerequisite: At least 2+ levels in Genjutsu Specialist it has any.
You begin to tap into a deep pool of hallucinations • You cannot have the Altered, Refinement X feat.
you’ve been having or have dreamt up. You then begin to • You cannot have the Altered, Refinement Y feat.
manifest them into a more permanent form. You gain
the following benefits; REFINED, REFINEMENT
• You gain 1 Additional Malleable Mirage that you
Category: Class
Prerequisite: At least 4+ 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;
• You can Refine 1 additional Ninjutsu.
• You can Refine additional Ninjutsu at 12 th and 20th
Ninjutsu Specialist levels.

222
INTELLIGENCE OPERATIVE MEDICAL-NIN
COURAGEOUS ORDERS BAD MEDICINE
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
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.

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SECONDARY TARGET MARTIAL OFFENSE
Category: Class Category: Class
Prerequisite: Hunter-Nin, Level 4+ Prerequisite: Taijutsu Specialist, Level 8+
You aren’t like other Hunter’s, you can split your focus, You take your teachings of Martial Defense and convert
killing two birds with one stone. You gain the following them into an offensive tool. You gain the following
benefits; benefits;
• When you end a rest, you may mark your Secondary • When you would gain the benefits of the Martial
Target so long as you know their name and/or how Defense class feature while grants you Guard Slots, you
they look. You may also a Reaction on your turn mark can choose to instead of adding Armor Seals, add
a creature you can see within 90 feet of you using this Weapon seals to your Guard slots, with the same Rank
feature. Until your next rest, you gain the following and slot limitations that Guard slots have.
benefits:
o You gain the same benefits against creatures WEAPON SPECIALIST
marked by Secondary Target as you would
against your Primary Target. EXPANDED FOCUS
• The first Hunters Exploit you use against your Category: Class
Primary or Secondary Target(s) does not count Prerequisite: At least 4+ levels in Weapon Specialist
against your use limit. You become able to focus on more than your current
limitation of weapon focuses. You gain the following
SCOUT-NIN benefits;
• Select one weapon type, such as Katana’s or Kunai,
SCOUTING ADEPT that you have not already marked as a Weapon Focus.
Category: Class
This chosen weapon becomes known as your Weapon
Prerequisite: At least 4+ levels in Scout-Nin
Focus granting it a +1 bonus to Attack and Damage
Unlike other Scouts, you have pushed your Martial rolls and a trait.
prowess toa new level, evolving, becoming more adept in • A Weapon Focus can only have a +3 bonus to Attack
your style of combat. You gain the following benefits;
and Damage rolls as a result of being a Weapon Focus.
• You learn two maneuver that you qualify for. • You can take this Feat more than once, selecting either
• You gain 1 Superiority Die. a new weapon type, or the same weapon you previous
selected with this Feat.

FREE FLOWING STYLE


Category: Class
Prerequisite: At least 8+ levels in Weapon Specialist
You learn to meld your Flurry Techniques with your
Bukijutsu. You gain the following benefits;
• You learn one Style that you qualify for.
• Bukijutsu without a Range of Self, that you cast may
gain the benefit of Flurry Techniques as if you had
made a Weapon attack.

PUPPET MASTER
TOOLS TO CARRY ON A LEGACY
SCOUTING VETERAN Category: Class
Prerequisite: At least 4+ levels in Puppet Master
Category: Class
To carry on the legacy of the Puppet Masters who came
Prerequisite: At least 8+ levels in Scout-Nin
before you, you must strive to make your armament
Your time and experience in the Art of Scouting has
stronger and better. You are able to push your creations
granted you valuable knowledge in how to handle
one step further, fitting more in, more efficiently. You
yourself both in and out of Combat. You gain the
gain the following benefits;
following benefits;
• You gain one Wood tier upgrade.
• You gain 2 Superiority Die.
• You gain an additional Bronze tier upgrade at 9th
• You learn two maneuvers that you qualify for.
Level of Puppet Master.

TAIJUTSU SPECIALIST • You gain an additional Silver tier upgrade at 14th Level
of Puppet Master.

COMBO EXPERT
• You gain an additional Gold or Platinum tier upgrade
at 19th Level of Puppet Master.
Category: Class
Prerequisite: At least 4+ levels in Taijutsu Specialist
Your excessive Training has granted you a deeper pool of
Stamina. You gain the following benefits;
• Reduce the cost of Taijutsu with the Combo keyword
by 1.
• When you would cast a Taijutsu with the Finisher
Keyword after casting one with the Combo keyword
reduce the cost of the Cost of that finisher by -2. (Min 1.)

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THE MOMENT I UNDERSTOOD RENAISSANCE SHINOBI
Category: Class
Category: Class
Prerequisite: At least 12+ levels in Science-Nin
Prerequisites: At least 8+ Levels in Puppet Master
You want to learn the other paths of science, not just
Through necessity or drive you’ve found that your body
your own major. You gain the following benefits;
can no longer upkeep with what you need of it, by adding
or outright replacing body parts with chakra enhanced • You can select one other Scientific Ninja Tool from
items you’ve opened the path that very few puppet another subclass, that you do not have, of Creation
masters have. You gain the following benefits; point cost 8 or lower, gaining access to it. You cannot
change this choice, once made.
• While you have at least 1 hit point at the start of your
• You can take this feat multiple times, selecting a
turn, you may spend a hit die and regain hit points
different subclass and Scientific Ninja tool with each
equal to the result + your Constitution modifier. If you
selection..
have 0 hit points, you may use this feature at the end
of your turn.
• You may now integrate any Upgrade with the
Techniques: Perfect tag on it into yourself. These
upgrades count you as a puppet and utilize you for any
calculations asked for. You can always take Upgrades
with the Perfect tag, even from Puppet Techniques you
do not have.
• You can choose to delegate half of the seal slots you
would gain for your Puppet Tool with your Chakra
Enhanced Retrofit feature to yourself instead.

THE CERTAINTY OF STEEL


Category: Class
Prerequisites: At least 12+ Levels in Puppet Master, The
Moment I Understood class feat, 16+ Constitution
You’ve finally managed it, a way to be unending, by
sealing your heart and soul into a container your body
will no longer ever be a detriment to you. You’ve become
a living puppet. You gain the following benefits;
• You gain 2 additional upgrades that can be up to Silver
tier. These upgrades must be fitted into yourself as
specified in The Moment I Understood.
• You no longer need to eat, breathe, drink, or sleep, and
are immune to suffocation and poison.
• When you would receive healing from a medical jutsu,
you may use the first bullet of The Moment I
Understood and spend hit die to regain hit points
immediately as part of regaining hit points.
• When taking a short rest, you regain a number of hit
dice equal to 1/4th your maximum number of hit dice

SCIENCE-NIN
SECONDARY STORAGE DEVICE
Category: Class
Prerequisite: At least 4+ levels in Science-Nin
You learn to create a Secondary Storage device, or SSD,
for your tools. You gain the following benefits;
• You gain an additional 5 CCD chakra per Science-Nin
level.
• You gain an additional 8 creation Points.

A TOOL FOR EVERY OCCASION


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.

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

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

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


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

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

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