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Puppet Master Changes

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0% found this document useful (0 votes)
65 views232 pages

Puppet Master Changes

Uploaded by

rashid jones
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd

` OROCHIMARU’S

OBSERVATIONS

OF SHINOBI
CLASSIFICATIONS

NARUTO 5E

Compendium of all Published Classes and


Subclasses
in the Naruto 5e System
BOOK VERSION
Version 2.1, 2023 Patch 1/27/2024

CONTRIBUTORS
I will list everyone who has contributed to the book with
additional content.
@Ice, @ galen876, @Neetshot, @Artemys, @Rapture,
@robmitch13, @Wavy, @Danzo, @Zorat, @Dolor, @Fossil,
@Vox, @Have a nice day Please, @mind_faze, @Schmeelo,
@TRON @Optimal @Mr. Hey, @Blasteroid B, The Crossover
King, @SaltMammoth

tab. Click Change Picture, and you can select a new picture to
put in its place.

SPECIAL CALL OUTS


There are a few classes that draws inspiration or design from
other Homebrew Designers. We want to acknowledge them
for the inspiration and overall amazing designs that inspire
us as creators.
@Kobold’s Press Shadow Magic
@Chef-u/messy6
@Kibblestasty-inventor and BIGTIME homebrew content
creator

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

1
TABLE OF CONTENTS

2
Credits.............................................................1
Table of Contents.............................................2
Genjutsu Specialist...........................................................5
Character Inspirations..............................................5
Creating a genjutsu specialist..................................5
Class Features..........................................................6
Jutsu Casting............................................................6
Chakra Disruption....................................................6
Actualization............................................................6
Genjutsu Pledge.......................................................6
Malleable Mirages....................................................6
Genjutsu Inception...................................................7
Ability Score Improvement/Feat...............................7
Real World Conversion.............................................7
Keen Awareness.......................................................7
The Turn...................................................................7
Master of Illusion......................................................7
The Prestige.............................................................7
Genjutsu Pledges.............................................................8
Beguiler....................................................................8
Corrupt Thoughts.....................................................9
Illusionist................................................................10
Layered Reality......................................................11
Misty Distortionist..................................................12
Time Slipper...........................................................13
Siren.......................................................................14
Genjutsu Inception.........................................................15
Elemental Manifestation.........................................15
Hallucinatory Instrument [Changed, Again]...........15
Illusionary Weapon.................................................15
Phantasmal Force...................................................15
Reality Marble........................................................15
Temporal Stopwatch..............................................15
Malleable Mirages..........................................................16
Hunter-Nin......................................................................22
Character Inspirations............................................22
Creating A Hunter-Nin............................................22
Class Features........................................................23
Jutsu Casting..........................................................23
Swift Response.......................................................23
Lethal Precision......................................................23
Lethal Attack..........................................................23
Cunning Action.......................................................23
Hunters Patterns....................................................23
Primary Target ......................................................23
Hunter Creed..........................................................23
Hunters Exploits.....................................................24
Ability Score Improvement/Feat.............................24
Uncanny Dodge......................................................24
Expertise................................................................24
Hunted Target .......................................................24
Defensive Tactics...................................................24
Elusive....................................................................24
Assassinate ...........................................................24
Hunters Creeds..............................................................25
Blade Warden.........................................................25
Necrotic Hand.........................................................26
Grave stalker..........................................................28
Arsenalist...............................................................30
Undertaker.............................................................32
Vice Agent..............................................................34
Void Walker............................................................36
Wolves Legacy.......................................................38
Hunters Exploits.............................................................40
Hunters Patterns............................................................43
Back-Up Plans, Back-up..........................................43
Botany....................................................................43
Drinker...................................................................43
Habitual Researcher...............................................43
Horror Films............................................................43
Hyper Critical Eye...................................................43
Illicit Literature.......................................................43
Kleptomaniac.........................................................43
Martial student.......................................................43

3
Ninja Info Card Addict.............................................43
Overprepared.........................................................43
Practiced Combatant..............................................43
Pre-Planned route...................................................43
Reviewing Tactics...................................................44
Smoker...................................................................44
Intelligence Operative....................................................45
Character Inspirations............................................45
Creating an Intelligence Operative.........................45
Class Features........................................................46
Jutsu Casting..........................................................46
Strategic Timing ....................................................46
Exploit Weakness ..................................................46
Master Planner.......................................................47
Expertise................................................................47
Master Strategist....................................................47
Ability Score Improvement/Feat.............................47
Tactical Scheme ....................................................47
Helpful Operative...................................................47
Sabaki ...................................................................47
Declaration of War.................................................48
Tsume ...................................................................48
Checkmate ............................................................48
Master Strategies...........................................................49
Azure Analyst.........................................................49
Calculated Strategist..............................................50
Grave Controller.....................................................51
Interrogationist.......................................................53
Mastermind Strategist............................................54
Precognitive...........................................................56
Sensory..................................................................57
Shadowhand...........................................................58
Tactical Strategist..................................................60
Operative Traps......................................................61
Plans......................................................................62
Medical-Nin....................................................................64
Character Inspirations............................................64
Creating A Medical-Nin...........................................64
Class Features........................................................65
Jutsu Casting..........................................................65
Medical Ninjutsu.....................................................65
Rejuvenating Rest..................................................65
Channeled Healing ................................................65
Tenets of Medicine.................................................65
Chakra Scalpel.......................................................65
Medical Doctrine....................................................66
Ability Score Improvement/Feat.............................66
Preserve/Take Life..................................................66
Advanced Medical Research...................................66
Gifted Healer .........................................................66
Supreme Healer ....................................................66
Tenets of Medicine.........................................................67
Adept Medic...........................................................67
Black Medicine.......................................................68
Combat Medic........................................................69
Natural Medicine....................................................70
Shaman..................................................................71
Transmuter.............................................................72
Ninjutsu Specialist..........................................................73
Character Inspirations............................................73
Creating A Ninjutsu Specialist................................73
Class Features........................................................74
Jutsu Casting..........................................................74
Chakra Recovery ...................................................74
Refined Ninjutsu.....................................................74
Ninjutsu Tradition...................................................74
Efficient Molding ....................................................74
Ability Score Improvement/Feat.............................74
Jutsu Breaker..........................................................74
Ninjutsu Master......................................................74
Ninjutsu Focus................................................................75
Blaze Walker..........................................................75
Hijutsu Elitist..........................................................76
Lightning Breaker...................................................77

4
Sanguine Master....................................................78
Scribe Master.........................................................79
Stone Crusher........................................................81
Storm Terror...........................................................82
Summoner..............................................................83
The Professor.........................................................84
Trace Talent...........................................................85
Tsunami.................................................................86
Efficient Molding.....................................................87
Scout-Nin........................................................................88
Character Inspirations............................................88
Creating A Scout-Nin..............................................88
Class Features........................................................89
Jutsu Casting..........................................................89
Fighting Stance......................................................89
Shinobi Adept.........................................................89
Scouting Technique................................................90
Ability Score Improvement/Feat.............................90
Extra Attack...........................................................90
Jack of all, Master of None......................................90
Signature Jutsu.......................................................90
Signature Technique..............................................91
Scouting Technique........................................................92
Arbiter Scout..........................................................92
Arbiter Maneuvers..................................................93
Assault Scout..........................................................94
Assault Maneuvers.................................................95
Cloning Scout.........................................................96
Cloning Maneuvers.................................................97
Barrier Scout..........................................................98
Barrier Maneuvers..................................................99
Elemental Scout...................................................100
Elemental Maneuvers...........................................101
Pathfinder Scout...................................................102
Pathfinder Maneuvers..........................................103
Phantom Scout.....................................................104
Phantom Maneuvers.............................................105
Tactical Scout.......................................................106
Tactical Maneuvers..............................................107
Trickster Scout.....................................................108
Trickster Maneuvers.............................................110
Taijutsu Specialist........................................................111
Character Inspirations..........................................111
Creating A Taijutsu Specialist...............................111
Class Features......................................................112
Jutsu Casting........................................................112
Martial Defense....................................................112
Unarmed Technique ............................................112
Martial Technique [New]......................................112
Martial Adept........................................................112
Enhanced Movement............................................113
Taijutsu Style........................................................113
Ability Score Improvement/Feat...........................113
Extra Attack.........................................................113
Evasion.................................................................113
Chakra Enhanced Strikes ....................................113
Unbreakable will...................................................113
Flow of Battle.......................................................113
Master of Persistence...........................................113
Perfect Body.........................................................113
Perfect Mind.........................................................113
Taijutsu Style...............................................................114
Disturbance..........................................................114
Ironclad................................................................115
Nin-Tai..................................................................116
Righteous Fury.....................................................118
Ruin......................................................................119
Stancer.................................................................120
Talent & Focus.....................................................121
Passionate Flame.................................................122
Martial Techniques...............................................124
Weapon Specialist........................................................125
Character Inspirations..........................................125
Creating A Weapon Specialist..............................125

5
Class Features......................................................126
Jutsu Casting........................................................126
Weapon Focus .....................................................126
Weapon Flurry......................................................127
Weapon Stance....................................................127
Weapon Form.......................................................127
Ability Score Improvement/Feat...........................127
Extra Attack.........................................................127
Critical Focus .......................................................127
Enhanced Chakra Strike.......................................127
Battle Readiness..................................................127
Superior Attack....................................................127
Superior Weapon Flurry .......................................127
Weapon Forms.............................................................128
Battle Dancer Form..............................................128
Gungnir Piercer Form...........................................129
Obsidian Hammer Form.......................................130
Phantom Blade Form............................................131
Primal Weapon Form............................................132
Ranger Form........................................................134
Samurai Form.......................................................135
Slayer Form..........................................................136
Puppet Master..............................................................138
Character Inspirations..........................................138
Creating a Puppet Master.....................................138
Class Features......................................................139
Jutsu Casting........................................................139
Chakra Threads....................................................139
Puppet Tool..........................................................139
Tactics of the Craft...............................................140
Puppet Technique................................................140
Puppet Upgrades..................................................140
Chakra Enhanced Retrofit....................................140
Ability Score Improvement/Feat...........................140
Extra Attack.........................................................140
Generalized Skill...................................................140
Tool Expertise......................................................140
Always Prepared...................................................140
Puppet Technique........................................................142
Black Technique ~ Puppeteer..............................142
Black Iron Upgrades.............................................144
Blue Technique ~ Warmaster...............................147
Puppet Weapon Types..........................................148
Upgrades of War..................................................149
Green Technique ~ Marionettist..........................152
Magus Upgrades...................................................154
Purple Technique ~ Juggernaut............................158
Armorer’s Upgrades.............................................160
Red Technique ~ Performer.................................165
Upgrades of the Theatre......................................168
White Technique ~ Weaver..................................171
Interwoven Upgrades...........................................172
Puppet Master Upgrades..............................................177
Cooking-Nin..................................................................183
Character Inspirations..........................................183
Creating a Cooking-Nin........................................183
Cooking Nin Moving Forward................................183
Class Features......................................................184
Jutsu Casting........................................................184
Cooking Tool Infusion...........................................184
Shinobi Snacks.....................................................184
Cooking Focus......................................................185
Food for the Soul..................................................185
Tool Expertise......................................................185
Ability Score Improvement/Feat...........................185
War and Food.......................................................185
Iron Stomach........................................................185
Peerless Taste......................................................185
Cooking Focus..............................................................186
Battle Cook...........................................................186
Entremetier Chef..................................................187
Herbalist...............................................................188
Pâtissier Chef.......................................................189
Science-Nin..................................................................190

6
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
Genjutsu Specialist...............................................222
Ninjutsu Specialist................................................222
Intelligence Operative..........................................223
Medical-Nin..........................................................223
Martial Class Feats.......................................................223
Hunter-Nin............................................................223
Scout-Nin..............................................................224
Taijutsu Specialist................................................224
Weapon Specialist................................................224
Puppet Master......................................................224
Tools to Carry On a Legacy..................................224
The Moment I Understood....................................225
The Certainty of Steel...........................................225
Science-Nin..........................................................225
Legacy Content.............................................226
Passionate Youth [Legacy Content]......................226

7
G ENJUTSU S PECIALIST
Proficiency Malleable Jutsu Highest Rank Jutsu
Level Bonus Features Mirages Known Known
1st +3 Chakra Disruption, Actualization 6 D-Rank
2nd +3 Genjutsu Pledge, Malleable Mirages 2 7 D-Rank
3rd +3 Genjutsu Inception 2 8 D-Rank
4th +4 Ability Score Improvement/Feat 3 8 D-Rank
5th +4 Real World Conversion, Keen Awareness 3 9 C-Rank
6th +4 Genjutsu Pledge (2) 4 10 C-Rank
7th +5 Genjutsu Inception (2) 4 11 C-Rank
8th +5 Ability Score Improvement/ Feat 5 11 C-Rank
9th +5 Real World Conversion (2) 5 12 B-Rank
10th +6 Genjutsu Pledge (3) 6 13 B-Rank
11th +6 Keen Awareness (2), The Turn 6 14 B-Rank
12th +6 Ability Score Improvement/Feat 7 14 B-Rank
13th +7 The Turn, Master of Illusion 7 15 A-Rank
14th +7 Genjutsu Pledge (4) 8 16 A-Rank
15th +7 Real World Conversion (3), The Turn 8 17 A-Rank
16th +8 Ability Score Improvement/Feat 9 17 A-Rank
17th +8 - 9 18 S-Rank
18th +8 Genjutsu Pledge (5) 10 19 S-Rank
19th +9 Ability Score Improvement/ Feat 10 20 S-Rank
20th +9 The Prestige, Master of Illusion (2) 11 20 S-Rank

CHARACTER INSPIRATIONS
When designing this class, it was built with the intent to
allow the player to use their chosen Genjutsu to the
best of their abilities and excel with that as your only
tool and weapon. This class was designed following the
concepts that were shown by characters such as: Itachi
Uchiha, Sasuke Uchiha (Shippuden), Orochimaru,
Kurenai Yuhi, Tayuya (Sound 5), and Jiraiya.

CREATING A GENJUTSU SPECIALIST


When creating a Genjutsu Specialist think about the
characters ideals, and how they approach situations.
GENJUTSU SPECIALIST Do they ever put themselves into direct conflict? Do
they always trick enemies and lead
A stalwart Yamanaka stands facing an enemy who is them into false senses of security or
seemingly swinging at air, and screaming about their are your illusions a last resort? Do
lack of oxygen as they begin to seemingly suffocate. you use your Genjutsu to end
The Yamanaka makes a single hand seal which causes fights peacefully or do you use
the person to stop as they realize they were never them to break the minds of
drowning to begin with. your foes?
An Uchiha valiantly fights well against the odds, What set you down this
holding off 4 different opponents is a daunting task in path? Did you always
itself. They all realize his moment of hesitation as they have a very vivid
all leap to attack him at once, striking him with such imagination and
force that blood oozes from his head. They all chant in Genjutsu was a perfect
glee, as the Uchiha’s body slowly wavers and turns into medium for you to
one of them. The group then realizes that they were express that? Do you
actually attacking their ally and the person who they use Genjutsu so that
thought was their ally was just an illusion all along. others can forcefully
understand how you feel
These shinobi, different as they might be, are
or how others feel?
connected by one common factor, they control their
enemies' perceptions and the way they think of and
see the world. This power is the power of Genjutsu. The QUICK BUILD
ability to dominate one's realities. No matter how You can make a Genjutsu
small, the slightest change can alter the entire flow of Specialist quickly by following
battle. these suggestions. First, put

8
your highest ability score in Wisdom or Charisma (your Taijutsu attack modifier = your proficiency bonus +
choice), followed by Dexterity or Constitution. Second, your Strength modifier
choose the Yamanaka, Uchiha or Non-Clan, Clans. Third
Focus on Genjutsu Techniques exclusively.

CLASS FEATURES
As a Genjutsu Specialist, you gain the following class
features.

HIT POINTS CHAKRA DISRUPTION


Hit Dice: 1d6 per Genjutsu Specialist level
Starting at 1st level, you have learned to restrain some
Hit Points at 1st Level and beyond: 6 + your
of your enemies Chakra when they are affected by your
constitution modifier
Genjutsu. Once per rest, when a creature is affected by
a Genjutsu that you cast, you can disrupt their chakra
CHAKRA POINTS until the end of their next turn. When you do, the next
Chakra Dice: 1d12 per Genjutsu Specialist level jutsu they cast has its cost increased by an amount
Chakra Points at 1st Level: 12 + your constitution equal to the original cost of the Genjutsu used. If you
modifier would attempt to use this feature an additional time
Chakra Points at Higher Levels: 1d12 (or 7) + your after your limit, you must spend 1 chakra die, allowing
Constitution modifier per Genjutsu Specialist level you to use this feature as normal.
after 1st. Beginning at 5th level, you can choose to instead
completely disable a creatures ability to mold chakra. If
PROFICIENCIES the target creature would fail their saving throw, they
Armor: Light armor lose the ability to mold Chakra when casting jutsu of a
Weapons: Simple Weapons rank lower than the jutsu affecting them until the end
Ninja Tools: Disguise Kit, Poison Kit of their next turn.
Saving Throws: Constitution, Wisdom, Charisma You gain an additional use of either of this features
Skills: Illusions, Choose three from Chakra Control, effects at 7th and 14th levels.
Deception, History, Insight, Intimidation,
Investigation, Perception, Persuasion, Stealth ACTUALIZATION
Also, at 1st level, Genjutsu you cast may use Charisma
EQUIPMENT instead of Wisdom for Attack and Damage rolls, as well as
You start with the following equipment, in addition to Save DC calculation. Additionally, your talent and skill in
the equipment granted by your background: the art of Genjutsu has granted you the ability to tap into a

1 Simple weapon deep reserve of creativity called Actualization Die,
 (a) One Kunai stack or (b) One Shuriken stack represented as a D4. You have a number of Actualization

Padded Armor, Poison Kit, and 1 smoke bombs Die equal to your proficiency bonus. You recover spent die
on a short or long rest.
JUTSU CASTING When you cast a Genjutsu that would affect hostile
creature(s), you may spend your Actualization die to do
the following;
NINJUTSU 
Spend any number of Actualization Die, dealing
Ninjutsu save DC = 8 + your proficiency bonus +
additional psychic damage equal to three times the
your Intelligence modifier
result.
Ninjutsu attack modifier = your proficiency bonus +
 Spend 1 Actualization Die, add the result to any
your Intelligence modifier
Wisdom or Charisma skill check.

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

MALLEABLE MIRAGES
Starting at 2nd level, you have learned how to manipulate
fragments of reality itself imbuing you with unique

9
capabilities that some might even consider unnatural. At dice to deal damage, heal, increase/reduce damage
2nd level you learn two Mirages of your choice, found at reduction or provide temporary hit points. You add the
the end of this Class. You learn one additional Mirage at actualization die to the roll, interpreting the results as
4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, & 20th levels. normal.
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.

ACTUALIZED POWER
When you could cast a Genjutsu targeting a single
GENJUTSU INCEPTION creature that would inflict a condition of any type, and
the target creature has resistance or immunity to the
Starting at 3rd level, you have learned to create a
condition, you may spend 1 Actualization die to ignore
conceptual basis for how to manipulate the perception of
that resistance or immunity for that jutsu’s casting.
reality for anyone who stands in your way. You follow one of
these concepts detailed, at the end of the class.
KEEN AWARENESS
ABILITY SCORE IMPROVEMENT/FEAT For a Genjutsu Specialist, details are the foundations of
constructing proper Genjutsu. At 5th level when you gain
When you reach 4th and again at 8th, 12th, 16th, and
this feature, you gain the ability to accurately recall
19th, level, you can increase one ability score by +1 & a
anything you’ve seen or heard within the last month.
Feat of your choice that they qualify for. As normal you
Additionally, when you would succeed a Saving throw
can’t increase an ability score above 20 using this
vs a Genjutsu cast by a hostile creature by 5 or more,
feature.
you regain 1 spent Actualization Die. When you do,
you can spend your reaction to cast 1 Genjutsu that
REAL WORLD CONVERSION you know with the casting time of 1 Action.
Starting at 5th level, you have learned to infuse your Additionally, you reduce the downtime needed to
creativity with enough chakra to make things beyond the create or learn Genjutsu by half.
bounds happen. By tapping into your reserves of
Actualization die you are able to create a multitude of THE TURN
additional effects based on the needs of the moment.
Beginning at 11th level, once per long rest, when a
These moments are known as Conversions. Select one
creature making a saving throw to end a Genjutsu
Conversion of your choice. You can select an additional
currently affecting them would succeed, but not critically
Conversion beginning at 9th and 15th levels.
succeed, you can force them to instead fail.
Starting at 15th level you may use this ability once
ACTUALIZED ALTERATION per short rest.
When you would cast a Genjutsu that requires a saving
throw, you may spend 1 Actualization dice. When you
do, you may change the required saving throw to either
MASTER OF ILLUSION
Intelligence, Wisdom or Charisma. You can use this You have mastered most forms of Genjutsu. At 13th level,
Conversion twice per long rest. you immediately gain one of the following features. You
gain a second one at 20th level.
ACTUALIZED DUPLICITY 
Greater Mastery: Creatures who’s saving throw result
You can spend 1 Actualization dice as an action to create is 2 or more, lower than your Save DC, is treated as if
an illusory duplicate of yourself. This illusion is a perfect they Critically Failed.
duplicate of yourself that lasts for 1 minute or until you  Higher Understanding: Creature must beat your
lose your concentration (as if you were concentrating on save DC by 10 or more to be treated as if they Critically
a jutsu). The illusion appears in an unoccupied space that succeeded on a Genjutsu you cast.
you can see within 30 feet of you. As a bonus action on 
Subdued Illusion: The Genjutsu Specialists is able to
your turn, you can move the duplicate up to 30 feet to a increase the Illusion check DC made to identify his
space you can see, but it must remain within 120 feet of Genjutsu by 5.
you.  Genjutsu Flow: The Genjutsu Specialist doubles the
For the duration, you share all sense with your range of Genjutsu they cast. Genjutsu with “Touch”
duplicate and can cast Genjutsu as if you were in the range now have a range of 30 feet.
duplicates space. Additionally, when both you and your
illusion are within 5 feet of a creature that can see the
illusion, you have advantage on attack rolls against the
THE PRESTIGE
creature, given how distracting the illusion is to the Starting at 20th level, you have achieved the pinnacle of
target. illusionary skill and potential. Once per rest, when you
cast a Genjutsu on a creature that would force them to
ACTUALIZED PERCEPTION make a saving throw of any type, they automatically
When a creature that would fail a saving throw, but not critically fail the save.
critically fail, as a result of a genjutsu you cast, you
may 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.

ACTUALIZED PERFECTION
As a Bonus Action, you can spend 1 Actualization Die
when you would cast a Genjutsu of at least C-Rank or
lower. When you do, if the Genjutsu requires you to roll

10
GENJUTSU PLEDGES
Starting at 2nd level, the Genjutsu Specialist makes a
pledge towards the illusions & Genjutsu they intend to
craft. The pledge that you choose grants you features at
2nd, 6th, 10th, 14th and 18th levels.
TWISTED CASTING
Beginning at 10th level, select two genjutsu that you
know. You may, as a bonus action to using the selected
BEGUILER genjutsu make the genjutsu appear to originate from
The Genjutsu Specialist who chooses to become a the location of another creature you can see within the
Beguiler becomes a confusing adversary, misdirecting jutsu's range. You can change the selected genjutsu for
their foes and changing their perceptions seemingly at a this feature whenever you finish a long rest.
whim.
BEGUILING FORCE
INSPIRED APPEARANCE Starting at 10th level, when a creature would fail a
When you choose this path at 2nd level, you gain the E- saving throw against a Genjutsu you cast, that would
Rank Genjutsu Transform. If you already know this impose a penalty, you can spend 1 Actualization Die.
Genjutsu, you gain another E-Rank Genjutsu you When you do, for the duration for the jutsu, the target
qualify for. You can cast Transform at 0 Cost, as a suffers a penalty to skill checks and attack rolls equal
bonus action. Additionally, when you are under the to your actualization die.
effects of Transform, Charisma checks you make
cannot be made at disadvantage and gains a 1d4 ILLUSORY SPACE
bonus to them when you attempt interact with Starting at 14th level when a creature you can see
creatures whom is familiar with the subject of your within 30 feet of you makes an attack roll against you,
transformation. as a reaction, you can create a genjutsu to change
their perspective of space. The attacker must make a
BEGUILING PRESENCE Charisma saving throw against your Genjutsu save DC.
Starting at 2nd level, Genjutsu you cast with the Visual On a failed save, the attacker is teleported to a
keyword, has its DC increased by +1. This bonus different space they could have reasonably reached
increases to +2 at 10th and +3 at 19th levels. during their turn, wasting their attack. On a successful
Also, creatures currently under the effects of a save, you cannot use this feature on the attacker again
Genjutsu you cast with the Visual keyword, see you until you finish a long rest.
vanish from their sight. Until the end of your next turn,
you become invisible to any creature of your choice BEGUILING INFLUENCE
affected by your genjutsu, as long as you aren't within Starting at 18th level you have learned to utilize your
10 feet of it. Genjutsu to bend your foes to your will. Once per
If you affect multiple creatures with the triggering casting, when a creature would fail a saving throw
genjutsu, you can become invisible to a number of against a Genjutsu you cast, you can choose to spend 2
creatures equal to your Genjutsu ability modifier. Actualization Die. (This feature does not work with
You can do this twice per rest. You gain an additional effects that would force a creature to automatically fail
use of this feature at 10th level. a saving throw)
When you do, the affected creature can no longer
BEYOND SIGHT remake saving throws for the jutsu’s duration. Once
Starting at 6th level, your visual genjutsu is more you use this feature twice you must complete a long
potent than most, even penetrating through some rest before you can use it again.
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.

11
CORRUPT INFLUENCE
Starting at 18th level you have learned to utilize your
Genjutsu to break your foes mind and shatter their
psyche. Once per casting, when a creature would fail a
CORRUPT THOUGHTS saving throw against a Genjutsu you cast that deals
damage, you can choose to spend 1 Actualization
The Genjutsu Specialist who chooses to become a master
Die. When you do, the affected cannot gain the benefit
of Corrupt Thoughts, becomes a user capable of downing
of critically succeeding the save, and suffers a -1
powerful enemies without even moving, breaking their
penalty on their saving throw against Genjutsu you cast
enemies before they even realize what's going on.
targeting them for the next minute. This penalty can
Selecting this pledge grants you a Unique Genjutsu,
stack up to 5 times.
Vicious Mockery.

VICIOUS MOCKERY
When you choose this path at 2nd Level, you learn to
bend 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 13th (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 10th 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 two 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.

12
ILLUSIONIST the attack to another creature within the attacks range.
The attacker must make a Wisdom save against your
The Genjutsu Specialist who chooses to become an Genjutsu Save DC. On a Failed Save, the attacker must
Illusionist, becomes a force able to bend reality and target a creature of your choice within range. On a
others perception of it to their whims. successful save you cannot use this feature on the
attacker again until you finish a long rest.
SHAPING YOUR WORLD
When you choose this path at 2nd Level, you gain the E- ILLUSIONARY INFLUENCE
Rank Genjutsu, Minor Illusion. If you already know this Starting at 18th level you have learned to utilize your
genjutsu, you learn a different E-Rank genjutsu of your Genjutsu to control their perception of reality and
choice. The genjutsu you learn this way does not count invalidate their ability to differentiate real from fake.
against your number of jutsu known. When you would Once per casting, when a creature would fail a saving
cast Minor Illusion, you can create both sound and an throw against a Genjutsu you cast that inflicts a
image with a single casting of the jutsu. Additionally, Mental Condition, you can choose to spend up to 5
Minor Illusion costs no chakra to cast. Actualization Die. When you do, increase the number
Genjutsu you cast that do not deal damage has its DC of ranks of the select Mental Condition that the jutsu
increased by +1. This bonus increases to +2 at 10 th and inflicts by an amount equal to the number of
+3 at 19th levels. Actualization Die spent.

ILLUSIONARY ADEPT
Also, at 2nd Level you gain the ability to passively detect
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.

INSTINCTIVE GENJUTSU
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 divert

13
LAYERED REALITY checks, attack rolls or saving throws, you can spend 2
Actualization Die. When you do, the penalty inflicted is
Genjutsu Specialist who pledge themselves to the art of increased by 1 Actualization Die for the duration (if
Layered Reality, weave many Genjutsu and place them any).
upon a single person, as that person’s reality is what
you make of it. When they think they have escaped the MASTER OF REALITY
illusion, that in of itself, was just another illusion. Starting, at 14th level, when you use your action to
cast a Genjutsu that requires concentration, that
SYNCHRONOUS TECHNIQUE affects creatures other than yourself, you may
When you choose this path at 2nd level, you gain the E- immediately cast another Genjutsu that requires
Rank Genjutsu Doubt, if you already know this concentration, that affects creatures other than
Genjutsu, you gain another E-Rank Genjutsu you yourself, as a part of the same action. The Genjutsu
qualify for. cast this way must have a casting time of 1 Action. A
The Genjutsu you learn this way does not count against bonus Genjutsu can only be cast this way twice per
your Jutsu known. When you would cast Doubt, a long rest.
creature becomes incapable of realizing you cast it
upon them if neither of you are hostile towards one LAYERED INFLUENCE
another at the time of casting. Beginning at 18th level, when a creature takes an action
Also, if Doubt is cast on a creature currently under of any kind while under the effects of at least 2
the effects of a Genjutsu you cast, its range increases Genjutsu that you cast, while within 60 feet of you, you
to 60 feet, and gains a special duration, which lasts as may, spend 3 Actualization Die to vastly change the
long as you are currently concentrating on a Genjutsu creatures perception of reality. The target creature
affecting the same creature. While a creature is under must make an Intelligence Saving throw vs your
the effect of the Doubt Genjutsu, they have Genjutsu Save DC. On a failed save, they take 9d6
disadvantage on Insight Checks made against you, and psychic damage and loses its Action until the beginning
once per turn, when they would make an Intelligence of its next turn.
saving throw against a Genjutsu you cast, they reduce If the Action you reacted to was either an Elite Action
their result by 1d4. or Legendary Action and the creature failed this
features saving throw, they only lose the Elite or
FALSE SECURITY Legendary Action attempted.
Also, at 2nd level, when a creature escapes a Genjutsu
you had cast upon them, they are lulled into a false
sense 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 successful save.

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.

BROKEN REALITY
Beginning at 10th level, when a creature fails
a saving throw against a Genjutsu you cast
that inflicts a penalty on a hostile creatures

14
MISTY DISTORTIONIST When you do you can cast the chosen jutsu as a Full-
Turn-Action.
Genjutsu Specialist who choose to become Misty
Distortionists specialize in inhaled toxins, confusing the BLINDED BY VIOLENCE
mind and weakening the body through the use of Starting, at 14th level, you can use your poisons more
poisonous inhalants. Their potent poisons even reactively, protecting yourself by creating a violent
penetrate barriers and can force even the strongest of monster on the battlefield. When you are targeted by
minds waver. an attack you can see, you can expend a use of your
Misty Kit to force the triggering creature to make a
ENHANCED INHALANT Constitution or Wisdom Saving throw (Your Choice) vs
When you choose this path at 2nd level, you gain the E- your Genjutsu save DC. On a failed save, the creature
Rank Genjutsu Release, if you already know this is blinded until the start of their next turn. At the start
Genjutsu, you gain another E-Rank Genjutsu you of their next turn, they gain the berserk condition. This
qualify for. The Genjutsu you learn this way does not condition lasts for 1 minute. On a successful save you
count against your Jutsu known. cannot use this feature on the same creature until you
When you would cast Release, it gains the NT finish a long rest.
(Alchemist or Poison Kit) Component, the Inhaled
Keyword, and its range becomes Self (5-foot radius). DISTORTED INFLUENCE
This radius increases in size as your levels in this class Beginning at 18th level, when a creature currently
grows., becoming a 10-foot radius at 5th level, 15-foot poisoned, envenomed by you or under the effects of a
radius at 11th level, and 20-foot radius at 17th level. Genjutsu you cast with the Inhaled keyword would
Also, Genjutsu you cast that have the Inhaled attempt to cast a jutsu with the Hand Sign (HS) or
Keyword increase their Genjutsu Save DC by +1. This Mobility (M) keywords, you can cause them to
increases to +2 at 10th, and +3 at 19th. experience a massive distorted perception of reality.
By spending 2 Actualization Die, the target
PHYSICAL IMITATIONS creature is forced to make a Constitution or Wisdom
Also, at 2nd level, you gain proficiency with the saving throw vs your Genjutsu save DC. On a failed
Alchemist Kit. If you already have this proficiency, save they see all of their allies as potential targets and
instead gain proficiency in another Kit of your choice. they see your allies as if they were their own allies for
Once per turn, you can spend charge(s) of either your this jutsu’s casting.
Alchemist or Poison kit equal to the rank of the
Genjutsu cast, giving the next Genjutsu you cast the
Inhaled Keyword for its duration. (D-Rank/C-Rank: 1, B-
Rank/A-Rank: 2, S-Rank: 3)
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
TIME SLIPPER
weakened Condition. Genjutsu Specialist who choose to become a
Time Slipper, dedicate themselves to
VENOMOUS ILLUSIONS manipulating other creatures perception of time and
Starting at 10th level, when you would cast a Genjutsu space. Manipulating how they perceive a multitude of
with the Inhaled keyword that has a casting time longer events and in which order their mind processes them.
than 1 Action, you can spend 3 Actualization Die.

15
TEMPORAL SHIFT TEMPORAL MASTERY
When you choose this path at 2nd level, you gain the E- Beginning, at 14th level, you have learned how to
Rank Genjutsu Feather Burst, if you already know this further manipulate the flow of a creatures perception of
Genjutsu, you gain another E-Rank Genjutsu you time using Actualization Die.
qualify for. The Genjutsu you learn this way does not When you would gain the benefit of the A Moment
count against your Jutsu known. in Time feature, you can spend an additional 1
When you would cast Feather Burst, increase the die Actualization die to gain an additional effect. You can
used to reduce damage to a d12, and after calculating do this, twice per rest.
damage, you move 15 feet in any direction without
provoking attacks of opportunity. This movement TIME’S INFLUENCE
distances increases as you gain levels in this class, Beginning at 18th level, when a creature currently
becoming 20ft at 5th level, 25ft at 11th level and 30ft under the effects of a Genjutsu you cast that inflicts a
at 17th level. penalty on a hostile creatures saving throws, skill
checks or attack rolls you can distort their perception of
TEMPORAL TECHNIQUE time.
Also, at 2nd level, you learn how to further manipulate By spending 1 Actualization Die, the target
other creatures perception of momentum and velocity creature currently under the effects of the
without even weaving handseals. You gain an aforementioned Genjutsu they must make an
additional Malleable Mirage with the Temporal Intelligence saving throw vs your Genjutsu save DC. On
Stopwatch Prerequisite, even if you do not have that a failed save, their next turn, they decide on their
Genjutsu Inception. You must still follow level-based series of actions, but don’t perform them until their
restrictions (if any). following turn, targeting even creatures they may be
unable to that they previously could due to their
A MOMENT IN TIME 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.

TEMPORAL DISASSOCIATION
Starting at 10th level, when you would cast a Genjutsu,
that would grant you a bonus to your attack rolls, skill
checks or saving throws that require concentration, you
can spend 1 Actualization Die. When you do you
cannot lose concentration on the genjutsu cast and it
does not count against your concentration limit. You
can only concentrate on one Genjutsu with this benefit,
in this way at a time.

16
SIREN attack rolls, skill checks or saving throws that require
concentration, you can spend 1 Actualization Die.
Genjutsu Specialist who choose to become a Siren When you do you cannot lose concentration on the
dedicate themselves to changing the hearts and minds genjutsu cast and it does not count against your
of their friends and adversaries alike. They specialize in concentration limit. You can only concentrate on one
talking their way out of situations, even ones that have Genjutsu with this benefit, in this way at a time.
turned hostile with chakra infused words.
WORDS OF REPENTANCE
ALLURING WORDS Starting at 14th level, when a creature whom you can
When you choose this path at 2nd level, you gain the E- see, and whom can hear you makes an attack roll
Rank Genjutsu Affection, if you already know this against you. As a Reaction, you create an auditory
Genjutsu, you gain another E-Rank Genjutsu you Genjutsu causing the triggering creature to have
qualify for. thoughts of extreme self-harm. The attacker must
The Genjutsu you learn this way does not count succeed a Wisdom saving throw vs your Genjutsu Save
against your Jutsu known. When you would cast DC. On a failed save, the attacker attacks themselves
Affection, it loses the Hand Seal (HS) component as if they were the target of their own attack,
requirements. Also, the target creature does not notice regardless of the attack used. On a successful save you
you used a Jutsu to influence their mood. cannot use this feature on the attacker again until you
Also, Genjutsu you cast that have the Auditory finish a short rest.
Keyword increase their Genjutsu Save DC by +1. This
increases to +2 at 10th, and +3 at 19th. SIRENS INFLUENCE
Beginning at 18th level, creatures currently under the
VISCERAL LANGUAGE effects of a Genjutsu you cast with the Auditory
Also, at 2nd level, you can speak a words of harm or Keyword begin to suffer intense and disassociating
hostility to creatures you are influencing. As a Bonus hallucinations.
action, select one creature under the effects of a By spending up to 5 Actualization Die, all affected
Genjutsu you cast, with the Auditory Keyword. For the creatures suffer a -1 for each die spent to all attack
duration of the Genjutsu you cast, the target takes 1d6 rolls, damage rolls, ability and skill checks. This penalty
psychic damage at the start of each of both your own lasts for the duration of the Genjutsu currently affecting
and their turns. This psychic damage increases to 2d6 them.
at 6th level, 3d6 at 10th, 4d6 at 14th and 5d6 at 18th
levels.
Additionally, you can speak words of mending to
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.

WORDS OF RESONANCE
Starting at 10th level, when you would cast a Genjutsu
with the that would grant your allies a bonus to your

17
GENJUTSU INCEPTION Psionic of your design or description streaks towards a
creature within range. Make a ranged genjutsu attack
against one target no more than 60 feet away. On a hit,
ELEMENTAL MANIFESTATION the target takes 1d10 Psychic damage. This Genjutsu
You learn to intertwine the force of Nature Releases into attack is treated as if it is a Genjutsu with the Genjutsu
your Genjutsu. Select a nature release from the following: and Tactile keywords for the purpose of interacting with
Earth, Wind, Fire, Water or Lightning. You can now add features, feats and Jutsu. If you are unable to mold
Ninjutsu with the chosen nature release keyword to your chakra, you cannot use this feature.
known list. When you do the chosen Ninjutsu loses their At Higher Levels: This ability increases in its potency
Ninjutsu keyword, and it is replaced with the Genjutsu, as you gain levels in this class. Beginning at 7 th level, this
Tactile, and Visual keywords. The damage you deal with ability fires up to two beams. This increases again to
this jutsu can be either its original damage type or three beams at 13th and four beams at 16th levels. You
psychic damage. Beginning at 7th level you gain the can direct a beam at the same or different targets. Make
Illusionary Chronicle Malleable Mirage. Finally, starting a separate attack roll for each beam. Additionally,
at 11th level when a hostile creature would fail a Saving beginning at 7th level, you gain the Agonizing
throw vs a Genjutsu you cast with your chosen Nature Thoughts Malleable Mirage. Finally, beginning at 11 th
Release by 5 or more, you regain 1 Spent Actualization level when you make a ranged Genjutsu attack against a
Die. You can only regain 1 Actualization die in this way hostile creature and roll 7 or higher than the targets AC,
per turn. you regain 1 spent Actualization Die. You can only
regain 1 Actualization die in this way per turn.
HALLUCINATORY INSTRUMENT REALITY MARBLE
[CHANGED, AGAIN] The chakra cost of concentrating on genjutsu is reduced
Your Illusions are the result of an instrument you have by an amount equal to its rank. (D-Rank: 1, C-Rank: 2, B-
an affinity for. Select an Instrument you like of your Rank: 3, A-Rank: 4, S-Rank: 5).
description and design. You can, as a bonus action, While you are concentrating on a genjutsu, as an action
when casting a Genjutsu with the Auditory keyword, you can select a new target for that genjutsu. New
that deals damage or inflicts a penalty on a hostile targets selected by this feature must make the original
creature, use your instrument to change it range from saving throw as if they were the original target of the
whatever is listed, to Self (15- Foot Cone) or Self genjutsu when it was originally cast. This feature does not
(10-Foot Radius Sphere). All creatures, excluding extend the duration of the genjutsu you are concentrating
you, in the radius, are affected so long as they are not on.
deafened. Starting at 7th level, you gain the Song of Starting at 7th level, you gain the Persistent
the End Malleable Mirage. Finally, beginning at 11 th Genjutsu Malleable Mirage. Finally, beginning at 11 th
level when a hostile creature critically fails a saving level, when 2 or more hostile creatures would fail a saving
throw from a Genjutsu you cast with the Auditory throw against a Genjutsu you cast or are concentrating
Keyword, you regain 1 spent Actualization Die. You on, you regain 1 Actualization Die. The hostile
can only regain 1 Actualization die in this way per creatures do not need to fail their saving throws at the
turn. same time, only fail their saving throws against the same
Genjutsu that you have cast and are concentrating on,
ILLUSIONARY WEAPON such as when you use this Inception feature. You can only
You begin to shape your illusions into a weapon of pure regain 1 spent Actualization die in this way per turn.
psychosis. You can, as a Bonus action create an Illusionary
Weapon in your empty hand. You can choose the form that TEMPORAL STOPWATCH
this weapon takes each time you create it. You are Your Illusions are the result of a stopwatch you have
proficient with it while you wield it and attacks made with made a distinct bond with. This stopwatch is mundane
the weapon use your Genjutsu attack bonus. If you create a and can be in any form you choose, be it a wrist watch, a
ranged weapon, the maximum range for your weapon is 30 circular pocket watch a necklace. As a bonus action, when
feet. This weapon deals Psychic damage and counts as a you would gain the benefit of a Genjutsu that would grant
melee Genjutsu attack for purpose of triggering other you a bonus to your to hit, skill checks, saving throws or
Malleable Mirage effects. Your Illusionary weapon AC, you can choose to activate your stop watch. When
disappears if it is more than 5 feet away from you for one you do, at the beginning of each turn, roll 1d12, reducing
minute or more. It also disappears if you use this feature this die by 1 step each time you would roll a 1, 2 or 3.
again, if you dismiss the weapon (no action required), your (D12>D10>D8>D6>D4>0). While you have this die you
chakra point reach 0, you fall unconscious, or if you die. At are treated as displaced. Conditions that you would gain
7th level, you gain the Vicious Illusion Malleable Mirage. from hostile effects while you are displaced do not affect
Finally beginning at 11th level, when you would make a you until you are no longer displaced. Once you use this
melee Genjutsu attack against a hostile creature and roll 7 feature you cannot gain its benefits for 1 hour. Beginning
or higher than the targets AC, you regain 1 spent at 7th level, you gain the Pause Malleable Mirage. Finally,
Actualization Die. You can only regain 1 Actualization beginning at 11th level when a hostile creature would fail
die in this way per turn. 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.

MALLEABLE MIRAGES
PHANTASMAL FORCE ACCELERATE
Prerequisite: Temporal Stopwatch
You learn to solidify your illusions into gouts, beams, As an action, you can choose up to 3 willing creatures
daggers or any type of ranged attack you can envision of within 15 feet. For the next minute, each of the select
your choice. As an Action, unleash a beam of shifting

18
creatures can use a bonus action to take the Dash use limit, you can choose to cast the jutsu this Mirage
Action. provides by spending 1 Chakra die.
Additionally, they gain advantage on the next Dexterity
saving throw they make, immediately ending this BLADE SONG
features effect. You can use this Malleable Mirage once Prerequisite: 9th level
per short rest. You can cast Dancing Blades as an action at no cost as
if you know the jutsu, once per rest. When you do, you
AGNOSTIC MIND gain an additional +2 illusionary copies of a weapon you
You can understand and communicate in any language are currently holding. If you have already reached this
or dialect, so long as the creature you are mirages use limit, you can choose to cast the jutsu this
communicating with speaks a language. Mirage provides by spending 1 Chakra die.

AGONIZING THOUGHTS BLINDING LIGHTS


When you cast a Genjutsu that requires an attack roll, You can cast Color Spray as an action at no cost as if
add your Genjutsu ability modifier to the damage it you know the jutsu, once per rest. If you have already
deals on a hit, if it doesn’t already. reached this mirages use limit, you can choose to cast
the jutsu this Mirage provides by spending 1 Chakra die.
ARMOR OF PSYCHOSIS
Add your Genjutsu Ability Modifier instead of your BOOK OF STOLEN SECRETS
Dexterity when calculating your Armor Class. Whenever you are in conversation, you can take a scroll,
book or anything similar in hand and ask a creature one
ASCENDANT IMAGE question. The creature must make a Wisdom saving
You can, as an action, cast the Haze Clone Genjutsu at throw vs your genjutsu save DC if it is unwilling to
no cost as if you know the jutsu once per rest. If you answer. If it fails or it decides to respond truthfully, the
have already reached this mirages use limit, you can most accurate answer the creature could possibly give is
choose to cast the jutsu this Mirage provides by immediately written in the book or scroll. Once you do
spending 1 Chakra die. this you can’t do so again until you finish a short or long
rest.
BATTLE READY MINDS
Prerequisite: 9th level. CHAINED ELEMENT
You can, as an action, cast Bless twice per rest at no Prerequisite: Elemental Manifestation
cost. If you have already reached this mirages use limit, When you would deal damage to a creature with one of
you can choose to cast the jutsu this Mirage provides by your elemental jutsu granted from the Elemental
spending 1 Chakra die. Manifestation Inception, you can choose one other
creature of your choice within the jutsu's range. They
BEAST SPEECH must make a Wisdom saving throw against your
You can cast Animal Companion as a Bonus Action at genjutsu save DC or take half as much damage as the
no cost. original target. You can use this mirage twice per rest

BEGUILING INFLUENCE CHAINED MIND


You gain proficiency in the Deception and Persuasion Prerequisite: 9th Level
Skills. If you have proficiency in both of the You can cast Mind Spike as an action at no cost as if
aforementioned skills already, you instead gain you know the jutsu, once per short rest. If you have
expertise in one of the Skills. already reached this mirages use limit, you can choose
to cast the jutsu this Mirage provides by spending 1
BENEATH THE BOOT Chakra die.
Prerequisite: 9th level.
You can cast Psionics: Crush!, as an Action, at no CHAINS OF MADNESS
Prerequisite: 9th Level
cost, once per long rest. When you do you can target
You can cast Tree Binding Death as an Action at no
up to 3 additional creatures. If you have already
cost as if you know the jutsu, once per long rest. If you
reached this mirages use limit, you can choose to cast
have already reached this mirages use limit, you can
the jutsu this Mirage provides by spending 2 Chakra
choose to cast the jutsu this Mirage provides by
die.
spending 2 Chakra die.
BERSERK THOUGHTS
Prerequisite: 9th level
You can cast Shadow Monsters as an action at no as if
you know the jutsu, once per rest. When you do a
creature who 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 CLASH OF WILLS
Prerequisite: Illusionary Weapon
provides by spending 1 Chakra die.
Whenever you would deal damage to an enemy creature
with a genjutsu or weapon attack, you can use your
BEWITCHING WHISPERS bonus action to disrupt their chakra. The target must
You can cast Charming Dissonance as an Action once
make a Wisdom saving throw against your genjutsu save
per rest at no cost. If you have already reached this
DC. If they fail, their concentration saving throws are
mirages use limit, you can choose to cast the jutsu this
made at disadvantage until the end of your next turn and
Mirage provides by spending 1 Chakra die.
if the target is not maintaining concentration on a jutsu, it
takes 1d4 psychic damage.
BLACK FANGS
You can cast Shadow Bite as an action at no cost as if
you know the jutsu, at the highest rank you can cast,
CLOAK OF CHAINS
Prerequisite: Reality Marble Genjutsu pledge
twice per rest. If you have already reached this mirages

19
As a bonus action, by spending 5 chakra you surround You can cast Effortless Paralysis as an Action at no cost
yourself with a Genjutsu aura that looks like a suit of as if you know the jutsu, once per long rest. If you have
chains. The aura extends 5 feet from you in every already reached this mirages use limit, you can choose to
direction, but not through cover. It lasts until you’re cast the jutsu this Mirage provides by spending 2 Chakra
incapacitated, you dismiss it as a bonus action or your die.
chakra points reach 0.
The aura grants you advantage on Charisma DREAMSCAPE
(Intimidation) checks but disadvantage on all other Prerequisite: 9th level.
Charisma checks. Any other creature that starts its turn This ability shapes a creature’s dreams, as an Action
in the aura takes Psychic damage equal to your choose a creature known to you that you’ve met as the
Genjutsu ability modifier (Minimum of 0 damage). target of this Mirage as if casting a Genjutsu. The target
Once you use this, you can’t use it again until you must be on the same plane of existence as you. When you
finish a short or long rest. cast Dreamscape, you enter a trance state acting as a
messenger. While in the trance, the messenger is aware of
CRITICAL CONFUSION his or her surroundings, but can’t take actions or move.
Prerequisite: 9th level. If the target is asleep, the messenger appears in the
Once per rest, when a creature would critically succeed target’s dreams and can converse with the target as long
on a saving throw vs a Genjutsu you cast, you can as it remains asleep. The messenger assumes control over
choose to instead make them reroll their saving throw. the dream and can shape the environment of the dream,
creating landscapes, objects, and other images. The
CRITICAL MOMENT messenger can emerge from the trance at any time,
Prerequisite: 9th level. ending the effect of Dreamscape early. The target recalls
Once per long rest, as a Bonus action, you can increase the dream perfectly upon waking.
your critical threat range with Genjutsu attacks by +3. Alternatively, as an action you can choose to send a
Once you do, you gain 3 ranks of concussed at the end recording of up a 10-minute message to someone playing
of the turn you use this feature. it in their dreams.
If the creature is awake when you target them with
DECEITFUL DUPLICATE Dreamscape, you know they are awake when you cast this
When you would cast a genjutsu, you can use your bonus Mirage. The target creature must not view you as a hostile
action to become invisible until the start of your next creature otherwise it makes a Wisdom saving throw vs
turn, leaving an illusion of yourself standing in your place. your Genjutsu save DC to resist the dream.
You can do this a number of times equal to your Genjutsu
ability modifier, and these uses recover when you finish a DULLED MIND
long rest. Prerequisite: 9th Level
You can cast Slow as an Action at no cost as if you know
DECELERATE the jutsu, once per short rest. If you have already reached
Prerequisite: Temporal Stopwatch this mirages use limit, you can choose to cast the jutsu
As an action, you can choose 1 creature within 60 feet of this Mirage provides by spending 2 Chakra die.
you, forcing them to make a Wisdom saving throw vs
your Genjutsu save DC. On a failed save, for the next ELEMENTAL TENACITY
minute, they reduce their movement speed by half, Prerequisite: Elemental Manifestation
cannot gain the benefits of any bonuses to speed, and Whenever you would take damage from a jutsu with your
makes Dexterity saving throws at disadvantage. The nature release keyword, you can use your reaction to
creature can remake the Wisdom saving throw as an absorb the jutsu. The damage is negated, and instead you
action on their turn to end this effect. You can use this gain temporary hit points equal to half of the damage you
Malleable Mirage once per short rest. would have taken before resistances & immunities.
The amount of temporary hit points received at one time
DEMON SIGHT cannot exceed three times your genjutsu ability modifier.
You can see normally in darkness and chakra-based You can use this mirage twice per long rest.
darkness, up to a distance of 120 feet.

EVIL THOUGHTS
You can cast Mind Crunch at no cost as an action,
twice per rest. When you do increase the damage of
the Jutsu cast by +1 damage die. Additionally on a
DEVILISH VIGOR critical failure, affected creatures AC is instead reduced
You can, as an action grant yourself 1d4+Genjutsu Ability by 3. If you have already reached this mirages use
Modifier temporary hit points without expending any limit, you can choose to cast the jutsu this Mirage
chakra. Your vigor increases at higher levels. The amount provides by spending 1 Chakra die.
of temporary hit points you gain increases by another d4
at 5th level (2d4), at 9th level (3d4), at 13th level (4d4), FADE INTO DARKNESS
and at 17th level (5d4). This can only be done once every You can take the disengage or hide actions as a bonus
10 minutes. action.

DOUBLED WEAPON FAST FORWARD FATE


Prerequisite: Illusionary Weapon Prerequisite: Temporal Stopwatch, 10th level
You can create a second illusionary weapon. Neither As an action, you can see a vision of a possible future as
weapon can have the two-handed property. You can create you read the minds of an enemy. Select one creature you
and summon both illusionary weapons to your hands at can see within 60 feet of you, that creature must succeed
the same time. a Wisdom saving throw vs your Genjutsu save DC. On a
failed save, the DM must inform you what that creature
DREADFUL WORD will spend its next Action doing based on what it plans to
Prerequisite: 9th Level do in the moment this malleable mirage is used. You can
use this Malleable Mirage twice per long rest.

20
FIGHTING MIRAGE You perform a meditative ritual during a short or long rest.
Prerequisite: Illusionary Weapon When you do so, choose either Dexterity or Strength
Choose one of the Fighting Styles located in Chapter 13: saving throws. When you make a saving throw of this type,
Customization Options; You Can’t take a fighting style you can use your reaction to gain advantage on that
more than once, even if you get to choose again later. saving throw and cast a D-rank Genjutsu, with a casting
time of one action. Once you use this mirage, you cannot
FREEDOM OF FRENZY do so again until you finish a short or long rest.
Prerequisite: 9th level.
You can cast Frenzy: Burst, as an action once per ILLUSIONARY SMITE
long rest at no cost. When you do, you can select a Prerequisite: Illusionary Weapon
second creature as an additional target. If you have Once per turn when you hit a creature with your
already reached this mirages use limit, you can choose Illusionary Weapon you can spend one Actualization Die
to cast the jutsu this Mirage provides by spending 2 to deal an extra 2d8 Psychic damage. You can spend an
Chakra die. additional one to deal an additional 1d8. You can spend
additional Actualization die in this way up to 5 (5d8).
GAZE OF TWO MINDS
You can use your action to touch a willing humanoid and ILLUSIONARY VIGOR
perceive through its senses until the end of your next turn. You gain proficiency in the Athletics and Acrobatics Skills.
As long as the creature is within one mile of you, you can If you have proficiency in both of the aforementioned
use your action on subsequent turns to maintain this skills already, you instead gain expertise in one of the
connection, extending the duration until the end of your Skills.
next turn. While perceiving through the other creature's
senses, you benefit from any special senses possessed by ILLUSORY ELEMENT
that creature, and you are blinded and deafened to your Prerequisite: Elemental Manifestation
own surroundings. When you cast a genjutsu that deals damage, you can
change the damage type to your chosen element.
GHASTLY MIST
Prerequisite: 9th level IMPROVED ILLUSIONARY WEAPON
You can cast Fog of War as an action at half cost as if Prerequisite: Illusionary Weapon
you know the jutsu, once per rest. When you do, the cube Your Illusionary Weapon gains a +1 bonus to its attack
is instead increased to 45-feet in size. If you have already and damage rolls. If you create a ranged weapon, the
reached this mirages use limit, you can choose to cast maximum range of the weapon is now 60 feet and
the jutsu this Mirage provides by spending 1 Chakra die. illusionary weapons you create lose the Heavy weapon
quality.
GRASP OF COURAGE
Once on each of your turns when you hit a creature with a
Genjutsu that requires an attack roll, you force the target
creature to move up to 10 feet in a straight line closer to
yourself.

MADDENING PAIN
Prerequisite: Pain, Doubled Pain or Unlimited Pain
Genjutsu, Phantasmal Force
As a bonus action, you can spend 5 Chakra, doing so can
HAUNTING MELODY cause a crippling amount of mental pain to a creature
Prerequisite: Hallucinatory Instrument affected with the Pain, Doubled Pain or Unlimited
When you cast a genjutsu with the auditory keyword Pain Genjutsu.
that deals damage using your Hallucinatory Instrument, When you do, you deal the maximum damage with
you can force all targets to make a Wisdom saving the aforementioned Genjutsu affecting them.
throw against your genjutsu save DC, gaining 1 rank of Additionally, their effects can trigger from any attack,
fear on a failed save. A creature can remake this saving not just yours until the end of your turn.
throw at the end of each of their turns if they can no
longer hear you. MAGNUM OPUS
Prerequisite: 13th level, Reality marble
ILLUSIONARY BRAWLER As an action, you can cast Bringer of Darkness and
You can cast Psionics: Strike!, as an action twice per Geas at no cost. You can cast one of these genjutsu
rest at no cost, targeting yourself. When you do, you do once. After you do so you can’t do so again until you
not need to spend chakra to maintain concentration finish the long rest. If you have already reached this
and when you make an unarmed attack, you can mirages use limit, you can choose to cast the jutsu this
choose to make a Melee Genjutsu attack. If you have Mirage provides by spending 3 Chakra die.
already reached this mirages use limit, you can choose
to cast the jutsu this Mirage provides by spending 1 MENTAL PLACEBO
Chakra die. Prerequisite: Reality Marble
Whenever you regain hit points, you gain temporary hit
ILLUSIONARY BUKIJUTSU points equal to half of the hit points you regained. As
Prerequisite: Supreme Illusionary Weapon normal this does not stack with itself. Temporary hit
Bukijutsu you cast with your illusionary weapon use your points gained this way last for 1 minute.
Genjutsu ability modifier. Bukijutsu cast this way cannot be
above C-Rank. MISTY THOUGHTS
As an action, you can cast the Cajolery of Glamour
ILLUSIONARY CHRONICLE Genjutsu at no cost as if you know the jutsu, once per
Prerequisite: Elemental Manifestation rest. If you have already reached this mirages use limit,

21
you can choose to cast the jutsu this Mirage provides by PROLONGED SONGS
spending 1 Chakra die. Prerequisite: Hallucinatory Instrument
When you cast a genjutsu with a concentration
MISTY VISIONS duration and the auditory keyword using your
Prerequisite: 9th level Hallucinatory Instrument, you can choose to spend
You can cast Innocuous Aspect as an action at half cost your bonus action on each subsequent turn instead of
as if you know the jutsu, once per rest. When you do, this spending chakra to maintain concentration.
jutsu cannot be broken as a result of Movement or Sound,
and instead only physical inspection. If you have already PROTECTIVE SONG
reached this mirages use limit, you can choose to cast Prerequisite: Hallucinatory Instrument
the jutsu this Mirage provides by spending 1 Chakra die. When you cast a genjutsu with the auditory keyword
that adds extra dice to attack rolls, skill checks, or
MUDDLED MOVEMENTS saving throws using your Hallucinatory Instrument, you
When you hit a creature with a Genjutsu that requires an can also grant the affected creatures temporary hit
attack roll, you reduce the target creatures speed by 10 points equal to your genjutsu specialist level.
feet until the end of your next turn. This effect stacks up
to twice. PSYCHE DRINKER
Prerequisite: Phantasmal Force Genjutsu pledge
MYRIAD FORMS Once on each of your turns, when you deal damage with a
You can cast the Transform Genjutsu at no cost. When Genjutsu, as a Bonus action, you can gain the damage
using the Transform Genjutsu you can now transform dealt as Temporary Hit points until the end of your next
into small, medium or large objects. When you transform turn. You can gain this benefit up to three times per rest.
into a large object your weight does not change and you
still only occupy your normal Space and you only look like
you occupy a larger space. An Investigation or Illusion
check vs your Genjutsu save DC, will reveal it’s a
disguise. When you transform into a smaller object you
can occupy smaller spaces while transformed but you
cannot move from the place you transformed from,
instead another creature who can lift your normal weight
can move you if you are willing.

RELENTLESS PAIN
Prerequisite: Pain, Doubled Pain or Unlimited Pain
Genjutsu, Phantasmal Force
You create a link of agonizing pain between you and the
target creature affected with the Pain, Doubled Pain or
NO LIGHT AT THE END Unlimited Pain Genjutsu. Whenever you take damage
Prerequisite: 13th level and are within 60 feet of the target and they can see you,
You can cast Word of The Lost as an action at half cost as a Reaction, you can spend 5 Chakra to deal Psychic
as if you know the jutsu, once per rest. When you do, damage equal to the Damage you just took.
reduce the number of fractures a creature requires to
suffer any effect this jutsu imposes, by 1. If you have REPELLING ILLUSIONS
already reached this mirages use limit, you can choose to When you hit a creature with a Genjutsu that requires an
cast the jutsu this Mirage provides by spending 3 Chakra attack roll, you can push the target creature up to 10 feet
die. away from you in a straight line.

ONE WITH SHADOWS RESILIENT GENJUTSU


Prerequisite: Reality Marble Genjutsu pledge Prerequisite: 9th Level
When you are in an area with Dim light or Darkness, you When a creature attempts to use Chakra Shatter or
can use your action to become invisible. While Invisible in Genjutsu break on a Genjutsu you cast, or are
this way you do not make sounds when you move. You maintaining concentration on, as a reaction you can spend
lose the benefit of this mirage when you move more than 1 Chakra die, if you do, they must roll regardless of the
half your movement speed in a single round, attack, or rank they upcast their jutsu to, and they gain
cast a jutsu. disadvantage on this roll.

PAUSE SHAKEN UP
Prerequisite: Temporal Stopwatch You can cast Startle as an action at no cost as if you
You can cast Psionics: Pause! as an action at no cost know the jutsu, once per rest. If you have already
twice per short rest. If you have already reached this reached this mirages use limit, you can choose to cast
mirages use limit, you can choose to cast the jutsu this the jutsu this Mirage provides by spending 1 Chakra
Mirage provides by spending 1 Chakra die. die.

PERSISTENT GENJUTSU SHROUD OF SHADOWS


Prerequisite: Reality Marble Prerequisite: 13th Level
When a hostile creature under the effects of a genjutsu You can as an action, cast the Darkness ninjutsu. A jutsu
you casts, attempts to cast a jutsu of D-rank or higher, the cast in this way loses its Ninjutsu keyword, instead being
cost of that jutsu is increased by 3. This cost increases by replaced with the Genjutsu & Visual keywords. You can use
2 for each rank of the jutsu cast, above D-rank. this Mirage up to twice as if you know the Jutsu, before you
need a long rest.
PIECE OF MIND
You can cast Mind Sliver at no cost as a bonus action. SIGNATURE WORK
When you do, the damage die is increased to a D8. Prerequisite: 9th Level

22
You can, as an action, cast Programmed Illusions, at saving throw. On a failed save, you can make them
half cost. When you cast this genjutsu, you can choose a perform one of the following;
D-Rank or lower genjutsu that you know, the illusion can 
Reverse: On the affected creatures next turn, they
cast the genjutsu once per minute as a part of its repeat the last set of actions they completed,
programming. It uses your Genjutsu ability for attack rolls regardless of what it was, even targeting the same
and saving throw DC’s and treats your character level as space, even if no creatures are occupying it.
your own.  Pause: Creatures are stunned until the end of their
If you grant a genjutsu to the illusion and the illusion would next turn.
suffer damage as if it were real, it is immediately dispelled. 
Fast Forward: Creatures immediately perform their
Once you cast this genjutsu using this mirage, you can’t do turn as if it was their turn in the initiative order.
so again until you finish a long rest.
You can use this Malleable Mirage once per long rest.
SONG OF THE END
Prerequisite: Hallucinatory Instrument
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.

TIME JAUNT
Prerequisite: Temporal Stopwatch, 14th level
SUPERIOR THOUGHTS As an action, you can select up to 2 willing creatures
Prerequisite: 15th level. within 30 feet of you. Select creatures gain one of the
You can cast 1 S-Rank Genjutsu of your choice that you following benefits of your choice;
qualify for, as a Full-Turn-Action, at no cost, once per 
Adjusted Fate (Combat): The next attack the
long rest. When you do you gain 3 Ranks of the creature makes, it scores a critical hit on a D20 roll of
Confused and Concussed conditions. If you have 1~5, in addition to whatever their normal Critical
already reached this mirages use limit, you can choose threat range is.
to cast the jutsu this Mirage provides by spending 4  Adjusted Fate (Protection): The next instance of
Chakra die. damage the creature takes is the minimal or lowest
possible damage possible.
SUPREME ILLUSIONARY WEAPON 
Adjusted Fate (Mobility): The next time the willing
Prerequisite: Improved Illusionary Weapon, 9th level creature moves, they instead appear to teleport to
Your Illusionary Weapon gains a +2 bonus to its attack and their chosen location, not triggering attacks of
damage rolls. Your Illusionary Weapon can now be up to opportunities or reactions.
30 Feet from you without dispersing. If you create a
ranged Weapon, the Maximum range of the weapon is its You can use this Malleable Mirage once per long rest.
normal weapon range.
When you cast a Genjutsu you can infuse it into your ULTIMATE ILLUSIONARY WEAPON
Illusionary weapon, and instead make a Melee Genjutsu Prerequisite: Supreme Illusionary Weapon, 13th level
attack with it. On a hit, target creature suffers the effects Your Illusionary Weapon gains a +3 bonus to its attack and
of the Illusionary weapon as normal, while also being damage rolls. You can cast Genjutsu from your Illusionary
affected by the Genjutsu you previously infused into it. If weapon as if it is casting the Genjutsu.
they have to make a Saving throw from the effects of the As a reaction to an opponent missing, you with a melee
infused Genjutsu, they roll an additional 1d4 subtracting it attack, you may quickly make an attack with your
from the result of their save. Illusionary Weapon.

TENTATIVE ESCAPE VAMPIRIC PAIN


As a Reaction to failing a saving throw, you can cast
Release. You can gain the benefit of this feature up to
twice per rest.

THIEVING CONFIDENCE
As an action, you can cast Ineptitude at no cost as if you
know the jutsu, twice per short rest. If you have already
reached this mirages use limit, you can choose to cast the
jutsu this Mirage provides by spending 1 Chakra die.

TIME IN A BOTTLE
Prerequisite: Temporal Stopwatch, 17th level
As an action, you can select a space you can see within
Prerequisite:
90 feet. All creatures within a 5-foot radius sphere
Pain, Doubled
centering on the selected space must succeed a
Pain or Unlimited
Wisdom saving throw. A creature can willingly fail this
Pain Genjutsu

23
HUNTER -NIN
Proficiency Jutsu Highest Rank
Level Bonus Features Lethal Attack Known Jutsu Known
1st +3 Swift Response, Lethal Precision, Lethal Attack 1d8 6 D-Rank
2nd +3 Cunning Action, Hunters Patterns, Primary Target 1d8 6 D-Rank
3rd +3 Hunter Creed, Hunter Exploits 2d8 7 D-Rank
4th +4 Ability Score Improvement/Feat 2d8 7 D-Rank
5th +4 Uncanny Dodge, Expertise 3d8 8 C-Rank
6th +4 Hunted Target, Defensive Tactics 3d8 8 C-Rank
7th +5 Hunter Creed (2) 4d8 9 C-Rank
8th +5 Ability Score Improvement/Feat 4d8 9 C-Rank
9th +5 Hunters Patterns (2) 5d8 10 B-Rank
10th +6 Hunter Creed (3), Hunters Exploits (2) 5d8 10 B-Rank
11th +6 Defensive Tactics (2), Hunted Target (2) 6d8 11 B-Rank
12th +6 Ability Score Improvement/Feat 6d8 11 B-Rank
13th +7 Elusive 7d8 12 A-Rank
14th +7 Hunter Creed (4), Hunters Strike (3) 7d8 12 A-Rank
15th +7 Hunters Patterns (3), Expertise (2) 8d8 13 A-Rank
16th +8 Ability Score Improvement/Feat 8d8 13 A-Rank
17th +8 Hunter Creed (5), Defensive Tactics (3) 9d8 14 S-Rank
18th +8 Hunters Exploits (3) 9d8 14 S-Rank
19th +9 Ability Score Improvement/Feat 10d8 15 S-Rank
20th +9 Hunters Strike (4), Assassinate 10d8 15 S-Rank

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.
HUNTER-NIN
A Uzumaki crawls beneath the
VOICE OF AN OLD FRIEND floorboards of a despot’s
You can communicate telepathically with a willing creature
fortress making her way into
up to 1 Mile away from you. You must know the creature’s
the despot’s private chambers.
general location, and the target creature can resist this
Slyly and gracefully entering
effect if they choose.
unseen and she raises from the
floor counting the seconds in her
head as she approaches the
warlord and places a kunai to the
man's neck and slides it from side
to side. A few moments later his
concubines enter shocked and stunned
as the man they came to see is now
dead and they have been set free and
the rebellion has ended.
With a focused eye on the wanted
criminal who fled the village. A masked
Hyūga activates his Byakugan and
stalks his prey from over a mile away.
As the sun sets and the wanted man
turns into camp for the night, The
Hyūga silently enters his tent and
presses a hand to the man's chest
stopping his heart in his sleep and the
masked Hyūga is gone again before the
camp fire even goes out.
These shinobi, different as they might
be are connected by one common factor,
they are masters of infiltrations,
stalking and assassination.

24
CHARACTER INSPIRATIONS 
2 Kits of your Choice

When designing this class, it was built with the intent to


allow the player to follow the examples set by
JUTSU CASTING
characters who do their best in regards to identifying a
threat, analyzing it and executing them in as few NINJUTSU
attacks as possible. This also allows players to take the Ninjutsu save DC = 8 + your proficiency bonus +
same characteristics of a Rogue or other stealthy class your Intelligence modifier
and garner some of their mechanics. Characters whom Ninjutsu attack modifier = your proficiency bonus +
I based the core concept of this class off of are: Kakashi your Intelligence modifier
Hatake, Zabuza Momochi, Haku, Sai, Shisui Uchiha and
Minato Namikaze GENJUTSU
Genjutsu save DC = 8 + your proficiency bonus +
CREATING A HUNTER-NIN your Wisdom modifier
When creating a Hunter-Nin consider a few things Genjutsu attack modifier = your proficiency bonus +
about the characters ideals, and how they approach your Wisdom modifier
their targets and allies respectively. Do they have a
rougher past than others? How are their relationships TAIJUTSU
with their allies? Do you use your jutsu to end fights Taijutsu save DC = 8 + your proficiency bonus +
immediately or do you wait and see what exactly your your Strength modifier
target can do before you approach? What set you down Taijutsu attack modifier = your proficiency bonus +
this path? Did you train under another very skilled your Strength modifier
hunter and you picked up this path from them? Do you
take pity on your enemies or do you engage in conflicts
with no emotion?
SWIFT RESPONSE
Beginning at 1st level, you learn to react with swift and
QUICK BUILD decisive action in combat. You ignore difficult terrain
You can make a Hunter-Nin quickly by following these and you add your full proficiency bonus to initiative
suggestions. First, put your highest ability score in rolls instead of half.
Dexterity, followed by Intelligence or Wisdom. Second,
choose the Uchiha, Hyūga or Non-Clan, Clans. LETHAL PRECISION
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.

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

Padded Armor additional Pattern at 9th and 15th levels.

(a) 2 Simple Weapons or (b) 1 Martial Weapon

(a) One Kunai stack or (b) One Shuriken stack

(a) 1 Flash tags or (b) 1 Paper Bomb

25
PRIMARY TARGET cast a jutsu, they trigger an attack of opportunity from
you.
Finally, at 2nd level, you have experience researching, Beginning at 11th level, you gain a special reaction
tracking, and hunting. You can effectively read and called Hunters Strike. This special reaction can be
track any creature you come across. Once when rolling gained and used in addition to other special actions
initiative, you can select any creature you can see you gain and use.
within 120 feet and mark it as your Primary Target at Hunters Strike. This special reaction can only be
no action cost. You can then spend a bonus action to used to make an attack of opportunity.
mark another creature you can see within range. You
can only have one creature marked as your Primary
Target at a time.
Creatures remain marked until they reach 0 Hp, or
you mark another creature. While marked, you gain the
following benefits;

You have Advantage on Wisdom checks made to
track or search for your Primary Target so long as
they are within the same countries borders as you.

You become aware of one of the following in regards
to a marked creature. In order to gain additional
knowledge, you must reapply Primary Target to the
creature or subsequent turns;
o One damage immunity they have and if it is the
result of a feature, jutsu or trait.
o One damage resistance they have and if it is
the result of a feature, jutsu or trait.
o Their current Damage reduction value.

HUNTER CREED
Beginning at 3rd level you begin to follow a Creed of the
Hunt, enabling you to shape your skillset further. Your
Creed grants you features at 3rd, 7th, 10th, 14th and 17th
levels. DEFENSIVE TACTICS
Also beginning at 6th Level, you learn how to fight
defensively against your targets, leading them into a

HUNTERS EXPLOITS false sense of security in confrontations against you. You


gain one of the following features of your choice You gain
Also, at 3rd level you learn to exploit your skills to the a second choice at 11th level and a third choice at 17th
betterment of your hunt. You learn two exploits, as detailed level.
at the end of this class description. You learn an additional 
Escaping Danger:
exploit at 10th and 17th level in this class. You can switch a Attacks of
learned exploit when you would complete a long rest. opportunity
and attacks
ABILITY SCORE IMPROVEMENT/FEAT made as
When you reach 4th and again at 8th, 12th, 16th, and a result
19th, level, you can increase one ability score by +1 & a of a
Feat of your choice that they qualify for. As normal you
can’t increase an ability score above 20 using this feature.

UNCANNY DODGE
Starting at 5th level, when a creature that you can
see would deal damage to you, you can use your
reaction to halve the triggering attack, jutsu or
effect, damage against you.

EXPERTISE
Also at 5th level, choose any one skill or tool kit
that you have proficiency in. You gain expertise in
the chosen skill or tool kit.
When you would reach 15th level, you can select
one more proficiencies (in skills or tools) to gain
this benefit.

HUNTED TARGET
Beginning at 6th level, a creature marked as your
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

26
creatures reaction, against you are made at BLADE’S PREY
disadvantage. Also at 3rd Level, your tenacity can wear down the most

Unbroken will: You have advantage on saving throws fortuitous foes. A creature gains 1 rank of Dazzled until
to resist any Mental or Sensory Condition. the end of their next turn, if you succeed on a skill check

Hunter's Revenge [Changed V2]: When you are hit initiated by a Hunters Exploit against them.
by a creature's attack, the next time you deal damage Additionally, when you hit a creature with a weapon
to that creature you can Lethal Attack ignoring its attack using your Warden Weapon, the creature
normal trigger requirements. takes an extra 1d6 damage if it’s below its hit point

Evasion: When you are subjected to an effect, that maximum. This bonus damage happens on each
allows you to make a Dexterity saving throw to take successfully hit.
only half damage, you instead take no damage if you Finally, you gain exclusive access to the Wardens
succeed on a saving throw, and only half damage if you Assault, Hunter Exploit. This does not count against your
fail. Exploit Limit.

ELUSIVE AGGRESSIVE ATTACK


Starting at 7th level, when you make a weapon attack,
Beginning at 13th Level, you are so evasive that
with a Warden Weapon you can add your Strength and
attackers rarely gain the upper hand against you. No
Dexterity Modifier to your Damage rolls instead of one or
Attack roll has advantage against you while you aren’t
the other, unless otherwise stated.
incapacitated

WARDEN’S PRESENCE
ASSASSINATE Starting at 7th level, your presence has become passively
At 20th level, you have mastered the art of Hunting, intimidating to all creatures who you are not allied with,
tracking, and assassinating targets. You can trigger and even your allies respect your intimidating aura.
Lethal attack, twice per turn. 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 equal to or lower than yours
suffers a 1d4 penalty to all Wisdom and Charisma based
skill checks interacting with you or any creature allied with
you.
When you would roll initiative at the beginning of
combat, you can choose to use your Intimidation Bonus as
your Initiative bonus. (You cannot gain the benefit of

HUNTERS CREEDS expertise with this check.)


If you do have expertise in Intimidation you roll your
initiative at advantage and can make Intimidation checks
BLADE WARDEN as a Bonus action if you would spend your action to make
an attack. On a successful Intimidation check a creature
Some Hunter-Nin seek to master weapons to better
gains 1 rank of Fear against you for the next minute.
remove their foe from the equation. Followers of this Creed
learn specialized fighting techniques for use against the
direst threats, from an onslaught of enemies to towering BLADE’S AGGRESSION
Brutes Beginning at 1oth level, your Wardens Weapon’s
damage die is increased by 1 step.
Also, if you have advantage on an attack against a
WARDEN’S PROFICIENCY target on your turn, that was not made as a part of a
Beginning at 3rd Level, you gain proficiency in the Athletics
bonus action, you can immediately make an additional
and Intimidation Skills. You can make any checks with the
weapon attack using your Warden Weapon after the
aforementioned skill using Strength or Dexterity.
attack at advantage is made.
Also, you have learned to fully invest into a singular
weapon designed to best capitalize on your free-flowing
form of combat. Select one simple weapon type that you I WOULDN’T DO THAT
have proficiency in, that does not have the Two-Handed or Also, starting at 10th level, when engaging a creature who
Heavy properties. This weapon is hereby treated as your would become hostile as a result of a failed Charisma
Warden Weapon. A Warden Weapon gains a new based interaction. You being present make them rethink
weapon property unique to it, that other shinobi wish they their life choices in the moment.
knew how to utilize. Select one Warden Weapon When you or an allied creature would fail a Charisma
Property from the following granting the weapon the based skill check against a creature, if they
listed property effects. You can switch your Warden would become hostile, you give a look of
Weapon Technique when you complete a rest of any type. your description meant to cause them
You can select a second property when you reach 10 th hesitation. The affected creature must
level.; make a Wisdom ability Check vs your
passive Intimidation [Intimidation
WARDEN WEAPON PROPERTY TABLE Bonus + 10], you do not calculate
expertise into your passive
Weapon intimidation for this check. On a
Property Effect failed check, they choose to not
Flurry A weapon with the Flurry Attack property can be used to engage in combat instead finding
Attack make two weapon attacks as a bonus action. Bonus another way to resolve the
situation. If another creature would
action attacks made in this way do not add your ability
become hostile or initiate combat,
modifier to damage. a creature who hesitated as a
Mortal A Weapon with the Mortal property ignores Temporary hit
points, instead dealing damage directly to a creatures hit
points once per turn.
Fatal A Weapon with the Fatal property cannot have its damage 27
reacted to when used as a part of your first weapon attack
result of this feature does not roll initiative, instead acting
last in the initiative.
A creature who is immune to the Fear condition is
immune to this feature.

WARDENS RETALIATION
Beginning at 14th level, you gain the ability to
counterattack when your target tries to sabotage you. If
your Primary Target forces you to make a saving throw,
you can use your reaction to make one weapon attack
against them. You make this attack immediately before MEDICINAL BLADE
making the saving throw. If the attack hits, you gain Also, at 3rd level, you learn to putrefy a weapon your
advantage on the saving throw. using making it sickening to the touch for a creature
you harm with it. Select one weapon you are proficient
SUPERIOR OFFENSE in, coating it in a venomous and horrific black mist
At 17th level, you are so accurate that attacks rarely designed to harm a creatures cellular structure on
rely on sight, if at all and cannot be diverted. You gain contact. Your weapon now deals necrotic damage and
30 feet of blindsight and attacks you make cannot be when you would deal at least 10 damage with a single
made at disadvantage and ignores Damage Reduction weapon attack using this putrefied weapon, the target
as a result of Jutsu. becomes envenomed until the end of their next turn. A
creature can never gain more than 1 rank of
envenomed per turn from this feature.
Additionally, you gain exclusive access to the
Festering Siphonage Hunter Exploit. This does not
count against your Exploit Limit.

ANATOMICAL STUDIES
NECROTIC HAND Beginning at 7th level, you can assess a foe’s anatomy
with great insight and precision, identifying key points
Some Hunters follow an offensive Medical teaching, of weakness.
using the art of necrosis to fight off enemies. These As an Action, you can make a Medicine check
Hunters are trained in taking their twisted Medical arts targeting a creature you can see within 90 feet vs a DC
and putting powerful enemies down with unmoving and equal to 10 + the creatures Level. On a success on this
cold eyes, fit for a surgeon. These Hunters are known check, you know the targets current Hit points, if it is
as the Necrotic Hand. affected by any diseases or poisons and if it has
consumed a potion, pill or any other ingestible
MEDICAL PROFICIENCY substance that would grant it any additional benefits or
At 3rd level, you gain proficiency in Medicine and penalties if any.
Medicine Kits. You can make any checks using the Additionally, you can make a Medicine check vs a DC
aforementioned skills with Intelligence or Wisdom. 15 +Rank of Jutsu cast or trap used, targeting an allied
Also, you have learned to take the teachings of the creature who has one of the following Conditions;
medical core of your village or from your direct master Bruised, Bleeding, Blinded, Dazzled, Deafened and
and blend it into your assassination techniques. You Weakened as a result of said trap or jutsu. On a
learn the Necrosis Ninjutsu. When you do, it loses the success you end one of the following conditions. (You
Medical Keyword. Your teachings have also taught you cannot gain the benefit of expertise with this
have to take this Jutsu and blend in the following check.) (D-Rank: 1, C-Rank: 2, B-Rank: 3, A-Rank:
techniques making it more apt for assassinations. 4, S-Rank: 5.)
Select one of the following techniques augmenting the If you do have expertise in Medicine you roll your
Necrosis jutsu when cast. A Jutsu with any of the medicine checks using this feature at advantage and
following techniques cannot be taught to another can make Medicine checks as a Bonus action.
creature and cannot be customized, modified or
augmented using the Jutsu customization options or NECROTIC TOUCH
any Non-Hunter-Nin class features. You can switch your Also, at 7th level, when you would deal Necrotic
Medical Assassination Technique when you complete a damage
rest of any type. You can select a second technique to a creature using a jutsu, feature or weapon you force
when you reach 10th level; the target to make a Constitution saving throw vs your
Ninjutsu save DC. On a failed save they experience
rapid
MEDICAL ASSASSINATION TECHNIQUE TABLE cellular degradation. A creature who experiences this
reduces their Constitution score by 1 for the next hour.
Assassination
A
Technique Effect creature who’s constitution modifier was be reduced as
Cell Failure A creature who fails their constitution saving a
throw also gains one rank of the Weakened result of their score being affected, has their maximum
condition. and current hit points reduced by an amount equal to
its
Overdose A creature who fails their constitution saving level.
throw instead becomes Maddened, in place of Alternatively, you can spend a use of this feature to
Envenomed. cast the Necrosis Ninjutsu targeting an allied creature,
restoring hit points equal to the damage rolled.
Sedative A creature who fails their constitution saving
You can only use this feature a number of times
throw instead gains one rank of the slowed equal
condition in place of Envenomed. to your Intelligence modifier per long rest.
Sepsis A creature who fails their constitution saving
throw also gains one rank of Laceration.
Viral A creature who fails their constitution saving 28
throw also gains one rank of Concussed.
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
utilize them to help an injured ally. Your skill with the begin to glow a soft red color that only you can see,
Medicine Kit has accelerated to compensate for your making it difficult for them to hide or maintain
lack of Medical Ninjutsu. Your new found skills are invisibility.
expressed in the following ways; You can see a creature with 25% or lower hit points
through Darkness, cover and up to 5 feet of material.

Medical Check Up: You reduce the time spent down
You are treated as having True sight against this
to 1 minute.
creature for the purposes of always being able to see

Light Patch up: You increase the die size to a d6.
them at all times, in an attempt to finish them off.

Condition Treatment: The die used is changed
from a d6 into 2d4.

Blood Pill Creation: You can create two pills per kit DR. DEATH
before spending any charges. Beginning at 17th level, your talents at life taking
medical assassination have become effortless and
legendary. Casting Necrosis at C-Rank or less costs 0
FATAL SURGEON Chakra. You also increase the upcasting damage bonus
Also, at 10th level, you learn to make use of your
from 1d12, to 2d12 at each rank.
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.

29
GRAVE STALKER SHADOW STALKER
Also at 3rd level, you gain Blindsight out to 20 feet. When
Some Hunter-Nin become consumed by the thrill of the
you would make an attack while in an area counted as total
hunt. Only heard and never seen, they revel in the
darkness until the end of that same turn, you produce no
violence of a silent battle. Followers of this Creed hone
sound or vibrations rendering you unable to be seen,
their abilities to track others utilizing a variety of
noticed or tracked by creatures with Tremor sense or blind
techniques: camouflage, infiltration, surveillance, and
sight.
target acquisition. Once done, they work to ensure that
Additionally, while you are out of combat and
they are always striking from the shadows and always
following a creature marked as your Primary target
have the upper hand in combat.
while you are Sneaking in Dim light or Darkness, you
can dash without breaking stealth as you can, once per
STALKERS PROFICIENCY round remake a Stealth Check if another creature
Beginning at 3rd level, you gain proficiency in the Sleight would succeed on their Wisdom (Perception) check vs
of Hand and Illusion skill. Additionally, whenever you make your previous Dexterity (Stealth).
a Stealth or Sleight of Hand Check, you make that check at Finally, you gain exclusive access to the Shadow
advantage. Additionally, you can make any checks using Step Hunter Exploit. This does not count against your
the aforementioned skills with Dexterity or Wisdom. Exploit 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
MARKED FOR DEATH
Beginning, at 7th level, while you are hidden from a creature
Darkness Genjutsu. When you do, it gains the Bukijutsu
marked by your Primary Target feature, you gain a +1
Keyword and loses the Visual Keyword. Your teachings
bonus to your critical threat range. This bonus ignores
have also taught you how to take this Jutsu and blend in
Critical threat range limits. Additionally, while you have a
the following techniques making it more thrilling hunts.
Shadow Weapon you can make a single attack with it as a
Select one of the following Shadow assassination
bonus action.
techniques augmenting the Weapons of Darkness jutsu
when cast. A Jutsu with any of the following techniques
cannot be taught to another creature and cannot be
MASTER AMBUSHER
Starting at 7th level, you excel at leading ambushes, both
customized, modified or augmented using the Jutsu
socially and in combat. You can use Smoke Bomb’s as a
customization options or any Non-Hunter-Nin class
bonus action.
features. When you cast this jutsu, while maintaining
When you and other allied creatures would begin combat
concentration on it, the weapon summoned counts as a
while hidden or unseen, you can choose to use your Stealth
Shadow Weapon. A Shadow Weapon cannot be broken,
bonus in place of your own and each allied creatures
can use your attack action to make a Genjutsu or Taijutsu
initiative. If you begin combat while out of stealth, you have
attack against a creature in range, as described in the
advantage on initiative rolls.
jutsu text and cannot be used as a component for a
When you or an allied creature within 30 feet of you are
Bukijutsu. You can switch your Shadow Assassination
engaged in a social encounter and would fail a Charisma
Technique when you complete a rest of any type.
based skill check, you can choose to interject, creating a
You can select a second technique when you reach
new circumstance, situation, lie or otherwise throwing the
10th level;
person you are speaking to off. Make a Deception check vs
a DC (10 + targets level). On a success, you shift the
SHADOW ASSASSINATION TECHNIQUE TABLE conversation, rendering the previous failure as if it
never occurred as the target immediately forgets as
Assassination they are overwhelmed with new information. You can
Technique Effect attempt to interject socially in this way, once every 10
minutes.
Shadow This jutsu can take on the shape of a shuriken of your
Shuriken description at will. Ranged attacks with this shadow
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 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
attack, the target gains +1 rank of Demoralized.
Dark Lethality Increase this jutsu’s critical threat range by +1.
Dark Efficiency This jutsu’s base cost is reduced by 2.

30
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.

31
ARSENALIST damage from weapon attacks. This bonus increases to
+4 at 10th and +6 at 17th level.
Some Hunters treat their hunt like a game, one which
they come more than prepared to. They set traps, TOOLS OF THE TRADE
waiting for their prey to fall victim to them, capturing Also, at 3rd level, you become able to make use of a
them and going in for the kill. They use Explosives, with series of items and Ninja tools that go rarely used,
the intent to take out as many enemies as possible catching enemies off guard or using tools much faster
with a single explosion. These Hunters are Known as than what they would expect. Select one of the
Arsenalist’s following when you complete a rest of any type. You
can use any of the below a number of times equal to
ARSENAL’S PROFICIENCY your Proficiency bonus per rest.
At 3rd level, you gain proficiency in Crafting and one of Finally, you gain exclusive access to the Sharp Rain
the following; Alchemists, Demolitions or Trappers kits. Hunter Exploit. This does not count against your Exploit
Additionally, you can make checks using the Limit.
aforementioned kits with Dexterity or Wisdom.
Also, you have learned to take the teachings of your

Caltrops. As a bonus action, you can select a space
villages quartermaster or weapon master. You become you can see within 30 feet of you. You throw caltrops
very in tuned with a series of different weapons and covering the ground equal to a 10 -foot cube. Any
tools. Select four of the following. You can select two creature that enters the area of your caltrops while
more at 10th level; they remain, are treated as if you have marked them
with your Primary Target feature while they remain

Manipulated Tools: Blade Kick within your target space. Also, the creature who

Manipulated Tools: Blade Rain enters the space takes piercing damage equal to 1d6

Manipulated Tools: Blade Wall + your Dexterity Modifier, and gain 1 rank of

Paper Bombs bleeding. Once a creature exits your caltrops space,

Explosive Tag Ball’s after being affected by them the caltrops remain,

Fire Bomb’s unless a creature spends an action scattering them.

Flash Tag’s Beginning at 10th level the space you can fill,

Ice Bomb’s becomes a 20-foot cube.

Poison Tag’s 
Ball Bearings. As a bonus action, you can select a

Shock Bomb’s space you can see within 30 feet of you. You throw

Weapons with the Thrown Keyword ball bearings covering the ground equal to a 10 -foot

Weapons with the Multiattack Keyword. cube. That space is treated as difficult terrain for

Weapons with the Light Keyword. anyone other than yourself. A creature who is

Weapons with the Finesse Keyword currently gaining the benefit of any bonus to speed
If you select a jutsu, you learn it. Regardless of what such as from a jutsu or the Dash action, they
you select, the chosen jutsu, items or weapons become immediately slip, falling prone. Beginning at 10 th
a part of your Arsenal. Weapons, items or jutsu that level the space you can fill, becomes a 20-foot cube.
are a part of your Arsenal can be used in far superior

Johyo: As a bonus action, you can swing this whip
ways compared to other creatures. A Jutsu learned this dart targeting a creature up to 60 feet away. Make a
way cannot be taught to another creature and cannot ranged weapon attack as if you were proficient in this
be customized, modified or augmented using the Jutsu weapon. On a hit, they are snared and can be pulled
customization options or any Non-Hunter-Nin class up to 20 feet in a straight line closer to you. This
features. forced movement can trigger attacks of
Arsenal Jutsu: Reduce their cost to cast by -1. This opportunities. Beginning at 10th level the distance
cost reduction increases to -2 at 10th, and -3 at 17th. you can pull a creature increases to 40 feet.
Additionally, if the jutsu would deal damage, it can

Hidden Weapon Launcher. Select one weapon you
trigger Lethal Attack even if it doesn’t require an have that has the Hidden property. As a bonus
attack roll. The trigger for Lethal Attack instead action you can call upon this weapon instantly. As a
becomes failing the saving throw. The Lethal Attack part of this bonus action, you can make one weapon
triggered in this way, only affects on creature of your attack at advantage. You must reset the launcher
choice. with a bonus action before you can use it again.
Arsenal Tools : At the end of a rest of any type, roll Beginning at 10th level it no longer requires a bonus
1d4 + 1. You gain a number of your Arsenal Tools action to reset the Launcher, instead costing your
equal to the result. The items can only be used by you, object interact action and you can make two weapon
they are of base quality and last until your next rest. attacks instead of one.
Increase the dice size by 1 step at 10th and 17th levels.
If the item would deal damage, it can trigger Lethal LETHAL WEAPONS
Attack even if it doesn’t require an attack roll. The Beginning at 7th level, a creature who fails a saving
Lethal attack triggered in this way, only affects one throw from a trap you set, can trigger your Lethal
creature of your choice and only happens on a failed Attack class feature as if you fulfilled its listed
saving throw as if you fulfilled the Lethal Attack class requirements.
features trigger requirements. Additionally, you can use any Arsenal Tool as an
. The following tools count for purchased tools as Action or bonus action.
well, not just tools created by this feature.
o Paper Bombs/ Explosive Tag Balls:
Increase damage die by 1 Step.
Fire/Ice/Shock Bomb’s: Increase the base
o
range to 60 feet, instead of 30.
HIDDEN TRAPS
Also at 7th level, you learn the secrets of hiding and
o Flash/Poison Tag’s: Increase the DC +2. detecting traps of all kinds, even social ones. You have
Arsenal Weapons: Increase the [Weapons Damage] advantage on Wisdom or Intelligence based skill checks
die by 1 Step and they gain the Hidden Weapon to detect hidden doors, mechanisms, and traps. Also, a
property. The Weapon also gains a +2 bonus to creature attempting to make a skill check to find Traps

32
you set makes their checks at disadvantage to detect
them.

CRITICAL ARSENAL
Beginning at 10th level, when a creature would fail any
of the following save DC’s by 5 or more, they take
double damage from it;

A 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;
A LCHEMISTS KIT

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.

DEMOLITIONS KIT

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.

TRAPPERS KIT

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

LETHAL ARSENAL
Also, at 14th level, traps you make, and tools you use
that have a predefined DC that is lower than your
Highest Save DC, has it raised to a value equal to your
Highest Save DC. 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


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.

33
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
At 3rd level, you gain proficiency in Deception and ability checks and saving throws until the end of its next
Disguise & Poison Kits. Additionally, you can make turn.
checks using the aforementioned kits with Dexterity or Akee On a hit or failed saving throw, once per turn, the target
Intelligence.
gains the weakened condition. If the target takes a
Also, you have learned to take the teachings of the
Black Medics, the Bloody Devils and the Hebi Clan and reaction before the end of its next turn at the conclusion
apply them to your unique form of Combat. You learn of its reaction, it gains the restrained condition until the
to apply a unique poisonous chakra of your creation to end of its next turn.
both your weapons and ninjutsu. This poison comes Belladonna On a hit or failed saving throw, once per turn, the target
from combining a series of different poisonous
loses the ability to discern allies from hostiles. If a jutsu or
substances within yourself and then exhaling it or
infusing it into the attacking weapon or ninjutsu of your Area of effect would allow them to choose targets, they
choice. Select one of the following Toxic cannot exclude their allies at will until the end of their
Assassination techniques augmenting your attacks next turn.
with a vicious combination of toxins. As a bonus action Daphne On a hit or failed saving throw, once per turn, the target
on your turn, you can choose to activate this toxic
gains the bruised condition.
chakra. When you do, select one ninjutsu you know or
one weapon you are holding. For the next minute that Fire On a hit or failed saving throw, once per turn, the target
jutsu or weapon is infused with your Toxic chakra, Salamander gains one rank of the corroded condition.
changing its damage type to Poison and gaining
Foxglove On a hit or failed saving throw, once per turn, the target
additional effects based on the Toxic Assassination
technique(s) chosen. gains one rank of the bleeding condition.
If a ninjutsu chosen would only trigger its effects with Frost Frog On a hit or failed saving throw, once per turn, the target
a damage type other than Poison, it instead triggers gains the chilled condition. If the target takes a bonus
said effects with poison damage. Once you infused a
action on its next turn, it gains the slowed condition until
weapon or ninjutsu with your Toxic chakra, you cannot
the end of its next turn.
infuse another weapon or jutsu until 1 minute has
passed. Bukijutsu cast using your infused weapon do Hemlock On a hit or failed saving throw, once per turn, the target
not gain your Toxic Assassination techniques effects, gains the envenomed condition.
as these effects can only trigger with weapon attacks.
You can switch your Toxic Assassination Technique physically imitate any humanoid creature who you have
when you complete a rest of any type. met before. This allows you to physically duplicate them.
You can select a second technique when you reach This duplication cannot be discerned with physical
10th level; identification alone as you have even adopted their finger
prints and blood type. This transformation requires at least
POISONOUS EMBRACE 1 hour and can be dismissed at will, at no action cost.
Also, at 3rd level your skill with Poisons are better than Also, with additional time you can learn to unerringly
most. When you would complete a short rest, while you mimic that same person's speech, writing, and
have access to a Poison Kit, you create 2 vials of behavior. You must spend at least one hour studying
Assassins Blood. This Poison is a special variation, but the person's behavior, listening to them and examining
becomes inert when you would take a rest of any type. handwriting. Your ruse is indiscernible to the casual
This Poison is much more potent than a normal. The DC observer. If a wary creature suspects something is
of this poison becomes equal to your Ninjutsu save DC amiss, you have advantage on any Deception check
and the base damage it deals becomes 3d6. you make to avoid detection.
You can apply this poison to your weapon as a part of Once you have maintained a creatures physical
the action used to make the attack. The number of appearance, speech, writing and behavior for at least 1
Vials you can create and the damage the poison deals week straight, you no longer require 1 hour to assume
increases to 3 vials and 4d6 at 7th level, 4 vials and 5d6 their appearance or mimic them, instead being able to
at 11th level and 6 vials and 6d6 at 17th level. manifest this likeness as a Bonus action.
Finally, you gain exclusive access to the Incurable
Affliction Hunter Exploit. This does not count against
your Exploit Limit.

VENOMOUS ASSAULT
Also at 7th level, you have learned how to extend your
Toxic Assassination technique to your Bukijutsu. Select
one Bukijutsu you know. This Bukijutsu can now be infused
with your toxic chakra, and gain the benefits of your Toxic
FALSE FACES Proficiency class feature when you would activate it.
Beginning at 7th level, you have learned a much more
advanced Transformation technique, allowing you to

34
LICK OF VENOM you would trigger the Lethal Attack class feature against a
VICE
Beginning at 10th level, you have closely adapted to the art creature marked as your primary target who has two or
of poisonous combat. When a creature is poisoned by you, more conditions inflicted by you, treat all damage die rolled Assas
you may choose to apply one of the additional effects: a part of your Lethal Attack that are 4 or lower, as 5.
Techn
Additionally, a creature who fails a saving throw

The creature cannot regain hit points until the end of A
against a Poison of your creation, they take double the
their next turn.
Poisons damage.

The creatures speed is reduced by half, for the duration
of 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.
Arr

The creature is deafened for the duration of their
poisoned condition.

DECEPTIVE EXCHANGE
Beginning at 10th level, you have closely adapted to the E
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
Gl
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
G
target creature has experienced themselves in the past.

VICE AGENT
S
Some Hunters fall
under a grey area
in their dealings
and morals than
most shinobi, but
some choose to
go even further
than that,
learning
to

THE PERFECT POISON


Also at 14th level, when you would create vials of
assassins blood, you can choose to instead half
the amount of vials you create. If you do, you
instead create Kamizuru Venom. This venom’s
DC becomes equal to your Ninjutsu save DC.

KISS OF DEATH use


Beginning at 17th level,
when

some
of
man’s
cardinal Sin’s
and Vices as a
weapon against

35
them. These Hunters are known as Agents of Vice, or Additionally, whenever a creature who is engaged in
Vice Agents for short. a social encounter with you and who is not your ally,
would doubt your ability to accomplish a task no matter
SIN’S PROFICIENCY how simple or mundane, you gain a +5 bonus to any
When you choose this Creed at 3rd level, you gain skill check made in attempt to accomplish the task.
proficiency in Persuasion and Insight. Additionally, you
can make a skill check using either of the skills using
Wisdom or Charisma.
Also, you have learned to take the teachings of the
greatest interrogators, silver tongues and Beguilers,
blending them into your vile and sinful form of combat
allowing you to learn to pray on your enemies vices
and take advantage of them. You learn the Shadow
Bite Genjutsu. When you do, it gains the Ninjutsu
Keyword, loses the Visual Keyword. If this jutsu would
be cast using your Ninjutsu attack bonus, when you
would deal damage, you instead add your Ninjutsu
ability modifier, in place of your Genjutsu ability
modifier for damage. If this jutsu would be cast using
your Genjutsu attack bonus, you can choose to instead
use your Charisma instead of wisdom to calculate this.
Finally, your teachings have also taught you how to
blend in the sins of man into this jutsu, making it far
more deadly to be struck by it. Select one of the ENVIOUS THEFT
following Vice Assassination techniques augmenting Beginning at 10th level, when a creature within 60 feet
the Shadow Bite jutsu when cast. A Jutsu with any of of your casts a jutsu you are eligible to learn or cast,
the following techniques cannot be taught to another you may use your reaction to try and steal it, for
creature and cannot be customized, modified or immediate use soon after. Make an ability check using
augmented using the Jutsu customization options or the relevant ability modifier for the jutsu type. The DC
any Non-Hunter-Nin class features. You can switch your is:
Vice Assassination Technique when you complete a 13 + the rank of the jutsu (D-Rank: 1, C-Rank:
rest of any type. You can select a second technique 2, B-Rank: 3, A-Rank: 4, S-Rank: 5).
when you reach 10th level; On a success, you steal the jutsu right before it is
cast, storing it inside yourself. A jutsu stolen in this way
GREED’S SHELL is not cast but the target spends its chakra as if it was.
Also, at 3rd level, On your turn as a free action you can This counts as jutsu negation or countering for the
surround your skin in a sleek metallic looking coat of purposes of interacting with features, jutsu or traits.
chakra, that is a color and design of your choice. This A jutsu stored within you in this way can be cast as if
chakra like armor lasts for 1 minute. you know it, ignoring all keyword limitations. A jutsu
When you would activate this armor your skin cast this way uses your ability scores to calculate
hardens granting you protection from a limited amount attack, damage, save DC and any other effects dictated
of damage and making you far harder to harm. You can by the casters statistics. You can store a number of
activate this protective armor a number of times equal jutsu this way equal to your Charisma modifier. A jutsu
to your proficiency bonus per long rest. stored inside of you remains until your next rest, before
First, for the duration, while you are not wearing harmlessly dissipating.
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.

ARROGANCE’S INFLUENCE
Beginning, at 7th level, you have a constant aura of
influence around you designed to affect those of your
choice with an arrogant mindset. Creatures of your
choice within 30 feet of you, who would attempt to
make a Charisma based check may add 1d6 to their
check as their self-confidence aids them.

36
LUSTFUL ASSUMPTIONS
Also at 10th level, when you are engaged in a social
encounter with a creature who does not have a VOID WALKER
negative or hostile disposition towards you, and you
Some Hunters utilize Time & Space Ninjutsu, to get in
would succeed on a persuasion check, you can choose
and out of combat as easily as blinking. These Shinobi
to make them gain 1 rank of charmed against you, for
specialize in hit and run tactics.
the next hour.

GLUTTONOUS AMBITION STALKER PROFICIENCY


At 3rd level, you gain proficiency in the Ninshou and
Also at 14th level, you have attained an ambitious level
Survival skills. Additionally, you can make a skill check
of gluttonous intentions. When you would cast a
using either of the skills using Intelligence or Wisdom.
Genjutsu that would give you a boost, benefit or boon,
Also, you have learned to take the teachings of the
you can gain the benefit of that Genjutsu twice if ever
greatest strikers, Fuin-crafters, and Ninjutsu specialist,
recast, such as with Bless or Confidence. When you
blending them into your high speed and fast paced
would gain the benefit of a genjutsu twice in this way, if
form of combat allowing you to outwit, out speed and
the genjutsu would require an action, bonus action or
out play your targets. You learn the Chakra Mark
reaction in order to maintain their effects, and they
Ninjutsu. This jutsu can be cast as a part of activating
both require the same action to maintain, you can
the Primary Target class feature. If cast in this way,
spend that action and it would count towards the
Chakra Mark’s cost is reduced by 2, it’s range instead
requirements to maintain both.
becomes 120 feet, and requires no attack roll to mark a
Genjutsu that you are gaining the benefit twice from
creature. A creature marked by your Chakra Mark in
are still counted as separate jutsu when rolling to
this way, is instead marked until you score an attack
maintain concentration or chakra cost to maintain
that activates your Lethal Attack class feature, or
concentration.
mark another creature with Chakra Mark in this way
after which the jutsu ends.
Finally, your teachings have also
taught you how to
blend in
different

EPITOME OF SIN
At 17th level, you have begun to embody the very
essence of man’s sin. You find it hard to be bested or
challenged. You want more than you need. Your anger
is unmatched and you have tones of jealousy that
has no rival and all other hostile combatants
deserve to be looked at with pity and not
respect.
Select a one effect from the Vice
Assassination table. You gain that effects
when casting any Genjutsu. VOID ASSASSINATION TECHNIQUE TABLE
Assassination
Technique Effect
Aether A creature marked with this jutsu who would make a saving throw ag
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 a
feet of the marked construct, structure or surface after taking damag
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 Nin
the end of their next turn. This penalty increases to -3 at 10th and -5 a
Disruptive A creature marked with this jutsu who would take damage from a Tai
beginning of your next turn by +3. This cost increases to +6 at 10th and
Rune You can mark a weapon or weapon stack with the thrown property (a
weapon attack using the marked weapon, you can spend 10 feet of m
creature.

37
Fuinjutsu seals into your Chakra Mark making it VOID STEP
significantly more potent for your assaults. Select one Also at 7th level, when you take the Dash action, you can
of the following Void Assassination techniques teleport whenever you move until the end of your turn. You
augmenting the Chakra Mark jutsu when cast. You can split up this teleportation just like you can with regular
can switch your Void Assassination Technique when movement. If you end your movement within 5 feet of a
you complete a rest of any type. hostile creature, you gain the benefits of the dodge action
You can select a second technique when you reach against that hostile creature.
10th level;
SEALING ARTS
Beginning at 10th level, you learn of a variety of
techniques that people use to seal, conceal or even hide
the residual effects of a chakra-based effect.
When you are within 60 feet of a chakra-based effect
created by a Ninjutsu you become aware of its existence.
By spending an action to make a Ninshou check vs the
Ninjutsu save DC of the caster. If there is no caster and
this instead is a natural phenomenon then the DC is
calculated as; 10 + The Rank of the Mission this effect is
taking place in or an equivalent jutsu rank effect; (D-
Rank: 5, C-Rank: 9, B-Rank: 13, A-Rank: 17, S-Rank:
21)
On a successful check, you are able to seal away this
effect, effectively ending it temporarily for a duration of
your choice for no longer than 10 minutes. You can only
BLINK target a creature gaining the benefit of a chakra-based
Also, at 3rd level, you learn to use your chakra to slip effect twice per rest in this way.
between points in space, teleporting short distances in
the blink of an eye. As a part of your movement, you FUIN-FIELD
can spend half of your movement to teleport a distance Also at 10th level, you learn to cast Chakra Mark as a
equal to half of your movement to an unoccupied space bonus action twice per long rest. When you do the Chakra
you can see. Mark jutsu is modified in a number of ways as follows;
If you teleport within 5 feet of a creature marked by
the Chakra Mark ninjutsu or Primary Target class

The range of this jutsu becomes 60 feet (10-foot cube).
feature, using this feature or a Void Assassination

It does not require a successful attack roll to mark a
technique, you gain one of the following of your choice. creature instead automatically marking all creatures in
You can only choose one; the jutsu’s range at the casters choice.

This jutsu cannot be upcast, if cast in this way.

+1 bonus to critical threat range on your next attack
against them until the end of the current turn. VORPAL CASTING

+2 to your AC until the beginning of your next turn. Beginning at 14th level, You learn to infuse your Ninjutsu

+2 to your next saving throw until the beginning of with Vorpal seals as they are being cast. Up to twice per
your next turn. rest, when you would cast a jutsu that requires an attack
Also, you gain exclusive access to the Void Assault, roll targeting a creature marked with either your Primary
Hunter Exploit. This does not count against your Exploit Target class feature or Chakra
Limit. Mark Ninjutsu. A jutsu infused
with your vorpal seals range
VORPAL STRIKE becomes irrelevant as it is
Beginning at 7th level, you can mark your weapons with a instantly
special seal, known as a vorpal seal for 1 minute. Once
you use this feature to mark your weapon (or weapon
stack), you cannot use it again for 10 minutes.
While marked your weapon gains one of the
following effects for the duration;
Vorpal Passthrough. The first attack you
make each turn with the weapon ignores
temporary hit points & structures or constructs
that would intercept damage.
Vorpal Sharpening. The marked [Weapons
Damage] die is increased by 1 step.

teleported to its
target. You still
require a
successful
attack roll in
order to deal
damage as
normal.

38
WOLVES LEGACY
Some Hunters find that hesitation is defeat. So, they
forget what hesitation means. They train their body to a
point where it breaks down, so they can build it back
better and stronger. These Hunters are known as Wolves.
Violently efficient, Aggressively driven, and unhindered
by Fear.

WOLF’S PROFICIENCY
At 3rd level, you have learned to patiently wait for an
opponent to slip up and capitalize on it with unforgiving
accuracy. You gain proficiency in the Martial Arts and
Insight skill. Additionally, you can make a skill check
using either of the skills using Dexterity or Wisdom.
Also, you have willingly chosen to replace your
organic arm with that of a shinobi prosthetic. An arm
made of wood, metal and other synthetic martials that
you control using your chakra, that sits in place of your
original arm. This prosthetic is able to be fitted with a
SPATIAL DISPLACEMENT tool that can aid you in combat. Select two of the
At 17th level, you are able to effortlessly move following Prosthetic Attachments. You can select
between space, even using this offensively or two more at 10th level. If a tool would require a creature
defensively. to make a Saving throw, you would use your Taijutsu
As an action, you can target one creature you can see Save DC. You can use any of your Prosthetic
marked as your Primary Target class feature or by Attachments a number of times equal to your
your Chakra Mark ninjutsu. When you do, you teleport proficiency bonus per rest.
to them, ignoring distance, cover or no space that can You can switch your chosen Prosthetic
hold you as if a space is occupied by another creature Attachments when you complete a rest of any type.
that you would end your teleportation in they are
forcibly teleported into your previous space. When SHINOBI’S KARMA: BODY
your teleportation’s movement ends, you can make a Also, at 3rd level, your strength of body has reached
weapon attack as a part of this teleportation targeting new levels compared to other Hunters of your caliber.
the select creature. On a hit you automatically score a Increase the number of failed death saves you need by
critical hit. You can perform this action twice per rest. 2, before you die and you gain advantage on death
Additionally, whenever you would be targeted by an saves.
attack, you may as a reaction, do one of the following
up to twice per long rest;

Melee Attack: Teleport up to your Movement speed
away to an unoccupied space dodging the attack.

Ranged Attack: Teleport the attack away,
redirecting it to target another creature of your
PROSTHETIC ATTACHMENTS TABLE
choice, making a Ninjutsu attack against the selected
creature, on a success, the target takes the attack as Assassination
if they were the original target. Technique Effect
Divine Your arm is outfitted with a fan you can quickly pull out to gain a b
Abduction giving yourself advantage on your next stealth check.
Elemental Vent In your arm you have equipped a small cannon that unleashes a bl
15-foot cone make a dexterity saving throw, taking 4d6 fire damag
to another nature release, you can instead use that elements corre
+2d6 at 10th and 17th levels.
Loaded Your arm is fitted with exceedingly sharp shuriken, launched from
Shuriken select a creature you can see and make a ranged weapon attack as
4d4 slashing damage and inflict 1 ranks of bleed. The damage die
Loaded Your arm is outfitted with an indestructible, iron ribbed umbrella m
Umbrella reaction when you would take damage, you open this umbrella int
by 3d4. The damage you reduce is increased by +3d4 at 10th and 17
Mist Raven Your arm is fitted with a special feather that gives you the ability to
reaction when you would take damage, you teleport up to 30 feet a
17th levels.
Sabimaru Your arm is equipped with a secret poison, with which you can coa
attack with a weapon or make a melee Taijutsu attack as part of ca
can spend a use of your Prosthetic attachments. On a hit you deal
constitution saving throw. On a failed save, they gain the envenom
the target instead gains 3 ranks of the Envenomed condition.
Shinobi Your arm is equipped with a firecracker that is made for disorientin
Firecracker foot cube originating from you to make a Wisdom saving throw. On
of their next turn.

39
Additionally, skill checks or jutsu cast against you in OWLS TEACHINGS
an attempt to grapple, trip or push you are made at Also at 10th level, you have begun to also learn from
disadvantage and on a failed attempt, the triggering another creed of Hunters, known as the Owls. Their
creature triggers an attack of opportunity from you that teachings guide you down the road of a shinobi, deeper
does not spend your reaction. than most others would dare travel.
Also, you gain exclusive access to the Deflection, While observing a creature, you can as an action,
Hunter Exploit. This does not count against your Exploit make an Insight check vs the targets Passive Deception
Limit. (10 + Charisma (Deception) Bonus). On a success,
you can see through them, almost as if looking into
POSTURE BREAK their spirits directly. You can select one of the
Beginning at 7th level, a creature marked as your following, granting you this boon for the next minute.
Primary Target, who has 3 or more total ranks of any You cannot use this feature on the same creature no
condition(s), you ignore half of their DR (Damage more than once, every hour.
Reduction). 
A creature who would even attempt to lie, makes you
Additionally, if the marked creature has 5 or more
instantly aware of their trickery.
total ranks of any condition(s) your Lethal Attack 
A creature who would have hostile intentions towards
damage die increases to a d10.
you or anyone near them, makes you instantly aware
of their malice.
EYES OF A SHINOBI 
A creature who would have romantic or admiration-
Also at 7th level, you have tapped into a latent skill that
based feelings towards you or anyone near them,
has been lost to most shinobi. The ability to sense a
makes you instantly aware of their feelings.
creatures presence, strengths and weaknesses. As a
bonus action you can activate your shinobi sense,
allowing you to sense the presence of all living creatures
SHINOBI’S KARMA: WILL
Beginning at 14th level, your strength of will has
within 30 feet of you, with or without chakra until the
reached levels incomparable to other Hunters of your
end of your next turn. All living creatures glow a soft
caliber. You gain proficiency in Charisma saving throws.
blue hue allowing you to even sense a creature through
Additionally, saving throws you make against a
walls no more than 5 feet thick. While sensing a creature
Genjutsu that would Restrain, incapacitate, slow or stun
in this way, you also become aware of the gaps in their
you are made at advantage.
defenses if any, allowing you to become aware of the AC
of all creatures of your level or lower.
You can tap into this well of preternatural sensory
ability a number of times equal to your Wisdom ability
modifier per rest.

DEVOTION TO THE CREED


Also at 14th level, your devotion to your
creed has exceeded all others. When
WOLF TECHNIQUES you would complete a rest, select one
Beginning at 10th level, you have learned both to
Adversary Class (Caster, Controller,
value patience, but at the same time that hesitation
Defender, Lurker, Generalist,
leads to defeat. You have become privy to a series
Striker or Supporter). You become
of elite techniques taught only to members of your
aware whenever an adversary with
creed who have survived as long as you have.
that
Select 1 of the following jutsu. The selected jutsu
class is
are now counted as your Wolf Techniques. The
within
jutsu selected are added to your Jutsu known and
120 feet
also gain their listed effects. You can cast a jutsu
of you and
counted as your Wolf Technique, by spending two
where they
uses of your Prosthetic Attachment instead of
are.
spending chakra. A jutsu cast in this way ignores its
If you
component requirement, instead being able to be
would
cast using any weapon and is always cast as if it
engage
were B-Rank.
them

Kunai Assault: X always equals 8. socially,

Weapon Deflect: Bonus damage increases to a your
d10. training

Weapon Break: Your weapon is treated as a B- has led
Rank or a +2, whichever is higher in the to you
given scenario.

Earth Breaker: Increase the saving
throw damage die to a d10, and researching
instead make two melee taijutsu as much as
attacks against a prone target. possible in regards

Reapers Swing: The Jutsu’s casting cannot to interacting with
be reacted to. them. You can

Triple Windmill Blades: The jutsu’s range is choose to use your
increased to 90 feet. Wisdom in place

Ichimonji: Make one additional attack. of Charisma

Judgement Cut: Reduce the additional when making a
cost to target the same space to 4 Charisma based
chakra. skill check.

40
Additionally, you gain a 1d6 bonus to all such checks throw. If you have expertise in perception, you
made to interact with them. instead add a +1d4 bonus in place of expertise. If
your check succeeds, the first attack roll the target
KAGES DIE TWICE makes before the start of your next turn has
At 17th level, your sheer spirit and resolve to keep disadvantage, and the first saving throw the creature
fighting allows you to defy even death itself. Once per makes before the start of your next turn has
long rest, when your hit points are reduced to 0, you disadvantage.
can choose to slowly stand back up, regaining hit
points equal to twice your hunter-nin level, and gaining BATTLE CRY
resistance to all damage until the end of your next Skill: Intimidation
turn. You attempt to demoralize one creature you can see
Additionally, when you are revived this way, you within 30 feet of you that can see and hear you.
immediately gain 2 failed death saving throws, which Make an Intimidation check contested by the target’s
cannot be removed by any means until you complete a Charisma saving throw. If you have expertise in
long rest. intimidation, you instead add a +1d4 bonus in place
Alternatively, if you would die, prior to using this of expertise. On a success, the target becomes
ability, once per full rest, you can choose to rise from demoralized, suffering a -2 penalty to all attack rolls,
the ether, ignoring effects that would prevent you from skill checks, saving throws and even their AC. A
being revived rising with half of your maximum hit creature immune to fear cannot be affected by this
points. If you do, you gain 5 failed death saves, which exploit. A demoralized creature can attempt to
cannot be removed by any means until you complete a repeat their saving throw vs your Highest save DC at
full rest. the end of each of their turns, ending the
demoralized effect on a success. A creature who is
demoralized, can be demoralized no more than twice
at any single time.

BRUTE
Skill: Athletics
When you would score a hit with a melee attack, you
attempt to overwhelm them. Make an Athletics check
contested by the target’s Strength saving throw. If
you have expertise in athletics, you instead add a
+1d4 bonus in place of expertise. On a success, the
target gains 1 rank of weakened.

CHAKRA RECOIL
HUNTERS EXPLOITS Skill: Chakra Control
You attempt to recover chakra for yourself after
Choose from the following exploits. In order to
casting a jutsu. When you would cast a jutsu, Make a
choose an exploit, you must be proficient in the
Chakra Control check vs a DC 8 + Rank of jutsu cast
associated skill. You can use these feature a number
(D-Rank: 5, C-Rank: 9, B-Rank: 13, A-Rank: 17,
of times equal to your proficiency bonus per short
S-Rank: 21). If you have expertise in chakra control,
rest.
you instead add a +1d4 bonus in place of expertise.
On a success, you reduce the cost of the jutsu by
AIM 1d6, down to a minimum of 0. If you beat the DC by 5
Skill: Perception
or more, you instead reduce the cost by 2d6.
When you make an attack, you attempt to line it up
against a creature you can see. Make a Perception
check vs the targets AC. If you have expertise in
CHARMING
Skill: Persuasion
perception, you instead add a +1d4 bonus in place of
As an action, you attempt to influence one creature you
expertise. On a success, attacks attack made against
can see within 30 feet that can hear and understand
the target creature is made at advantage. If multiple
you. Make a Persuasion check contested by the target’s
attacks are made as a part of the same action or as
Wisdom saving throw. If you have expertise in
the result of a jutsu cast, the first attack made is at
persuasion, you instead add a +1d4 bonus in place of
advantage. Additionally, if your check beats the
expertise. If you have dealt damage to the creature in
opposing creatures by 10 or more, you also increase
the last hour, it has advantage on its save. On a
your first attack made after using this exploits,
success, the target gains 1 rank of the charmed
critical threat range by +1.
condition in regards to you, until combat would begin.

ANALYZE CONFUSE BEAS


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

ANGLE DEFLECTION
Skill: Perception
Skill: Martial Arts
You attempt to predict the behavior of a creature you
Requirements: Wolves Legacy
can see within 30 feet of you. Make a Perception
When you would take damage from a melee attack
check contested by the target’s Dexterity saving
you can deflect the attack weakening the posture of

41
your assailant, weakening their stance to allow you On a success, the target is incapacitated until the end
to strike them in response. While this does not cost of your current turn.
an action to use, if you cannot gain the benefit of a
Reaction, you cannot use this exploit. Until the end of FESTERING SIPHONAGE
the current turn each time a creature would target Skill: Medicine
you with an attack or deal damage to you as a result Requirements: Necrotic Hand Subclass
of an attack, you make a Martial arts check contested When you would deal damage with the Necrosis
by the targets attacking ability scores, saving throw. ninjutsu, you are able to siphon off a portion of your
If you have expertise in Martial Arts, you instead add targets strength. Select one ability score between;
a +1d4 bonus in place of expertise. On a success, roll Strength, Dexterity, Intelligence or Wisdom.
your Lethal Attack dice, reducing damage by the Make a Medicine check contested by the targets
result. If the deflected attack was a melee one, Constitution saving throw. If you have expertise in
reduce the triggering creatures AC by 1d4, until the medicine, you instead add a +1d4 bonus in place of
end of your next turn. If a creatures AC would be expertise. On a success, you reduce the targets chosen
reduced by 10 or more as a result of this exploit, the ability score by 1d6+1. You gain a bonus to the same
next attack targeting them automatically scores a ability score equal to the value they lost. This drain
critical hit. lasts until the end of your next turn or until they die,
whichever comes first.
DIPLOMACY
Skill: Persuasion
As an action, you attempt to convince one creature you
can see within 30 feet that can hear and understand
you. Make a Persuasion check contested by the target’s
Charisma saving throw. If you have expertise in
persuasion, you instead add a +1d4 bonus in place of
expertise. If you have dealt damage to the creature in
the last hour, it has advantage on its save. On a
success, you are able to convince them to increase
their disposition towards you. They may feel more
willing to assist you and your allies towards
accomplishing a goal against their better judgement.

DISTRACTION
Skill: Deception
As a Bonus action or a Reaction when an allied creature
would make an attack targeting a creature range, you
attempt to distract one creature you can see within 30 FOX’S SIN
feet of you that can see and hear you. Make a Skill: Persuasion
Deception check contested by the target’s Wisdom Requirements: Vice Agent Subclass
saving throw. If you have expertise in deception, you When you would deal damage with your Shadow
instead add a +1d4 bonus in place of expertise. On a Bite jutsu, you can entice the target to give you any
success, the target becomes surprised until the end of bonuses, boosts, or boons they are benefiting from.
the current turn against the chosen allied creature. Make a Persuasion check contested by the targets
Wisdom saving throw. If you have expertise in
EMULATE PREDATOR Persuasion, you instead add a +1d4 bonus in place of
Skill: Nature expertise. On a success, any one jutsu, feature or
You attempt to emulate the sounds of a trait (excluding Class mod or Clan Traits) that are
natural predator of a creature you can granting the target a bonus, boost or boon, you steal
see within 30 feet, that it, gaining its benefit for the remaining duration. If
cannot see you. Make a the jutsu stolen required concentration, you begin to
nature check contested by the maintain concentration in place of the original target
target’s Wisdom saving throw. If you spending 0 chakra at the beginning of each of
have expertise in persuasion, you your turns. The target loses the jutsu as if it
instead add a +1d4 bonus in place of were dispelled. If the benefit stolen was from
expertise. On a success, the target is an Adversary trait, they lose the traits benefit
spooked and must take the Dash until the end of your next turn as you gain its
action and move away from you, using benefit for the same duration. If you are not aware of
the safest available route on its turn, all of the jutsu, features or traits currents affecting a
unless there is nowhere to move. creature you randomly steal one, becoming aware of
its effects. (Ex. Bless, Wind Release: Wind
FEINT Friction Shatter, or even Crushing thoughts)
Skill: Deception
As a bonus action, you HINDER
attempt to divert the Skill: Sleight of Hand
attention of a target you As a reaction to a creature attempting to make an
can see within 30 feet. Make a attack or cast a jutsu, you attempt to blind it, if it is
Deception check contested by within 30 feet of you. Make a Sleight of Hand check
the target’s Wisdom saving contested by the target’s Constitution saving throw. If
throw. If you have expertise in you have expertise in Sleight of Hand, you instead add
deception, you instead add a a +1d4 bonus in place of expertise. On a success, the
+1d4 bonus in place of expertise. target is blinded until the start of its next turn.

42
INCURABLE AFFLICTION You attempt to anticipate your target’s action. As a
Skill: Deception reaction to a creature attempting to cast a jutsu or
Requirements: Undertaker Subclass make an attack against you, make a History check
When a creature would take poison damage as a contested by the target’s Charisma saving throw. If you
result of an attack you make, jutsu you cast, or have expertise in history, you instead add a +1d4
envenomed condition you inflicted, you are able to bonus in place of expertise. On a success, you have
reveal that the poison isn’t any normal poison. It is advantage on the first of each, your skill check, attack
virtually incurable. Make a Deception check roll and saving throw you make against that creature
contested by the targets Constitution saving throw. If before the end of your next turn.
you have expertise in Deception, you instead add a
+1d4 bonus in place of expertise. On a success, the SUNDER
target gains 1 rank of envenomed for the next Skill: Craft
minute and cannot have any ranks of the envenomed You attempt to make a creatures armor virtually
condition removed by any means until the end of pointless. As a bonus action, make a Craft check
your next turn. contested by Strength saving throw. If you have
expertise in the craft skill, you instead add a +1d4
INSTRUCT bonus in place of expertise. On a success, you ignore
Skill: Investigation the bonus its armor grants to its AC until the end of the
As an action, you attempt to find a weakness in your current turn.
target. Make an Investigation check contested by the
target’s Wisdom saving throw. If you have expertise in TUMBLE
investigation, you instead add a +1d4 bonus in place of Skill: Acrobatics
expertise. If your check succeeds, all friendly creatures As a part of your movement, you attempt to make a
next attack roll against the target is made at quick tumble. Make an Acrobatics check and record the
advantage. result. If you have expertise in the acrobatics skill, you
instead add a +1d4 bonus in place of expertise. Your
INTUIT AC becomes the result of your check. This only lasts
Skill: Insight against the first attack made against you before the
You attempt to determine the motivations of one beginning of your next turn, after which your AC goes
creature you can see within 30 feet. As an action, make back to normal.
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.

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
Heavily obscured, you can use this exploit. Select creature with the highest wisdom ability score,
another space that would grant you any of the Wisdom saving throw. If you have expertise, you
aforementioned environmental circumstances. You instead add a +1d4 bonus in place of expertise. On a
teleport to that space. success, you are able to move up to your movement
When you do teleport, make a Stealth check speed into a space that would grant you partial or
contested by all hostile creatures passive perception. If total concealment. When you do, you treat your
you have expertise in stealth, you instead add a +1d4 stealth check as if you attempted to Hide. The image
bonus in place of expertise. On a success, you becomes the observing creature(s) were seeing begins to
undetectable by jutsu with the sensory keyword until vanish into thin air revealing that you were never
the end of your next turn, and your first attack with there in the first place.
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 Chakra Mark ninjutsu you begin to blink around
or 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 Mark dealing significant damage to everyone. Make
to hinder the target. Make a Crafting check contested a Ninshou check and record the result. If you have
by the targets Strength Saving throw. If you have expertise in Ninshou, you instead add a +1d4 bonus
expertise in crafting, you instead add a +1d4 bonus in place of expertise. Compare the result of your
in place of expertise. On a success, you aggressively check to the AC of all other creatures marked by your
restrict the mobility of the target creature, reducing Chakra Mark. You quickly teleport and strike each
their movement speed to 10 feet, preventing them of them in the blink of an eye dealing half of the
from forming handseals or taking the Dash, triggering attacks damage to all marked creatures.
Disengage or Dodge actions until the end of your This does end the Chakra Mark jutsu on all affected
next turn. creatures. Regardless, choose a space within 5 feet
of a marked creature that can hold you, as you
STUDY teleport to that space after this exploits use.
Skill: History

43
WARDENS ASSAULT For every 2 Hit dice spent, you gain 1 additional use
Skill: Athletics of any one Hunter-Nin class feature.
Requirements: Blade Warden Subclass
As a part of the same action used to make a weapon HABITUAL RESEARCHER
attack or taijutsu attack, You attempt a flurry of
You research the most remedial things. The number of
strikes that are impossible to track with your
useless facts and tidbits of knowledge has become
Warden Weapon. Make an Athletics check vs the
unbearable. But you never stop learning, no matter how
targets AC. If you have expertise in Athletics, you
much time it takes out of your personal life. Select two
instead add a +1d4, in place of the expertise bonus.
skills. You gain proficiency in the given skills.
On a success, you strike fast enough and with
You can select this Pattern multiple times, selecting
enough force to manifest multiple afterimages of the
different skills.
same attack. You can trigger Lethal Attack twice on
the target creature the turn you use this Exploit.
HORROR FILMS
TERRIFYING After your first fright film, you have become absurdly
Skill: Intimidation addicted to them, finding ways to watch or read horror
You attempt to demoralize a creature, so as to give related content. This gives you a multitude of ways to deal
you a feeling of superiority over them. The reaction is with the fear of being afraid. You gain immunity to the Fear
instant, and the effects positive. Make an condition and Fear based effects.
Intimidation check contested by the target’s
Charisma saving throw. If you have expertise in
intimidation, you instead add a +1d4 bonus in place
HYPER CRITICAL EYE
of expertise. On a success, the target gain 1 rank of You have always been super critical of the quality of
fear against you for the next minute. Additionally, the tools you are working with. Whenever you see
until the end of your next turn, you gain a +1 bonus weapons, armors or tools within 60 feet of you, you
to all saving throws for each rank of fear the target can, as an object interact action, inspect them more
has against you. closely when you do, you become aware of the quality,
special effects, features, or even seals placed upon
them and what they can do.

ILLICIT LITERATURE
You have become an avid reader of illicit and inappropriate
texts meant for only the most refined of tastes. While
reading you learn to deal with your desires unlike most of
the uncultured swine who are ignorant to your holy texts.
You gain Immunity to the Charmed condition and charm-
HUNTERS PATTERNS based effects.
Patterns are the fully realized manifestations of the
multitude of trainers, teachers, peers and even rivals. KLEPTOMANIAC
These manifestations take shape in the form of The shiny things in life were always too much to just
patterns you have picked up. These patterns are ignore. Plus, they’d shine better with you. Years of
things you do throughout your day, when you are petty theft has taught you how to do it correctly. You
resting or even when fighting. gain proficiency in Sleight of Hand or Security Kits.
When you would make a check to pickpocket or pick a
BACK-UP PLANS, BACK-UP lock, You can mark the lock as your Primary Target,
Your teacher, master or rival seems to always have a plan reducing the DC 2. Doing this keeps the lock as your
A, B, C, D and E. You will never be caught without an Target until you open it or an hour has passed.
answer again. Once per rest, you can select one tool, kit, or
weapon of greater quality, that you are able to pull from a MARTIAL STUDENT
Back-up scroll that you always had this entire time. Ninjutsu or Genjutsu could fail you, but your own limbs
The tool, Kit or weapon can only be used once, or weapons could not. You can use Dexterity as the
regardless of the circumstance. Once used the Tool, kit casting modifier the jutsu type you did not pick with the
or weapon breaks or becomes inert. Lethal Precision class feature.

BOTANY NINJA INFO CARD ADDICT


You have taken to caring for plants of any or all types. It You read Ninja info cards to bed every night and while
calms you and grants you a deeper understanding of the bathing. You have an unhealthy obsession with memorizing
biomes the plants come from. Select two of the following what an enemy might be able to do. Select one of the
locations; Land of Fire, Land of Earth, Land of following Adversary types; Caster, Controller, Defender,
Lightning, Land of Water, Land of Wind, Land of Lurker, Generalist, Striker or Supporter. When you
Snow, Minor Lands (any 3). You gain a +1d6 bonus to all would become aware of an adversaries type, you become
Nature and Survival checks made within the chosen lands. aware of all Role traits they have.
You can select this Pattern multiple times, selecting You can select this Pattern multiple times, selecting a
different locations. different adversary type.

DRINKER OVERPREPARED
You have taken up the unhealthy pastime of drinking You always over prepare. So much so that you over
alcohol. The drink burns your throat and has a bitter pack, bring too much of the same thing, or are always
aftertaste, but you find it oddly liberating. This drinking more prepared than the next person. When you would
habit has granted you the ability to convert your Hit die into complete a rest of any type. Roll one d20. Record the
additional uses of any Hunter-Nin class feature that has a results. Whenever you or another creature would make
use limit.

44
INTELLIGENCE OPERATIVE
Proficiency Plans Brave Jutsu Highest Rank
Level Bonus Features Known Orders Known Jutsu Known
1st +3 Strategic Timing, Exploit Weakness - - 6 D-Rank
2nd +3 Master Planner, Expertise 2 3 7 D-Rank
3rd +3 Master Strategist 2 3 8 D-Rank
4th +4 Ability Score Improvement/Feat 2 4 8 D-Rank
5th +4 Tactical Scheme, Helpful Operative 3 4 9 C-Rank
6th +4 Master Strategist (2) 3 5 10 C-Rank
7th +5 Sabaki 3 5 11 C-Rank
8th +5 Ability Score Improvement/Feat 4 6 11 C-Rank
9th +5 Master Strategist (3), Expertise (2) 4 6 12 B-Rank
10th +6 Tactical Scheme (2) 4 7 13 B-Rank
11th +6 Declaration of War 5 7 14 B-Rank
12th +6 Ability Score Improvement/Feat 5 8 14 B-Rank
13th +7 Master Strategist (4) 5 8 15 A-Rank
14th +7 Tsume 6 9 16 A-Rank
15th +7 Tactical Scheme (3) 6 9 17 A-Rank
16th +8 Ability Score Improvement/Feat, 6 10 17 A-Rank
Expertise (3)
17th +8 Master Strategist (5) 7 10 18 S-Rank
18th +8 Declaration of War (2) 7 11 19 S-Rank
19th +9 Ability Score Improvement/Feat 7 11 20 S-Rank
20th +9 Checkmate (2) 8 12 20 S-Rank

a skill check using Dexterity, Wisdom or Charisma you into bonuses to skill checks once per
can replace their original d20 result with the d20 you turn. You can spend 1 chakra die in
previously rolled, spending that roll. this way adding the result to a given
check.
PRACTICED COMBATANT
You have practiced the martial arts all of your life,
studying new forms, techniques and skills. Even when
others would ask you to be a bit more social, you
focused on the practical applications of your martial
prowess. You gain one Taijutsu or Weapon stance from
Chapter 13.

PRE-PLANNED ROUTE
You have learned the value of always knowing how to, and
when to escape or run. You practice your escape routes the
night before and in your dreams in order to avoid wasting
time. When you would take the dash action, you instead are
able to increase your movement speed by twice your base
speed. Once you do this, you cannot gain the benefit of this
pattern again until you choose to reduce your speed to 0 at
the beginning of your turn or finish a rest.

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 INTELLIGENCE
You have taken up the unhealthy pastime of smoking
Tabaco sticks. The taste is horrible and the smoke chokes
OPERATIVE
your lungs, but you find it oddly calming. This smoking An Aburame directs his allies to take
very specific positions and tells them
habit has granted you the ability to convert your chakra die
how to win this upcoming battle.

45
After they take a position, they act according to his CHAKRA POINTS
plans, each event happening in sequence like he Chakra Dice: 1d10 per Intelligence Operative level
planned, all culminating into the confrontation with the Chakra Points at 1st Level: 10 + your constitution
Warlord.
modifier
With a trained eye for detail, Sarutobi looks over the
room he and his allies are trapped in. After a few Chakra Points at Higher Levels: 1d10 (or 6) + your
seconds he figures it out. He walks directly through the Constitution modifier per Intelligence Operative level
wall after figuring out that they were trapped within a after 1st.
Genjutsu and noticing the smallest off-center details.
These shinobi, different as they might be, are PROFICIENCIES
connected by one common factor, they are geniuses in
Armor: Light armor, medium armor
their own right, able to read the room, see the way it's
built and figure out that the room isn’t a room, but a Weapons: Simple Weapons, Fuma Shuriken, Knuckle
cage or trap. The Intelligence operatives are the team Blades
leaders, planners, and the brains behind the greatest Ninja Tools: Pick four
teams in the shinobi world. Saving Throws: Dexterity, Intelligence, Charisma
Skills: Investigation, Choose three from Chakra
CHARACTER INSPIRATIONS Control, Crafting, Ninshou, Persuasion, Illusions,
Insight, Intimidation, History, Perception, Martial Arts
When designing this class, it was built with the intent to
allow players to harness and feel like masters of
strategy through the use of the mechanics presented in EQUIPMENT
this class. The Mechanics presented in this class were You start with the following equipment, in
made to imitate the tactical plans of characters such addition to the equipment granted by your
as: background:
Shimamura Nara, Kakashi Hatake, Tobirama Senju, 
(a) Padded Armor or (b) Combat Jacket
Itachi Uchiha, Kabuto Yakushi & Orochimaru.
1. (a) 1 Simple weapon or (b) 2 Knuckle
Blades

(a) One Kunai Stack or (b) 1
Fuma Shuriken
2. One Tool Kit of your
choice.

1 Paper Bomb
CREATING AN INTELLIGENCE
OPERATIVE JUTSU CASTING
When creating an Intelligence Operative consider a few
things about how the character thinks and acts. Do NINJUTSU
they plan ahead or do they plan in the moment? How
Ninjutsu save DC = 8 + your
are their relationships with their allies and how do they
interact with them both on and off of missions? Do they proficiency bonus + your
actively take charge or do they only act when it's a last Intelligence modifier
resort? What made the character so bound to strategy? Ninjutsu attack modifier = your
Did they train under another very skilled tactician and proficiency bonus + your Intelligence
never beat them in a game of chess (Shogi)? Or did you modifier
never lose a game and followed this path in order to
get a real challenge? GENJUTSU
QUICK BUILD Genjutsu save DC = 8 + your
You can make an Intelligence Operative quickly by proficiency bonus + your Wisdom
following these suggestions. First, put your highest modifier
ability score in Intelligence, followed by Dexterity or Genjutsu attack modifier = your
Charisma. Second, choose the Nara, Yamanaka or Non- proficiency bonus + your
Clan, Clans. Wisdom modifier

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

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

46
EXPLOIT WEAKNESS enhance an active plan by spending a Brave order (no
additional action needed). You can end an active plan
Also 1st level, you are able to analyze a target, develop at any time in the same manner you could end
a plan on how to best overcome any potential obstacles concentration on a Jutsu. When you would gain the
and execute that plan with ruthless efficiency. As a benefits of a long rest you may switch the plans you
bonus action on your turn, you can analyze a target know with another plan. You can only have one plan
you can see within 60 feet of you. For the next minute, active at a time, unless otherwise stated.
or until you analyze another target, you gain the Brave Orders: You can spend up to two brave
following benefits against your analyzed target; orders per turn. You gain more brave orders at later

Intelligent Strikes. While wielding a weapon you levels, as shown in the Brave Order column of the
are proficient with either any of the following weapon Intelligence Operative class table. A Brave Order is
properties, you can use your action to make a melee expended when you use it. You regain all of your Brave
or ranged weapon attack using Intelligence in place Orders when you finish a short or long rest.
of Strength or Dexterity with the chosen weapon
when targeting an analyzed target; Melee: Light or EXPERTISE
Finesse, Ranged: Thrown or Returning.
Starting at 2nd level, select one skill or toolkit. You gain

Exploit. Once per turn, you can attempt a Read the
Mastery in the chosen skill or toolkit. You gain 1
Enemy skill-action as a reaction. When you do, you
additional Mastery beginning at 9th and 16th levels.
make your check vs the targets Level DC. On a
success you gain the benefits of the Read the
Enemy action and become aware of one trait the MASTER STRATEGIST
adversary has, its effects and if it can be dispelled or Also, at 3rd Level you dedicate your tactics towards a
suppressed in some way. (Level DC = 8 + target Type of Strategy which is detailed in the following
creatures Level.) section. The Strategy you choose grants you features
Beginning at 7th level, you learn how to analyze a at 3rd, 6th, 9th, 13th and 17th levels.
friendly creature, informing them of their faults and
assisting them in covering those. As a bonus action, ABILITY SCORE IMPROVEMENT/FEAT
you can analyze an allied creature for the next minute. When you reach 4th and again at 8th, 12th, 16th, and
While analyzed, you can select one Statistic; Attack 19th, level, you can increase one ability score by +1 &
Roll, Damage roll, Skill Checks, Saving Throws or Armor a Feat of your choice that they qualify for. As normal
class. They ignore any penalties they have as the result you can’t increase an ability score above 20 using this
of a Jutsu, Trait or condition while you are analyzing feature.
them. You can only analyze one allied creature at a
time.
TACTICAL SCHEME
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
MASTER PLANNER allied
creature’s d20
Starting at 2nd level, you have become adept at
roll, with
planning and learn Plans that can be used freely but
your
are also enhanced by a special resource called Brave
Orders.
Plans: You learn two plans of your choice, which are
detailed in the plans Section at the end of this class.
You earn more at higher levels as shown in the “Plans
Known” Column of the Intelligence Operative Class
table. Many Plans may enhance attacks in some way, Scheme
provide you with a unique action or reaction and each Die. You
has a duration, listed in the Plans effect text. You may roll your
activate a plan by spending one Brave Order as an scheme
action, bonus action or reaction. If you would activate a
plan while another plan is currently active, the
previously active plan immediately ends. You may

47
die, and use that in place of the allied creatures d20 Roll or Saving throw. At 18th Level you may select a
result. number of creatures equal to your Intelligence Modifier.
Beginning at 10th level, you gain two d20s, and can
roll both and pick the dice you want to use for this TSUME
feature.
Starting at 15th level, you can use this feature to Starting at 14th level you have reached the pinnacle of
replace the d20 roll of a hostile creature marked with tactical planning and choice-based tactics. When you
your Exploit Weakness. Once you use this feature, to would gain the benefit of a Plan while you have a
replace a hostile creature’s d20 roll twice, you cannot hostile creature marked with Exploit Weakness, you
do so again until you complete a long rest. begin to move into end game.
By spending 1 Brave Order, all allied creatures,
excluding yourself become marked with your Exploit
HELPFUL OPERATIVE Weakness for up to 1 minute, gaining the benefit of
Also, at 5th level, the Intelligence Operative can use being analyzed and gain a special action called
the help action as a bonus action, even with skills they Tsume.
are not proficient in. Additionally, when you use the Tsume. This special action, can be taken to fulfil the
Help action to aid an ally in attacking a creature, the action cost of any Jutsu cast that has a casting time of
target of that attack can be within 30 feet of you, at least 1 Action, 1 Bonus Action or 1 Reaction or it can
rather than 5 feet of you, if the target can see or hear be used to Dash, Disengage or Hide. Once used this
you. special action comes back at the beginning of the
Additionally, when you would roll initiative, you can affected creatures next turn. Once this action has been
choose to activate a Plan by spending a brave order, used twice by a creature, they lose it and it cannot be
as a part of the initiative roll. regained until this feature is used again.
You can spend a Brave Order to activate this
SABAKI feature twice per long rest.

Starting at 7th level, the Intelligence Operative begins


to learn to incorporate the game of Shogi into their
strategies, including the technique of Sabaki in how
they approach both Combat and Social encounters.
Combat: When you would roll initiative, you can
spend 1 Brave Order. If you do, you can select one
allied creature (Excluding yourself) within 30 feet of
you that can hear you. That creature gains the benefits
of one plan you know, as if you had activated it. They
retain this plans benefits for the remainder of the
initiative, unless you end this feature on your turn, at
no additional action cost.
Social: At the beginning of each social encounters’
initiative count or round, you take notice of all points
and focuses asserted during the last round. All allied
creatures gain a +2 bonus to the first check they make
using a skill each round. If an allied creature would
beat an opposing DC or contested check by 5 or more
while benefiting from this effect, you gain a Scheme
Die which you can use during this Social encounter.

DECLARATION OF WAR
Starting at 11 level you may select 1 hostile creature
th

you can see or hear. While you are within 60 feet of the
target, you may, spend one Brave Order to give that
creature disadvantage on any single Skill Check, Attack

48
MASTER STRATEGIES
CHECKMATE AZURE ANALYST
Starting at 20th level, after many battles and conflicts,
you have mastered when to, and when not to reveal Some Intelligence Operatives find that knowing what
your hand. As a bonus action, all allies gain the your enemies know and use is far more critical than
Checkmate condition. This condition cannot be having any high-powered techniques of your own. They
cleansed and has a number of charges equal to your believe that using your enemies strengths against
proficiency bonus. A charge is expended when an them is a far less dangerous path than fighting fire with
affected creature fails a saving throw or you end your fire. These Intelligence Operatives are known as Azure
turn. Once all charges are expended, they lose this Analyst’s
condition. Once you use this feature, you cannot do so
again until you complete a long rest. AZURE RESEARCH
Checkmate. Creatures with the Checkmate When you choose this Strategy at 3rd level, you learn
condition gain the following benefits for its duration. to use your incredible insight to learn your enemies
skills, jutsu and abilities. You gain proficiency in Insight,

While you are Checkmated plans you activate does if you weren’t previously. If you already proficient, you
not cost Brave Orders. instead gain Proficiency in another Wisdom based Skill.

A Checkmated creature gains immunity to When you would make an Insight check, you can
Conditions inflicted by hostile creatures. choose to instead use Intelligence in place of Wisdom

A Checkmated creature treats critical hits as regular Once per turn, when you would take the Read the
hits. Enemy action as a result of your Exploit Weakness

A Checkmated creature cannot gain disadvantage class feature, you can choose to instead make an
or penalties to any d20 roll it makes. Intelligence (Insight) Check. Regardless of the skill

A Checkmated creature gains double the benefit used, on a success, you become aware of one random
from currently active plans. If a plan provides any non-clan trait it has and its effects. Beginning at 10th
bonuses, those values are doubled. If the plan level, you can choose one random Passive and its
provides additional special actions, they can be used effects.
an additional time before ending. If the plan has a You can use this feature on the same hostile creature
use limit, that use limit is increased by +1. twice per long rest.
Beginning at 13th level, you can use this feature on
the same hostile creature twice per short rest. This
increases to three times at 17th level.

49
AZURE HYPOTHESIS the Jutsu they know, only if they know jutsu of a certain
Also, at 3rd level, you learn how to take the knowledge 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 rank and category combination. (Ex. B-Rank Taijutsu,
aware of a creatures trait, as a result of your Azure or C-Rank Genjutsu). Jutsu bound this way, cannot be
Research class feature, you can choose to seal it of cast for the duration of the binding. While binding jutsu
them into your Azure Scroll. in this way, you must maintain concentration on the
When you do, it occupies the Scroll in one of the binding as if concentrating on a jutsu of the
Azure Scrolls slots. You begin with one slot. You gain an 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
By spending 1 Brave order, you can infuse yourself mark a hostile creature, you can choose mark one
with one trait currently sealed within your Azure additional hostile creature and when you would gain
Scroll. You retain the benefits of this trait for up to 1 the benefit of your Azure Research class feature it
minute. You can only gain the benefits of a sealed trait can now affect clan traits.
once per long rest, per trait. Beginning at 7 th level,
when you would use your Exploit Weakness to
analyze a friendly creature, you can choose to infuse
that friendly creature with a sealed trait. When you do,
they retain the benefit of the trait for the duration of
your Exploit Weakness, but at the end of the
duration, the trait dissipates and it vanishes from your
Azure Scroll.

CALCULATED STRATEGIST
Some Intelligence Operatives are much more
calculated than others. Their Plans are made both
before and during combat. But requires much more
information than others to make much more fool proof
plans making use of Ninja Info cards to figure out the
AZURE LOCKOUT full capabilities of an enemy before they take direct
Starting at 6th level, you learn to lock your enemies out
action.
of their special traits and tactics.
While a hostile creature is marked with your Exploit
Weakness and you have a trait it has access to,
CONFLICT BOOK
Starting at 3rd Level, you have created your own
sealed into your Azure Scroll, as an Action, you can
version of the Bingo Book. Within the pages of this
bind the chosen trait. For the next minute, the marked
book, you have created specialized Ninja info cards,
creature cannot gain the benefits of the bound trait.
etching details you surmise from those you analyze.
You can only have one trait bound this way at a time.
You gain proficiency in Perception, if you weren’t
Yourself or allied creatures cannot gain the benefit of
previously. If you already proficient, you instead gain
traits bound in this way as a result of Azure
Proficiency in another Wisdom based Skill. When you
Hypothesis. Additionally, at the end of the duration,
would make a Perception check, you can choose to
the bound traits vanishes from your Azure Scroll.
instead use Intelligence in place of Wisdom.
This binding ability increases in strength as you grow
Once per turn, when you would take the Read the
in knowledge. Beginning at 13th level, you can bind up
Enemy action as a result of your Exploit Weakness
to two traits. Starting at 17th level, you can bind up to
class feature, you can choose to instead make an
three.
Intelligence (Perception) Check. Alternatively, you can
choose to take the Read the Enemy action,
SAPPHIRE INSIGHTS as a bonus action on your turn, instead of a
Starting at 9th level, you learn how to spread the
Reaction. Regardless of the skill used or
knowledge of an analyzed trait and grant your allies its
action taken, on a success, you learn one
power.
of the following statistics as it is etched on
As an action, you can spend 1 Brave order. When you
a new page on a new Ninja info card.
do, select one trait in your Azure Scroll. All allies
Starting at 9th Level, you may
within 30 feet of you gain the benefit of this Trait. This
learn up to two statistics and
activation is treated as a plan, and ends any plans you
three statistics at 17th.
currently have active if any, and ends if you activate
any plans while this is active. This feature, when 
Adversary Affiliation
activated lasts a number of your turns, equal to your 
Adversary Clan
proficiency bonus. Once you use this feature you 
Adversary Role
cannot do so again until you complete a rest and the
trait vanishes from your Azure Scroll. CALCULATED INSIGHT
Also, at 3rd level, your
SAPPHIRE THEORY calculated assessments
Beginning at 13th level, when you would succeed on a allow you to see through a
Read the Enemy action, you can choose to also creature’s option’s. As a bonus
become aware of all Jutsu types and Jutsu Ranks that action, Make an Intelligence
they have on their known Jutsu list. (Ex. B-Rank (Perception) check vs a creature
Ninjutsu, D-Rank Taijutsu. You do not become aware of marked with your Exploit

50
Weakness’s passive Deception, that you can see 4-D CHESS
within 60 feet. On a Success, you can see through their Also, at 17th Level, you are already looking 20 moves
tactics, granting you one of the following effects. You ahead while planning for the next battle two weeks from
can use this feature twice per initiative. You gain an now. As a bonus action, by expending one Brave Order
additional use at 9th and 17th levels. you gain, one of the following effects:

Determine Attack: You can cause them to have 
Shift the Field: Up to 5 allied creatures that can see
disadvantage on their next attack against a creature or hear you can move their full movement speed
that can see or hear you. without provoking attacks of opportunities.

Predict Movement: You deduce where they are 
Bloody Victory: When you or an ally would reduce a
planning to move on their next turn. If they move hostile creature to 0 hit points before the end of your
before the end of their next turn, you can command next turn, you and all allied creatures in initiative
an allied creature to move up to their full movement gains Temporary Hit Points equal to the dead
plus 20 additional feet. You can only command one creatures Level.
ally to move in this way as a result of this feature. 
No One Left Behind: Allies within 60 feet of you,

Outwit Response: You find an opening in their who would make a Death saving throw on their turn,
defenses negating any they may have. The target or who have already died within the last minute, are
cannot gain Jutsu based bonuses to their AC as a instead immediately stabilized at 1 Hit Point.
result of a Jutsu cast as a Reaction until the Creatures who gain this features benefits cannot
beginning of your next turn. benefit from it again for 24 Hours.

Expose Weakness: The targets weakness is 
Absolution: All allied creatures within 60 feet of you
exposed. The next instance of damage they take is gain a +1d4 bonus to attacks, saving throws, skill and
increased by twice your proficiency bonus. ability checks until the end of your next turn.

GRAVE CONTROLLER
Some Intelligence Operatives seek mastery over each
creature on the battlefield. Their plans seek to
manipulate the bodies of their foes using Forbidden
Techniques, while also demoralizing and breaking the
CALCULATED TACTICS morale of their opponents.
Starting at 6th Level, you are able to utilize information
you have access to, in a far superior way compared to TWISTED ANATOMY
others, capable of creature new and unique plans and When you choose this Strategy at 3rd level, you gain
tactics based around the known information. proficiency in Medicine, if you weren’t previously. If you
When you have an Adversary whom you have already proficient, you instead gain Proficiency in
marked with your Exploit Weakness class features; another Wisdom based Skill. When you would make a
Affiliation, Clan or Role, recorded in your Conflict Medicine check, you can choose to instead use
book, you can use the known information to develop a Intelligence in place of Wisdom.
new tactic based on the information gathered. You can
only gain the benefit of one Tactic at a time. DEAD SOUL TECHNIQUE
Starting, at 3rd level, you begin to walk down a dark

Affiliation: You become aware of the tactics of the
path, paved in failure and regret. When a creature you
enemy if they have any, such as how they normally
are currently analyzing with your Exploit Weakness
plan to engage in combat or social encounters and
class feature, dies within 60 feet of you, and are of a
their highest attack bonus (Ninjutsu, Genjutsu,
level equal to or less than your Intelligence Operative
Taijutsu, Weapon.
Class levels and is classed as a Standard Adversary,

Clan: You become aware of up to three random
you can use your reaction to bind their essence to
Hijutsu the creature has on their known list as you
yourself in the form of a blackened scroll named the
correctly deduce what they possibly know or don’t
Dead Soul Scroll.
know and what you should look out for.
While you have at least one creatures essence bound

Role: You become aware of the creatures AC and
to you in this way, as an Action you can spend 1 Brave
highest Saving throw bonus.
Order to summon that creatures corpse to a space that
can hold it, within 60 feet of you. It remains summoned
ACCORDING TO PLAN for the next minute, and is hereby referred to as a
Also, at 9th Level, you are able to enable an ally to
Bound Corpse.
push the plan you’ve put together to success. As a
While you control a Bound Corpse, you can only
bonus action, you are able to spend one Brave Order to
concentrate on one jutsu at a time, regardless of what
give one ally, who can see & hear you, within 60 feet
other features state. You can only have one creatures
an additional action on their turn, which they can use
essence bound to you through your Dead Soul Scroll.
to take the Attack, cast a Jutsu, Dodge, Dash,
As you get stronger, you gain additional slot for
Disengage, Help or Hide Actions. An allied creature can
creatures essences to be bound to you. Beginning at
only gain the benefit of this feature, twice per long rest.
9th and 17th levels, you gain 1 additional slot for this
purpose within your Dead Soul Scroll.
NOTHING IS A SURPRISE The corpse has the statistics of a Bound Corpse (X
Beginning at 13th Level, you have truly planned for just = the creatures original Ability scores in life.)
about every eventual outcome. While you are Bound Corpses summoned this way gain one of the
conscious, you and allied creatures within 30 feet of following: One Random General, Role or Clan trait it
you cannot be surprised and hostile creatures cannot had in life. You and the DM can figure the best way to
gain advantage against you or allied creatures within decide on this randomly chosen trait. You can find the
30 feet of you as a result of being hidden. Bound Corpse stat block at the end of this class.
Finally, creatures attacks that would target you Bound Corpses can be commanded as a bonus
cannot benefit from a bonus to hit as the result of a action. When you do, they can move up to their original
Jutsu. (Such as Advantage or any flat +X based bonus) base speed and can take 1 Action. Corpses can only
use 2 jutsu you are aware that they know of the highest

51
rank you can cast based on your class table. When they 
It can cast one C-Rank or lower jutsu that you know.
cast a jutsu that requires chakra, they must spend your 
The corpse gains an additional attack when it makes
chakra. a melee weapon attack.
All corpses turn to dust when they cannot mold 
The corpse gains a bonus action, and can benefit
chakra or run out of temporary hit points. Corpses from your Exploit Weakness class feature.
turned to dust are immediately unbound from you. 
Select one ability score the Corpse has. The Corpse
Jutsu your corpse casts uses your Ninjutsu attack becomes proficient in that saving throw using your
bonus or Save DC for their rolls and Save DC proficiency, and that ability score is increased to 20.
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).

CORPSE COLLECTOR
Starting at 6th level, you learn how to capture the
essences of Adversaries that are classed as Minions.
You can capture up to 4 Minions in this way using your
Dead Soul Technique class feature, with the 4 Minion
classed creatures all occupying a unique slot, that only
Minion classed adversaries can occupy.
When you do, they become known as Bound
Minions, gaining the Bound Minion stat block found
at the end of this class. You can control up to 2 Bound
Minions at a time, commanding both at the same time
with a Bonus action. They each get 30 feet of
movement, and 1 Action, which they can use to cast 1
Jutsu they knew in life, up to twice per summoning.

UNDEAD FORTITUDE
Starting at 9th level, when you summon a Bound
Corpse using the Dead Soul Technique class
feature, you can spend 1 Brave Order to manipulate
the bodies of foes near your Bound Corpse. All
creatures of your choice within 30 feet of your Bound
Corpse must make a Wisdom Saving throw vs your
Ninjutsu save DC. On a failure, each creature gains 2
ranks of Fear, originating from the Bound Corpse.
Additionally, when the Bound corpse reaches 0
temporary hit points, you can spend 1 Brave order.
When you do, it regains Temporary HP equal to your
Intelligence Operative level. You can use this feature
twice per long rest.

DARK MODIFICATION
Beginning at 13th level, you learn to capture the
essences of far more powerful creatures, becoming
able to bind the essence of a hostile creature classed
as an Elite Adversary.
Elite Adversaries, whose essence is bound
to you gain 1 additional False Trait and
additional hit points equal to twice your
Intelligence Operative Level.
Additionally, you learn to enhance your
Bound corpses to better interact with
your Plans. When you would
complete a long rest, you can
begin modifying a Bound
corpse in your possession. Make
an Intelligence (Medicine) check
vs a DC 20. On a success, you
find out what proficiencies the
corpse had, up to 3 jutsu it
knew in life, at random and it
gains two of the following
effects the next time it is
summoned. You can complete
this check, once per Bound
Corpse;

Increased Temporary Hit Points
Equal to your Ninjutsu Save DC.

52
BOUND CORPSE
BOUND MINION
Medium Medium
Undead Undead

Armor Class
Armor10Class
+ Your10
Proficiency Bonus + Bonus
+ Your Proficiency Your Intelligence Modifier
Temporary Hit Points
Temporary Hit10 + TwoYour
Points times your Ninjutsu
Ninjutsu Save DC.
Save DC.
Speed Creatures original Speed
Speed Creatures original Speed

STR DEX
STR DEXCON CONINT INTWIS WISCHA CHA
X (+X) X (+X)
X (+X) X (+X)
X (+X) 1 (-5)
X (+X) 1 (-5)
1 (-5) 1 (-5)
1 (-5) 1 (-5)

DamageDamage
Immunity Psychic Psychic
Immunity
Condition Immunities
Condition All Mental,
Immunities All Poisoned
Mental, Poisoned
Senses passive
SensesPerception 5
passive Perception 5

False Traits.
Bound This Adversary
Minions. Thishas 1 Random
Minion, as its General,
reaction,Role
whenoritClan
seesTrait
that ityou would
had in life.
take damage, while it is within 10 feet of you, will intercept the damage
False Traitson your behalf.
(Elite). This Adversary has 1 Random General, Role or Clan
Trait itAhad in life./J UTSU
TTACKS
A TTACKS /J UTSU
Dead Soul Weapon. One Simple Weapon.
Dead Soul Weapon.
Jutsu Any Weapon
in Death. One Jutsu Attack: This Adversary
the Minion has a false version
knew in life.
of the weapon it had in life. It uses the statistics of a basic version of that
weapon type.

INTERROGATIONIST
Some Intelligence Operatives seek to gain all
knowledge available to them by any means. Their plans
seek to capture and extract information from their
targets, while also demoralizing and breaking the
morale of their opponents.

53
INFO WARS than your check result, gains 2 ranks of Fear against
When you choose this Strategy at 3rd level, your words you for 1 minute.
become a viable weapon in the heat of battle. You gain
proficiency in Intimidation, if you weren’t previously. If UNERRING EYE
you already proficient, you instead gain Proficiency in Beginning at 13th level, your senses are impossible to
another Charisma based Skill. When you would make fool. You gain a 1d4 bonus on any skill check or saving
an Intimidation check, you can choose to instead use throw made against Genjutsu with the Visual and/or
Intelligence in place of Charisma. Auditory Keyword(s).
Additionally, you leverage your words to hold higher Additionally, as an action, you can sense the
influence over those in distress. You gain advantage on presence of Genjutsu within 30 feet of you, if you are
Charisma based skill checks against a creature with not blinded or deafened.
any condition. If the Genjutsu is of a rank you can cast or lower, you
learn what it is and if the caster is within 120 feet of
SYSTEMATIC BREAKDOWN you. If the Genjutsu you sensed as a result of this
Also, at 3rd level, Genjutsu you cast targeting a feature is on your known jutsu list, you can as a
creature marked by your Exploit Weakness, can use reaction, spend one Brave Order to Cast Genjutsu
your Charisma Modifier instead of Wisdom. Break at the highest rank you can cast, without
Additionally, you gain proficiency with weapons with expending Chakra, as if you know it.
the grapple property and you would attempt to
grapple a creature marked by your Exploit PERFECT MIND
Weakness, you can use Intelligence (Intimidation) in Beginning at 17th level, your mind becomes an
place of Strength (Athletics) for any grapple checks. A impregnable fortress. You gain proficiency in Wisdom
creature grappled this way is also restrained and or Charisma Saving throws (Pick one). If you already
makes checks to escape at disadvantage. have proficiency in both, choose one. You instead add
Finally, you learn the Bane Genjutsu, if you do not twice your proficiency bonus to the chosen Saving
know it already. If you already know Bane then you throw.
instead learn another Genjutsu of equal rank for which Additionally, when a creature you can see within 60
you qualify for. When you would cast Bane, the Jutsu's feet of you would be targeted by a Genjutsu, you can,
effects are altered in the following ways; as a reaction, spend one Brave Order to cast Chakra
Shatter and automatically mark the triggering
Success: Affected Creatures suffers a 1d4 penalty to
creature with your Exploit Weakness class feature.
all attack roll, saving throw, skill and ability checks it
makes until the beginning of your next turn.
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 MASTERMIND
broadens your horizons. You learn 2 additional dialects STRATEGIST
or languages, can read lips so long as you can see
Some Intelligence
them and understand the language spoken, and can
Operatives are
create written ciphers. Creatures other than you cannot
masterminds in their
decipher a code you create, unless you tell them the
own right focusing on
code to the cipher over a 10-minute period, or they
themselves as the
succeed an Intelligence Check vs your Ninjutsu (or
key parts of their
Genjutsu) save DC (Your choice).
strategies. When
Additionally, when a creature currently under the
they are
effect of either a Mental or Sensory condition inflicted
prepared,
by you would then fall under the effects of a physical
they focus
condition, you can choose to break an enemy down
on singling
further, by spending 1 Brave Order. When you, all
out a
hostile creatures within 15 feet of the affected creature
single
gains 1 condition currently affecting the original target.
target and
This feature cannot trigger itself.
controlling
all
MORALE BURST/BREAK aspects of
Starting at 9th level, your words and plans can make the
or break any situation. When you enhance a plan, you conflict.
can add your words to hinder your enemies or buffer
your allies. Select one effect when you would
enhance your plan. You can only use this feature
once per initiative.
Morale Burse: All allied creatures within 30 feet of
you become analyzed by Exploit Weakness.
Morale Break: All hostile creatures within 30 feet of
you make a contested Wisdom saving throw vs your
Intimidation check. A creature whose save result is less

54
CORE STRATEGY You can spend a Brave Order to force the creature to
When you choose this Strategy at 3rd level, you decide make a Wisdom save vs the attacks Save DC (Taijutsu,
that you, yourself are the most important part of all of Ninjutsu, Genjutsu) On a failure, they cannot make any
your plans, and you focus on one target at a time to reactions until the end of their next turn.
whittle down the opposition. All Attacks you make or Jutsu
you cast that would deal damage to a creature marked by WAR CRY
your Exploit Weakness, deals additional damage equal Starting at 13th Level, you become far more embroiled
to your Intelligence Modifier up to twice per turn. into the conflicts you are a part of. When you would
Additionally, by Spending 1 Brave Order the next spend a Brave order to activate or enhance a plan you
Jutsu you cast that has a range of self, that only affects can choose to do one of the following;
you and grants you any bonuses or boosts to your 
You gain a number of Temporary hit points equal to
ability scores, attack bonus or damage rolls, is the Highest Ranked hostile creature within 60 feet of
automatically upcast to the next appropriate rank you using the following; (E-Rank: 10, D-Rank: 20,
where there would be a change to the jutsu’s effect, C-Rank: 30, B-Rank: 40, A-Rank: 50, S-Rank:
damage, range or otherwise (Advantage counts as such 75). Temporary hit points gained this way last for 1
a bonus). minute.

You gain the benefits of the Weakness Abuse 3 rd level
WEAKNESS ABUSE Class feature, but instead you force all hostile
Also, at 3rd level, you are able to further capitalize on the creatures affected by your jutsu to make their saving
weakness an enemy shows. By spending 1 Brave order throw against it at disadvantage.
when you would force a creature to make a saving throw,
to resist a jutsu you cast that inflicts a condition, you Regardless of the choice, you can only use this feature
force one affected creature to make their saving throw at twice per long rest.
disadvantage. If they already have disadvantage, you
instead make them unable to gain advantage. SELF-DECLARATION
At 9th level your fixation on abusing one’s weakness Starting at 17th Level you have arisen to become
grows. When you would cast a Jutsu that causes one of legendary in planning for the defeat of your enemies. So
the following conditions, the condition gains additional much so that when you declare a victory others rarely
effects based on the Weakness Abuse table found at see you suffer any wounds. When you activate a plan by
the end of this class section. spending a Brave Order, you may spend an additional
Brave Order. When you do, the first time you would take
CENTER OF ATTENTION damage you instead gain Immunity to the triggering
Starting at 6th Level, you learn how to master the art of Damage type for a number of rounds equal to your
misdirection. As a reaction to an ally being targeted by Intelligence Modifier.
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.

CONTROL THE
FLOW
Starting at 9th
level, you learn
how to manipulate
an enemy’s
reactions
preventing them
from interrupting
your master plan.
Whenever you hit a
creature with a Jutsu.

55
WEAKNESS ABUSE TABLE

Condition Bonus Effect Condition Bonus Effect


Berserk No longer removes 1 rank at end of turn. Now must Dazed No longer ends at the end of following turn. Affected
make a DC 20 Intelligence Saving throw at end of each creature must make a DC 13 Strength Saving throw to
turn to remove 1 rank on success end condition.
Bleeding/ Lacerated Increase Damage die by 1 step. Increase DC to end Dazzled Increase Dazzled max rank by +5.
condition by +5
Blinded Cannot cast jutsu with the Hand seal (HS) component. Deafened Can concentrate on one less jutsu, for the duration.
Bruised/ Staggered Bonus damage triggers twice per turn. Envenomed Cannot regain hit points with ranks of this condition.
Burned Triggers at the end of turn, in addition to beginning of Shocked Increase the damage die by 1 step.
turn.
Charmed When the affected creature would attempt to cast a Fear No longer an Ability check, and instead a Flat Check.
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 per turn. Slowed Disadvantage on Dexterity saving throws.
Confused Increase Flat Check DC by +2 and Ability check DC to Weakened Disadvantage on Constitution saving throws.
end the condition by +5.
Corroded Cannot regain chakra points with ranks of this Sealed [New] Increases costs by +3 per rank, instead of +2.
condition.

PRECOGNITIVE
Some Intelligence Operatives are of keener mind than
most, able to plan and strategize in the heat of battle.
Able to predict the movement of both friend and foe
without much difficulty, some might even say they can
see glimpses into the future.

PRECOGNITION
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 immune to being Surprised.
Additionally, as an action you may spend 1 Brave
Order while looking at a creature within 60 feet of you.
You gain far more detailed glimpse into their own
future. For the next hour, you have advantage on
Investigation, Insight, and History checks made to track
them or learn about them. You may use your
Intelligence modifier for Insight checks made
against them.
Finally, when a
creature

C ONVERGING T IMELINES T ABLE


Result Effects
1 You perceive the worst possible outcome, and unfortunately, it seems
to AC and your next Saving throw made, until the beginning of your ne
2 You glimpse momentarily into the future, seeing an assault upcoming
You gain 1 Additional reaction which you can use before the beginning
3 In the next few moments, you see a future where your opponent’s stri
strike. Hostile attacks made against you from a creature marked with
the beginning of your next turn.
4 Your sight is occupied by a pool of swirling chakra and you prepare to
jutsu, you may cast Jutsu you know of C-Rank or lower without spend
5 The future you perceive is one of domination. Twice per action taken,
jutsu you cast equal to your proficiency bonus, until the end of the tur
6 You perceive a future of greatness, and you know just how to make it h
ability checks until the end of the turn.

56
would gain a bonus to its AC as a result of Jutsu it casts,
you can ignore up to half of that bonus, until the end of
the turn they cast it.

MOMENTARY PAUSE
Also, at 3rd level, as a Bonus Action, by spending 1
Brave Order, you may use your ability to perceive
possible futures into a manifestation and manipulation
of time. At the end of your turn, you may take another SENSORY
turn. You can use this feature once per long rest.
Some Intelligence Operatives find that knowing your
Beginning at 9th level, you may instead use this
enemies positions and locations relative to the party, will
feature on an allied creature analyzed by your Exploit
make for a much more compelling combat strategy and
Weakness.
help support their team in both combat and investigating
Situations.
CONVERGING TIMELINES
Starting at 6th level, you can perceive multiple possible
outcomes and futures in a but a moment, and make a PRETERNATURAL AWARENESS
When you choose this Strategy at 3rd level, you realize the
gamble on which is the most likely. At the start of your
innate ability to maintain awareness on things that would
turn, you may roll 1d6, gaining an effect based on the
normally be out of scope for your normal senses.
result as shown below.
You learn the Sensing Technique D-Rank Ninjutsu if
You may spend 1 Brave order when you use this
you don’t already know it. You can cast this jutsu even
feature to give an allied creature within 30 feet of you
when it is not your turn by spending 1 Brave order. When
the effect of this feature as well.
cast this way, the jutsu is always cast at its highest rank
Regardless, you can use either effect of this feature a
possible.
number of times per long rest, equal to your proficiency
Regardless of when or how you cast the Sensing
bonus.
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 this jutsu, once per casting can be taken on your turn
as a Free action. You can substitute the skill check with an
Intelligence (Investigation) in its place.
EXPECTED ASSAULT Additionally, creatures whom chakra you can sense you
Starting at 9th level, you have become an expert at
can tell what nature release a creature has, if any, if a
reading a creature's next movement. You and allied
creature is concentrating on a jutsu, if they are affected by
creatures within 20 feet of you that can hear you
a jutsu and even the highest rank of jutsu they have
cannot lose their reaction due to a jutsu or feature and
access to.
when a creature within 20 feet of you makes an attack,
This level of awareness grows as you become more
you may use your reaction and spend 1 Brave Order to
adept at sensory skills. Beginning at 9th level, you may
give them advantage or disadvantage on their next
select one of the following preternatural ability that the
attack before the end of the current turn.
Sensing Technique Ninjutsu grants you when you cast it.
You may select another effect at 17th level.
DAY AHEAD
Beginning at 13th level, when you finish a long rest, roll 
Creatures whose chakra you can sense, who are
three d20s and record the numbers rolled. You can currently marked by your Exploit Weakness class
replace any attack roll, saving throw, skill check or feature cannot gain the benefits of jutsu based bonuses
ability check made by you or a creature that you can to attack or damage rolls against you.
see with one of these precognitive rolls. You must 
Creatures whose chakra you can sense, who are
choose to do so before the roll, and you can replace a currently marked by your Exploit Weakness class
roll in this way only once per turn. feature suffer a -5 penalty to contested skill checks vs
Each precognitive roll can be used only once. When you.
you finish a long rest, you lose any unused precognitive 
Creatures whose chakra you can sense, who are
rolls. currently marked by your Exploit Weakness class
feature cannot gain advantage on attacks against any
OMNISCIENT CLAIRVOYANCE creatures allied to you that can hear you (excluding
Beginning at 17th level, you may expend 1 Brave Order yourself), that are under the effects of your currently
to enter into a trance of sorts, calling upon all of your active plans.
chakra to see into the future of the battle currently
playing out. SENSORY SEALS
All attacks, ability checks, skill checks and saving Starting at 3rd level, you bind your extra sensory
throws you make are at advantage. Attacks against you capabilities to a special sealing tag of your creation. You
are made at disadvantage. This lasts for 1 minute, but have a number of Sensory Tags equal to your Proficiency
requires concentration as if you were concentrating on bonus. You regain spent sensory seals at the end of a long
an S-Ranked jutsu. You may only do this once per long rest.
rest. As a bonus action or when you would analyze a creature
Additionally, when you would use Converging with Exploit Weakness, you can select a willing creature
Timelines, you make the d6 roll at advantage, keeping you can see within 60 feet of you and mark them with it,
the higher result. for the next minute.
When you and a creature marked with this seal would
roll initiative or are within 30 feet of each other, you both
gain one of the following benefits. (You must choose which
benefit when you activate this feature as this cannot
change later.) If you would attempt to use this feature on a
second creature while you currently have another creature
marked, the previous creature loses all benefits of this

57
feature and the newly marked creature gains them in its
place.
SHADOWHAND SHA
Some Intelligence Operatives find that their outward

Allied Casting: You gain a +1 bonus to Ninjutsu, Mediu
persona doesn’t carry enough authority or weight to
Genjutsu and Taijutsu attack rolls. execute or take hold of the things they want. So, they craft

Allied Combination: When you and an ally cast a a Chakra Based Construct known as their Shadowhand, to Armo
Jutsu with the Combination keyword, you reduce the act alongside them giving credence and authority to their Hit Po
cost of the jutsu by -5 (Min 1.) orders in battle.

Allied Defense: When you and an ally are adjacent Speed
to the same creature, you gain a +1 Bonus to AC and
Saving throws against that creature.
SHADOWHAND MANIFESTATION STR
When you choose this Strategy at 3rd level, you create a

Allied Harmony: You gain a +3 Bonus to either all 10 (+0
Shadowhand, a chakra construct formed from complex
Physical (Strength, Dexterity, Constitution) or all
Fuinjutsu of your description, that you can call upon for
Mental (Intelligence, Wisdom and Charisma) Skill Condi
support, in both battle and outside of it. You can name this
Checks. Select one set at activation.
construct if you wish as it will always abide by your Sense

Allied Offence: When you and an ally are adjacent
command regardless of the title you give it.
to the same creature you gain a +1 Bonus to weapon
The Shadowhand can be summoned or called upon for Immu
attack & damage rolls against that creature.
aid as a bonus action. When summoned it occupies your would

Allied Perceptions: Creatures cannot gain
space alongside you and becomes visible to everyone who
advantage against you as a result of being Grappled Inexh
can use chakra. Also, while summoned you can calculate
or Restrained. Additionally, creatures features, jutsu inc
your own AC using your Charisma instead of your Dexterity
or traits grant them no benefits as a result of being
for the duration. Once summoned, you can command it as a From
adjacent to you or any of their allies while within 5
free action. When you do, it uses your Actions, Bonus spe
feet of you.
Actions and Reactions as needed to accomplish the given HP
task. Your Shadow hand uses the following Statistics and
ENHANCED SENSORY SEALS follows the following rules;
res
Beginning at 6th level, when you would use your

Your Shadow hand can cast any jutsu you know using its A TTA
Sensory Seals feature, you can choose to spend an
additional use of your Sensory seals to either target a own statistics and can use any Intelligence Operative Unarm
second willing creature within range, or to amplify a class features you can as if you used them. cre
single creatures sensory seal granting you both with

Can exist no further than 120 feet away from you before
enhanced effects. it vanishes.
If you select another creature this features bonuses are

Shares your Chakra Points.
in effect when you and another creature with the mark

If you and your Shadow hand would make a saving throw
are within 30 feet or when two creatures with the mark against the same effect, you only make one save, using
are within 30 feet. The following are enhanced effects; the higher bonus, instead of two saves and suffer the
effects only once, not twice.

Allied Casting: Bonus increased to +2. 
When the Shadowhand would make a saving throw it

Allied Combination: Reduction increased to -10. calculates its save bonus as follows; Half your Proficiency

Allied Defense: Bonus increased to +2. bonus + Its own ability score.

Allied Harmony: Bonus increased to +5. 
Detriments from jutsu your Shadowhand casts transfer to

Allied Offence: Bonus increased to +2. you.

Allied Perceptions: Additionally, creatures cannot
gain a bonus to hit you as a result of a jutsu. Finally, your Shadow Hands Ability Scores increase the
stronger your personality becomes. For every +1 bonus you
SQUAD AWARENESS have to your Charisma Modifier, you can increase two of
Starting at 9th level, you learn to enable your team to your shadow Hands Ability scores by +2, up to a maximum
become more aware of their surroundings and their of 20.
enemies while working together. Beginning at 6th level you select 2 Shadowhand Sigil
While an ally is marked with your Exploit Weakness located at the end of this class section for it to gain. It gains
feature, they become aware of all creatures whom another one at 9th, 13th, and 17th levels.
chakra you can sense as a result of the Sense Chakra
special action. COMMANDING PRESENCE
Also, when you would activate a plan, you may treat Also, at 3rd Level, you have learned to exemplify your
your marked ally as if you were in their space when you Shadowhands presence through yourself and vice versa.
activated it. You can spend a Brave order as a bonus action, when you
do, you and all creatures of your choice within 30 feet of
SITUATIONAL AWARENESS you gains one of the following until the beginning of your
Beginning at 13th level, all allied creatures within 30 next turn;
feet of you use your Wisdom (Perception) or (Insight) 
+2 bonus to Attack Rolls
bonus in place of theirs if yours is higher. If they have 
+2 bonus to Damage Rolls
proficiency in either Perception and Insight, then they 
+2 bonus to Skill Checks
also gain a +5 bonus to their passive perception and/or 
+2 bonus to Saving throws
insight.
The number of bonuses you can choose increases to two
NOTHING ESCAPES US beginning at 9th level. Creatures who have gained a bonus
this way who accomplishes one of the following,
Beginning at 17th level, you have learned to augment
both your own and your allies senses to their zenith. immediately refunds the Brave order spent on this feature.
When you mark a creature with your exploit weakness, A creature can only gain the benefits of this feature twice
you make a Perception or Insight check using per long rest.
Intelligence or Wisdom vs a DC 8 + The targets Level. 
Their attack roll is 5 or higher than the targets AC
On a success, you become aware of all Jutsu of a single 
Their skill check result is 5 or higher than the target DC.
type the creature is capable of casting. You may use 
Their Saving throw result is 5 or greater that the
this feature three times per rest. Save DC.

58
REVEAL YOURSELF resistance granted by this sigil, replacing any nature
Starting at 6th Level, you learn to see through the deceptions release keyword it previously had.
of man. When you engage in conversation with a creature in o Earth Resistance: Earth Release
or out of battle, you are able to quickly figure what it is they o Wind Resistance: Wind Release
are aiming to achieve. You can use Charisma in place of o Fire Resistance: Fire Release
Wisdom for insight checks and when you would make a o Cold Resistance: Water Release
Charisma (Insight) check against a creature you are speaking o Lightning Resistance: Lightning Release
to, you do so at advantage. 
If a jutsu is cast that deals damage of any type other than
Alternatively, when you are in combat with a hostile the damage type it is resistant to as a result of this
creature, you may as a bonus action, select one creature you feature, it instead deals the damage type it is resistant
can see within 60 feet of you. When you do, you make a to.
Charisma (Insight) check vs their Charisma (Deception). On a 
Its unarmed strikes deal an additional 1d4 of damage of
success, you become aware of all active jutsu, features or the same type it is resistant to as a result of this feature.
effects the creature is currently under, when you do, you can
spend 1 Brave Order to immediately end of these effects, SIGIL OF ILLUSIONS
regardless if the effect was the result of a jutsu or feature as if 
Your Shadowhand becomes resistant to psychic damage.
you had cast the Sealing Art: Chakra Dispel on it, using 
When it casts a jutsu that does not have the Genjutsu
your Charisma modifier in place of your Ninjutsu Ability Keyword, it gains the Genjutsu, Tactile, Auditory and
Modifier. Visual Keywords and loses any other keywords it
previously had.
SHOWING GROWTH 
All damage that a jutsu cast by your Shadowhand deals,
Beginning at 9th Level, you have begun to adapt more of your becomes psychic damage.
Shadowhands qualities, revealing more of your true self. You 
Its unarmed strikes deal an additional 1d4 psychic
gain one of your Shadowhands, Shadowhand Sigils and can damage.
gain the benefits it would provide to your Shadowhand. You
can switch which sigil you have when you complete a short of
long rest.

WILDCARD
Beginning at 13th Level, when your Shadowhand or an allied
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 make an attack roll, spend a Brave Order. When you do,
the jutsu cast rerolls all 1’s, 2’s and 3’s. Taking the second
result even if the new roll is a 1, 2 or 3. SIGIL OF PSYCHOSIS

Your Shadowhand gains advantage on Intelligence or
Wisdom Saving throws as a result of Genjutsu. Pick one.
A creature under the effect of a Genjutsu your shadow
SHADOWHAND EVOLUTION

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

Ninjutsu your Shadowhand casts have a -2 to its cost and
SHADOWHAND SIGILS have a -1 cost to maintain concentration.

Ninjutsu your Shadowhand casts increases its range by 5
STRIKING SIGIL feet x the rank of the jutsu cast (D-Rank: 1, C-Rank: 2, B-

Your Shadowhand gains the Multiattack feature, allowing Rank: 3, A-Rank 4, S-Rank: 5).
them to make two unarmed strikes.

Your Shadowhands Unarmed strikes can deal either SIGIL OF COMMAND
bludgeoning or slashing damage. (Pick one before 
Taijutsu your Shadowhand casts have a +2 Bonus to hit.
declaring its attacks.). 
Taijutsu your Shadowhand casts increases its damage by

Your Shadowhands unarmed Strikes count as weapons for 2 x the rank of the jutsu cast (D-Rank: 1, C-Rank: 2, B-
the purpose of casting Bukijutsu. Rank: 3, A-Rank 4, S-Rank: 5).

PIERCING SIGIL SIGIL OF BROKEN SEALS



Your Shadowhands unarmed strikes use Dexterity instead 
Jutsu your Shadowhand casts that have the Fuinjutsu
of Strength for attack and damage rolls. Keyword, that causes a condition, increases their save DC

Your Shadowhands Unarmed strikes can deal either by 1.
bludgeoning or piercing damage. (Pick one before 
Jutsu your Shadowhand casts that have the Fuinjutsu
declaring its attacks.). Keyword, that deals damage ignores resistance.

Your Shadowhands unarmed Strikes count as weapons for
the purpose of casting Bukijutsu. SIGIL OF SKILL

Your Shadowhand gains proficiency in all skills you are
SIGIL OF ELEMENTS
proficient in.

Your Shadowhand Becomes Resistant to one of the 
You gain proficiency in one skill of your choice.
following damage types; Earth, Wind, Fire, Cold, 
Skill Checks your Shadowhand makes, using a skill you
Lightning. are proficient in, cannot be made at disadvantage.

When it casts a jutsu that has a nature release keyword,
it gains the nature release keyword matching its damage SIGIL OF POWER

59

Your Shadowhand adds its Charisma Modifier to Damage Favored Plan. When you would activate this chosen
rolls it makes using Ninjutsu and Genjutsu twice per turn. plan, while your Favored Plan is active or when you

Your Shadowhand gains a +2 to two saving throws. Select would active your Favored Plan while this chosen plan
which two, this cannot be changed later. is active, you do not need to spend a Brave Order to

Your Shadowhand deals double damage to Constructs, swap them. You can swap them in this way twice per
Demons and Monstrosities. long rest.

SIGIL OF SPEED TRAP SETTER



Your Shadowhand has a movement speed equal to your Also, at 3rd Level, you master the art of Setting traps
own speed +15. while on the battlefield. Select 2 Operative Traps that

Your Shadowhand increases your Initiative by your you have mastered from the tactical trap section at the
Charisma Modifier when it’s summoned, moving you to end of this class section. You learn one more trap at
the appropriate initiative count when appropriate. 6th Level, and another at 9th Level.

Your Shadowhand can be summoned as a Reaction, when You can set a number of Operative Traps equal to
any creature makes takes action. your proficiency bonus before you run out of resources

Once per short rest, your Shadowhand can cast a jutsu and need to take a rest to prepare more. Traps require
with the casting time of 1 Action, as a Bonus Action. a bonus action to set and you can designate who can or
can’t activate the trap, preventing your allies from
SIGIL OF EFFORT activating the trap. Operative Traps use your Ninjutsu
(or Taijutsu) Save DC for all saving throws (Your

Your Shadowhand cannot make checks or saves at
choice).
disadvantage.
Traps are hidden from normal view requiring a

Select one ability score. Your Shadowhand adds its
Wisdom (Perception) check contested by your traps
Charisma modifier to all skill checks made using that
save DC to be seen.
ability score.
Also, when creating and setting traps using a
Trappers Kit, reduce the DC to set the Trap by -2 across
all traps and ranks.
TACTICAL STRATEGIST
Some Intelligence Operatives pride themselves on their
tactical approach to their Plans, focusing on playing the
long game, setting both basic and advanced traps to
aid their allies and destabilize their enemies.

FAVORED PLAN
When you choose this Strategy at 3rd level, you
become a master at a singular type of plan. Select 1
SQUAD TACTICS
Starting at 6th Level, you learn to enable your team to
Plan at the end of this class section that you do not
act with more unity and combine their efforts together.
know. This Plan does not count against your Plans
You may spend a Brave Order granting up to two allies
known and becomes known as your Favored Plan. By
within 60 feet of you, 1d6 to add to their next skill
expending 1 Brave Order, you can use this plan while
check, Attack Roll, or Saving throw so long as they can
another plan is active, granting you both plans effects
both see and hear you.
twice per long rest.
Creatures you originally targeted
Starting at 9th level you
with this feature, can use the
may select a second
help action as
plan that you don’t
a
know. This plan
is also
treated as
your

60
bonus action until the end of their turns. If an affected If this Trap is upgraded, increase the damage die size
creature uses the Help Action on another creature, they to a d6.
gain the benefit of Squad Tactics as if they had the
feature, as well as pass the bonus onto the creature NEUTRALIZING TRAP
they Helped. If a creature gains the benefits of this After laying this Trap it sits unmoving in a singular
feature in this way, they instead gain 2d6. spot. This trap triggers when a small, or larger Creature
moves onto the ground or the floor within 5 Feet. When
ADEPT TRAPS this trap is triggered, the triggering creature must
Beginning at 9th Level, traps you set as a result of a succeed a constitution saving throw, being Stunned
Trappers Kit are treated as B-Rank, gaining their B- until the end of their next turn on a failed save and
Rank effects. Additionally, Traps you set using a Dazed until the end of their next turn on a Successful
Trappers Kit, can use your Ninjutsu or Taijutsu Save DC one.
in place of their listed Save DC, if you choose. If this Trap is upgraded, all creatures in a 15-foot
cube must make the saving throw.
ADVANCED TRAPS
Beginning at 13th Level, all traps you currently know POISONOUS TRAP
are treated as upgraded gaining their second effect. After laying this Trap it sits unmoving in a singular
spot. This trap triggers when a small, or larger Creature
IN PERFECT SYNC moves onto the ground or the floor within 5 Feet. The
Starting at 17th Level, you have learned to play off of creature must succeed a dexterity saving throw,
any other person’s strengths and weaknesses, covering gaining 2 ranks of envenomed on a failed save by the
for one another forming the perfect team. By Spending poisonous Darts that fire upward.
a Brave Order, all allied creatures of your choice within If this Trap is Upgraded, an envenomed creature also
30 feet of you, for the next minute, gain an additional gains 2 ranks of weakened.
1d6 to one of the following; Attack Rolls, Skill Checks,
Ability Checks and Saving throws. You can use this
feature twice per long rest.

SLEEPING GAS TRAP


After laying this Trap it sits unmoving in a singular
spot. This trap triggers when a small, or larger Creature
OPERATIVE TRAPS 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 knocked
CHAKRA SEALING TRAP unconscious on a failed save for 10 minutes. Taking
After laying this Trap it sits unmoving in a singular
damage immediately ends this traps effects.
spot. This trap triggers when a small, or larger Creature
If this Trap is upgraded, all creatures within 5 feet
moves onto the ground or the floor within 5 Feet. When
must make the saving throw.
this trap is trigger, the creature must succeed a
constitution saving throw, having their chakra heavily
restricted on a failed save. SMOKE TRAP
A Chakra Sealed creature increases the cost of the After laying this Trap it sits unmoving in a singular
jutsu it casts by +10 until the seal is removed. As an spot. This trap triggers when a small, or larger Creature
action on the affected creatures turn, they can make a moves onto the ground or the floor within 5 Feet. When
Strength Save vs your save DC to remove the chakra this trap is triggered, it releases a Thick cloud of Black
sealing trap from themselves, after which the chakra soot. All Creatures in a 15 Foot Cube centering on the
sealing effect ends. Trap are Blinded until they exit the cube.
If this Trap is Upgraded, The Chakra seal prevents If this Trap is upgraded, The Smoke is mixed with
chakra molding until removed. Gunpowder, rendering it ignitable. All creatures in a 5-
foot radius of the smoke when it is ignited must
succeed a Dexterity saving throw, taking 8d6 Fire
EXPLOSIVE TRAP damage on a failed save and half as much on a
After laying this Trap it sits unmoving in a singular
successful one. This smoke can be ignited by either
spot. This trap triggers when a small, or larger Creature
Fire or Lightning damage.
moves onto the ground or the floor within 5 Feet. When
this trap is triggered, All Creatures in a 20 Foot Radius
must succeed a Dexterity saving throw, taking 6d6 fire SNARING TRAP
damage on a failed save and half as much on a After laying this Trap it sits unmoving in a singular
successful one. This increases by 2d6 at 6 th, 9th, 13th spot. This trap triggers when a small, or larger Creature
and 19th levels. moves onto the ground or the floor within 5 Feet. When
If this Trap is Upgraded, increase the damage die this trap is triggered, all creatures within 10 feet of the
size to a d8. trap must succeed a dexterity saving throw or be
immediately bound by metal wires. Creatures who fail
are restrained.
KUNAI TRAP A restrained Creature can make Strength (Athletics)
After laying this Trap it sits unmoving in a singular
check vs the Trap DC as an action of each of its turns
spot. This trap triggers when a small, or larger Creature
to end the effect on itself. Another creature who can
moves onto the ground or the floor within 5 Feet. When
touch the creature can make an Intelligence check
this trap is triggered, All Creatures in a 10 Foot Radius
against the Trap DC. On a Success the effect ends
must succeed a Dexterity saving throw, taking 8d4
If this Trap is Upgraded, the radius becomes 20 feet
Piercing damage on a failed save and half as much on a
and restrained creatures have disadvantage on checks
successful one. This increases by 2d4 at 6 th, 9th, 13th
to escape.
and 19th levels.

61
number of rounds equal to your Ninjutsu (or
Genjutsu) ability modifier.
Enhanced Plan: If a Brave Order is used to enhance
this plan, allies instead have their AC reduced by 2,
but their damage increased by twice your proficiency
bonus for the remaining time this plan is active.

CONDITIONAL AWARENESS
Base Plan: Hostile creatures within 60 feet of you
cannot gain the benefits of being hidden. This lasts
for a number of rounds equal to your proficiency
bonus.
Enhanced Plan: If a Brave order is used to enhance
this plan, they also do not gain the benefits of cover.
This lasts for the remaining time this plan is active.

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

62
their next turn. This brave order enhancement lasts by conditions or effects. This brave order
for the remaining time this plan is active. enhancement lasts for the remaining time this plan is
active.
EASY ESCAPE
Base Plan: Allied creatures within 90 feet of you, PAWNS PLAN
increase their movement speed by +20 feet when Base Plan: Hostile creatures within 90 feet of you
they are moving away from hostile creatures. Hostile have their movement speed reduced by 15 feet, for a
creatures within 90 feet of you have disadvantage on number of rounds equal to your proficiency bonus.
attacks of opportunities against you and allied Enhanced Plan: By spending a Brave Order to
creatures. This lasts a number of rounds equal to enhance this plan, they instead have their speed
your Proficiency bonus. reduced by 30 feet. This brave order enhancement
Enhanced Plan: If a Brave order is used to enhance lasts for the remaining time this plan is active.
this plan, you and allied creatures can use the Dash
action as a bonus action and a reaction. This brave
order enhancement lasts for the remaining time this
plan is active.

QUEEN PLAN
Base Plan: Select one allied creature that can both
see and hear you within 60 feet. The selected
creature adds your proficiency bonus to their
damage rolls, for a number of rounds equal to your
FLOW OF BATTLE proficiency bonus.
Base Plan: You may select one allied creature, who Enhanced Plan: By spending a Brave Order to
can both see and hear you. You may move them up enhance this plan, they also add this bonus to their
or down in the initiative order, by one spot. This plan skill checks and saving throws. This brave order
immediately ends unless enhanced. Allied creatures enhancement ends at the end of your next turn, this
who have their place in the initiative order moved does not end the base plans effect.
are not moved back at the end of this plan’s
duration. A creature affected by this enhancement RANGED OPPRESSION
cannot be affected again until the end of their next
Base Plan: Allied creatures within 90 feet of you, that
turn.
are targeted by Ranged attacks are treated as if they
Enhanced Plan: If a Brave order is used to enhance
have partial cover. This lasts for a number of rounds
this plan you also select 1 hostile creature and move
equal to your proficiency bonus.
them up or down in the initiative order, by one spot.
Enhanced Plan: If a Brave order is used to enhance
This plan then immediately ends. A creature affected
this plan, ranged attack rolls gain disadvantage. This
by this enhancement cannot be affected again until
lasts for the remaining time this plan is active.
the end of their next turn.

KICK THEM WHILE THEY’RE DOWN ROOKS PLAN


Base Plan: All hostile creatures within 60 feet of you
Base Plan: All hostile creatures within 60 feet of you
roll their damage dice twice, taking the lower result
must also spend their bonus action to stand up from
against creatures you are allied with. This lasts for a
being prone. All allied creatures within 60 feet of you
number of rounds equal to your Proficiency bonus.
that would deal damage to a prone creature deals
Enhanced Plan: By spending a Brave Order to
additional damage equal to twice your proficiency
enhance this plan, they also suffer a penalty to
bonus. This lasts for a number of rounds equal to
damage rolls equal to your proficiency bonus. This
your proficiency bonus.
lasts for the remaining time this plan is active.
Enhanced Plan: If a Brave order is used to enhance
this plan, hostile creatures spend their full movement
in addition to a bonus action to stand from prone.
SUPPORTIVE CONFLICTS
This brave order enhancement lasts for the Base Plan: Hostile creatures within 60 feet of you,
remaining time this plan is active. that attack a creature you are allied with, provokes
attacks of opportunity from creatures you are allied
KNIGHTS PLAN with up to 30 feet away, even with ranged weapons.
This lasts for a number of rounds equal to your
Base Plan: All hostile creatures within 30 feet of you
proficiency bonus.
have a -2 penalty to saving throws. This lasts for a
Enhanced Plan: If a Brave order is used to enhance
number of rounds equal to your proficiency bonus.
this plan, when an ally would make an attack of
Enhanced Plan: By spending a Brave Order to
opportunity, they make one additional attack. This
enhance this plan, they also gain disadvantage. This
lasts for the remaining time this plan is active.
brave order enhancement lasts until the end of your
next turn. When this plan is enhanced, you retain the
effects of the base plan.
WAR OF INFORMATION
Base Plan: Select one hostile creature within 30 feet
MOBILITY ADVANTAGE of you, all attacks against that creature made by
your allies who are within 30 feet of you are made
Base Plan: All allied creatures within 60 feet of you
with an additional two damage die added to their
ignore difficult terrain, increase their movement
damage rolls. This lasts for a number of rounds equal
speed by 15 feet and can move across Water and
to your proficiency bonus.
walls without a movement penalty. This lasts a
Enhanced Plan: If a Brave Order is used to enhance
number of rounds equal to your proficiency bonus.
this plan, your allies also add +2 to their attack roll.
Enhanced Plan: If a Brave order is used to enhance
This lasts for the remaining time this plan is active.
this plan, allies also cannot have their speed reduced

63
MEDICAL -NIN
Chakra Chakra Highest
Proficiency Channeled Scalpel Scalpel Jutsu Rank Jutsu
Level Bonus Features Healing Charges damage Known Known
1st +3 Medical Ninjutsu, Rejuvenating Rest - - - 6 D-Rank
2nd +3 Channeled Healing, Tenets of Medicine +2 - - 7 D-Rank
3rd +3 Chakra Scalpel, Medical Doctrine +2 3 1d4 8 D-Rank
4th +4 Ability Score Improvement/Feat +2 4 1d4 9 D-Rank
5th +4 Tenets of Medicine (2), Preserve/Take Life +2 4 1d4 10 C-Rank
6th +4 Advanced Medical Research +4 4 2d4 11 C-Rank
7th +5 Chakra Scalpel (2) +4 5 2d4 12 C-Rank
8th +5 Ability Score Improvement/Feat +4 5 2d4 13 C-Rank
9th +5 Tenets of Medicine (3) +4 5 2d4 14 B-Rank
10th +6 Gifted Healer +4 6 3d4 15 B-Rank
11th +6 Chakra Scalpel (3) +8 6 3d4 16 B-Rank
12th +6 Ability Score Improvement/Feat +8 6 3d4 17 B-Rank
13th +7 Medical Doctrine (2), Tenets of Medicine (4) +8 7 3d4 18 A-Rank
14th +7 Gifted Healer (2) +8 7 4d4 19 A-Rank
15th +7 - +8 7 4d4 20 A-Rank
16th +8 Ability Score Improvement/Feat +12 8 4d4 21 A-Rank
17th +8 Tenets of Medicine (4) +12 8 4d4 22 S-Rank
18th +8 Chakra Scalpel (4) +12 8 5d4 23 S-Rank
19th +9 Ability Score Improvement/Feat +12 9 5d4 24 S-Rank
20th +9 Supreme Healer +12 9 5d4 25 S-Rank

VICTORY THROUGH KNOWLEDGE CHARACTER INSPIRATIONS


Base Plan: Select one hostile creature within 60 feet When designing this class, it was built with the intent to
of you, you and all allied creatures become aware of allow players to both heal their allies but also protect
their highest ability score and are able to maintain them in the front lines. This class features a fine line
knowledge on the % value of their Hit points. If their between both support and combat in its 3 subclasses.
highest ability scores are shared between two The intent was to capture the varied techniques shown
abilities, you becomes aware of both. This lasts for a by the few medical ninja in the series, such as: Sakura
number of rounds equal to your proficiency bonus. Haruno, Tsunade, Kabuto Yakushi, Orochimaru &
Shizune
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 CREATING A MEDICAL-NIN
aware of both. This lasts for the remaining time this When creating a Medical-Nin consider a few things
plan is active. about how the character approaches situations. Are
they proactive or Reactive? How do they prioritize their
MEDICAL-NIN allies in dangerous situations? Do they actively take
charge or do they only take orders in high pressure
A clanless girl with pink hair grips the heart of one of situations?
her allies while it’s still in his chest, and begins to
massage it to keep the blood artificially flowing in his What made the character so bound to assisting their
body. Keeping him alive long enough to remove him party vs taking a primarily combat role? Did they train
from the battle field. under another very skilled Doctor and took in their
drive to save lives? Or did they lose someone right in
A Sarutobi clashes blades with her longtime rival. The front of them unable to help & vowed to never let that
battle intensifies as the rival is getting the upper hand, happen again?
leaving Sarutobi more wounded than she thought
normal. As the rival proclaims his victory, the Sarutobi QUICK BUILD
begins to giggle to herself as her wounds have closed, You can make a Medical-Nin quickly by following these
and her rival's skin has turned purple from the poison
suggestions. First, put your highest ability score in
she's infected him with.
Intelligence, followed by Constitution or Dexterity.
These shinobi, different as they might be, are Second, choose the Uzumaki, Nara or Non-Clan, Clans.
connected by one common factor, they are prodigies in
the field of Medical ninjutsu. While others are able to
use the techniques to some degree, they are the
masters of the art, able to take the teachings they have
and accelerate it to new heights and unmatched levels.

64
MEDICAL NINJUTSU
CLASS FEATURES Beginning at 1st level, as a Medical Ninja you gain the
ability to learn any jutsu with the Medical Keyword.
As a Medical-Nin, you gain the following class features. Jutsu you cast with the Medical Keyword may use
Wisdom for their attack and damage rolls, as well as
HIT POINTS Save DC calculation.
Hit Dice: 1d8 per Medical-Nin level Finally, Medicine checks you make can use
Hit Points at 1st Level and beyond: 8 + your Intelligence or Wisdom.
constitution modifier

CHAKRA POINTS
Chakra Dice: 1d10 per Medical-Nin level
Chakra Points at 1st Level: 10 + your constitution
modifier
Chakra Points at Higher Levels: 1d10 (or 6) + your
REJUVENATING REST
Constitution modifier per Medical-Nin level after 1st. Also, at Level 1 you use your medical skills to revitalize
wounded allies during a short rest. When you or any
PROFICIENCIES friendly creatures who you can touch regain Hit points at
the end of a short or long rest, they regain an extra 1d6 Hit
Armor: Light armor, medium armor
points. This amount of extra healing increases to 2d6 at 7th
Weapons: All Simple Weapons
level, 3d6 at 11th, and 4d6 at 17th Level.
Ninja Tools: Medicine Kit, Poison Kit
Saving Throws: Strength, Wisdom, Charisma
Skills: Medicine, Chakra Control, Choose two from CHANNELED HEALING
History, Insight, Perception, Illusions, Ninshou Starting at 2nd level you learn to passively enhance
your Medical Jutsu to greater Lengths. Whenever you
EQUIPMENT use a Jutsu with the Medical Keyword of D-Rank or
You start with the following equipment, in addition to the higher to restore hit points, the affected creature
equipment granted by your background: regains +2 additional hit points. The bonus healing this
feature provides increases as you grow in level, as

(a) Padded Armor or (b) Combat Jacket
seen in the Channeled Healing column of the class

One Simple Weapon
table. This healing bonus can only be applied once per

(a) One Kunai Stack or (b) One Senbon Stack
turn.

1 Flash tags, 1 Medicine Kit
Additionally, jutsu with the Medical Keyword you cast
that restores hit points or ends conditions, remove one
JUTSU CASTING failed death saving throw from an affected creature, if any.
You can remove failed death saving throws in this way a
NINJUTSU number of times equal to your proficiency bonus per long
Ninjutsu save DC = 8 + your proficiency bonus + your rest.
Intelligence modifier
Ninjutsu attack modifier = your proficiency bonus + TENETS OF MEDICINE
your Intelligence modifier
Starting at 2nd Level, you begin to focus on a Specific Tenet
of Medicine that will enhance your abilities to support your
GENJUTSU allies. These Tenets will provide you additional features at
Genjutsu save DC = 8 + your proficiency bonus + your 2nd Level, and again at 5th, 9th, 13th and 17th Levels.
Wisdom modifier
Genjutsu attack modifier = your proficiency bonus + CHAKRA SCALPEL
your Wisdom modifier
Beginning at 3rd Level, you have learned to manifest a
medical ninja’s signature technique, the Chakra Scalpel.
TAIJUTSU As a bonus action you coat your hands in highly
Taijutsu save DC = 8 + your proficiency bonus + your condensed blades of Chakra, designed to slice muscle and
Strength modifier flesh with surgical efficiency for one minute, while in
Taijutsu attack modifier = your proficiency bonus + combat or 1 hour while not in combat. Regardless of which
your Strength modifier duration is applied, while you have Chakra scalpel active,
you can add your Wisdom modifier to all healing done as a
result of a Jutsu with the medical keyword. You can only
activate this feature a 3 times per long rest, you gain
additional uses as you gain levels in this class as seen in
the Chakra scalpel charges column of the Medical-Nin class
table.
While in Combat. For the duration, when you take the
attack action, you can replace attacks granted with said
action with a melee ninjutsu attack, as if casting a
medical ninjutsu. This attack deals 1d4 + your wisdom
ability modifier in slashing damage. This damage
increases by an amount listed in the Chakra scalpel
column of the Medical-Nin class table.

Beginning at 7th level, when you deal damage
with Chakra scalpel, the target creature must
make a constitution saving throw, as if casting a
Ninjutsu with the medical keyword. On a failed save,

65
creatures gain one rank of the weakened and under the effects of a hostile inflicted condition, makes
bleeding conditions. their next saving throw or skill check to end said

Beginning at 11th level, when you would deal condition at advantage.
damage to a creature with temporary hit points with
Chakra scalpel, you bypass the temporary hit points
instead directly reducing their hit points.

Finally, at 18th level, on a failed save the target also
gains the Lacerated condition. 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.
While out of Combat. For the duration when you would
make a Medicine check to stabilize a creature, you gain a
+5 bonus to the result.
PRESERVE/TAKE LIFE
Starting at 5th Level you have gained the experience

Beginning at 7th level you can spend one use of your
needed to save lives, even those in mortal danger or take
Chakra Scalpel to automatically end one Non-Jutsu
them, even the ones who are furthest from death's door.
based Condition.
You learn both Preserve Life and Take Life. Some

Beginning at 11th level, the +5 bonus is increased to
Tenets grant you additional effect as you advance in this
a +10-bonus made to stabilize a creature.
class. Regardless, you can use Preserve Life or Take

Finally, at 18th level, you can spend a use of your
Life twice between rests. You gain an additional use at
Chakra Scalpel to end any condition a creature is
9th, 13th and 17th levels.
suffering from regardless of its origin.
PRESERVE LIFE
MEDICAL DOCTRINE As an action you release a pulse of medical release
Starting at 3rd Level your experience in medical based Chakra, designed to safeguard creatures around you with
jutsu has ascended to a point where your jutsu has healing energies. This energy can restore a total number
begun to slowly become infused with those beliefs, of hit points equal to 5 times your Medical Nin Level and
making them stronger and vice versa. Select one of the resets the count of all failed death saving throws. Choose
following doctrines in which you gain the doctrines any number of creatures within 30 feet of you and divide
effects or abilities listed. You can select a second those hit points amongst them. This feature can restore no
Doctrine when you would reach 13th level. You cannot more than half of its hit point maximum. You cannot use
change this choice one made. this feature on an undead or construct.

LONG LIFE, SHORT DEATH TAKE LIFE


You believe that your patients should benefit from a When you deal damage to a creature using a Jutsu with
much longer life span, but when they are dying, they the medical keyword, you release corroding energies,
should not delay the process longer than it needs to be. meant to inflict gruesome damage. Select one affected
You’ve seen what agony looks like and you want no creature. That creature takes additional damage equal to 5
parts of it. When you would heal a creatures hit points, + twice your Medical-Nin level.
by any amount they gain temporary hit points by an
amount equal to the rank of the jutsu cast. A creature ADVANCED MEDICAL RESEARCH
can only gain temporary hit points in this way twice per
Starting at 6th Level, your medical knowledge is one of
rest.
a select few. You can learn and create jutsu with the
(D-Rank: 5, C-Rank: 10, B-Rank: 15, A-Rank:
Medical keyword in half the time and without spending
20, S-Rank: 25.)
Ryo to support your lifestyle.
Additionally, you can reduce the final Chakra cost of
NEVER ON THE FRONT LINES a newly created jutsu with the medical keyword by an
You believe deeply that medical ninja do not belong on
amount equal to its rank. (D-Rank: 1, C-Rank: 2, B-
the front lines and so did your master or mentor. You
Rank: 3, A-Rank: 4, S-Rank: 5)
embody this philosophy and do everything in your
power to live this truth. Whenever you are within 10
feet of a hostile creature, you can take the dash or GIFTED HEALER
disengage actions as a bonus action. Starting at 10th Level, your Healing Jutsu are more
effective. Whenever you use a jutsu of C-Rank or lower to
NOT ALLOWED TO DIE restore hit points to a creature, you may select up to two
You believe that medical shinobi deaths should be the healing die rolled, and reroll them, taking the higher result.
absolute last thing to happen on the battlefield. Beyond At 14th Level, you may select up to four healing die.
all other circumstances, you are not allowed to die
before your team does. So long as another allied SUPREME HEALER
creature is initiative and they have 1 or more hit points,
once per rest, you ignore effects of jutsu, features or At 20th Level you have reached perfection in the healing
traits from hostile creatures that would automatically arts. When you would restore hit points, by casting a jutsu
kill you or reduce you to 0 hit points, instead being with the Medical Keyword of B-Rank or lower at its base
reduced to 1 hit point. rank, you can select up to 4 healing dice rolled and treat it
as its maximum result.
UNTIL THEIR HEART STOPS
You believe deeply that medical ninja should continue
to administer healing to all members of their party, no
matter how dire or how hopeless it is, until they stop
breathing, even against their allies wishes. Twice per
rest, a creature other than yourself, who regains hit
points as a result of a jutsu you cast, who are currently

66
TENETS OF MEDICINE or from the Rejuvenating Rest, Channeled Healing
or Talented Healer class feature, you automatically
end any conditions of B-Rank or lower. You can use this
ADEPT MEDIC feature twice per short rest.
Medical-Nin who follow the path of the Adept Medic
pledge their service to keeping everyone alive, by HEALING ASCENSION
healing all of the injured ninja on the field. By far the Starting, at 13th Level, when you would regain hit points
most numerous of Medical Nin, but they are not to be or would restore hit points to another creature using a
underestimated on the battlefield. jutsu or class feature, you enter a state of Ascension. This
state lasts until the end of your next turn.
BREATH OF LIFE The next time you would take damage, you recover a
Starting at 2nd Level, when you would cast a jutsu with number of hit points equal to your level, and then the
the Medical keyword that restores hit points or ascension state ends. You can enter the Ascension
provides temporary hit points you add your Ninjutsu state, a number of times equal to your Ninjutsu ability
ability modifier to the result. modifier per long rest.

TALENTED HEALER OVER HEAL


Also, at 2nd Level, the healing jutsu you cast on others At 17th Level, when you restore Hit points to a creature
heal you as well. When you cast a jutsu of D-Rank or and they reach full Hit points and there are still left-
higher that restores hit points to a creature other than over Points of restoration, the creature gains
you, you regain hit points equal to 4 + the Jutsu’s Rank. Temporary Hit Point equal to half of the left-over Hit
(D-Rank = 1, C-Rank = 2, B-Rank = 3, A-Rank = 4, points that would be restored. Temporary hit points
S-Rank = 5). gained this way are in additional to any temporary hit
Starting at 5th level, you can spend a use of Chakra points they currently have that are granted by you. A
Scalpel, to perform a Surgery over the course of the creature cannot gain Temporary hit points from this
next minute. When you do, the target creature regains feature more than once every 10 minutes.
xd6 where x = your proficiency bonus. A creature which
you’ve performed surgery on cannot have a surgery
performed on them more than twice per full rest.
Beginning at 9th level, when you would restore a
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 BLACK
your proficiency bonus, per long rest. MEDICINE
Medical-Nin who follow
the path of Black
Medicine, focus on the
disastrous aspect of how
Poison and toxins can
UNMATCHED MEDICAL RELEASE break down an enemy
Starting, at 9th Level, creatures who would recover hit
points from a Jutsu you cast with the Medical Keyword

A DEPT M EDIC CHART

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 Medical Release: This jutsu can be used twice per Full Rest.
Heal

67
TAINTED HANDS ranks of the envenomed or corroded condition for the next
At 2nd level, when you would deal acid or poison damage minute, where X equals your proficiency bonus or half as
as a result of a jutsu you cast, feature you use or attack much on a success and no additional effects.
you make, you may reroll all 1’s and 2’s. You must take
the new roll, even if it is a 1 or 2. TOXIC TONGUE
Starting, at 9th Level, poison and acid damage you deal
TOUCH OF TERROR ignores resistance. You also, always know where
Also, at 2nd Level when a creature you can see within 30 poisonous plants are and how to formulate poisons from
feet of you is making a saving throw to resist an effect that them in half the time and cost.
deals poison damage or inflicts the poisoned or Additionally, you gain resistance to Poison damage
envenomed conditions, you can give them disadvantage and immunity to the Poisoned condition.
on their save. You can do this twice per rest.
Starting at 5th level you can spend a use of Chakra CHILD OF VENOM
Scalpel to increase your poisons potency. The next jutsu Starting at 13th level, you add your Ninjutsu ability
you cast or item you use, such a poison or acid vial that Modifier to all poison and acid damage you deal.
deals poison or acid damage inflicts 1 rank of the Corroded Also, when dealing poison or acid damage, you can
condition. spend a use of your Chakra Scalpel. When you do,
you maximize its damage.
BLACK MEDICINE
Starting at 5th level, you learn the techniques required to VENOMOUS STING
utilize poisons as your tool of combat. You learn the Starting at 17th level, when a creature would gain a
following jutsu as you gain levels in the class according to rank of the envenomed or corroded conditions, they
the Black Medicine chart at the end of this class section. gain 1 additional rank. They also have disadvantage to
Each Jutsu learned also grants you an additional feature remove the listed conditions.
pertaining to the jutsu learned. Learned jutsu do not count
against your jutsu known as seen on your medical-nin
class chart.

POISONOUS TOUCH
Also, at 5th level, when making an attack with Chakra
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.
COMBAT MEDIC
Medical-Nin who
become

TAKE LIFE: PLAGUE DOCTOR


Starting at 6th level, as an action, you release a Combat
green mist in one of the following areas originating from Medics,
you; 15-foot Cone, 20-foot cube, 30-foot long (5 foot pledge
wide) line.
When you do, all creatures in the target area must
themselves to
succeed a constitution saving throw as if you cast a
always be present on the
ninjutsu with the medical keyword. On a failed save
battlefield as one of the front
creatures take poison damage equal to Xd8 + your
lines, helping their Allies wade through
medical nin level and gains the poisoned condition and 2

B LACK M EDICINE CHART

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 Medical Release: This jutsu instead inflicts two ranks of Envenomed on a failed save.
Corrosive Plume
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
the chaos of the battlefield keeping themselves and their can cast a Taijutsu of C-Rank or lower with a casting
allies alive until the last man falls. time of 1 action.

When you take the attack action, you can spend 2 motes
MARTIAL COMPETENCY to double your unarmed damage die.
Beginning at 2nd Level, you learn how to fight with the 
When you cast a Taijutsu that deals unarmed damage,
best of them. You gain proficiency with Combat Bracers you can spend 3 motes to upcast the jutsu by 1 rank, at
and heavy armor. You also adopt a particular fighting no additional cost, ignoring upcast limitations.
stance.
Choose one of the Taijutsu Stance located in Chapter 13: TAKE LIFE: COMBAT PROWESS
Customization Options; You can’t take a stance more than Starting at 6th level, you may use the Take Life feature
once even if you gain a stance choice again. with your unarmed attacks and Taijutsu that deal unarmed
Also, you can make one unarmed attack as a bonus damage. Additionally, a creature that you use your Take
action. Life feature on, becomes vulnerable to the next instance
of damage they take until the beginning of their next turn.
COMPETENT COMBATANT
Also 2nd Level, you may use your Wisdom in place of EXPERT COMBATANT
Dexterity when calculating Armor Class. (AC). Starting at 9th level, select one taijutsu or bukijutsu you
Additionally, your Chakra scalpel’s damage die becomes know. The selected jutsu gains the Medical Keyword. You
a d6 and you can choose to make a melee taijutsu attack, may select an additional taijutsu or bukijutsu at 13 th and
in place of a ninjutsu attack. 17th level to gain the Medical Keyword this way. You may
When you would deal damage with an unarmed attack, switch which jutsu this feature affects when you would
you may spend 5 Chakra. When you do, you instead, complete a Long Rest.
double the relevant modifier when calculating damage Also, you can attack twice, instead of once, whenever
dealt. You may do this twice per rest. Increase the number you take the Attack action on your turn.
of uses by one at 5th, 9th, 13th and 17th levels.
Starting at 5th level, you can spend a use of Chakra PASSIVE REGENERATION
Scalpel to increase your striking power. Your unarmed, At 13th Level, your constant focus on enhancing your
weapon and all taijutsu attacks have their critical threat technique to supplement your allies on the battlefield has
range increased by +1 until the end of your turn. This led you to learn to passively increase your survivability in
becomes +2 at 13th level. combat. As a Bonus action, you can choose to spend 1 Yin
Beginning at 9th level when you would use this feature, Mote to regain 5d8+ your Ninjutsu ability modifier in hit
you may instead triple your relevant modifier applied to points to a willing creature you touch. You can only use
the damage dealt. this feature a number of times equal to your proficiency
bonus per long rest.
COMBAT MEDIC
Starting at 5th level, you learn the techniques required to YIN SEAL: RELEASE
fight on the front lines next to your allies. You learn jutsu Beginning at 17th Level, you learn to unleash all of your
as you gain levels in this class according to the Combat strength into one magnificent punch. When you would
Medic Chart at the end of this class section. Each Jutsu spend a use of your Competent Combatant, you can
Learned also grants you an additional feature pertaining to spend an additional 7 Yin Motes. When you do, quadruple
the jutsu learned. Learned Jutsu do not count your relevant modifier and triple your unarmed damage
against your Jutsu known as seen on your die. If you do, you do not gain the benefits of Competent
Medical Nin Class Chart. combatant or Yin Seal: Charges effects.

NATURAL MEDICINE
Medical-Nin who follow the path of Natural Medicine, learn
C OMBAT M EDIC CHART to supplement modern medical techniques with natural
cures and energy, learned from patient observation and
sage creatures. In the process, they become closer to the
Level Jutsu Learned Jutsu Feature
natural world around them, even learning to shift their own
5th Pressure Point This jutsu gains the Medical Keyword. You can choose to make a second taijutsu attacks, but partners.
if you do, this jutsu does not
YIN SEAL: CHARGE bodies into the form of their animal
Barrage
Also, force
at 5th level, you haveany begun
saving throw or inflict
to store conditions.
medical release
9th Strength
Chakra of 100
into Add yourprepping
your muscles, Strength ability
them modifier
for whentoitunarmed
is attacks for the duration.A
SUMMONING AtPPRENTICE
the end of this jutsu’s duration, you do not gain
time for you to release it in a single bout. This stored Beginning at 2nd level, you have contacted a tribe of
Technique disadvantage on any Saves or ability checks and you retain your movement speed. Finally, you cannot lose concentration of
power has the potential to unleash massive shockwaves animals that are willing to help you in your studies, and will
this jutsu as a result of damage. even fight by your side in defense of you, your comrades
from the strength of your punches alone.
13th True Rakshasa’s This Jutsu gains the Medical keyword.
This stored power is manifested as Yin Motes. You have You do not andRakshasa’s
need your pursuit
Palmoforknowledge and to
Rakshasa’s Sole wisdom.
cast this jutsu.
a Palm
number of Yin Motes, equal to your proficiency bonus You learn the Summoning Technique Ninjutsu. This
per rest. You can spend these motes to do the following; does not count against your Jutsu known limit. Creatures
17th Creation Rebirth: At the end of this jutsu’s duration, you do not experience this shockusing
you summon and instead only gain
this jutsu become1 rankable
of Exhaustion. If you are
to cast Ninjutsu

When you
Strength cast a jutsu
of 1000 withfrom
benefiting the this
medical
jutsu,keyword, you ranks of Exhaustion,
while you have you ignore
with the Medical the effects
Keyword of exhaustion on you for the duration.
as well.
may spend 1 mote. When
Finally, youyou do, as
cannot losea concentration
bonus action, ofyou
this jutsu as a result of damage.

69
NATURAL HEALING summoners turns. (D-Rank: 5, C-Rank: 10, B-Rank: 15, A-
Also, at 2nd level, you learn to use the natural veins of Rank: 20, S-Rank: 25)
Chakra found in the Earth itself and all through nature to
heal yourself and your allies at range, though this method PROTECTOR OF NATURE
is less potent than direct healing. Starting at 13th level, your connection to your summons
You have stored a pool of this healing energy have become so powerful that they stand ready to defend
represented by a number of d6’s equal to your Medical-Nin you even when separated by an infinite distance.
level. As a bonus action, you can choose one creature If you are reduced to 0 Hit points or are Incapacitated
within 60 feet of you and spend a number of those dice. against your will, you can, immediately as a reaction,
Roll the spent dice and add them together. The target before the effects of reaching 0 Hit points or becoming
regains a number of Hit Points equal to the total. The incapacitated take effect, use your Summoning
target also gains 3 temporary Hit Point per die spent. You Technique to summon an S-Rank Creature ignoring
regain all expended dice when you finish a long rest. normal restrictions. If you do, reduce your Chakra to 0, if
Beginning at 5th level, while you are gaining the benefits you have 30 or less Chakra, otherwise spend Chakra as
of your Chakra Scalpel Class feature, each time you would per usual.
deal damage with your Chakra Scalpel, you regain hit Once summoned, the summoned creature acts in your
points equal to your Chakra Scalpels damage + Your defense, protecting you and your allies from harm,
Ninjutsu ability Modifier. You can only regain hit points this prioritizing your survival over your allies. The creature
way once per turn. summoned this way unsummons itself 10 minutes after
being summoned or when the danger has passed. Once
NATURAL TALENT you use this feature, you cannot use it again until you
Starting at 5th level, you learn the techniques required to complete a long rest.
play a powerful role in the throes of battle. You learn the
following jutsu as you gain levels in this class according to NATURES AVATAR
the Natural Medicine Chart at the end of this class section. Beginning at 17th Level, you learn to embody all of your
Each jutsu learned also grants you an additional feature sage beasts power in your base form. You can spend a use
pertaining to the jutsu. Learned jutsu do not count against of Natural Talent. When you do, you gain the benefit of
your jutsu known as seen on your Medical-Nin Class Chart. all of your sage beast transformation features and you
Additionally, you have learned to transform into a gain your chosen transformations ability scores if your
member of the tribe you selected from your Summoning ability scores are lower. This transformation lasts for 1
Apprentice class feature for short periods of time. As an minute.
Action, you may assume the form of a D-Rank Summon of
your Tribe, replacing your own Strength, Dexterity, SHAMAN
Constitution, HP and AC with the summoned creatures.
(Your Chakra Point Maximum, and current Chakra point
total does not change.) NATURAL TALENT TRANSFORMATION
You also gain any traits the summoned creature you
transform into would have at the appropriate rank. You At later levels, when you transform into a C-Rank or Higher
may remain in this form for a number of hours equal to summon of your select Tribe, you will take your creatures D-Rank
half of your Medical-Nin level. If your new forms hit points Ability scores and instead of applying +6 Ability score increases,
are reduced to 0, you immediately revert back to your you apply +4 Ability score increases, up to a maximum of 20.
normal form retaining your original hit points. You may
assume the form of a C-Rank Summon at 9th level, B-Rank
at 13th level, and A-Rank at 17th. You may transform
using this feature twice per long rest.
Medical-Nin who follow the path of the Shaman, focus on
draining the life from their enemies, and transferring them
PRESERVE LIFE: DAMPEN PAIN to their allies, controlling the flow of battle through Hex
Starting at 6th level, as an action, you release a greenish like Genjutsu, and life draining Medical Ninjutsu.
aura of medical Chakra, targeting one willing creature
you can reach.
For the next minute, each time the affected creature
SHAMAN’S HEX
Beginning at 2nd level, you learn the secrets of
takes damage it regains 4d6 hit points. Once one minute
psychosomatic Genjutsu, allowing you to place a hex on
has passed or the creature has had this feature trigger on
someone. As a bonus action, choose one creature you can
them 5 times, this feature ends.
see within 30 feet of you. The target is hexed for 1 minute.
The hex ends early if you die or are incapacitated. You can
GUARDIAN SUMMONER transfer this hex as a bonus action on your turn. Until the
Starting at 9th level your summoned creature embodies hex ends, you gain the following benefits:
the entirety of their tribe to the fullest to further support
you. You summon gains a second Role, unique to them.

Once during each of your turns when you hit the
Guardian: Twice per short rest, this summon grants hexed target with a melee attack, using a Jutsu with
all allied creatures in 20 feet of it, a number of temporary the Medical Keyword, your Spiritual Weapons or
hit points equal to its rank at the beginning of its with your Chakra Scalpel you can deal extra

NATURAL M EDICINE CHART


Level Jutsu Learned Jutsu Feature
5th Chakra Transfer Add half of your Medical-Nin level to the maximum amount of Chakra your target gains.
th
9 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 Water Release: This jutsu gains the medical keyword and instead deals Poison Damage.
Supreme Water Lion
70
necrotic damage to the hexed target equal to your feature. When you do, select one Ninjutsu or Genjutsu that
proficiency bonus. you know that requires a Saving throw when cast and can

As a reaction when a creature you can see within 30 target only one creature. You cast the chosen jutsu as part
feet of you and the hexed target suffers a critical hit, of the successful attack. The chosen jutsu targets the
you can turn that hit into a normal hit. Any effects creature you hit and they make their saving throw at
triggered by a critical hit do not trigger. disadvantage.
You can mark a creature using this feature a number of
times equal to your proficiency bonus per rest.
WARRIOR OF THE HEX
Starting at 9th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn to attack
SPIRITUAL WEAPONS with your Spiritual Weapon.
Also, at 2nd level, you learn to combine Genjutsu with your
Additionally, when you use your Preserve Life feature,
Precise Chakra control. As a Bonus action, you can conjure
choose a creature within 30 feet of you. That creature gains
a Spiritual Weapon of your Design and description. You are
temporary hit points equal to your Medical-Nin level + your
always proficient with your Spiritual Weapon. Select one
Wisdom modifier.
simple or martial melee weapon, your Spiritual Weapon
Finally, when you use your Take Life feature, if the
gains its properties and deals 1d8 Necrotic damage
creature is benefiting from any bonuses such as additional
regardless of the weapon chosen. Select one damage type
damage or temporary hit points, they lose those benefits
between the following; Bludgeoning, piercing, slashing.
immediately.
Your Spiritual weapon is treated as having the chosen
damage type for the purpose of qualifying for Bukijutsu
you cast. You can dismiss the weapon as a bonus action,
DRAINING HEXES
Starting at 13th level, when a creature hexed by you dies,
dispersing your Chakra.
you or another creature you can see within 30 feet of you
When you attack with that weapon, you can use your
regains hit points equal to your Medical-Nin level + your
Dexterity, in place of Strength, for the attack and damage
proficiency bonus. When a creature regains hit points with
rolls, as well as for calculating the attack modifier and DC
this feature, the hex immediately ends.
of bukijutsu using the weapon.
Finally, when you fall to 0 hit points due to a melee
Starting at 5th level, you can spend a use of Chakra
attack, you may immediately spend 10 Chakra, doing so
Scalpel to grant your Spiritual Weapon two weapon
allows you to take make one attack with your Spiritual
properties of your choice from the following; Blocking,
Weapon on a creature within range. Any damage you deal
Critical, Deadly, Disarm, Finesse, Multiattack, Reach, Trip,
to a target, grants you hit points equal to the damage dealt.
Versatile (d12).
You can use 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, and
is affected by your Shamans Hex, you add your level to
the damage rolled instead of proficiency.

TRANSMUTER
BATTLE SHAMAN Medical-Nin who follow the path of the Transmuter learn
Starting at 5th level, you learn the techniques required to heal and fight with surgical precision, altering the very
to play a powerful role in the throes of battle. You learn fabric of the creature, be it friend, foe, or themselves.
the following jutsu as you gain levels in this class
according to the Shaman Chart at the end of this class TRANSFIGURED TECHNIQUE
section. Each jutsu learned also grants you an Beginning at 2nd level, you begin to learn to alter other
additional feature pertaining to the jutsu. Learned jutsu creatures cellular structure to their benefit or detriment.
do not count against your jutsu known as seen on your When you would deal Acid, Poison or Necrotic damage to
Medical-Nin Class Chart. a creature with a Jutsu with the Medical Keyword, you
Additionally, when a creature hexed by you dies, you can may force them to make a constitution saving throw vs
command it to move up to its speed and make one melee your Jutsu’s save DC. On a failed save, they gain 1 rank
or ranged weapon attack against a creature within their of Weakened.
normal range. When you command a creature with this Once per casting, when you would heal a creature or
feature, the hex immediately ends. grant them temporary hit points with a Medical-Nin class
feature or Jutsu with the Medical keyword, you may end
TAKE LIFE: HEXING SMITE one rank of any condition currently affecting them
Starting at 6th level, you can enchant your Spiritual caused by a jutsu of D-Rank or lower. This increases to
Weapon or Chakra Scalpel with your hex’s, enhancing its C-Rank at 7th level, B-Rank at 11th, A-Rank at 15th, S-
potency when striking. When you score a hit with either Rank at 20th. You can remove conditions in this way, a
your Spiritual Weapon using a weapon attack or a number of times equal to your proficiency bonus per
Taijutsu attack, you can spend a use of your Take Life long rest.

SHAMAN C HART
Level Jutsu Learned Jutsu Feature
th
5 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 through71
it, also becomes weakened and frightened of you for the next minute.
ALTERED STRENGTH 
Once per turn, add your Ninjutsu ability modifier to
Also, at 2nd level, you may alter a creatures physiology their attack roll.
to strengthen them in a number of ways. As an action,

Once per turn, when they cast a jutsu that deals
you may touch a creature, giving them one of the damage they roll 2 additional damage die.
following benefits for the next minute;

+2 bonus to their AC for the duration.

Once per turn, add your Ninjutsu ability Modifier to
their damage roll.
TRANSMUTED SELF
Starting at 13th level, your body can better handle your

Gain 10 Temporary Hit points at the beginning of each
Chakra scalpels, allowing you to use them more
of your turns. While they have temporary hit points
aggressively. Your Chakra Scalpel’s damage die
granted by this feature, they gain resistance to one
increases to a d8.
damage type of your choice.
When a creature makes a constitution save against

Gain a 1d4 bonus to one saving throws they don’t
your Transfigured Technique class feature, they make it
have proficiency in.
at disadvantage.

Gain a 1d4 bonus to skill checks they don’t have
Finally, you may also use your Altered Strength
proficiency in.
class feature as a bonus action, but when you do, you
A creature can only gain one benefit from this feature can only use it on yourself.
at a time. You can only have two instances of this
feature active on creature(s) at any given time. If you TRANSMOGRIFIED BIOLOGY
would try to use this feature a third time, while two other Starting at 17th level, you have transmuted your own
instances are currently active, one of the previous two body into one near perfection. When you would gain the
instances stop at your choice. benefit of your Altered Strength class feature, you can
Beginning at 5th level, you can spend 1 Chakra die. gain 3 benefits without spending any additional Chakra.
When you do, you use an enhanced version of this
feature. An affected creature can gain up to two benefits
of this feature this way.
A creature other than you can gain the benefits of this
feature twice per long rest.

TRANSMUTER
Starting at 5th level, you learn the techniques required
to 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 jutsu learned also grants you an
additional feature pertaining to the jutsu. Learned jutsu
do not count against your jutsu known as seen on your
Medical-Nin Class Chart.

TRANSMUTER
Also at 5th level, your Chakra Scalpel deals necrotic
damage and you may tear them apart at the molecular
level. Once per turn, when you deal damage with your
Chakra Scalpel, you deal additional Necrotic damage
equal to your Proficiency bonus.

PRESERVE LIFE: TRANSMUTED


Starting at 6th level, you can, as a bonus action touch
one willing creature within range. When you do, you
temporarily change their biological make up into another
creature type of your choice for the next minute. When
you do, they gain a passive benefit based on the type
chosen for the duration, but they lose the humanoid
descriptor as well;

Construct: resistance to B/P/S damage.

Demon: resistance to Fire damage and Immunity to TRANSMUTER C HART
the Charmed and Fear Conditions.
Level Jutsu Learned Jutsu Feature

Plant: Gains Temporary Hit points equal to
th
Constitution Modifier each start of turn (Min 1.) 5 Restorative The creature also regains hit points

Monstrosity: Advantage on Strength and Constitution equal to your Medical-Nin Class level.
Saving throws.
9th Curse of Prey This jutsu gains the Medical Keyword.

Mutant: You gain advantage on Intelligence and
Increase the Penalty to -6.
Wisdom saving throws.
13th Reconstructive When you deal damage with this jutsu,
REBUILT FORTITUDE Hand the damage die becomes d12.
Starting at 9th level your ability to reinforce your allies
17th Medical Release: Its range is increased to 60 feet and can
has heightened even more. When you use your Altered
Strength class feature on a creature other than yourself, Impending End either target 2 creatures or its damage
they gain an additional benefit. Select one; becomes 12d8+20 on a failed save

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NINJUTSU S PECIALIST
Proficiency Refined Efficient Jutsu Highest Rank
Level Bonus Features Ninjutsu Moldings Known Jutsu Known
1st +3 Chakra Recovery, Refined Ninjutsu 2 - 6 D-Rank
2nd +3 Ninjutsu Tradition 2 - 7 D-Rank
3rd +3 Efficient Molding 2 2 8 D-Rank
4th +4 Ability Score Improvement/Feat 3 2 9 D-Rank
5th +4 Jutsu Breaker, Efficient Molding 3 3 10 C-Rank
(2)
6th +4 Ninjutsu Tradition (2), Chakra 3 3 11 C-Rank
Recovery (2)
7th +5 - 4 3 12 C-Rank
8th +5 Ability Score Improvement/Feat 4 3 13 C-Rank
9th +5 Refined Ninjutsu (2), Efficient 4 4 14 B-Rank
Molding (3)
10th +6 Ninjutsu Tradition (3) 5 4 15 B-Rank
11th +6 Chakra Recovery (3), 5 4 16 B-Rank
Jutsu Breaker (2)
12th +6 Ability Score Improvement/Feat 5 4 17 B-Rank
13th +7 Efficient Molding (4) 6 5 18 A-Rank
14th +7 Ninjutsu Tradition (4) 6 5 19 A-Rank
15th +7 Efficient Molding (5) 6 5 20 A-Rank
16th +8 Ability Score Improvement/Feat 7 5 21 A-Rank
17th +8 Chakra Recovery (4), Refined 7 5 22 S-Rank
Ninjutsu (3), Jutsu Breaker (3)
18th +8 Ninjutsu Tradition (5), Efficient 7 6 23 S-Rank
Molding (6)
19th +9 Ability Score Improvement/Feat 8 6 24 S-Rank
20th +9 Ninjutsu Master 8 6 25 S-Rank

NINJUTSU SPECIALIST CREATING A


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

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 CLASS FEATURES
such as Elemental ninjutsu. Players should be able to As a Ninjutsu Specialist, you gain the following class
exemplify characters who embody this style of rapid features.
fire ninjutsu such as: Kakashi Hatake, Sasuke Uchiha,
Orochimaru, Hiruzen Sarutobi (3rd Hokage), Hashirama
Senju, Tobirama Senju, Jiraiya and Madara Uchiha.
HIT POINTS
Hit Dice: 1d6 per Ninjutsu Specialist level

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Hit Points at 1st Level and beyond: 6 + your increase the Save DC or die by 2 instead of 1, and at
constitution modifier 17th level, you increase Save DC or die by 3 instead of
2.
CHAKRA POINTS
Chakra Dice: 1d12 per Ninjutsu Specialist level NINJUTSU TRADITION
Chakra Points at 1st Level: 12 + your constitution Starting at 2nd level, you begin to Specialize in a
modifier Tradition that enhances the style of ninjutsu that you
Chakra Points at Higher Levels: 1d12 (or 7) + your focus on. The Tradition that you choose grants you
Constitution modifier per Ninjutsu Specialist level features at 2nd, 6th, 10th, 14th & 18th Levels.
after 1st.

PROFICIENCIES
EFFICIENT MOLDING
Starting at 3rd Level, you learn how to bend your
Armor: Light armor chakra to suit your needs while casting Ninjutsu,
Weapons: All Simple Weapons without the Combination keyword. You gain two of the
Ninja Tools: Alchemist Kits, Hackers Kit following Efficient Molding options of your choice. You
Saving Throws: Intelligence, Wisdom, Charisma gain another one at 5th, 9th, 13th and 18th Ninjutsu
Skills: Ninshou, Choose four from Insight, specialist levels. You can only use one Efficient Molding
Investigation, History, Stealth, Perception, Chakra option on a Ninjutsu without the Combination keyword
Control. when you cast it, unless otherwise noted. You can use
any mix of efficient moldings you have 2 times per rest.
EQUIPMENT You gain an additional use of your moldings at 9th, and
You start with the following equipment, in addition to 15th levels. If you would use a molding any additional
the equipment granted by your background: times more than your listed limitation, you must spend

Padded Armor. chakra listed as the Alternate cost.

1 Simple Weapon

(a) One Kunai stack or (b) One Shuriken stack ABILITY SCORE IMPROVEMENT/FEAT

Ninjutsu Scroll (D-Rank)
When you reach 4th and again at 8th, 12th, 16th, and
19th, level, you can increase one ability score by +1 &
JUTSU CASTING a Feat of your choice that they qualify for. As normal
you can’t increase an ability score above 20 using this
NINJUTSU feature.
Ninjutsu save DC = 8 + your proficiency bonus +
your Intelligence modifier. JUTSU BREAKER
Ninjutsu attack modifier = your proficiency bonus +
Beginning at 5th Level, you learn how to overwhelm your
your Intelligence modifier.
opponent’s jutsu with pure force. When you would see a
creature within 90 feet of you cast a Ninjutsu that would
GENJUTSU deal damage of any type, you may as a reaction cast a
Genjutsu save DC = 8 + your proficiency bonus + Ninjutsu you know with a casting time of 1 action.
your Wisdom modifier When you do, if the jutsu you cast doesn’t have the
Genjutsu attack modifier = your proficiency bonus + clash keyword it gains the clash keyword. You
your Wisdom modifier automatically initiate a clash with the triggering creatures
jutsu even if their jutsu doesn’t have the clash keyword.
TAIJUTSU You may use this feature twice per rest. You gain an
additional use of this feature at 11th and 17th level.
Taijutsu save DC = 8 + your proficiency bonus +
your Strength modifier
Taijutsu attack modifier = your proficiency bonus + NINJUTSU MASTER
your Strength modifier Starting at 20th level, select one Ninjutsu of C-Rank or
lower. You always deal maximum damage with the
CHAKRA RECOVERY chosen Jutsu.
Starting at 1st level, you have learned to retain some
spent chakra from casting Ninjutsu. Once per short
rest, you may half the cost of any one Ninjutsu without
the Combination keyword that you cast. You gain an NINJUTSU FOCUS
additional use of this feature at 6th, 11th & 17th levels
of Ninjutsu Specialist.
BLAZE WALKER
The Ninjutsu Specialist who chooses to become a Blaze
Walker, becomes a primal engine of destruction, feared
and revered since man’s earliest days when using Fire
REFINED NINJUTSU Release Ninjutsu.

Also, at 1st level, you can select an amount of Ninjutsu FIRE RELEASE
that you know without the Combination keyword, When you choose this tradition at 2nd level, you gain
equal to the number shown for Refined Jutsu in the the ability to learn ninjutsu with the Fire Release
class table above, increasing the Save DC or the Keyword. If you can already do this you learn 2
amount of either damage done by the chosen jutsu by additional Fire Release ninjutsu that you qualify for,
1 die. This feature happens once per casting of the one of which can be C-Rank or lower.
Refined Jutsu. You choose which benefit you gain each You also gain a +1d6 bonus on all Ninshou checks
time you cast the jutsu, but before the jutsu would related to ninjutsu with the Fire Release keyword and
affect a creature. You can change your Refined Ninjutsu you can learn and create Ninjutsu with the Fire Release
when you would take a long rest. At 9th level, you Keyword in half the required time.

74
Finally, when you cast a ninjutsu with the Fire Additionally, when you would cast a Fire Release
Release keyword, you can do one of the following; Jutsu that is currently benefiting from your Refined
Ninjutsu class feature, you can double the cost of your

Twice per casting, gain 1d4+1 bonus to Damage
jutsu to deal three times as much damage to a single
rolls. This increases to 1d6+1 at 10th level and 1d8+1
creature affected by your Jutsu. This damage happens
at 18th level.
once per turn. You may use this feature twice per long

Once per casting, reduce a targets damage reduction
rest.
by 4, until the beginning of their next turn.
Finally, Ninjutsu you cast with the Fire Release
keyword that inflicts the burned condition, saving
FIRE ADEPT throws are made at disadvantage.
Also, at 2nd level, you have adapted to fire release
chakra in such a way that others who would tap into
this nature would come to you for teachings. BLAZE WALKER TECHNIQUE
Starting at 18th level, you learn the ultimate molding
Once per turn, when you would deal damage with a
technique for fire release ninjutsu called Blaze
Jutsu with the Fire Release keyword, you may mark
Walker. When you cast a ninjutsu with the Fire
one damaged creature. This creature is ember
Release keyword, you can embolden the jutsu cast.
marked. A creature marked by you in this way can
You can only use this molding by spending 10 chakra.
have up to 5 ember marks at a time. Once per turn,
You can use this molding in addition to any other
when you would deal fire damage to an ember
efficient molding you are using.
marked creature you can trigger all marks, causing
This jutsu is automatically upcast to S-Rank at no
them to erupt into a torrent of flame, dealing 2d6+2
additional cost, ignores immunity and resistance and
fire damage for each ember mark on them, removing
increases the damage die of all fire damage dealt by
all marks after the eruption. A creature is ember
this jutsu and ember marks by 1 step.
marked for up to 1 minute or until you trigger this
(D4>D6>D8>D10>D12)
feature, whichever comes first.

FLASH FIRE
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 Ability
Modifier.

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 HIJUTSU ELITIST
range is a Plant, Beast or Construct (made of organic The Ninjutsu Specialist who chose to
material such as wood), then they make all saving specialize in their Hijutsu
throws against the jutsu cast and this moldings effect techniques provided by their
at disadvantage. clans are those who become living
embodiments of their
INFERNO FURY Families or clans’
Starting at 10th level, Ninjutsu you cast with the Fire techniques in such a way
Release keyword that are currently benefiting from that those who stand in
your Refined Ninjutsu class feature gain additional their way will feel
benefits, you can use only one of these features once hesitance towards
per casting. confronting them.

As a part of the same action used to cast the
selected Ninjutsu you can increase the heat of your
jutsu dealing double damage to Plants adversaries.
If an adversary would already have vulnerability,
you do not double the damage a second time.

As a part of the same action used to cast the
selected Ninjutsu, you can increase the damage
dealt by your proficiency bonus.

When you initiate a clash with a Jutsu with the
Water Release Keyword, the user of the Water
Release Jutsu does not roll at advantage.

FIRE RELEASE MASTER


Starting at 14th level, when you use Flash Fire
to deal additional damage, you may instead
double the bonus damage dealt.

75
HIJUTSU SPECIALIZATION benefiting from your Refined Ninjutsu class feature
When you choose this Tradition at 2nd level, you learn the gains additional benefits. You can use only one of these
secrets behind your clans techniques beyond what is features once per casting.
taught to most other members. You learn an additional 
As a part of the same action used to cast the
Hijutsu with the Ninjutsu Keyword that you qualify for. selected Jutsu, you can empower the jutsu cast. If a
You also gain a +1d6 bonus on Ninshou checks related creature fails their saving throw against your jutsu by
to Hijutsu with the Ninjutsu keyword and can learn and 5 or more, regain 1 Traditional Inertia. You can
create Ninjutsu with the Hijutsu Keyword in half the gain no more than 2 Traditional Inertia per round
required time. this way.
Finally, when you cast a Hijutsu with the Ninjutsu 
When you would upcast your selected jutsu, you may
keyword, you can do one of the following, once per treat your upcast as if you had upcasted the jutsu
casting; twice, up to your maximum rank known as detailed in

Hijutsu you cast with a range of at-least 5ft, has its the Ninjutsu Specialist Class table.
range increased based on the rank it is cast at. (D-Rank:

When you initiate a clash with the chosen jutsu, you
+10, make your check at advantage.
C-Rank: +20, B-Rank: +30, A-Rank: +40, S-Rank: +50)

Hijutsu you cast has its cost reduced by an amount HIJUTSU MASTER
equal to its rank when cast. (D-Rank: 1, C-Rank: 2, B- Starting at 14th level, when you would use the Deadly
Rank: 3, Tradition class feature, you may also cast Hijutsu with
A-Rank: 4, S-Rank: 5) the Ninjutsu keyword with a casting time as a bonus
action, as a reaction using that feature.
HIJUTSU ADEPT Additionally, when you would cast a Hijutsu with the
Also at 2nd Level, your skill with your clan techniques are Ninjutsu keyword that is currently benefiting from your
far superior to other shinobi of equal caliber to you. This Refined Ninjutsu class feature, you may ignore
skill manifests itself in the following way. resistance of any damage dealt by the chosen jutsu
Second, once per turn, when you would cast a ninjutsu and double its range or its area of effect size. You may
with the Hijutsu keyword, you can store part of the energy only use this feature twice per long rest.
used within yourself as Traditional Inertia. This inertia
can be maintained within you for up to 1 minute or until ELITIST TECHNIQUE
spent. You can have up to 5 inertia stored at once. When Starting at 18th level, you learn the ultimate molding
you would cast a ninjutsu with the Hijutsu keyword, you technique for Hijutsu called the Elitist Technique.
can spend any number of inertia. If you spend inertia, you When you cast a Hijutsu with the ninjutsu keyword, you
cannot gain any during the same turn. For each inertia you can embolden the jutsu cast. You can only use this
use, you increase the potency of your jutsu cast. Its molding by spending 10 chakra. You can use this
damage type is changed to the normal damage type of molding in addition to any other efficient molding you
your other Hijutsu if it is not already that damage type (if are using.
you have Hijutsu that deal multiple types of damage, The jutsu cast is automatically upcast to S-Rank, at
choose one type). You also select one from the following no additional cost.
options, of which you can only use one when using inertia:

Reduce the cost to maintain the jutsu by 1 (to a
minimum of 1) for every 2-inertia spent.

Immediately use one of your clan resources that have a
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 addition to any other moldings you are using and has
an Alternate Cost of 5.
The jutsu cast cannot be Interrupted, Negated or
Dispelled until the end of your next turn.

GENERATIONAL GREATNESS
Starting at 10th level, Jutsu you cast with both the
Ninjutsu & Hijutsu Keywords, that are currently

76
LIGHTNING BREAKER saving throw then on a failed save creatures gain 1
rank of the shocked condition.
The Ninjutsu Specialist who chooses to become a Lightning Additionally, if a creature who is within this jutsu’s
Breaker, becomes an unmatched force of unstoppable range is an Aberration, Celestial or Mutant, they cannot
power greater than that of a Lightning storm when using take a reaction to this jutsu casting, the damage dealt
Lightning Release Ninjutsu. or conditions inflicted and increase the damage the
jutsu deals by 1 damage die.
LIGHTNING RELEASE
When you choose this tradition at 2nd level, you gain WRATHFUL JOLTS
the ability to learn ninjutsu with the Lightning Starting at 10th Level, Ninjutsu you cast with the Lightning
Release Keyword. If you can already do this you learn Release Keyword, that are currently benefiting from your
2 additional Lightning Release ninjutsu that you qualify Refined Ninjutsu class feature gain additional benefits.
for, one of which can be C-Rank or lower. You can use only one of these features once per casting.
You also gain a +1d6 bonus on all Ninshou checks
related to ninjutsu with the Lightning Release

As a part of the same action used to cast the selected
keyword and you can learn and create Ninjutsu with Ninjutsu, the Jutsu scores a critical hit on an attack roll
the Lightning Release Keyword in half the required of 18 through 20.
time.

As a part of the same action used to cast the selected
Finally, when you cast a ninjutsu with the Lightning Ninjutsu, the jutsu deal maximum damage against
Release keyword, you can do one of the following, creatures who fail their saving throws by 5 or more. This
once per casting; effect does not work with Combination jutsu.

When you initiate a clash with a Jutsu with the Wind

Twice per casting, when making an attack targeting Release Keyword, the user of the Wind Release Jutsu
a creature with ranks of Shocked, gain a +1 bonus does not roll at advantage.
to Ninjutsu attack rolls. This bonus increases to +2 at
10th level and +3 at 18th level. LIGHTNING RELEASE MASTER

Once per casting, when you would Overcharge a Starting at 14th Level, when you use Lightning Tamer to
Ninjutsu you cast, reduce its cost by an amount overcharge a jutsu, you gain 2 Lightning Motes with the
equal to its rank when cast. (D-Rank: 1, C-Rank: 2, B- chosen jutsu’s casting.
Rank: 3, Additionally, when you would cast a Lightning Release
A-Rank: 4, S-Rank: 5) Jutsu that is currently benefiting from your Refined
Ninjutsu class feature, targeting a shocked creature, you
LIGHTNING ADEPT make your attacks at advantage. If your jutsu requires a
Also, at 2nd Level, you have adapted to lightning release saving throw, they make their saving throw at
chakra in such a way that others who would tap into this disadvantage. You can only use this feature twice per long
nature would come to you for teachings. rest.
Once per turn, when you would cast a jutsu with the Finally, ninjutsu you cast with the Lightning Release
Lightning Release keyword, you can charge yourself Keyword that inflicts the shocked condition, saving throws
with a Lightning Mote. A lightning mote remains suffers a -1d4 penalty to all affect creatures saves.
charged for up to 1 minute, or until spent. You can
have up to 5 motes charged at once. When you would LIGHTNING BREAKER
cast a jutsu with the Lightning Release keyword you
can spend any number of motes. If you do you cannot
TECHNIQUE
Starting at 18th level, you learn
gain a mote the turn you do. For each mote spent, you
the ultimate molding
increase the potency of your jutsu cast. Select from
technique for lightning release
one of the following, of which you can only use one of
ninjutsu called Lightning
when spending motes;
Breaker. When you cast a

Increase the damage dealt by +3 for each mote ninjutsu with the Lightning
spent. This bonus damage doubles on a critical hit. Release keyword, you can

If a jutsu would normally not deal damage when cast, embolden the jutsu cast.
you add 1d8 lightning damage for each mote spent. You can only use this

Reduce the cost to maintain the jutsu by 1 for every molding by spending 10
2 motes spent. chakra. You can use this
molding in addition to any
LIGHTNING TAMER other efficient molding you
Starting at 6th Level, you learn to bend Lightning to your are using.
will forcing it to do things beyond its normal limits. When This jutsu ignores
you would cast a Ninjutsu with the Lightning Release immunity and resistance and
keyword, you can activate its Overcharge effects as a part ignores structures or
of the same action used to cast the jutsu. You can constructs that would
Overcharge a jutsu in this way twice per rest. If you would intercept the damage it
attempt to Overcharge a jutsu in this way an additional deals.
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. SANGUINE MASTER
All affected creatures within this jutsu’s range must
The Ninjutsu Specialist who chose to
make a constitution saving throw being shocked on a
specialize in the Hemomantic
failed save. If the jutsu cast would already force a

77
Traditions, learn to use the chakra inherent in a addition to any other moldings you are using and has
creatures blood, even their own, and often look upon an Alternate Cost of 5.
with distrusting eyes. Practitioners of it know that the The ninjutsu now deals Acid, necrotic or poison
potential of this form of Ninjutsu can become damage (your choice), and ignores half of a creatures
disastrous in the wrong hands, but it’s also extremely damage reduction.
helpful. It requires a stringent eye and adequate focus.
DESTRUCTIVE ICHOR
HEMOMANTIC SPECIALIZATION Starting at 10th level, Ninjutsu you cast without a
When you choose this Tradition at 2nd level, you learn Nature Release Keyword, that are currently benefiting
the secrets behind blood and the alchemical properties from your Refined Ninjutsu class feature gains
behind it. You gain the ability to learn ninjutsu with the additional benefits. You can only use one of these
Medical keyword, but only those that deal acid, features, once per casting.
necrotic or poison damage. You learn one such jutsu 
As a part of the same action used to cast the
with the described limitation that you qualify for, which selected Jutsu, you may add your ninjutsu ability
may be C-Rank or lower. modifier to one damage roll of the jutsu.
You gain a +1d6 bonus on Ninshou checks relating to 
As part of the same action used to cast the jutsu, if
Ninshou with the Medical keyword, and can learn and the jutsu would force a saving throw to resist the
create ninjutsu that deal acid necrotic or poison bleed, envenomed or corroded conditions, all
damage in half the time. creatures with said conditions that are making a
Finally, when you would cast a ninjutsu that deals saving throw vs the jutsu cast, gains +1 rank of the
acid, necrotic or poison damage you can do one of the condition they are making a saving throw against on
following, once per turn; a failure.

Once per casting, gain temporary hit points equal to 
When you would initiate a clash, you can spend 1
the rank of the jutsu cast. These temporary hit points blood 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) SANGUINE ELITE

Once per casting, when you inflict a rank of Starting at 14th level, your master of Hemomantic
Corroded, the creature receives an additional rank. ninjutsu is nearing its peak. When you cast a ninjutsu
that deals acid, necrotic, or poison damage that is
LIFEFORCE CASTING benefitting from your Refined Ninjutsu class feature
Also, at 2nd Level, you learn to extract chakra from and targets only 1 creature, you can double the cost of
blood and it as fuel for your ninjutsu, empowering them the jutsu to instead target a number of creatures equal
or making them simpler to cast. to the number of Blood vials you currently have. The
Once per turn, when you would cast a ninjutsu that jutsu cast in this way cannot have its cost reduced as a
deals acid, necrotic, or poison damage, you can siphon result of 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 Starting at 18th level, you learn the ultimate molding
1 minute or until spent. You can have up to 5 vials at technique for Hemomantic techniques called
once. When you would cast a ninjutsu that deals acid Sanguine Master. When you cast a ninjutsu that
necrotic or poison damage you can spend any number deals acid, necrotic or poison damage, you can
of blood vials. If you spend a blood vial spent, increase embolden the jutsu cast. You can only use this molding
the potency of your jutsu cast. Select from one of the by spending 10 chakra. You can use this molding in
following, of which you can only use one when addition to any other efficient molding you are using.
spending vials; This jutsu ignores immunity, resistance and damage

Increase the damage dealt by 1d8 for every vial reduction. Additionally, damage this jutsu deals
spent. reduces the target creatures maximum health for the

Gain a +1 bonus to the jutsu DC for every two vials next minute.
spent.

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. SCRIBE MASTER
The Ninjutsu Specialist who chose to
specialize in the art of Storing and using
MACABRE TECHNIQUES Jutsu Scrolls, come to be known as Scroll
Also at 6th level, you learn a new and Masters, Chakra weavers known for
unique efficient molding technique called always having the right Jutsu on hand at
Macabre Technique. When you cast a any given time. Sealing Jutsu into your
Ninjutsu, you can embolden the jutsu Scrolls and releasing them when the time is
cast. You can use this molding in right.

78
FUINJUTSU SPECIALIZATION you would take. This jutsu consumption acts as if you
When you choose this tradition at 2nd level, you learn countered the casting. You may do this twice per rest.
2 Ninjutsu with the Fuinjutsu keyword that you qualify Also, jutsu Scrolls you have that contain Ninjutsu can
for. be immediately consumed and transferred to a jutsu
You also gain a +1d6 bonus on all Ninshou checks seal, a bonus action.
related to ninjutsu with the Fuinjutsu keyword and (If you have no empty Jutsu compartments, one of
you can learn and create Ninjutsu with the Fuinjutsu the previous jutsu sealed vanishes as it’s replaced with
Keyword in half the required time. the new consumed Jutsu.)
Finally, when you cast a ninjutsu with the Fuinjutsu
keyword, you can do one of the following, once per SEAL BREAK
casting; Also at 6th level, you learn a new and unique efficient
molding technique called Seal Break. When you cast

Once per casting, you can ignore the jutsu’s Chakra
a Ninjutsu with the Fuinjutsu keyword, you can
Seal (CS) & Chakra molding (CM) components.
embolden the jutsu cast. You can use this molding in

Once per casting, you can deal chakra damage to a
addition to any other moldings you are using and has
creature with ranks of the Sealed condition equal to
an Alternate Cost of 5.
the number of ranks of the Sealed condition it has.
All creatures affected by this jutsu’s must make a
(1-Rank: 4 Damage, 2-Ranks: 8 Damage,
charisma saving throw. On a failed save, creatures gain
3-Ranks: 12 Damage, 4-Ranks: 16 Damage,
+1 ranks of the Sealed condition.
5-Ranks: 20 Damage.)

AWAKENED SCROLL REALIZED SCROLL


Starting at 10th level, your Awakened scroll has
Also, at 2nd level, you have bonded with a Ninjutsu
absorbed so much of your chakra, it now embodies
scroll of your description and design. This scroll may
some of your ideals, hopes, and desires. Allied
hold significance to you or may have been created by
creatures who hold your scroll can communicate
you. This scroll has so much of your chakra poured into
telepathically with you, while also knowing your
it, it has become semi-sentient. While unable to speak
general location so long as you want them to.
or communicate, it reacts to your thoughts, feelings,
Additionally, Ninjutsu you cast using your
and intents.
Awakened Scroll class feature gain additional
Additionally, your scroll has two open jutsu seals,
benefits. You can only use one of these features once
which can be used to store a ninjutsu you know or from
per casting.
another source, such as a ninjutsu scroll or a willing
creature. Jutsu stored from another source are limited 
As a part of the same action used to cast the
to 1 rank higher than your highest jutsu rank known. selected Jutsu, you may retain the casted jutsu. If
You learn to create two additional jutsu seals at 6 th and you cast the retained jutsu a second time before you
10th levels. take a long rest it vanishes as normal.
Jutsu you cast from your awakened scroll are cast as 
You may reduce the cost of the jutsu cast by an
if you casted them, using your Ninjutsu attack bonus amount equal to the rank of the jutsu cast. (D-Rank:
and Save DC when appropriate. You do not need to 1, C-Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5)
have a Nature Release Affinity or any additional 
When you initiate a clash with a jutsu with the
Keyword requirements to cast a Jutsu sealed inside Fuinjutsu Keyword, you gain advantage to the clash
your Awakened scroll. Once a Jutsu has been cast from check.
your awakened scroll, it vanishes from your Jutsu seal.
Sealing a jutsu inside your Awakened scroll requires
1 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
FUINJUTSU SENNIN
Starting at 14th level, your Awakened scroll has
your Awakened Scroll class feature.
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
SEAL CONSUMPTION consume a Jutsu, you can immediately as a part of the
Beginning at 6th level, you learn to capture and scribe
same reaction used to consume it, cast it back at the
jutsu mid combat.
triggering creature. You may do this twice per long
First, when you would take damage or are forced to
rest.
make a saving throw from a Ninjutsu a hostile creature
Additionally, when you would cast a Ninjutsu from
cast, you may as a reaction tear open your Awakened
your Awakened Scroll that has a Nature Release
Scroll. Make an Ability Check using your Ninjutsu ability
Keyword that also deals damage, you may double the
modifier. The DC equals 13 + (D-Rank: 1, C-Rank: 2,
cost of the selected jutsu to switch the Nature Release
B-Rank: 3, A-Rank: 4, S-Rank: 5). On a success your
keyword and Damage type of the Jutsu cast to any
Awakened Scroll consumes the jutsu sealing it into one
other Nature Release and Corresponding Damage type
of your empty Jutsu seals and preventing the damage
that you currently have Sealed into one of your scrolls

79
Jutsu Compartments. When you would do this you also
change the casting time to 1 Bonus Action.

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
hostile creatures of your choice within 30 feet of the
original target.

STONE CRUSHER
The Ninjutsu Specialist who chooses to become a Stone
Crusher, becomes an unwavering force of power, earth-
shattering destruction and mountain like toughness when
using Earth Release Ninjutsu.

EARTH RELEASE
When you choose this tradition at 2nd level, you gain the
ability to learn ninjutsu with the Earth Release Keyword.
If you can already do this you learn 2 additional Earth
Release ninjutsu that you qualify for, one of which can be
C-Rank or lower. You also gain a +1d6 bonus on all
Ninshou checks related to ninjutsu with the Earth
Release keyword and you can learn and
create Ninjutsu with the Earth Release
Keyword in half the required time.
Finally, when you cast a
ninjutsu with the Earth
Release keyword, you
can do one of the
following, once per
casting;

Once per
turn,
you
gain

Damage

80
Reduction vs one Damage type of your choice, grant you temporary hit points or reduce damage
(excluding Lightning or Psychic), equal to the rank of treat critical hits as normal hits and ignore effects that
the jutsu cast, until the start of your next turn. (D-Rank: would deal additional damage as a result of it being a
2, C-Rank: 4, B-Rank: 6, construct, structure or temporary hit points.
A-Rank: 8, S-Rank: 10) 
When you initiate a clash with a Jutsu with the

Once per casting, constructs and structures you Lightning Release Keyword, the user of the
summon gain +2d4 additional hit points. This increases Lightning Release Keyword does not roll advantage.
to 2d6 at 10th level and 2d8 at 18th level.
EARTH RELEASE MASTER
STONE ADEPT Starting at 14th Level, when you use Mountain Aegis
Also, at 2nd Level, your affinity with earth release has class feature to protect an ally, you can choose up to
granted you a powerful physique unlike other Ninjutsu three creatures to gain its benefits.
specialist. Increase your maximum hit points by 2. Each Additionally, when you would cast an Earth Release
time you gain a level in this class, you increase your hit Jutsu that is currently benefiting from your Refined
point maximum by 1. Ninjutsu class feature, you may double the cost of the
Additionally, once per turn, when you or a construct Jutsu cast to both double to range and make all affected
would take damage you are able to manifest a Solid terrain cost 3 feet for every 1 feet of movement, that
Gem. A gem remains for up to 1 minute or until spent. you ignore.
You can have up to 5 Solid Gem’s at a time. When you Finally, Ninjutsu you cast with the Earth Release
would cast a Ninjutsu with the Earth Release keyword Keyword that generates a Structure, construct, or
you can choose to spend any number of gems. For each Creature becomes sturdier. The structure, construct or
gem spent, you increase the potency of your jutsu cast. creature doubles its hit points or Damage reduction
Select from one of the following, of which you can only (your choice). You may use this feature twice per long
use one of when spending gems; rest.

Gain 4 Temporary hit points for each gem spent.

If the jutsu would summon a construct that intercepts STONE CRUSHER TECHNIQUE
damage, that structure gains 2 DR (damage reduction) Starting at 18th level, you learn the ultimate molding
for each gem spent, up until a maximum of 8 DR. technique for Earth release ninjutsu called Stone
Crusher. When you cast a ninjutsu with the Earth
Release keyword, you can embolden the jutsu cast.
MOUNTAIN’S AEGIS You can only use this molding by spending 10 chakra.
Starting at 6th Level, you learn to reinforce an ally’s
You can use this molding in addition to any other
fortitude with residual Earth Release Chakra. When you
efficient molding you are using.
cast a Ninjutsu with the Earth Release Keyword, you
This Jutsu's damage die increases by one step and
may select one allied creature (excluding yourself) within
grants its caster(s) resistance to damage dealt by
60 feet, granting them an aegis. The aegis is a thin layer
creatures affected by it, until the beginning of your
of Earth Release chakra that protects the target. Any
next turn.
damage the target takes is reduced by half your Ninjutsu
Specialist level. This effect ends after the target would
take damage of any type. You can enhance a creature in
this way twice per rest.

TECTONIC PLATE TECHNIQUE


Also, at 6th Level, you learn a new and unique efficient
molding technique called Tectonic Plates. When you
cast a Ninjutsu with the Earth Release keyword, you can STORM TERROR
embolden the jutsu cast. You can use this molding in The Ninjutsu Specialist who chooses to become a Storm
addition to any other moldings you are using and has an Terror becomes a ruthless natural disaster and
Alternate Cost of 5. unmatched collateral destruction when using Wind
All affected creatures within this jutsu’s range must Release Ninjutsu.
make a Strength saving throw being bruised on a failed
save. If the jutsu cast would already force a saving throw WIND RELEASE
then on a failed save creatures gain 1 rank of the bruised When you choose this tradition at 2nd level, you gain the
condition. ability to learn ninjutsu with the Wind Release
Additionally, if a creature who is within this jutsu’s Keyword. If you can already do this you learn 2
range is a Demon, Monstrosity or Undead, they lose additional Wind Release ninjutsu that you qualify for,
resistance and immunity to conditions and effects that one of which can be C-Rank or lower.
your jutsu inflicts. You also gain a +1d6 bonus on all Ninshou checks
related to ninjutsu with the Wind Release keyword and
STONES TENACITY you can learn and create Ninjutsu with the Wind Release
Starting at 10th Level, Ninjutsu you cast with the Earth Keyword in half the required time.
Release Keyword that are currently benefiting from Finally, when you cast a ninjutsu with the Wind
your Refined Ninjutsu class feature gain additional Release keyword, you can do one of the following, once
benefits. You can only use one of these features once per casting;
per casting. 
Jutsu you cast with a range of at least 5ft, has its range

As a part of the same action used to cast the selected increased based on the rank it is cast at. (D-Rank: +10,
jutsu, you gain Temporary Hit points equal to the Rank C-Rank: +20, B-Rank: +30, A-Rank: +40, S-Rank: +50)
of the jutsu cast that lasts until the beginning of your 
Once per casting, jutsu you cast that affects an area
next turn, this would be in addition to temporary hit has the size of that area increased by +5 feet. This
points granted by Solid Gem’s if any. (D-Rank = 4, increases to +10 at 10th and +15 at 18th levels.
C-Rank = 8, B-Rank = 12, A-Rank = 16, S-Rank =
20).

As part of the same action used to cast the selected
jutsu constructs, structures and effects that would

81
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 SUMMONER
Refined Ninjutsu class feature gain additional benefits. The Ninjutsu Specialist who chose this Tradition to become

As a part of the same action used to cast the selected a Summoner, walk the path closest to Sage hood, forming
jutsu you can increase the slicing power of your jutsu, bonds with the Sage beasts across the land and in different
dealing double damage to flying or levitating worlds. Those who walk this path are best known for
creatures. If an adversary would already have having a wide arrangement of jutsu learned
vulnerability you do not double the damage a second from the sage creatures themselves.
time.

You may gain a flying speed equal to your movement EMPOWERED
speed until the beginning of your next turn. SUMMONING

When you initiate a clash with a Jutsu with the Fire When you choose this
Release Keyword, the user of the Fire Release Jutsu tradition at 2nd level,
does not roll at advantage. you

WIND RELEASE MASTER


Starting at 14th Level, when you use Storm Herald to
trigger elemental and physical conditions, you double
the triggered conditions damage. learn
Additionally, when you would cast a Wind Release the
Jutsu that is currently benefiting from your Refined
Ninjutsu class feature, you can double the cost of your
jutsu to double the jutsu’s range and if it requires a
Saving throw, it deals double damage if the target
creature fails is Saving throw by 5 or more. You may
use this feature Twice per long rest.

STORM TERROR TECHNIQUE


Starting at 18th level, you learn the ultimate molding
technique for Wind release ninjutsu called Storm
Terror. When you cast a ninjutsu with the Wind
Release 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.
All affected creatures in your jutsu’s range gains 5
ranks of the Bleeding condition.

82
Summoning Technique Ninjutsu. The cost to cast this same as the first you must use your action or reaction to
jutsu is reduced by an amount equal to the rank you cast it command the second creature, instead of a bonus action.
at. (D-Rank: -1, C-Rank: -2, B-Rank: -3, A-Rank: -4, S- The second Summoned creature cannot be of the same
Rank: -5.) rank as the current creature summoned.
You also gain a +1d6 bonus on all Ninshou checks
related to ninjutsu with the Fuinjutsu keyword and you SUMMONING MASTER
can learn Ninjutsu that summons a creature in half the Starting at 14th Level, your summoned creatures have
required time. grown to know your fighting style from countless battles.
Finally, when your summoned creature would cast a When initiative it rolled while you currently have
jutsu, you can do one of the following, once per casting; summoned as a result of the Summoning Technique

Twice per casting, when your summoned creature Ninjutsu or you first a summon a creature with the
makes an attack they, gain a +1 bonus to their Jutsu Summoning Technique Ninjutsu, you designate this
attack rolls. This bonus increases to +2 at 10 th level creature as your main summon. Your main summon
and +3 at 18th level. enters the initiative directly after you and does not

Once per casting, when your summoned creature would require a bonus action to be commanded, but instead are
spend its Jutsu slots to cast a Jutsu, you can spend 1 of commanded as a free action on their turn by you.
your chakra die in place of one of their Jutsu slots. When commanded, your summoned creatures gain a
bonus action that they can be commanded to use just
like their Action. They cannot gain the benefit of
SUMMONERS WILL additional bonus actions.
Also, at 2nd Level, your will is able to permeate through all
Creatures summoned by you as a result of the
of your summoned creatures without fail.
Summoning Technique Ninjutsu, can also perform
Creatures you summon as a result of the
any jutsu of C-Rank or lower that you know, as if they
Summoning Technique Ninjutsu have a close bond
knew the jutsu, regardless of the jutsu’s listed
with you that cannot be emulated by anyone else with
keywords.
their Tribe. You and your tribes wills bleed into one
another, with very little able to break this bond.
SYNCHRONIZATION TECHNIQUE

Your summoned creatures cannot be dispelled. Starting at 18th level, you learn the ultimate molding

Creatures you summon can have any Role found in technique for combination ninjutsu called
the Summoning chapter, even Roles they don’t Synchronization Technique. When you cast a
normally have. ninjutsu with the Combination keyword, you can

You can spend 1 of your Chakra die, to recharge one embolden the jutsu cast. You can only use this molding
spent Jutsu Slot for your summoned creature. You by spending 10 chakra. You can use this molding in
can spend Chakra die in this way, a number of times addition to any other efficient molding you are using.
equal to your proficiency bonus, per long rest. All allied creatures within 60 feet of you and your
summoned creature can assist you in casting a
SUMMONING ADEPT combination jutsu, regardless of keyword restrictions,
Starting at 6th Level, The Summoning Technique treating each caster as if they had the needed
Ninjutsu becomes one of your Refined Ninjutsu if it was keywords. Additionally, you treat your charisma
not before and as a result, creatures summoned as a result modifier as being +3 higher than it normally is for the
of casting the aforementioned jutsu gain the benefits of the purposes of enhancing the combination jutsu.
Refined Ninjutsu class feature. All of the jutsu they know
are under the effects of Refined Ninjutsu. They gain
additional Jutsu Slots equal to the Ninjutsu save DC
granted by Refined Ninjutsu.
Also, you can cast the Summoning Technique to
summon a creature of C-Rank or lower as an action instead
of a full-turn-action. You can summon creatures of B-Rank
or lower as an action beginning at 10th level, and A-Rank
at 18th level. You can summon a creature in this way using
this feature twice per rest. If you would attempt to
summon a creature as an action after you have expended
THE PROFESSOR
all uses of this feature, you can do so by spending 1 chakra The Ninjutsu Specialist who
die. chose to walk the
path of The
COMBINATION TECHNIQUE Professor are
Also, at 6th Level, you learn a new and unique efficient those who
molding technique called Combination Technique. walk the
When you would cast a Ninjutsu with the long path of
Combination keyword, you can embolden the jutsu elemental
cast. You can use this molding in addition to any other versatility and
moldings you are using and has an Alternate Cost of 5.
You and your Summoned creature can assist each
other in casting a jutsu with the Combination keyword
regardless of keyword restrictions. Additionally, you treat
your or your summoned creatures charisma modifier as
being +1 higher than it normally is for the purposes of
enhancing the combination jutsu.

SUMMONING EXPERT
Starting at 10th Level, you gain the ability to summon
and maintain up to two creatures at once. Both creatures
must remain within 120 Feet of you. If you want the
second summoned creature to act on your turn the

83
dominance. Only one other shinobi has walked this nature releases affiliated damage type (Water = Cold).
path and reached the pinnacle, he became known as This additional damage triggers once per casting.
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
VERSATILE RELEASE Nature Release keywords you are able to cast that are
When you choose this tradition at 2nd level, you gain the currently benefiting from your Refined Ninjutsu class
ability to learn ninjutsu with one of the following nature feature, gain additional benefits.
release keywords; (Earth Release, Wind Release, 
As a part of the same action used to cast the
Fire Release, Water Release, Lightning Release). selected Ninjutsu, you gain 1 additional Elemental
You must select a keyword you do not already have mote’s. You can gain bonus motes in this way once
access too. per round.
You also gain a 1d4 bonus on all Ninshou checks 
As a part of the same action used to cast the
related to ninjutsu with nature releases that you have selected Ninjutsu, you may deal additional damage
the ability to cast. equal to your Proficiency Bonus.
Finally, when you cast a ninjutsu with any nature 
If you would lose a Clash with another creature you
release that you know, you can do one of the following, may spend a reaction to reroll the d20.
once per casting;

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

Impose a -1 penalty to saving throws for every 2 molding you are using.
motes spent. These jutsu both gain the benefits of any moldings

For every mote spent, reduce the cost of the jutsu by used with their casting, so long as the molding can
2 Chakra. You can spend up to 3 motes in this way. reasonably be applied to it.

TWIN CAST
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 TRACE
release keywords in the same action. You can only cast TALENT
jutsu in this way twice per short rest.

CHAKRA INFUSION TECHNIQUE The


Also, at 6th Level, you learn a new and unique efficient Ninjutsu
molding technique called Chakra Infusion. When you Specialist who
cast a Ninjutsu with a nature release you have access to, follow the path of
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.
This ninjutsu gains all nature release keywords that
you have access to and deals an additional 1d12
“Tracers” are
damage for each nature release keyword it has, of that
quite simply,
prodigies. But

84
they lack formal training in elemental techniques, instead 
As a part of the same action used to cast the
opting to master jutsu without elements and wielding selected Jutsu, you cleanse your target of any
them to great effect. The level of power they attain tends defenses. They lose any resistances it may have
to be on par and in some cases superior to elemental against its damage type until the end of your next
ninjutsu. turn.

As a part of the same action used to cast the
VOID SPECIALIZATION selected jutsu, deal additional damage equal to your
When you choose this tradition at 2nd level, you learn proficiency bonus.
two ninjutsu that you qualify for one of which can be C- 
When you initiate a clash with the chosen jutsu, you
Rank. The chosen jutsu cannot have any nature release roll your Clash Check at advantage.
keywords. You also gain a 1d6 bonus on all Ninshou
checks related to ninjutsu without nature release KIYO
keywords that you have the ability to cast. Starting at 14th level, your natureless chakra has
Finally, when you cast a ninjutsu without any nature reached a level of power and purity beyond what
release, you can do one of the following, once per others could conceive. When you use Limitless
casting; Casting to cast two jutsu in one action, you may cast
the second jutsu at half its base cost.

Once per casting, impose a -2 penalty to an affected
Additionally, when you cast a Ninjutsu without any
creatures concentration check equal to the rank of the
Nature Release, you may double its cost. When you do
jutsu cast.
you may release a surge of void chakra to instead

Once per casting, impost a penalty to an affected
enhance all allied creatures of your choice within 60
creatures -4 clash checks equal to the rank of the jutsu
feet of you, granting them advantage on their next
cast.
saving throw against a Ninjutsu or Genjutsu, before the
end of their next turns.
VOID ADEPT Lastly, ninjutsu you have without nature release
Also at 2nd Level, your skill with chakra molding and raw
keywords have grown virtually unstoppable. Creatures
shaping techniques have becomes far more adequate and
who attempt to Counter, negate or dispel any jutsu you
sophisticated than others of a similar level.
originally cast without a Nature Release Keyword make
Once per turn, when you would cast a ninjutsu without
any skill check, attack roll or saving throw made to
any nature release keywords, you gain one Void Shard.
accomplish the aforementioned at disadvantage.
A shard remains for up to 1 minute or until spent. You can
have 5 shards stored at once. When you would cast a
ninjutsu without a nature release keyword you can do one TALENT VOIDER
Starting at 18th level, you learn the ultimate molding
of the following to increase the Jutsu's potency. Select
technique for casting ninjutsu without nature releases
one of the following, of which you can only use one of
called Talent Voider. When you cast a ninjutsu
when spending shards;
without a nature release keyword, you can embolden

By spending 1 Shards, convert all damage dealt into the jutsu cast. You can only use this molding by
Chakra damage. spending 10 chakra. You can use this molding in

Increase the cost of the affected creature next jutsu by addition to any other efficient molding you are using.
2, for each Shard spent. Your jutsu deals an amount of chakra damage equal

Reduce the cost to maintain concentration on the jutsu to the initial damage dealt and all affected creatures
cast by 1, for every 2 shards spent. must make a constitution saving throw, losing the
ability to mold chakra for 1d4+1 turns.
LIMITLESS CASTING
Starting at 6th level, When you target a hostile creature
with a Ninjutsu without a nature release keyword, while
they are suffering from any condition, you may as a part
of the casting of the triggering jutsu, cast a second
Ninjutsu of C-Rank or lower without a Nature Release
Keyword 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 TSUN
target creature (Pick one) must make a constitution
saving throw. On a failed save creatures take Chakra
AMI
damage equal to twice the cost of the Ninjutsu cast and The
are unable to mold chakra until the end of their next
turns. On a successful save they take half damage and
no further effect.

PURE CHAKRA Ninjutsu


Starting at 10th level, Ninjutsu you cast without
any nature release keywords that are currently
benefiting from your Refined Ninjutsu class
feature gain additional benefits;

85
Specialist who chooses to become a Tsunami embodies 
Wind Release: The creature gain 1 rank of bleed
the force of such an event. Unphased by the power of the 
Fire Release: The creature gain 1 rank of burned.
sea and all-encompassing just like an ocean when using 
Water Release: The creature gains 1 rank of chilled.
Water Release Ninjutsu. 
Lightning Release: The creature gains 1 rank of
shocked.
WATER RELEASE
When you choose this tradition at 2nd level, you gain the AQUA SOUL
ability to learn ninjutsu with the Water Release Starting at 10th Level, Ninjutsu you cast with the Water
Keyword. If you can already do this you learn 2 Release Keyword that are currently benefiting from
additional Water Release ninjutsu that you qualify for, your Refined Ninjutsu class feature gain additional
one of which can be C-Rank or lower. benefits.
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 Water Release keyword jutsu you create a source of water capable of being used
and you can learn and create Ninjutsu with the Water for water release ninjutsu of B-Rank or lower twice.
Release Keyword in half the required time. 
You may damage equal to your Proficiency bonus.
Finally, when you cast a ninjutsu with the Water 
When you initiate a clash with a Jutsu with the Earth
Release keyword, you can do one of the following, once Release Keyword, the user of the Earth Release Jutsu
per casting; does not roll at advantage.

Once per casting, generate a source of water that can
be used for Ninjutsu with the Water Release keyword. WATER RELEASE MASTER

Once per casting, gain temporary hit points based on Starting at 14th Level, when you use Frigid Deep to
the rank of the jutsu cast. (D-Rank: 2, C-Rank: 6, B- reduce movement speed you instead reduce movement
Rank: 10, A-Rank: 14, S-Rank: 18) speed to 0.
Additionally, when you would cast a Water Release Jutsu
WATER ADEPT that forces a saving throw of any type, that is currently
Also, at 2nd Level, your affinity with water release has benefiting from your Refined Ninjutsu class feature, you
granted you a sense of mastery over powerful waters and can double the cost of your jutsu to make all affected
untamable waves. creatures roll an additional 2d20, taking the lowest result.
Once per turn, when you would cast a jutsu with the You can do this twice per long rest.
water release keyword, you manifest a floating weapon of Finally, Ninjutsu you cast with the Water Release
your description called a Rain Blade. A rain blade Keyword that requires a saving throw, can never be
remains manifested for up to 1 minute, or until spent. You made at advantage.
can have up to 5 blades manifested at once. When you
would cast a Ninjutsu with the Water Release keyword TSUNAMI TECHNIQUE
you can spend any number of Rain Blade. If you do you Starting at 18th level, you learn the
cannot gain a Rain Blade the turn you do. For each Rain ultimate molding technique for Water
Blade spent, you can do the following; release ninjutsu called Tsunami.

Once per casting, when you would cast a jutsu as a When you cast a ninjutsu with the
reaction you can spend any number of blades to Water Release keyword, you can
gaining +4 DR (damage reduction) vs all sources embolden the jutsu cast. You can
except Earth and Psychic, for each blade spent. This DR only use this molding by
bonus lasts until the end of the current turn. spending 10 chakra. You can

When you would deal damage with a Ninjutsu for every use this molding in addition
2 blades spent, the affected target gains 1 rank of to any other efficient
Chilled. molding you are using.

When you would deal cold damage to a creature with a All affected creatures
Ninjutsu you cast, you can spend any number of blades in your jutsu’s range gains
to move the affected creature a number of feet equal to 2 ranks of the Chilled
5 x the number of blades spent, in any direction. condition. They also cannot
cast Taijutsu or Bukijutsu that
requires the mobility (M)
FRIGID DEEP component until the end of your
Starting at 6th Level, you learn to unleash powerful fonts
next turn.
of water able to shatter earth and douse the most powerful
inferno, while conjuring your Jutsu. When using a Ninjutsu
with the Water Release keyword, you can force all
affected creatures of your choice to reduce their speed
reduced by 15 feet until the end of your next turn. You can
enhance your ninjutsu in this way twice per rest.

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

Earth Release: The creature becomes bruised.

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Jutsu’s full force. Select up to 3 creatures. A chosen PRECISE NINJUTSU
creature suffers no effect from your casted Ninjutsu. You Alternate Cost: 3 Chakra
can spend an additional use of this feature or spend its When you cast a Ninjutsu that requires an attack roll, you
alternate cost to select another 3 creatures. This Molding can gain advantage on one of the attacks. You can spend
can be used with Ninjutsu with the Combination keyword. an additional use of this feature or spend its alternate cost
to make any additional attacks at advantage.
DISTANT NINJUTSU
Alternate Cost: 3 Chakra QUICKENED NINJUTSU
When you cast a Ninjutsu, you can double the range of the Alternate Cost: 5 Chakra
jutsu cast. If the you cast a ninjutsu with the range of When you cast a Ninjutsu that has a casting time of 1 action,
touch, you instead make the range of the jutsu 30 feet. you can change the casting time to 1 bonus action for the
casting.
DOUBLED NINJUTSU
Alternate Cost: Chakra cost Rank based (D-Rank: 4, C- REACTIVE NINJUTSU
Rank: 8, B-Rank: 12, A-Rank: 15, S-Rank: 20) Alternate Cost: 6 Chakra
When you cast a Ninjutsu that targets only one creature As a reaction, on your turn, you can cast a ninjutsu with a
and doesn’t have a range of self, you can target a second casting time of 1 action.
creature in range with the same Jutsu. To be eligible for
Doubled Ninjutsu, a Ninjutsu must be incapable of REDIRECTED NINJUTSU
targeting more than one creature at the jutsu’s current Alternate Cost: 5 Chakra
rank. If you make an attack roll for a ninjutsu, and you would
miss, you can remake the attack roll targeting the same or
ECHOING NINJUTSU another creature within range. You must use the result of
Alternate Cost: 5 Chakra the second roll. You can use this molding in addition to any
When you cast a Ninjutsu that deals damage, and can only other moldings you are using.
target one creature you create an echo of the jutsu. You
can cast the same ninjutsu of the same rank, using your SUBTLE NINJUTSU
bonus action on the following turn without spending Alternate Cost: 3 Chakra
chakra. The jutsu’s echo only deals half damage. The When you cast a Ninjutsu, you can cast it without any
jutsu’s echo must target the same creature. handsigns. You can use this molding in addition to any
other moldings you are using.
EXTENDED NINJUTSU
Alternate Cost: 5 Chakra TENACIOUS NINJUTSU
When you cast a Ninjutsu that has a duration of 1 minute Alternate Cost: 5 Chakra
or longer, you can multiply its duration by 10, up to a When a creature attempts to Clash, counter, dispel, or
maximum of 24 hours if it does not require concentration interrupt a ninjutsu that you are casting or have casted,
or 10 minutes if it does require concentration. you may use your reaction to increase your clash check by
1d10 and the DC of Countering, dispelling, or interrupting
FOCUSED NINJUTSU this jutsu by +3.
Alternate Cost: 4 Chakra
When you are forced to make a concentration check to TRANSMOGRIFIED NINJUTSU
maintain a ninjutsu you have cast, you can automatically Alternate Cost: 9 Chakra
pass the concentration check. You can use this molding in When you would cast a ninjutsu that forces a saving throw
addition to any other moldings you are using. you can change the ability score the saving throw targets
to another one. If the original saving throw is a physical
HEIGHTENED NINJUTSU one (Strength or Dexterity) you can change it to another
Alternate Cost: 5 Chakra physical ability score. If the original saving throw is a
When you cast a Ninjutsu that forces a creature to make a mental one (Wisdom, Charisma) you can change it to
saving throw to resist its effects, you can give one target another mental ability score.
of the Jutsu, disadvantage on its first saving throw made
against the Jutsu’s effect. You can use this molding in WIDENED NINJUTSU
addition to any other moldings you are using. Alternate Cost: 4 Chakra
When you cast a Ninjutsu with an area of effect, you can
PIERCING NINJUTSU increase the size of it. If the effect is a line, its width is
Alternate Cost: 5 Chakra increase by 10 feet or length is increases by 10 feet. If the
You cast a jutsu that pierces through a creature’s effect is a cube or sphere, its radius increases by 10 feet. If
defenses. When you cast a Ninjutsu that deals damage, the effect is a cone, its length increases by 10 feet. If the
you cause the jutsu you are casting to ignore resistance, effect is a cylinder, either the radius or the height
and temporary hit points until the end of your turn. increases by 15 feet.
Creatures that are normally Immune to the damage your
jutsu deals, you instead treat their immunity as resistance.
You can use this molding in addition to any other moldings
you are using.

POTENT NINJUTSU
Alternate Cost: Chakra cost Rank based (D-Rank: 3, C-
Rank: 5, B-Rank: 7, A-Rank:9, S-Rank: 12)
Whenever you would cast a Ninjutsu that deals damage,
during the action that it is cast, you can spend a bonus
action. When you do, if instead of rolling your damage die,
you treat each die rolled as the maximum possible result.
If the jutsu cast requires an attack roll or saving throw, this
molding must be used before either the attack roll or
saving throw, is rolled.

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SCOUT-NIN

Level Proficiency Bonus Features Jutsu Known Highest Rank Jutsu Known
1st +3 Fighting Style, Deft Explorer 6 D-Rank
2nd +3 Shinobi Adept 7 D-Rank
3rd +3 Scouting Technique 8 D-Rank
4th +4 Ability Score Improvement/Feat 8 D-Rank
5th +4 Extra Attack, Jack of all, Master of None 9 C-Rank
6th +4 Scouting Techniques (2) 10 C-Rank
7th +5 Signature Jutsu 11 C-Rank
8th +5 Ability Score Improvement/Feat 11 C-Rank
9th +5 Scouting Techniques (3) 12 B-Rank
10th +6 Signature Technique 13 B-Rank
11th +6 - 14 B-Rank
12th +6 Ability Score Improvement/Feat 14 B-Rank
13th +7 Shinobi Adept (2) 15 A-Rank
14th +7 Scouting Techniques (4) 16 A-Rank
15th +7 Signature Jutsu (2) 17 A-Rank
16th +8 Ability Score Improvement/Feat 17 A-Rank
17th +8 Scouting Techniques (5) 18 S-Rank
18th +8 - 19 S-Rank
19th +9 Ability Score Improvement/Feat 20 S-Rank
20th +9 Scouting Techniques (6) 20 S-Rank

SCOUT-NIN CREATING A SCOUT-NIN


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

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.
CLASS
FEATURES
As a Scout-Nin, you gain the following class features.

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HIT POINTS MOBILE (6TH LEVEL)
Your wall and water walking speed is equal to your
Hit Dice: 1d8 per Scout-Nin level
walking speed. You also gain a Swimming and climbing
Hit Points at 1st Level and beyond: 8 + your
speed equal to your walking speed.
constitution modifier

CHAKRA POINTS TIRELESS (11TH LEVEL)


You require less time to rest and recover. Once per long
Chakra Dice: 1d10 per Scout-Nin level rest you can spend a full turn Action recollecting
Chakra Points at 1st Level: 10 + your constitution yourself. When you do, you recover all spent superiority
modifier die that you would normally recover on a short rest.
Chakra Points at Higher Levels: 1d10 (or 6) + your
Constitution modifier per Scout-Nin level after 1st . SHINOBI ADEPT
PROFICIENCIES Beginning at 2nd Level, your ability as a Shinobi has
blossomed, granting you a breadth of optional paths for
Armor: Light armor, medium armor, heavy Armor you to decide between. You can choose between two of
Weapons: All Simple and Martial Weapons the following features. Beginning at 13th level, select two
Ninja Tools: Select Any two Toolkits. additional features you didn’t pick at 2 nd level.
Saving Throws: Strength, Constitution, Intelligence
Skills: Choose four from Ninshou, Illusions, Martial Arts, SHINOBI’S TRAINING
Insight, Investigation, Nature, Acrobatics, Athletics, You can create, learn and customize any D-Rank or
History, Stealth, Perception, Medicine, Chakra Control. lower Jutsu in half the time. This does not stack with
other features that reduce the time to learn jutsu.
EQUIPMENT When you would reach 13th level, this benefit extends
You start with the following equipment, in addition to the to C-Rank jutsu as well.
equipment granted by your background:

(a) Padded Armor or (b) Combat Jacket or (c) Flak SHINOBI’S TACTICS
Jacket You learn to cover your tracks better than most other

(a) 1 Simple Weapon or (b) 1 Martial Weapon people of your caliber. Creatures who would make a

(a) One Kunai stack or (b) One Shuriken stack perception check to search for you, suffers a 1d4 penalty

(a) 1 Paper Bomb or (b) 1 Flash Tag to this check if you are hidden from, or unseen by the

Select any one Toolkit. searching creature.

JUTSU CASTING SHINOBI’S GENERAL LITERACY


You can count your ability scores as being 16 for the
purposes of learning/gaining jutsu of at least B-Rank
NINJUTSU through ability score restrictions. This does not stack with
Ninjutsu save DC = 8 + your proficiency bonus + other literacy features or traits.
your Intelligence modifier
Ninjutsu attack modifier = your proficiency bonus + SHINOBI’S TOOL COMPETENCY
your Intelligence modifier You can use the following tools; Chili Pepper Bombs,
Paper Bombs, Flash Tags or Smoke Bombs as a bonus
GENJUTSU action instead of an action.
Genjutsu save DC = 8 + your proficiency bonus +
your Wisdom modifier SHINOBI’S PRECISION
Genjutsu attack modifier = your proficiency bonus + Select one Keyword from the following; Ninjutsu, Taijutsu,
your Wisdom modifier Bukijutsu, or Genjutsu. Jutsu you cast with the following
Keyword that requires an attack roll, reduces a creatures
TAIJUTSU Damage reduction by 5, once per casting.

Taijutsu save DC = 8 + your proficiency bonus +


your Strength modifier
SHINOBI’S EDGE
You have trained for countless hours, to become a more
Taijutsu attack modifier = your proficiency bonus +
skilled shinobi. Reduces the cost to maintain
your Strength modifier
concentration on jutsu by -1. (Min 1.)

FIGHTING STANCE
Beginning at 1st Level you adopt a particular style of
fighting as your specialty. Choose one of the Fighting SHINOBI’S DRIVE
Stances located in Chapter 13: Customization Options, Your perseverance can be called upon with the flick of the
between Taijutsu Stance and Weapon Stance. You can’t wrist. When making a saving throw or skill check, by
take a Stance more than once, even if you get to choose spending 1 Hit die, you are able to call on your Shinobi
again later. Drive, adding half of the spent Hit die’s result to your
ability check or saving throw.

DEFT EXPLORER SHINOBI’S FOCUS


Beginning at 1st level you are an unsurpassed generalist You have trained for endless hours to be considered a
in most all environments. You gain the Canny benefit more focused shinobi. When you would make a check,
below, and an additional benefit when you reach 6th attack roll or saving throw while you have disadvantage
level and 11th level in this class. or are suffering from a penalty of any type, imposed by a
Jutsu, feature or trait from a hostile creature, you can
CANNY (1ST LEVEL) spend 1 Chakra die to treat your d20 roll as if you have
Choose any one skill. You gain proficiency in this skill. If no penalties applied to it.
you have proficiency in this skill already, you instead
gain Expertise.

89
SCOUTING TECHNIQUE an ally in attacking a creature, making a skill check in a
skill you are not proficient in, or providing them some
Starting at 3rd level, choose a technique that you strive support in combat, allowing you to spend a reaction to
to emulate in combat and style. The Scouting Technique interpose an attack, switching the target of a hostile
you choose grants you features at 3rd, 6th, 9th, 14th, attack from an allied creature to yourself. You can
17th and 20th Levels. complete the Help action in this way aiding an ally within
30 feet of you. This range of support increases to 45 feet
ABILITY SCORE IMPROVEMENT/FEAT at 11th level.
Additionally, while you are gaining the benefits of this
When you reach 4th and again at 8th, 12th, 16th, and
generalization, creatures within weapon attack range who
19th, level, you can increase one ability score by +1 & a
would make an attack or cast a jutsu targeting an allied
Feat of your choice that they qualify for. As normal you
creature triggers an attack of opportunity for you.
can’t increase an ability score above 20 using this
feature.
SIGNATURE JUTSU
EXTRA ATTACK Beginning at 7th level, you have found a jutsu that you
specialize in better than anyone else who may have come
Beginning at 5th level, you can attack twice, instead of
before. Select one Jutsu you know of B-Rank or Lower.
once, whenever you take the Attack action on your turn.
You gain one of the following benefits of your choice
when using the chosen Jutsu. You may switch which jutsu
JACK OF ALL, MASTER OF NONE this feature affects whenever you would learn a new jutsu
Starting at 5th Level, you exemplify the ideal of from leveling up in this class. You can select a second
generalized combat. Select one of the following Signature effect and Jutsu to gain the benefits of both
generalizations between Combat, Control, Mobility, effects beginning at 15th level.
Skill, and Support. When you do, you gain its benefits.
You can switch which generalization you have when you SIGNATURE POWER
complete a rest. Alternatively, you can spend one When you use your chosen jutsu, you deal additional
superiority die from your Scout-Nin Subclass to switch the damage equal to your Jutsu Types Ability Modifier
Generalization you are benefiting from. You can only (Ninjutsu, Genjutsu or Taijutsu.), you also ignoring
switch in this way, once per short rest. resistance to your chosen jutsu’s damage type and the
jutsu cast cannot be negated or dispelled the turn it is
COMBAT cast.
You gain a +1 bonus to attack & damage rolls made with
Ninjutsu, Taijutsu, Genjutsu and Bukijutsu you cast. This SIGNATURE RAMPING
bonus increases to +2 at 11th level. When you would upcast your chosen jutsu, If your upcast
Additionally, while you are gaining the benefits of this adds additional die for damage, healing, temporary hit
generalization, when you would take the attack action, points or damage reduction. Add one additional die, per
you can make a weapon attack as a bonus action, once rank upcast, once per casting. Otherwise, increase the
per turn. save DC of the chosen Jutsu (If any) by +1 for every two
ranks upcast.
CONTROL
Jutsu and Maneuvers you use that would inflict a SIGNATURE CONTROL
condition on a creature are even more difficult to resist. When you would cast your chosen jutsu, reduce the cost of
Increase the Save DC of jutsu you cast and maneuver you the chosen jutsu by 2. If this would reduce the cost of the
use that inflict a condition or inflicts a penalty by +1. This jutsu to 0, it instead costs 1. If your chosen jutsu requires
Save DC boost, increases to +2 at 11th level. concentration, reduce the cost to maintain the jutsu by 2
Additionally, while you are gaining the benefit of this this can reduce the cost to maintain a jutsu below half.
generalization you gain a +1d4 to clash checks.

MOBILITY
You gain a +10 bonus to your speed, and +1 bonus to
Saving throws made to resist hostile effects. These bonus
increases to +15 and +2 at 11th level.
Additionally, while you are gaining the benefit of this
generalization whenever you would make a saving throw
using an ability you are not proficient in to end a
condition or effect placed on you by a hostile creature or
environment, you gain a bonus 1d4 to the saving throw.

SKILL
You gain a +2 bonus to all ability and skill checks. This
bonus increases to +3 at 11th level.
Additionally, while you are gaining the benefits of this
generalization, Skill based actions that require an Action
can be performed as a Bonus action.

SUPPORT
You can use the Help and Search actions as a bonus
action. When you would use the Help action, you can aid

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

HIDDEN TECHNIQUE
You can remain perfectly still for long periods of time to set
up ambushes. 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
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
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
Also, at 3rd level, you become the leader your team
needs in times of strife and conflict. Once per turn,
ARBITER SCOUT when you would take the attack action, in place of one
The Scout-Nin who choose to become Arbiters focus on of your attacks, you order one friendly creature who
enhancing their allies, utilizing their skills beyond what can see or hear you, to cast a Jutsu that requires an
most shinobi could only dream of doing, and enabling attack roll, make a weapon attack, take a Skill-Action,
their team to perform feats of amazing prowess with Dodge, or disengage (moving up to half their
just a bit of Arbitration. movement away). You can command a creature in this
way twice per initiative roll.
SUPERIOR ARBITRATION Additionally, when a friendly creature makes an
Beginning at 3rd level you lean maneuvers that are attack roll of any type, you can spend a Superiority die
fueled by a special dice called Superiority Dice adding the result of the roll to their attack.
Maneuvers: You learn three maneuvers of your
choice, which are detailed in the Arbitration Maneuvers ABSOLUTE AUTHORITY
Section at the end of this class. You earn more at Beginning at 6th level, you and allied creatures within
higher levels as shown in the “Maneuvers Known” 30 feet of you, can add Half of your Charisma Modifier
Column of the Superior Arbitration table. Many (Rounded Down) to their AC so long as they are not
Maneuvers enhance an attack in some way. You can wearing Heavy Armor.
use two maneuvers per turn. When you take a long
rest, you may switch one maneuver you know for COMMANDING PRESENCE
another you qualify for. Beginning at 9th level, when you would benefit from
Superiority Dice: You have three superiority dice, the Master of Arbitration class feature, the creature
which are d8’s, you earn more at higher levels, as whom you have made Charisma checks against, makes
shown in the Superiority Dice column of the Superior their contesting checks with a 1d6 penalty.
Arbitration table. A superiority die is expended when Additionally, allied creatures under the effect of a
you use it. You regain all of your expended superiority Genjutsu, that begin its turn is within 10 feet of you,
dice after 10 minutes or when you finish a short or long remake their saving throw to end the Genjutsu’s effect.
rest. A creature can only benefit from this feature once per
short rest.
SUPERIOR ARBITRATION TABLE Yourself and allied creatures within 10 feet of you
Scout-Nin that make saving throws to resist Genjutsu gain a
Level Superiority Dice Maneuvers Known bonus to their saving throw equal to half of your
Charisma Ability Modifier.
3rd 3 3
4th 3 3 PARAGON’S PRESENCE
5th 3 3 Beginning at 14th level, all allied creatures within 30
feet of you are immune to the Berserk, Charmed or
6th 4 3 Frightened Conditions. You decide which condition at
7th 4 3 the end of a Short rest.
8th 4 4
TIRELESS COMMAND
9th 5 4 Beginning at 17th level, you can roll d4’s in place of
10th 5 4 expending Superiority Die for your Master of
Arbitration, Battlefield Judication, or
11th 5 4 Commanding Presence class features.
12th 6 4
13th 6 5
WHO DECIDED THAT!?
Beginning at 20th level, when you would fail a saving
14th 6 5 throw of any kind, you instead pass, suffering no
15th 7 5 additional effects twice per short rest.
Additionally, when a creature other than you, within
16th 7 5 30 feet of you would fail a saving throw of any kind you
17th 7 5 may spend a superiority dice. They instead pass,
suffering no additional effects. A creature can only
18th 8 6 benefit from this feature once per long rest.
19th 8 6
20th 8 6

MASTER OF ARBITRATION
Starting at 3rd level, you learn to enforce your
presence into any discussion or squabble. You gain
proficiency in Deception, Intimidation and Persuasion.
Additionally, you may spend a Superiority die when
making any Charisma based skill check, adding the
result to check.
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
Scout-Nin Keyword: Specialized
ASSISTED ACCURACY When you hit a creature with an attack or a creature
Scout-Nin Keyword: Specialized fails a saving throw versus a jutsu you cast, you can
You may spend a superiority die targeting one allied expend one superiority die. All hostile creatures within
creature within 30 feet of you. When you do, the next 15 feet of you must make a Wisdom saving throw vs
time they would make an attack of any type, they add your Save DC (If Weapon or Unarmed, Taijutsu save
half the result of the superiority die to the attack roll. DC), gaining 1 rank of fear.
On a successful hit of the allied creatures attack, if you
make the same type of attack, targeting the same LEADERS PRESENCE
creature, on your next turn, you add the same Scout-Nin Keyword: Specialized
superiority die to your attack roll. When you hit a creature with an attack or a creature
fails a saving throw versus a jutsu you cast, you can
ASSISTED CONTROL expend one superiority die. All allied creatures within
You may spend a superiority die targeting one allied 15 feet of you can feel your presence, automatically
creature within 30 feet of you. When you do, the next ending any 1 Mental or Sensory based Condition
time they would force a hostile creature to make a currently afflicting them, if any of your choice.
saving throw of any type using a Jutsu they cast, they
add half of the result of the superiority die to the save LEADERS WILL
DC (Min 1.). If a hostile creature failed the saving throw Scout-Nin Keyword: Specialized
of your allied Creatures Jutsu, if you make an attack of When you hit a creature with an attack or a creature
any type, targeting one of the failing creature(s), on fails a saving throw versus a jutsu you cast, you can
your next turn, you add the same superiority die to expend one superiority die. When you do, if you are
your first damage roll against that creature. under any effects or conditions that required you to
make a saving throw that you failed. You immediately
ASSISTED DEFENSE remake the saving throw, adding the superiority die to
You may spend a superiority die targeting one allied the result of your saving throw.
creature within 30 feet of you. When you do, the next
time they would make a saving throw of any type, they LEADERS ARBITRATION
add half the superiority die to the result. On a Scout-Nin Keyword: Specialized
successful save, you add the same superiority die to As an action, you can spend one superiority die,
your next saving throw before the end of your next targeting all creatures of your choice within 60 feet of
turn. you. All selected creatures must succeed a Wisdom or
Intelligence saving throw (Your choice) vs your Ninjutsu
ASSISTED POWER (or Genjutsu save DC). On a failed save they become
You may spend a superiority die targeting one allied unable to willingly lie, deceive or even speak with a
creature within 30 feet of you. When you do, the next hostile tone or nature towards you and other creatures
time they would make an attack of any type, they add allied with you, instead preferring to find a middle
twice the result to their damage roll. On a successful ground or one both sides can benefit from.
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
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 make 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
Starting at 20th level, you can select one of the
Those Scout-Ninja who choose to become Assault
following defensive effects and ignore it when dealing
Specialists focus on the development of raw physical
damage to a hostile creature. You must make this
power honed to deadly perfection. Assault Specialist
decision when you declare your attack or use your
Scouts combine rigorous training with physical
damaging jutsu/effect and cannot change it until the
excellence to deal devastating blows.
beginning of your next turn; Temporary Hit Points.
Resistance, Immunity, Damage Reduction.
SUPERIOR ASSAULT
Beginning at 3rd Level you learn maneuvers that are SUPERIOR A SSAULT T ABLE
fueled by a special dice called Superiority Dice.
Maneuvers: You learn three maneuvers of your
Scout-Nin
choice, which are detailed in the Assault Maneuvers Level Superiority Dice Maneuvers Known
Section at the end of this class. You earn more at 3rd 3 3
higher levels as shown in the “Maneuvers Known”
Column of the Superior Assault table. Many Maneuvers
4th 3 3
enhance an attack in some way. You can only use one 5th 3 3
Maneuver per turn. When you take a long rest, you
6th 3 3
may switch one maneuver you know for another you
qualify for. 7th 4 4
Superiority Dice: You have three superiority dice, 8th 4 4
which are d4’s, you earn more at higher levels, as
shown in the Superiority Dice column of the Superior 9th 4 4
Assault table. A superiority die is expended when you 10th 4 4
use it. You regain all of your expended superiority dice
after 10 minutes or when you finish a short or long rest.
11th 5 5
12th 5 5
BRUTISH ASSAULT 13th 5 5
Additionally, at 3rd level, whenever you hit with a
melee or ranged attack and deal damage, you deal 14th 5 5
additional damage equal to your superiority die. 15th 6 6
16th 6 6
BRUTISH DURABILITY
Also, at 3rd level once per short rest, whenever you 17th 6 6
make a saving throw, you may add a superiority die to
18th 6 6
the result. This does not spend the die. If you would
use this feature again before completing a short rest, 19th 7 7
you may spend a superiority die to activate this feature 20th 7 7
an additional time.
If applying this bonus to a death saving throw
increases the total to 20 or higher, you gain the
benefits of rolling a natural 20.

UNTAPPED POTENTIAL
Beginning, at 6th level your superiority die begins to
grow in strength as you do. Your superiority die grows
1 step, into a D6. It repeats this process 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
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. ASSAULT MANEUVERS
AMPLIFIED FORCE
Scout-Nin Keyword: Specialized

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

AMPLIFIED KNOCK BACK


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
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
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.

MENACING PRECISION
Scout-Nin Keyword: Specialized
When you make an attack roll of any type against a
creature, you can expend one superiority die to add the
result to the roll. You can use this maneuver before or
after making the attack roll, but before any effects of
the attack are applied. On a successful hit, you gain
half of the original roll to the next attack you make
before the end of your next turn. On a successful hit of

95
CLONING SCOUT When a clone would deal damage, increase the damage
die used by 1 step. Increase their damage die by an
Those Scout-Nin that choose to become Cloning specialist additional step at 14th and 17th levels.
employ superior numbers as their primary method of When two more Shadow Clones you summoned would
combat. They hone this skill through repeated use of their cast a jutsu or make an attack targeting the same
Clones in different situations allowing them to becomes creature, they instead gain a 1d6 bonus to its damage rolls
masters of duplicative combat. Not every scout has the for each additional clone aiding the lead clone.
ability to use Clones the way a Cloning Scout can and it
shows through their tactics and abilities available to them. SUPERIOR CLONES
Beginning at 9th level, clones you summon can use
CLONING TACTICS maneuvers you know spending your superiority die,
Beginning at 3rd Level you learn maneuvers that are movement speed is increased to match yours up to 60
fueled by a special dice called Superiority Dice. feet, gain proficiency in your saving throws and can
Maneuvers: You learn three maneuvers of your maintain concertation on Jutsu they cast for +1 of your
choice, which are detailed in the Clone Maneuvers turns.
Section at the end of this class. You earn more at Additionally, clones whose damage would be reduced as
higher levels as shown in the “Maneuvers Known” a result of being a clone, reduces their damage die penalty
Column of the Superior Cloning table. Many Maneuvers by 1. This increases to 2 at 17th level.
enhance you or your clones in some way. You can only Also, when you would attempt to learn, modify or create
use one Maneuver per turn. When you take a long rest, jutsu, your clones help reduce the time needed. Reduce
you may switch one maneuver you know for another the downtime cost to learn, create and modify jutsu by an
you qualify for. amount equal to the rank of the jutsu. (D-Rank: 1, C-Rank:
Superiority Dice: You have three superiority dice, 2, B-Rank: 3, A-Rank: 4, S-Rank: 5)
which are d8’s, you earn more at higher levels, as
shown in the Superiority Dice column of the Superior CLONE TACTICS
Cloning table. A superiority die is expended when you Starting at 14th level, when you would take damage from
use it. You regain all of your expended superiority dice an attack or fail a saving throw from a jutsu that deals
after 10 minutes or when you finish a short or long rest. damage, as a reaction, you can spend 1 Superiority Die,
recording the result. You can cast a Ninjutsu with the Clone
TAJŪ KAGE BUNSHIN keyword of your choice and summon a number of clones
Starting at 3rd Level, you add the Shadow Clone equal to half the result.
Technique Ninjutsu to your known jutsu list and can learn Alternatively, when a clone of yours dies you may spend
any Ninjutsu with the Clone keyword, excluding jutsu with your reaction to use your Clone Technique class feature
the Hijutsu keyword. When you do summon a Shadow summoning an additional clone of the same type and
Clone, hostile creatures cannot tell you apart from your command the summoned clone as part of the same
clones. You become Hidden to them until they take the reaction. Summoning a clone in this manner does not spend
Search action to discern you from the rest of your clones. a superiority die. You can only summon clones using either
They make their check at disadvantage. method of this feature twice per rest. If you attempt to use
You also increase the maximum number of Clones you this feature any additional times after the first two it costs 1
can summon using Ninjutsu with Clone keyword and jutsu Superiority die or chakra die per use.
those clones can cast by +1. This increases to +2 at 9 th
and +3 at 14th. CLONE MASTER
Clones summoned using Ninjutsu with the Clone Beginning at 17th level, you can cast the Shadow Clone
keyword have their duration increased to 10 minutes, can Technique as a Bonus Action. When you do, you can
be up to 120 feet away from you, can be command to split command your clones as part of the same action.
up and follow no more than two separate commands in
two different groups, gain your skill proficiencies and gain
a Bonus Action which can only be used to make Skill-Based
actions or the Help action that you command them to SUPERIOR CLONING T ABLE
attempt. A clone can only be commanded to take Skill-
Based actions once per summoning. Scout-Nin Level Superiority Dice Maneuvers Known
3rd 3 3
CLONE TECHNIQUE
Finally at 3rd Level, clones you summon which have 4th 3 3
restrictions on jutsu keywords, no long have such 5th 3 3
restrictions and can cast any Jutsu you know as if they
were a Shadow Clone. 6th 4 3
You can spend 1 Superiority die or chakra die to 7th 4 3
summon a Clone as if casting any Ninjutsu you know that
summons clones. When you do you do not spend chakra 8th 4 4
and treat the clone as if you summoned it at the highest 9th 5 4
rank casting available to you.
10th 5 4
Beginning at 6th level, once per turn, whenever a
clone you summon would score a critical hit or roll a 11th 5 4
natural 20 with an attack roll, skill check or saving 12th 6 4
throw you regain 1 Superiority die.
13th 6 5
14th 6 5
CLONES EVERYWHERE 15th 7 5
At 6th level, when you would summon clones as a result of
a Ninjutsu with the Clone keyword, you summon 1 16th 7 5
additional clone at no additional cost. This does not work if
17th 7 5
a clone is summoned as a result of the Clones Technique
feature. 18th 8 6
19th 8 6
96 20th 8 6
SUPREME CLONES would make a D20 roll, they suffer a penalty to that roll
Beginning at 20th level, select one clone maneuver. Your equal to the result.
clones can perform this maneuver without expending a
superiority die once per turn. PREPARED CLONE
When you or a clone would take damage from an attack,
CLONING MANEUVERS you can spend your reaction, when you do, all clones
currently active casts a Jutsu targeting the triggering
creature. At the conclusion of this casting all active clones
CLONES AGILITY are dismissed.
When you use a bonus action to command a clone to
perform an action of any type, you can expend one
superiority die to allow a number of clones equal to half
DURABLE CLONE
When you command your clones to take any action or
of the result to take an additional movement. When they
when your clones would take damage, you can, spend a
take this additional movement, their movement speed is
superiority die. They gain temporary hit points equal to
doubled until the end of the current turn. This movement
five times the result until the end of the current turn.
does not provoke attacks of opportunities.

CLONE SWAP ELITE CLONE


Scout-Nin Keyword: Specialized
When you or an allied creature would take damage, as a
When you would summon more than one clone as a result
reaction, you may spend a superiority die to have a clone
of casting a Jutsu that summons a clone, you can spend a
within 30 feet of you swap places with you or the allied
superiority die as a part of the casting. When you do, you
creature. When the clone switches places, it instead takes
instead only summon one clone, but this clone has the
the damage and suffers the associated effects.
combined total Hit and Chakra points of a number of
clones equal to the spent superiority die. If the clones
CLONE COMBO summoned instead has a limited number of jutsu it can
Scout-Nin Keyword: Specialized
cast, it instead now has an increased limited on that
When you use a melee or ranged attack, if you have at
number equal to the sum that all summoned clones would
least one clone active, you can spend one superiority die
have separately. This clone adds twice the chosen
to have the clones to attack with you, putting their all into
superiority die to all damage rolls it makes, once per turn
it by throwing themselves at the enemy. Dismiss any
for the duration of its existence. You can only have One
number of clones you have active. For every clone active
clone created by this Maneuver active in this way at a
you gain bonus damage equal to 1 superiority dice or a +1
time.
save DC for every two clones Dismissed.

CLONE DEFENSE CLONED TECHNIQUE


Scout-Nin Keyword: Specialized
When an allied creature is hit with an attack that is within
Select at least one clone currently active. You can spend
15 feet of your clone, as a reaction, before the effect of the
one superiority die. When you do the clone can gain the
attack applied to them, you may spend a superiority die to
benefits of all of your Class and Clan features until the end
have either yourself or a clone interpose the attack, taking
of your next turn.
the damage or effect of the attack. You or the clone must
be aware of the attack to use this maneuver. The
protected ally gains a bonus to their AC or All Saving
CLONES SUPPORT
As a Reaction, you may spend one Superiority die when
throws equal to half the result of the superiority die, until
you would make a saving throw of any type, your clones
the beginning of their next turn.
become aware and dispel themselves to invigorate you
with resolve. Dismiss one clone you have active. You gain
CLONE ENDURANCE a bonus to the saving throw equal to your superiority die.
When you summon at least one clone, you may spend a
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 damage
they deal, if any. Additionally, clones that would
normally deal half damage instead, deals the full
damage of the jutsu.

CLONE SWARM BARRIER SCOUT


Scout-Nin Keyword: Specialized
As a bonus action you can spend one Those Scout Ninja who choose
Superiority die to command your clones to become Defensive Scouts
to swarm a target. Select one train to bolster those
creature within 60 feet of you around them. They
as a number of Active clones of can inspire their allies
your choice spends their action with renewed vigor,
to Dash towards the target, lifting them to new
ending their movement within heights, while
15 feet of it. Roll the spent simultaneously
die recording the result. protecting them
The next time the target from harm.

97
SUPERIOR DEFENSE Barrier to regain hit points equal to twice the amount
Beginning at 3rd Level you learn maneuvers that are of DR you would gain.
fueled by a special dice called Superiority Dice.

When you would gain a bonus to your Armor Class,
Maneuvers: You learn three maneuvers of your you can choose to instead cause your Chakra Barrier
choice, which are detailed in the Barrier Maneuvers to regain hit points equal to three times the AC you
Section at the end of this class. You earn more at would gain.
higher levels as shown in the “Maneuvers Known” For as long as your barrier has hit points, you gain a
Column of the Superior Defense table. Many Maneuvers 1d4 bonus to checks made to maintain concentration on
enhance your allies in some way. You can only use one Jutsu you cast.
Maneuver per turn. When you take a long rest, you Beginning at 6th level, once per turn, whenever you
may switch one maneuver you know for another you would reduce the damage you or an allied creature
qualify for. would take to half or less as the result of a Class
Superiority Dice: You have three superiority dice, feature or Jutsu. You regain 1 Superiority Die once
which are d8’s, you earn more at higher levels, as per round.
shown in the Superiority Dice column of the Superior
Defense table. A superiority die is expended when you
use it. You regain all of your expended superiority dice
PROJECTED BARRIER
Beginning at 3rd level, you know how to manipulate your
after 10 minutes or when you finish a short or long rest. barrier in a variety of different ways such as generating a
SUPERIOR D EFENSE T ABLE Chakra Sphere or Repelling Burst. You can use any
combination of these abilities a number of times equal to
Scout-Nin your Proficiency bonus per long rest. If you attempt to use
Level Superiority Dice Maneuvers Known this feature any additional times it costs 1 Superiority die or
chakra die per use.
3rd 3 3
Chakra Sphere. As a reaction, you expand your
4th 3 3 Chakra Barrier into a 10-foot-radius centered on you
5th 3 3 until the start of your next turn. Allied creatures of your
choice inside the barrier that would take damage,
6th 3 4 reduce the damage they take by one damage die. This
7th 3 4 increases to two at 9th level and three at 17th level.
Repelling Burst. As an action, you expand your
8th 4 4 Chakra Barrier instantly, creating a burst of chakra in a
9th 4 5 10-foot radius centered on you. Each creature of your
choice within range must make a Strength or Dexterity
10th 4 5
saving throw (Your choice) vs your Ninjutsu Save DC. On
11th 4 5 a failed save, a creature takes Xd6 Force damage, is
12th 4 6 pushed back 10 feet and falls prone. On a success, they
take half damage and no further effects. (X= Your
13th 5 6 Proficiency bonus).
14th 5 6
15th 5 7
STURDY SHIELDING [NEW]
Starting at 6th level, you passively convert your chakra
16th 5 7 into your barriers hit points far more efficiently. At the
17th 5 7 beginning of each of your turns while in combat, while
you have your Chakra Barrier, it gains regains hit
18th 6 8 points equal to your proficiency bonus.
19th 6 8
20th 6 8
RALLYING BARRIER
Beginning at 9th level, you learn how to reinforce your
allies to fight on past their injuries. As a Bonus action,
CHAKRA BARRIER you can select up to 3 allied creatures within 30 feet of
Also, at 3rd level, you learn to manifest a powerful you, excluding yourself. Selected allies gain temporary
barrier of chakra. Whenever you complete a short or hit points equal to the result of your Superiority Die +
long rest, you create a Chakra Barrier for yourself or your character level. This THP lasts for 10 minutes and
an allied creature that completes this rest with you. The can be stacked with other sources of THP. You can use
barrier remains attached to your chosen target until you this feature twice per rest.
complete a rest of any type. The Chakra Barrier has its
own hit points equal to twice your character level. Your
Chakra Barrier’s hit points are treated as Temporary
hit points but cannot be ignored, removed or dispelled MASTERED BARRIER [NEW]
by hostile effects (Excluding Damage). Beginning at 14th level, you have mastered your ability
Whenever the benefiting creature take damage, the to bend, manipulate, enhance and reinforce your
barrier intercepts the damage, taking it in the creatures Chakra Barrier granting you an additional variation to
place. If this damage reduces the barrier to 0 hit points, your Projected Barrier class feature called Heavy
the benefiting creature take any remaining damage and Guard.
cannot absorb any further damage until it regains said Heavy Guard. By spending 1 Chakra Die, you layer
hit points in one of the following ways. your Chakra Barrier over a number of allies within 30

When you would gain Temporary hit points you feet of you, equal to your proficiency bonus. Creatures
instead cause your Chakra Barrier to regain hit layered in this way gain resistance to all damage until
points equal to the amount of THP you would gain. If the end the current turn.
your Chakra Barrier is already at max hit points, you
instead gain the temporary hit points as normal. ADAPTIVE SHIELDING

When you would gain Damage Reduction as a result of At 17th level, when your chakra barrier takes damage,
a Jutsu, you can choose to instead cause your Chakra you can have it gain resistance to subsequent damage
of that type until the start of your next turn (no action

98
required). If it takes damage of more than one type you would roll to determine the damage reduction
simultaneously, you can choose which type it gains gained, you add your Superiority die to the result.
resistance to. Your barrier can only have resistance to
one type of damage at a time. DEFENSIVE REGRESSION
Scout-Nin Keyword: Specialized
SUPERIOR SHIELDING You call out to a creature that has just be struck by a
Beginning at 20th level, you learn to apply your Chakra critical hit. Your perfectly timed call out allows them to
barrier to all of your allies. As an action, you may select avoid potentially fatal damage. When a creature within
up to 3 creatures you can see within 60 feet of you that 60 feet of you has been struck with a critical hit, you
you are allied with. Each creature gains a chakra can spend 1 Superiority Die, recording the result.
barrier with hit points equal to your Scout-Nin level. Reduce the number of damage dice the target rolls by
While they each have their own Chakra Barrier, they the result. If you reduce the number of dice they roll to
can use your Projected Barrier class feature, with 0, their attacks damage is reduced to 0.
each ability being able to be used once each, per rest.
Your allies Chakra Barrier cannot be replenished in LAYERED SHIELD
the same way as yours and when it reaches 0 hit Scout-Nin Keyword: Specialized
points, it is lost until you provide it to them again. You When you would take damage while your Chakra
can use this feature twice per long rest. Barrier has 0 Hit points, you can spend any number of
superiority die. When you do, it gains a number of hit
BARRIER MANEUVERS points equal to 5 times the result, until the end of the
current turn, returning back to 0 hit points.
DEFENSIVE ENHANCEMENT
You can spend one superiority die to enhance the REVENGE GUARD
defenses of an allied creature you can see other than Scout-Nin Keyword: Specialized
yourself, recording the result. When you do, they gain a When you would cast a Jutsu that would grant you,
bonus to their next saving throw equal to half the Damage reduction or Temporary hit points, you can
result. On a failed save they gain temporary hit points spend a superiority die. When you do, the first instance
equal to three times the result. of damage your Temporary hit points, or your Damage
reduction would interact with this turn is echoed
DEFENSIVE GOADING outward affecting all hostile creatures within 10 feet of
When you would deal damage to a creature, you can you. All Hostile creatures of your choice within range
expend one superiority die to attempt to goad the must make a Dexterity saving throw against the
target into attacking you. You add the superiority die to original DC of the Attack or Jutsu (If Weapon/Unarmed,
the damage roll and the target has disadvantage on all Taijutsu save DC). On a failed save they take the same
attack rolls against targets other than you until the end damage inflicted from the attack or jutsu + twice the
of your next turn. result of your Superiority die. On a successful save they
take half.
DEFENSIVE RALLY
You bolster the resolve of an injured ally. As a bonus TEAM GUARD
action, select one allied creature within 30 feet of you When you are within 10 feet of an allied creature, you
that has taken damage this initiative. When you do, can spend one superiority die. All allied creatures,
you spend one Superiority Die to inspire them. They including yourself, within range gain a +2 Bonus to
can choose to spend one of their own Hit die. their AC, and all Saving throws made until the end of
Regardless, they regain hit points equal to twice your your next turn so long as they remain within 10 feet of
Superiority Die plus their Hit die if they spent one. you. If any affected creature would take damage you
reduce the damage taken by the result of the
superiority die.
DEFENSIVE RAMPING
When you would cast a Jutsu that would grant you and
no one else, Temporary Hit points, you can spend a
superiority die. When you do, all allied creatures within ELEMENTAL SCOUT
10 feet of you gain the benefit of the jutsu cast, until The Scout-Nin who choose to become Elementalist learn
the end of the current turn, regardless of the jutsu’s to wield a Nature Release and have it constantly flowing
duration. When you would roll to determine the number through their chakra coils, just beneath the surface.
of temporary hit points gained, you add twice the result Making their element stronger and themselves sturdier
of your Superiority die to the result. against it.

DEFENSIVE REASSURANCE SUPERIOR ELEMENTS


You can expend a superiority die and call out to a Beginning at 3rd level you lean maneuvers that are
creature within 60 feet that can see or hear you that fueled by a special dice called Superiority Dice
has to make a Dexterity or Intelligence saving throw, as Maneuvers: You learn three maneuver of your
you reassure them of your presence and aid. When you choice, which are detailed in the Elemental Maneuvers
do so, that creature adds half of the amount rolled to Section at the end of this class. You earn more at higher
their save. If that creature would pass their saving levels as shown in the “Maneuvers Known” Column of
throw, you gain a 1d4 bonus to your next Dexterity or the Superior Elements table. Many Maneuvers enhance
Intelligence Saving throw made within the next minute. an attack in some way. You can only use one Maneuver
per turn. When you take a long rest, you may switch one
DEFENSIVE REBUKE maneuver you know for another you qualify for.
Scout-Nin Keyword: Specialized Superiority Dice: You have three superiority dice,
When you would cast a Jutsu that would grant only you, which are d6’s, you earn more at higher levels, as shown
Damage Reduction, you can spend a superiority die. in the Superiority Dice column of the Superior Elements
When you do, all allied creatures within 10 feet of you table. A superiority die is expended when you use it. You
gain the benefit of the jutsu cast, until the end of the regain all of your expended superiority dice after 10
current turn, regardless of the jutsu’s duration. When minutes or when you finish a short or long rest.

99
SUPERIOR ELEMENTS TABLE ELEMENTAL POWER
Beginning at 9th level, the strength of your element is
Scout-Nin Level Superiority Dice Maneuvers Known unquestionable. When you would deal damage using a
jutsu, without the Combination keyword, with your
3rd 3 3 chosen nature release keyword, you can spend 2
4th 3 3 superiority die. When you do, the jutsu cast deals
maximum damage. The jutsu cast in this way, cannot
5th 3 3
score a critical hit. If the jutsu cast requires an attack
6th 3 4 roll only the first attack roll that scores a hit gains this
7th 3 4 effect.

8th 4 4 PRIMORDIAL STRIKE


9th 4 5 Beginning at 14th level, the residual elemental chakra
from your jutsu have become empowered. When you
10th 4 5
gain the benefit of your Elemental Strike class
11th 4 5 feature, you instead deal an additional 2d6.
12th 4 6 Additionally, the damage you deal with your chosen
nature releases damage type ignores resistance and
13th 5 6 treats immunity as resistance.
14th 5 6
15th 5 7
ELEMENTAL SUPERIORITY
Beginning at 17th level, your body is constantly
16th 5 7 producing nature release chakra of your chosen
element. When you would use a maneuver, you can
17th 5 7
treat the result as double its rolled amount to calculate
18th 6 8 the maneuvers given effects.
19th 6 8 Additionally, you may spend one superiority die on
your turn to gain immunity to your chosen nature
20th 6 8 releases damage and resistance it’s superior nature
release for until the beginning of your next turn.
ELEMENTAL KNOWLEDGE Earth Release: Earth Damage (Immune) and
Starting at 3rd level, you have focused your efforts on Lightning Damage (Resistance)
harnessing your innate Nature Release. Select one Wind Release: Wind Damage (Immune) and Fire
Nature Release (Earth, Wind, Fire, Water, or Lightning Damage (Resistance)
Release). You gain the ability to cast Jutsu with the Fire Release: Fire Damage (Immune) and Cold
corresponding Keyword. If you could already cast jutsu Damage (Resistance)
with the selected keyword, you learn one jutsu with the Water Release: Cold Damage (Immune) and Earth
corresponding keyword that you qualify for. Damage (Resistance)
Also, when you or an allied creature within 30 feet of Lightning Release: Lightning Damage (Immune)
you would cast a Ninjutsu that does not have your and Wind Damage (Resistance)
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 PRIMAL STORM
creature fails a saving throw vs a Jutsu you cast by 5 or Beginning at 20th level, you have learned to unleash a
more. You regain 1 Superiority Die. massive quantity of nature release chakra with your
jutsu or attacks. When you deal damage to a creature
ELEMENTAL STRIKE with a Jutsu with your chosen nature release or with a
Also, at 3rd level, when you would cast a Jutsu with weapon attack and you spend a superiority die or use a
your chosen nature release, you can retain some of maneuver as a part of the attack or jutsu cast, you deal
that elemental energy, augmenting you. For the next additional damage equal to, three times the result of
minute while augmented, your unarmed/weapon your superiority die.
attacks deal an additional 1d6 of your chosen nature
releases damage type.
Beginning at 9th level, If you score a critical hit or
ELEMENTAL MANEUVERS
when a creature fails a saving throw by 5 or more vs a
Ninjutsu you cast with the chosen nature release while
ELEMENTAL DISRUPTION
When you hit a creature with a weapon or jutsu attack,
augmented in this way, you inflict one rank of your
you may strike them in such a way that their chakra
nature releases associated condition found on the
pathways get blocked up. Spend one superiority die,
Elemental Condition Table at the end of this
until the beginning of your next turn, jutsu that
subclass.
creature casts increase its cost by an amount equal to
twice the result.
ELEMENTAL RESISTANCE
Beginning at 6th level, you gain resistance to the
damage of your chosen nature release. When you or an
ELEMENTAL BEING
Scout-Nin Keyword: Specialized
allied creature within 20 feet of you would make a
As a reaction to being targeted by an attack, you can
saving throw against a jutsu with a nature release
turn into your element and have it pass through you.
keyword, add half of your Intelligence Modifier to the
You may expend one superiority dice and increase your
result.
AC by an amount equal to half the number rolled until
the end of the current turn.
If the triggering creature is within 5 feet of you and
their attack misses, they then take damage equal to

100
three times the number rolled as your chosen When you would cast a jutsu that reduces damage or
element's damage type. gives yourself Temporary Hit points with your chosen
nature release keyword, you may spend one superiority
ELEMENTAL MALADY die increases the die used to reduce damage or grant
Scout-Nin Keyword: Specialized temporary hit points by one step, and adds twice the
When you cast a Jutsu with your chosen nature release superiority died result to the total.
keyword, that deals damage, you may expend one
superiority die and add it to the damage dealt or half PRIMAL BULLY
the result to the Save DC. If the Jutsu inflicts a When a creature would be afflicted by a condition as a
condition, it inflicts an additional rank of the condition result of a jutsu you cast, you can spend one
(If able). If it doesn't inflict a condition, creatures hit by superiority die, when you do you inflict the condition of
it must make a Constitution Saving Throw against your your nature release as shown in the Elemental
relevant Save DC or gain an Elemental Condition Condition table.
until the end of your next turn. (See Elemental
Condition table)
ELEMENTAL CONDITION T ABLE
HEIGHTENED JUTSU Nature Release Conditions
Scout-Nin Keyword: Specialized
You can empower your Elemental Jutsu to a much Fire Release 1 Ranks of Burned
higher degree, breaking through defenses. When you Water Release 1 Ranks of Chilled
cast a Jutsu with your chosen nature release keyword,
you may expend one superiority die and add three Wind Release 1 Ranks of Bleeding
times it’s result to the damage. Earth Release 1 Rank of Bruised
Lightning Release 1 Ranks of Shocked
NATURED JUTSU
Scout-Nin Keyword: Specialized
You can amplify any Jutsu with your Nature Release PATHFINDER SCOUT
and even give it the properties of such. When you The Scout-Nin who choose to become Pathfinder Scouts
would cast a Genjutsu, Taijutsu, or Bukijutsu, you may use extreme speed to nearly teleport around the
expend one superiority die and add it to the damage battlefield. They use their extreme speed to protect their
dealt or increase the Save DC by +1. It gains your allies and maneuver them more effectively during battle.
chosen Nature Release Keyword and it’s damage is
now that of your chosen nature release.
SUPERIOR MOVEMENT
Beginning at 3rd level you lean maneuvers that are
ELEMENTAL SPELLSTRIKE [NEW] fueled by a special dice called Superiority Dice
Scout-Nin Keyword: Specialized Maneuvers: You learn three maneuvers of your
You can infuse a Ninjutsu you cast with your chosen choice, which are detailed in the Pathfinder Maneuvers
nature release into your next strike. As a Bonus action, Section at the end of this class. You earn more at higher
select one Ninjutsu that requires an attack roll, has a levels as shown in the “Maneuvers Known” Column of
casting time of 1 Action or Bonus action, targets a the Superior Movement table. Many Maneuvers enhance
single creature and has your chosen nature release. By an attack in some way. You can only use one Maneuver
spending 1 Superiority Die and the jutsu’s listed cost, per turn. When you take a long rest, you may switch one
you infuse it into your weapon or unarmed strikes. maneuver you know for another you qualify for.
Before the end of the next turn, the first time you score Superiority Dice: You have three superiority dice,
a hit with a weapon/unarmed attack, you deal your which are d6’s, you earn more at higher levels, as shown
weapon/[Unarmed Damage], plus the jutsu’s damage, in the Superiority Dice column of the Superior Movement
plus your Superiority Die. If the jutsu would require a table. A superiority die is expended when you use it. You
saving throw to inflict its damage or effects, the target regain all of your expended superiority dice after 10
takes half of the jutsu’s damage immediately and then minutes or when you finish a short or long rest.
makes its saving throw. On a failure taking the
remaining half and gaining the listed effects/conditions SUPERIOR MOVEMENT TABLE
and on a success taking no further damage.

PRIMAL RECOVERY
Scout-Nin Keyword: Specialized
You may quickly send a surge of chakra through your
chakra coils, giving them a burst of energy. You may
spend a superiority die; regaining chakra points equal
to the result + your constitution modifier and regaining
the ability to mold chakra if you could not before. You
can gain the benefit of this maneuver no more than
twice per initiative roll.

PRIMAL POWER
You may quickly send a surge of chakra through
your body, enhancing your next attack with
elemental power, so unwieldy that it becomes
difficult to control. You may expend one
superiority die, adding five times the result to the
damage dealt, but reducing your attack roll by the
result.

PRIMAL ENHANCEMENT
Scout-Nin Keyword: Specialized

101
class feature as well. A creature other than you can gain
Scout-Nin Level Superiority Dice Maneuvers Known the benefit of the Burst of Speed feature once per turn.
3rd 3 3
SUPERIOR SPEED
4th 3 3 Beginning at 9th level, you can concentrate on up to 3
5th 3 3 Jutsu that would allow you to Teleport or grant you a
bonus to Movement speed.
6th 3 3
Also, jutsu you cast that would allow you to Teleport or
7th 4 4 grant you a bonus to movement speed have their cost
reduced by an amount equal to its rank (D-Rank: -1,
8th 4 4
C-Rank: -2, B-Rank: -3, A-Rank: -4, S-Rank: -5)
9th 4 4
10th 4 4 TRANSVERSE DEFENSE
Beginning at 14th level, your learned speed enables you
11th 5 5 to quickly dodge to lessen the harm done to you during
12th 5 5 battle. When you take damage from an attack or jutsu,
you can use your reaction to give yourself resistance to
13th 5 5
the attack’s or jutsu’s damage on this turn.
14th 5 5
15th 6 6 NATURAL TRANSPOSITION
Beginning at 17th level, you have used teleportation and
16th 6 6 swift movement techniques enough that you have
17th 6 6 learned to use it naturally. As a bonus action, you can
teleport up to 45 feet to an unoccupied space you can
18th 6 6
see. You can use your Blitz Shock and Blitz Step
19th 7 7 maneuvers to modify this feature.
20th 7 7
SUPERIOR TRANSPOSITION
Beginning at 20th level, you can unleash your
MOBILE SAVANT accelerated chakra to manifest a field of influence that
Starting at 3rd level, you learn the Chakra Movement you control. Select a space you can see within 120 feet of
Ninjutsu. This does not count against your known jutsu you. As a free action on your turn, You manifest a 30-foot
limit. The Casting time of this jutsu becomes; radius sphere centered on this point. Yourself and all
Special (When you would move at least 10 feet). creatures and loose objects within this space are subject
You also choose between the following; Wind Release: to your control. As an Action, bonus action or reaction by
Zephyr Strike, Lighting Release: Lightning Speed, spending one superiority die, you can select one creature
Graceful Cat, or Flower Petal Escape or object that you can see and attempt to move it to any
You learn the selected jutsu which also does not other space within the radius of the sphere. The affected
count against your known jutsu limit. The selected jutsu creature or object must make a Charisma saving throw vs
can be cast by spending 1 superiority die, in place of your Ninjutsu (or Genjutsu) save DC. On a failed save
chakra. If the jutsu would requires concentration, you they are moved to the chosen point, unable to take
can maintain it at no additional chakra cost. reactions to this forced movement.
You learn another jutsu from this list when you would
reach 6th, 9th and 14th levels, all being able to cast with a
superiority die as the first. PATHFINDER MANEUVERS
BURST OF SPEED BLITZ ASSAULT
Also, at 3rd level, you can Dash as a bonus action. While you are gaining the benefits of a jutsu that
Alternatively, once per turn, you can spend half of your increases your movement speed or you have
movement to teleport. If you would teleport, you may roll teleported immediately before declaring an attack, with
your superiority die. You can teleport a number of feet the attack action, you can spend one superiority die.
equal to 10 x the result. This movement, counts as a When you do, you can make a number of additional
Jutsu that would Teleport you or grant you a boost to attacks equal to the result of the superiority die. You
speed. cannot add your ability modifier or any bonus to
When you would cast a Jutsu that would teleport you damage rolls only using your weapons or [Unarmed
or grant you a boost to speed you gain a boost to your Damage] die, unmodified by jutsu, feats or features.
next attacks damage roll equal to 2d6. This bonus
increases to 4d6 at 9th level and 6d6 at 17th level in this BLITZ STEP
class. When you cast or use a jutsu that allows you to teleport
Additionally, you ignore any Nature Release or Ability or increase your movement speed, you can spend a
score restriction/limitation when learning or using superiority die to increase the distance of your teleport
Ninjutsu, Genjutsu or Taijutsu that would teleport you or or the increase in movement speed, increase the
grant you a bonus to movement speed. distance or speed increase by a number of feet equal
Beginning at 6th level, once per turn whenever you to 5 times the number rolled, until the end of the
roll a 1 or 6 on your Superiority Die it is not spent. current turn.

ADDITIONAL PASSENGER BLITZ SHOCK


Beginning at 6th level, when you would move as a result Immediately after you cast or use a jutsu that allows
of a jutsu teleporting you or while under the effects of a you to teleport, you can expend a superiority die. Each
jutsu that increases your movement speed, one willing creature within 5 feet of you takes force damage equal
creature of your size or smaller that can touch you can to three times the superiority die result.
also move in the same way.
An allied creature who would be moved as a result of BLITZ GUARD
this feature gains the benefit of your Burst of Speed While you are gaining the benefits of a jutsu that
increases your movement speed, and you would take

102
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 jutsu that requires no more than one melee attack, you
of movement your speed was reduced, up to a can spend a superiority die. You convert your speed
maximum of 10 times the result of the spent into strength, rolling your superiority die adding three
superiority die. times the result to the damages roll and overwhelming
the target on a hit, forcing them to make a Constitution
BLITZ SWAP saving throw vs the Jutsu’s save DC. On a failure, they
As a reaction when one of your allies within 60 feet of become incapacitated until the end of their next turn.
you is targeted by an attack or forced to make a saving
throw, you can expend a superiority die to swap places BLITZ RECOVERY
with them, becoming the new target of the attack of While you are gaining the benefits of a jutsu that
forcing you to make the saving throw. Add half of the increases your movement speed, and you would cast a
superiority die result as a bonus to both your own and jutsu or use a feature that restores hit points to only
the allied creatures AC and saving throws against the yourself, you can spend one superiority die, adding
triggering effect, until the end of the current turn. 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)..

SWITCH PORT
Scout-Nin Keyword: Specialized
When you cast a jutsu that allows you to teleport or
grants you and only you, a bonus to your movement
speed, you can spend a superiority die and target an
allied creature within 10 feet of you. If the jutsu would
teleport you, that creature teleports instead, and can
add the superiority die to the next attack roll it makes
before the end of its next turn. If the jutsu would grant
you a bonus to your movement speed, they gain the
effects of the jutsu instead of you for its listed duration
as if they had cast it. If the jutsu requires
concentration, you can choose if they or you will
maintain concentration when this maneuver is used.
Once decided, you cannot change who is maintain
concentration.

SWAP SPOTS
Scout-Nin Keyword: Specialized
When you cast or use a jutsu that allows you to
teleport, you can expend a superiority die and choose a
creature within the teleport's range. You swap places
with that creature, and if they are a willing ally, you
add the result of the superiority die roll to that
creature's AC against the next attack targeting them. If
the creature is unwilling, they must succeed on a
Charisma saving throw against your Ninjutsu (or
Taijutsu) save DC. On a failed save they swap places
with you. An unwilling creature has their AC reduced by
an amount equal to half of the result of your superiority
die.

103
PHANTOM SCOUT as your Phantasmic Power, represented as 1d8.
When a subsequent class feature calls for your
The Scout-Nin who choose to become a Phantom Phantasmic Power you roll the d8 in addition to any
becomes a ghost who fades in and out of sight, acting other effects following the rules of the specified
as a specter who is virtually impossible to touch or find. features. You can only use your Phantasmic Power
A master of Stealth and expert in assassination, using once per turn.
your ghostly Ninjutsu and Genjutsu to execute your Your Phantasmic Power grows as you gain levels,
objectives with little to no opposition. becoming 2d8 at 6th, 3d8 at 9th, 4d8 at 14th, 5d8 at
17th and 6d8 at 20th level.
SUPERIOR PHANTASM You begin with the ability to use your Phantasmic
Beginning at 3rd level you lean maneuvers that are Power to enhance the power of your strikes by ripping
fueled by a special dice called Superiority Dice. at your enemies chakra essence. Once per turn, when
Maneuvers: You learn three maneuvers of your you would hit a creature with an attack that you had
choice, which are detailed in the Phantom Maneuvers advantage on, you deal additional necrotic damage
Section at the end of this class. You earn more at equal to your Phantasmic Power.
higher levels as shown in the “Maneuvers Known” Beginning at 6th level, once per round, when you
Column of the Superior Phantasm table. Many would roll your Phantasmic Power, if 2 or more of the
Maneuvers enhance an attack in some way You can dice are the same number, you regain 1 Superiority
only use one Maneuver per turn. When you take a long Die.
rest, you may switch one maneuver you know for
another you qualify for. PHANTASM’S GRIP
Superiority Dice: You have three superiority dice, Beginning at 6th level, you learn to make parts of your
which are d6’s, you earn more at higher levels, as body and weapons ethereal to cut through the
shown in the Superiority Dice column of the Superior metaphysical manifestations of another. When you
Movement table. A superiority die is expended when would deal damage with an attack, you may spend 1
you use it. You regain all of your expended superiority Superiority Die to cut through their spiritual essence.
dice after 10 minutes or when you finish a short or long When you do, you force the creature to make a Wisdom
rest. saving throw vs your Taijutsu (or Genjutsu, your choice)
SUPERIOR PHANTASM TABLE Save DC. On a failed save, the target suffers one of the
following;
Scout-Nin
Level Superiority Dice Maneuvers Known

Take Psychic Damage equal to half of your
Phantasmic Power and gain 2 ranks of Concussed.
3rd 3 3 
Take Necrotic Damage equal to your Phantasmic
4th 3 3 Power and gains 1 rank of fear until the end of their
next turn.
5th 3 3 
Take Chakra damage equal to twice your
6th 3 4 Phantasmic Power and becomes unable to Mold
Chakra until the end of their next turn.
7th 3 4
8th 4 4 GHOST WALK
9th 4 5 Beginning at 9th level, you have learned to make your
entire body ethereal, capable of phasing through solid
10th 4 5 matter, like a ghost.
11th 4 5 As a bonus action, you assume a spectral form. While
in this form, you have a flying speed equal to half of
12th 4 6
your movement speed, you can hover and attack rolls
13th 5 6 have disadvantage against you. You can also move
14th 5 6 through creatures, objects and walls as if they were
difficult terrain. You take 1d10 force damage if you end
15th 5 7 your turn inside a creature or an object. This form does
16th 5 7 not allow you to pass through surfaces, barriers, or
walls made by Jutsu or reinforced with chakra.
17th 5 7
You can remain in this form for 10 minutes or until
18th 6 8 you end it as a bonus action. Regardless, once you use
this feature once, you cannot use it again until you
19th 6 8
complete a long rest. If you would attempt to use this
20th 6 8 feature again you must spend a superiority die each
time you would gain its benefits after its initial use.
PHANTASM’S KNOWLEDGE
Starting at 3rd level, you begin to become familiar with GHASTLY LEECH
your ghastly jutsu and how it interacts with the world Beginning at 14th level, when you would use your
around you. You gain proficiency in Illusions, Insight, Phantasmic Power, you can select one of the rolled
and Stealth if you are not already. When you would dice, regaining either Hit Points or Chakra Points equal
make a skill check using Stealth, you can use Wisdom to the roll. You can gain the benefit of this feature a
in place of Dexterity. number of times equal to your proficiency bonus, per
Additionally, when you would make a Stealth check long rest.
using Dexterity or Wisdom, you can spend one
superiority dice adding it to your checks result. ETHEREAL SNAP
Beginning at 17th level, you have mastered the art of
becoming ethereal and have learned to even make it a
part of your fighting style. You gain an additional use
PHANTOM’S POWER for your Phantasmic Power called Ethereal Snap.
Also at 3rd level, you learn to compress your Ethereal Snap. While you are gaining the benefit of
phantasmic chakra for bursts of ghastly power known your Ghost Walk class feature, when you would score a

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hit with a melee attack you can reach into your enemies Die you change the damage type of your next attack to
bodies and rapidly shift from incorporeal to corporeal chakra damage. On a hit, you deal your attacks damage,
forcibly snapping and twisting everything out of place. plus your Phantasmic Power, plus twice the Superiority
The affected creature must make a Charisma saving Die’s result to the damage total and forcing the target to
throw vs your Taijutsu (or Genjutsu, your choice) save make an Intelligence saving throw vs the attacks Save DC
DC. On a failed save, the target takes both Chakra and (If Weapon/Unarmed, Taijutsu save DC). On a failed save,
Necrotic Damage equal to twice your Phantasmic affected creature(s) gain 3 ranks of Confused.
Power and gains 3 ranks of Concussed. You can only call If you use this Maneuver while you are Hidden or the
upon this power twice per long rest. A creature who target is Unaware of you or your location, increase the
passes their saving throw does not spend a use of this damage to twice your weapon/[Unarmed Damage], plus
feature. four times the superiority die and increase the inflicted
ranks of Confused on a failed save to 5 ranks.
POLTERGEIST
Beginning at 20th level, you can become a ghastly figure PHANTOM HAUNTING
of complete terror. You gain the following benefits; Scout-Nin Keyword: Specialized
When a creature within 5 feet of you would move away

You can now use your Phantasmic Power twice per
from you any number of feet, you may, as a reaction,
turn.
spend 1 superiority die. When you do, you become

You can now use Ghost Walk twice per short rest.
invisible and move a number of feet, up to your maximum

Ghastly Leech now allows you to select 3 dice instead
speed, ignoring difficult terrain and other creatures
of 1.
spaces, ending your movement as close as possible to the
triggering creature. Your invisibility immediately ends, as
PHANTOM MANEUVERS you make a single weapon attack against the creature at
advantage, adding twice the superiority die result to the
GHASTLY STRIKE damage roll.
When you would deal damage with an attack, you can
quickly make the attack ethereal, attacking their mind by PHANTOM MOVEMENT
spending 1 Superiority Die. The damage of the attack Scout-Nin Keyword: Specialized
becomes Psychic Damage, adding three times the result of When you would make a saving throw or skill check in an
the superiority die to the result. The target must then attempt to move through an impassable surface, barrier,
make a Wisdom Saving throw vs the attack types DC (If or wall. (Such as the effects of the Uzumaki Clan Jutsu;
Weapon/Unarmed, Taijutsu save DC). On a failed save the Adamantine Barrier, or Non-Elemental Ninjutsu;
target gains 1 rank of Slow. If the target of this maneuvers Forcecage) You may spend 1 superiority die. When you
attack has 2 or more combined ranks of Fear, Slow and/or do, you become ethereal, becoming able to move through
Concussed, you instead add five times the result to the those surfaces with ease, until the end of the current turn.
damage dealt. Add the result of your superiority die to your Saving throw,
or double the result to your skill check made to move
GHASTLY VISAGE towards or through the impassable surface, barrier or wall.
As a bonus action, you can spend one superiority die.
When you do, you transform your body into one with either SHADOW SNATCH
a horrifying physique or a calming look. Scout-Nin Keyword: Specialized
Horrifying. Hostile creatures within 30 feet of you must When a creature you can see within 30 feet of you would
make a Wisdom Saving throw vs your Genjutsu Save DC. hit an allied creature (excluding yourself) with an attack,
On a failed, save they drop their weapons, must spend all you may spend a superiority die. When you do, you create
their movement attempting to get away from you and are a ghostly web of chakra that grabs ahold of their ethereal
unable to make hand signs (HS) until the end of each of selves, reducing their attack roll, by the result.
their next turns.
Calming. All allied creatures within 30 feet of you SHADOW DRAIN
currently Charmed, Berserked, Dazed, Feared, or Blinded, Scout-Nin Keyword: Specialized
are healed of one of the listed conditions. When a creature you can see within 30 feet of you would
gain a bonus to hit or damage from a jutsu, feature or
GHASTLY WAIL trait, you may spend a superiority die. When you do, you
Scout-Nin Keyword: Specialized attempt to drain and steal a bit of their power through
You can release a powerful echoing force of ghostly chakra their shadow, into your own. They must make a Wisdom
that vibrates the spirits of those caught within. saving throw vs your Ninjutsu (or Genjutsu) save DC. On a
As an action, by spending a superiority die, all creatures of failed save, they lose the bonuses granted to hit or
your choice within 30 feet of you must make a Charisma damage, while you gain the benefit of that bonus to hit or
saving throw vs your Ninjutsu (or Genjutsu) Save DC (Your damage for a number of turns equal to half the result of
choice). On a failed save, the affected creature is blinded your superiority die.
and gains 2 ranks of Concussed.

PHANTOM AVOIDANCE
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
TACTICAL SCOUT
make a saving throw that would deal damage to you, you Those Scout Ninja who choose to become Tactical
can spend 1 Superiority die, when you do, you become Specialists employ martial techniques passed down
incorporeal just as the attack would hit you. You take through generations. To a Tactical Specialist, combat is
reduced damage equal to your Phantasmic Power. an academic field, sometimes including subjects beyond
battle such as weaponsmith or armor craft. Not every
PHANTOM CLAW scout absorbs the lessons of history, theory, and artistry
Scout-Nin Keyword: Specialized that are reflected in the Tactical Specialty, but those who
You layer your attack in phantasmal chakra to tear through do are well-rounded fighters of great skill and knowledge.
your target’s chakra coils. By spending one Superiority

105
SUPERIOR TACTICS EXPERT OF ALL, JACK OF NONE
Beginning at 3rd Level you learn maneuvers that are Starting at 9th Level, your knowledge and experience has
fueled by a special dice called Superiority Dice. provided you with amplified knowledge on how to handle
Maneuvers: You learn three maneuvers of your difficult, if not impossible situations.
choice, which are detailed in the Tactical Maneuvers You can gain the benefit of two Generalizations of
Section at the end of this class. You earn more at higher your choice at a time from the Jack of All, Master of
levels as shown in the “Maneuvers Known” Column of the None class feature.
Superior Tactics table. Many Maneuvers enhance you or
your allies in some way. You can only use two maneuvers MASTERED SIGNATURE TECHNIQUE
per turn.. When you take a short rest, you may switch any At 14th level, others wish they were of your caliber. You
maneuver you know for another you qualify for. may gain the benefit of an additional feature, granted by
Superiority Dice: You have three superiority dice, the Signature Technique class feature.
which are d10’s, you earn more at higher levels, as
shown in the Superiority Dice column of the Superior MASTERED SIGNATURE JUTSU
Defense table. A superiority die is expended when you At 17th level, you can choose the final benefit granted
use it. You regain all of your expended superiority dice by the Signature Jutsu class feature.
after 10 minutes or when you finish a short or long rest.
Saving Throws: Some of your maneuvers require your UNMATCHED TACTICS
target to make a saving throw to resist the maneuver’s At 20th level, you can gain the benefit of any number
effects. The saving throw for each maneuver is listed of maneuvers you would like per attack.
within the maneuver itself. Additionally, you may gain the benefit of an
additional Generalization granted by the Jack of All,
MASTER OF TACTICS Master of None class feature.
Starting at 3rd Level, unlike other Shinobi, your ability to
control a combat comes from your masterful control of SUPERIOR T ACTICS T ABLE
the battlefield and tactical acumen. You can gain the Scout-Nin
benefit of up to two Maneuvers per attack or jutsu cast.
Level Superiority Dice Maneuvers Known
Additionally, once per turn you can choose to spend
one superiority die. When you do select either yourself 3rd 3 3
or one allied creature within 30 feet of you. The chosen 4th 3 3
creature gains a bonus to their next d20 roll, equal to
the result. A creature can only gain the benefit of this 5th 3 3
feature in this way no more than once, per long rest. 6th 4 4
Beginning at 6th level, whenever you roll a natural 20
on an ability check, skill check or Saving throw, you 7th 4 4
regain 1 Superiority die. 8th 4 4
9th 5 5
SIGNATURE MANEUVER
Also at 3rd Level, you have learned to efficiently utilize 10th 5 5
your learned maneuvers’ far better than other Shinobi 11th 5 5
you consider your peers. Select one maneuver that you
know with the Tactical keyword. You can no longer 12th 6 6
spend Superiority Die on that Maneuver, but when you 13th 6 6
do use it, you must roll a d4, and use it instead once per
14th 7 7
turn. You can select a second maneuver beginning at 9 th
level. 15th 7 7
You can switch all selected Signature Maneuvers
16th 8 8
when you would complete a rest.
17th 8 8
TACTICAL SUPERIORITY 18th 9 9
Beginning at 6th level, your training has lead you down a
path unexplored by many. You have made it your job to 19th 9 9
become the most well-prepared Shinobi in a room full of 20th 10 10
shinobi some would consider superior to even you.

TACTICAL MANEUVERS
SUPERIOR DISARMING TRIP
Scout-Nin Keyword: Tactical
Select one Maneuver from one of the Following When you hit a creature with a melee attack, you can
Scout-Nin Subclasses, learning it and adding it to your expend one superiority die to attempt to knock the
Maneuvers known, not counting it against your known target down and take away any advantage they may
maneuvers limit. If the Maneuver has the Specialized have had over you physically. You add the superiority
keyword, you cannot take it or gain the benefits of it. die to the attack’s damage roll, and if the target is large
You can select one more Maneuver from the or smaller, it must make a Strength saving throw vs
aforementioned subclasses at 14th and 20th levels your attacks Save DC (If weapon or unarmed then

Arbiter Scout Taijutsu Save DC). On a failed save, you knock the

Assault Scout target prone, disarm and kick its weapon, if any 10 feet

Cloning Scout away and their movement speed is reduced by half

Defensive Scout until the end of their next turn.

Pathfinder Scout

Phantom Scout SUPERIOR FEINT
When you would make an attack of any type, you can
Spend one superiority die to feint. When you do, your

106
attack is made in a way to completely overcome your When you would make an attack targeting a creature
targets defenses. Reduce the targets AC against the their reactionary attempts were already a part of your
attack by an amount equal to half the result of your calculations. Spend one superiority die, recording the
superiority die. result.
If the target would gain a bonus to their AC as a result
SUPERIOR MANEUVERS of a Reaction based jutsu, feature or trait, you reduce the
When you hit a creature with an attack, you can expend bonus to their AC by an amount equal to the result, to a
one superiority die to maneuver one of your comrades minimum of their AC prior to the jutsu’s activation until
into a more advantageous position. You add the the conclusion of your attack.
superiority die to the attack’s damage roll, and you
choose a friendly creature who can see or hear you. TACTICAL PARRY
That creature can move up to its full movement speed When another creature damages you with an attack, you
without provoking opportunity attacks, gaining a bonus can use your reaction and expend one superiority die to
to their next attack roll equal to half the result of your reduce the damage by three times the result of your
superiority die. superiority die.
If you would spend your reaction to cast a jutsu that
SUPERIOR PRECISION reduces damage or grants you temporary hit points, you
Scout-Nin Keyword: Tactical can instead spend a superiority die, adding twice the
When you make an attack roll of any type against a result to the damage reduced.
creature, you are attempting to strike the most vital If this maneuver would help in causing an attack to
point open against the target, you can spend up to four miss or reduce the damage you take to your normal hit
superiority die. When you do, increase your attacks points to 0, the attacking creature is caught off guard
critical threat range by +1 for each spent superiority becoming vulnerable to the next instance of damage you
die. On a hit, you add all spent superiority die to the inflict on it before the end of your next turn.
damage.
TACTICAL STRIKE
SUPERIOR RIPOSTE When you take the Attack action on your turn, you can
Scout-Nin Keyword: Tactical forgo one of your attacks to direct one of your
When a creature misses you with an attack, you can companions to strike. When you do so, choose a friendly
use your reaction and expend one superiority die to creature who can see or hear you and expend one
make a melee or ranged weapon attack against the superiority die. That creature can immediately use its
creature. If you hit, you add twice the superiority dies reaction to take the attack action or cast one jutsu of C-
result to the attack’s damage roll, and the creature Rank or lower, adding the superiority die to their attack or
gains 1 rank of weakened. Damage roll (their choice).

SUPERIOR SUPPRESSION TACTICAL TECHNIQUE


Scout-Nin Keyword: Tactical Scout-Nin Keyword: Specialized
When a Creatures currently under the effects of a jutsu When you would make a weapon attack with a weapon
you cast would make a saving throw to resist its effects, with the Disarm, Grapple, Multiattack or Versatile
you impart a lasting weight on them regardless of their properties you can spend a superiority die enhancing
results. Spend one superiority die, reducing their next their effects until the end of your next turn;
saving throw by half the result of your superiority die. 
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.

TRICKSTER SCOUT
TACTICAL BREAKTHROUGH The Scout-Nin who choose to become a Trickster have
Scout-Nin Keyword: Tactical become true to themselves and those around them. By
When you would make an attack or cast a jutsu that accepting who they truly are, they have gained the
would deal damage to a creature their reactionary ability to manifest the best version of themselves,
attempts were already a part of your calculations. Spend albeit in the most romanticized way. Using this power
one superiority die, recording the result. to assist them in life, both in and out of combat.
If the target would reduce your damage or gain
temporary hit points as a result of a Reaction based jutsu, SUPERIOR TRICKSTER
feature or trait, you reduce their damage reduction or Beginning at 3rd level you lean maneuvers that are
temporary hit point value by an amount equal to twice fueled by a special dice called Superiority Dice
the result of your superiority die until the end of the Maneuvers: You learn three maneuver of your
current turn. choice, which are detailed in the Trickster Maneuvers
Section at the end of this class. You earn more at higher
TACTICAL ESCAPE levels as shown in the “Maneuvers Known” Column of
You can expend one superiority die. When you do, you the Superior Trickster table. Many Maneuvers enhance
gain the effects of the Disengage and Dash actions and an attack in some way. You can only use one Maneuver
you gain advantage on all Strength (Athletics) or per turn. When you take a long rest, you may switch one
Dexterity (Acrobatics) checks until the end of your next maneuver you know for another you qualify for.
turn.

TACTICAL OVERWRITE
Scout-Nin Keyword: Tactical

107
Superiority Dice: You have three superiority dice, 
If you and your Void Soul would make a saving throw
which are d6’s, you earn more at higher levels, as shown against the same effect, you only make one save
in the Superiority Dice column of the Superior Movement suffering the effects only once, not twice. If the Void
table. A superiority die is expended when you use it. You soul would take damage, you do not need to make a
regain all of your expended superiority dice after 10 concentration check.
minutes or when you finish a short or long rest.
You can dismiss your Void Soul as a bonus action on
your turn or when you fall unconscious. You calculate,
VOID SOUL AWAKENING your Void soul’s Ability Scores based on the Strength of
Starting at 3rd level, you learn a special Fuinjutsu
your Personality. Your Void Soul does not have Ability
technique to create a Chakra Construct known as a
scores like a normal creature, but instead only Ability
Void Soul, a manifestation of your true self, that you
Modifiers. You gain a number points to spend, equal to
can call upon for support, both in and out of combat.
your Charisma Modifier times 3 which raises any ability
You can name it if you wish as it will always abide by
modifier of your Void Soul by +1, of your choice. The
your command regardless of the title you give it.
maximum value of any modifier is +6.
This chakra construct can be summoned as a bonus
action and occupies your space alongside you. It is
visible to all creatures who can mold chakra (CM). While
TRICKSTERS SOUL BINDING
Beginning at 6th level, you learn to fuse with your void
summoned, you can calculate your AC using your
soul becoming your true, fully realized self. As a bonus
Charisma in place of your Dexterity for the duration.
action, you can fuse with your Void Soul for up to 1
Once summoned, you can command it by spending
Minute. While fused, you are treated as if you have
your Actions, Bonus Actions and Reactions as needed to
summoned your Void soul but you cannot summon them
accomplish the given task. Your Void soul uses the
as a separate creature with the Void Soul Awakening
following Statistics found at the end of this class section;
class feature. This form ends early if you are unconscious
Your Void soul has the following rules.
or die. This fusion manifests itself as a helmet or mask of

Has a number of Jutsu known equal to your your description. While fused you gain the following
proficiency bonus. benefits; You can use this feature once per short rest. If
o Your Void Soul can only access jutsu which you you would attempt to gain this benefit again after using it
once, you may spend 1 Superiority Die to do so.
SUPERIOR TRICKSTER TABLE

Tricksters Potential. Once per turn, when you would
Scout-Nin Level Superiority Dice Maneuvers Known score a critical hit, roll a natural 20 on a skill or ability
check or a hostile creature critically fails vs a Genjutsu
3rd 3 3 you cast, you regain 2 Superiority Die.
4th 3 3

Tricksters Strength . Select one ability modifier your
Void Soul has. Increase your same ability modifier to
5th 3 3 match the Void souls, ignoring your listed ability score
6th 4 3 for the duration.

Tricksters Spirit. You have advantage on Wisdom and
7th 4 3
Charisma Saving throws and skill Checks.
8th 4 4 
Tricksters Words. You can influence a creature in
9th 5 4 battle once per turn. If influencing an allied creature,
they add 1d6 to any one skill check, saving throw or
10th 5 4 attack roll they make. If influencing a hostile creature,
11th 5 4 they reduce their next skill check, saving throw or
attack roll by half of 1d6. (Your Choice) You can use
12th 6 4 Tricksters words in this way a number of times equal to
13th 6 5 your Charisma Modifier per rest.
14th 6 5
HEAT RISER
15th 7 5 Beginning at 9th level, your ability to drag down enemies or
16th 7 5 to enhance the hearts of your allies have strengthened.
When you use a Trickster Maneuver on a creature, you VOI
17th 7 5 may as a part of the same action, use another maneuver Mediu
18th 8 6 targeting the same creature. The maneuver selected must
either help or hinder the target based on the triggering
19th 8 6 Armor
Maneuver or Tricksters Words Effect. You must spend a
20th 8 6 Superiority die as normal. Hit Po

If the triggering effect would boost, increase or aid the Speed
could normally qualify for (Keywords, Hijutsu, creature, the additional maneuver must boost, increase
etc.), plus one keyword that you don’t have or aid the creature in some way. STR
access to (Any one nature release or medical 
If the triggering effect would impose a penalty, reduce or 10 (+0)
keyword). hinder the creature, the additional maneuver must
o You can switch your Void Soul’s Jutsu known impose a penalty, reduce or hinder the creature in some Condi
when you would gain a level. way.
Sense
o It uses its own ability scores for the purpose of
qualifying for jutsu. These jutsu are added to WILLPOWER SURGE
Beginning at 14th level, your ability to call upon your Void Immut
your known jutsu list, but you cannot cast them,
soul has reached a new level of control and prowess. alte
only your void soul can.

Movement speed is equal to yours. If you would end When casting a jutsu without your Void soul active, you Inexha
your turn more than 120 feet away from your Void may temporarily call upon your Void soul. When you do incr
Soul, it is resummoned in your space. this, your Void soul momentarily comes forth and casts
Chakr

Uses your Chakra when casting its Jutsu. the jutsu for you. When casted this way the jutsu ignores

Uses your saving throw proficiencies. any Hand Sign (HS) component it may have. A TTA
Una
crea
108
Additionally, the jutsu deals additional damage equal to
twice your charisma modifier or increases the dc of your
TRICKSTER MANEUVERS
jutsu by half of your charisma modifier (Rounded Down).
Alternatively, if you are benefiting from Tricksters
DEBILITATE: RAKUNDA
When you would make an attack or cast a Ninjutsu or
Soul Binding when you use this feature, you both cast
Genjutsu that affects a hostile creature, you can
the jutsu simultaneously enhancing it. You gain the
expend a superiority die to weaken a creature’s
previous benefit allotted by this feature, in addition to a
defensive capabilities.
bonus to attack and damage rolls equal to your Charisma
One creature who would fail your Jutsu's saving
Modifier.
throw takes additional damage equal to twice your
Regardless, you may use this feature a number of
proficiency bonus, the next time they take damage
times equal to your charisma modifier per long rest. If you
before the end of the current turn. If your attack does
attempt to use this feature when you have no more uses
not trigger a saving throw then affected creatures must
left, you may spend a superiority die to use it once.
make a Charisma Saving throw vs your Ninjutsu or
Genjutsu save DC (Your choice.)
CHANGE OF HEART If this maneuver is used by your Void soul, or while you
Beginning at 17th level, your resolve has strengthened,
are benefiting from Tricksters Soul Binding, the
and with it, your Void soul has strengthened as well.
additional damage increases by 4 times your superiority
Your Void soul gains immunity to non-chakra enhanced
die result.
attacks or resistance to two damage types of your
choice. (Pick one).
Alternatively, while you are gaining the benefit of
DEBILITATE: TARUNDA
When you would make an attack or cast a Ninjutsu or
your Tricksters Soul Binding class feature, you gain
Taijutsu that affects a hostile creature, you can expend
one of following additional benefits. You must complete
a superiority die to cripple a creature’s power. Record
a long rest to switch which benefit you gain;
the result.

Messiah. When a creature within 60 feet of you Target creature must make a Strength saving throw
would be reduced to 0 hit points or less, you can, as vs your Ninjutsu or Taijutsu Save DC. On a failed save,
a reaction spend 1 superiority die. When you do, they the next attack or jutsu the target makes/casts has its
instead fall to 1 hit point, then gain temporary hit damage reduced by the result of twice your superiority
points equal to 5 times the result. die (Min 1.).

Izanagi. When you would spend a superiority die If this maneuver is used by your Void soul, or while
targeting an allied creature, if the combined total of you are benefiting from Tricksters Soul Binding you
their d20 and your superiority die is 20 or greater, instead reduce their Damage by
they treat it as rolling a natural 20. three times result.

Satanael. Your superiority die are now D8’s and the Reroll 1’s and 2’s,
die used for Tricksters words becomes a d8 as taking the
well. second
result.
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.

Credit: Persona 5 Royal

109
DEBILITATE: SUKUNDA POWER UP: FOCUS
When you would make an attack or cast a Genjutsu or You spend a bonus action and expend a superiority to
Taijutsu that affects a hostile creature, you can expend strengthen the next Jutsu you cast. You roll your
a superiority die to cripple a creature’s power. Record superiority die and record the result. The next time you
the result deal damage with a Jutsu you cast, you increase the
Target creature must make a Wisdom saving throw damage die by 1 Step.
vs your Taijutsu or Genjutsu Save DC. On a failed save, If this maneuver is used by your Void soul, or while
the targets attack bonuses are reduced by an amount you are benefiting from Tricksters Soul Binding you
equal to the result, until the end of their next turn. instead, increase the damage die by two steps and add
If this maneuver is used by your Void soul, or while twice the Superiority die to the damage rolled.
you are benefiting from Tricksters Soul Binding you
also reduce their AC by an amount equal to half the RAMP UP: RAKUKAJA
result. (Min 1.) until the end of their next turn. In place of one of your attacks made by the Attack
action, you spend a superiority to strengthen an allies
POWER UP: CHARGE defense.
You spend a bonus action and expend a superiority to Target an allied creature within 20 feet of you and roll
strengthen the next Taijutsu or Bukijutsu you cast. The your die. The target’s AC is increased by the result
next time you deal damage with a Taijutsu or Bukijutsu, against the next attack made against it or it gains a
you reroll all 1’s and 2’s. bonus to its next saving throw made equal to the result.
If this maneuver is used by your Void soul, or while Whichever comes first.
you are benefiting from Tricksters Soul Binding you If this maneuver is used by your Void soul, or while
also add twice the superiority die result, rerolling 1’s you are benefiting from Tricksters Soul Binding you
and 2’s. also grant the creature, resistance to one damage type
of your choice that lasts a number of its turns equal to
POWER UP: CONCENTRATE the result.
You spend a bonus action and expend a superiority to
strengthen the next Ninjutsu or Genjutsu you cast. The RAMP UP: TARUKAJA
next time you deal damage with a Ninjutsu or Genjutsu, In place of one of your attacks made by the Attack
you reroll all 1’s and 2’s. action, you spend a superiority to strengthen an allies
If this maneuver is used by your Void soul, or while power.
you are benefiting from Tricksters Soul Binding you Target an allied creature within 20 feet of you and roll
also add twice the superiority die result, rerolling 1’s your die. The next attack the target makes is
and 2’s. heightened. Increase the attack and damage roll by the
result or if they cast a jutsu that requires a saving throw,
increase the Save DC by half of the result. Whichever
comes first.
If this maneuver is used by your Void soul, or while
you are benefiting from Tricksters Soul Binding, they
also reroll all 1’s and 2’s when making their damage
rolls, taking the second result, or they increase the save
DC by the total result instead of half. (Pick one)

RAMP UP: SUKUKAJA


You spend a bonus action and a superiority die
superiority to strengthen an allies speed. Target a willing
allied creature within 20 feet of you and roll your die.
The allied creature immediately takes their turn (This
counts as their turn for the round). They gain a bonus to
their speed equal to the result x 5.
If this maneuver is used by your Void soul, or while
you are benefiting from Tricksters Soul Binding you
instead grant the creature a bonus to movement speed
equal to the result x 10 and they gain advantage on the
first attack roll, skill check, or saving throw they make
during the turn you just granted them. (Whichever one
comes first).

ULTIMATE: REVOLUTION
You spend a bonus action and expend a superiority to
introduce the highest stakes gamble you can make.
Record the superiority die result.
All willing creatures within 60 feet of you gains a
bonus to their critical threat range equal to half the
result of your superiority die, until the end of each of
their turns, but they also gain vulnerability to the next
instance of damage they take before the end of your
next turn.
If this maneuver is used by your Void soul, or while
you are benefiting from Tricksters Soul Binding you
also, reduce the cost of each creatures next jutsu cast
by the result of your superiority die.

110
TAIJUTSU S PECIALIST
Proficiency Martial Jutsu Highest Rank
Level Bonus Martial Die Techniques Features Known Jutsu Known
1st +3 - - Martial Defense, Unarmed Technique, Taijutsu Stance 6 D-Rank
2nd +3 1 4 Martial Adept, Enhanced Movement 6 D-Rank
3rd +3 1 4 Taijutsu Style 7 D-Rank
4th +4 1 4 Ability Score Improvement/Feat 7 D-Rank
5th +4 1 4 Martial Defense (2), Extra Attack 8 C-Rank
6th +4 2 4 Unarmed Technique (2), Taijutsu Style (2) 8 C-Rank
7th +5 2 5 Evasion, Chakra Enhanced Strikes 9 C-Rank
8th +5 2 5 Ability Score Improvement/Feat 9 C-Rank
9th +5 2 5 Martial Defense (3), Taijutsu Style (3) 10 B-Rank
10th +6 3 5 Unbreakable Will 10 B-Rank
11th +6 3 5 Unarmed Technique (3), Flow of Battle 11 B-Rank
12th +6 3 5 Ability Score Improvement/Feat 11 B-Rank
13th +7 3 6 Martial Defense (4), Master of Persistence 12 A-Rank
14th +7 4 6 Taijutsu Style (4) 12 A-Rank
15th +7 4 6 Perfect Body 13 A-Rank
16th +8 4 6 Ability Score Improvement/Feat 13 A-Rank
17th +8 4 6 Martial Defense (5), Taijutsu Style (5) 14 S-Rank
18th +8 5 6 Perfect Mind 14 S-Rank
19th +9 5 7 Ability Score Improvement/Feat 15 S-Rank
20th +9 5 7 Taijutsu Style (6), 15 S-Rank

CREATING A TAIJUTSU SPECIALIST


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

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HIT POINTS UNARMED TECHNIQUE
Hit Dice: 1d12 per Taijutsu Specialist level Also 1st level, your practice of martial arts gives you
Hit Points at 1st Level and beyond: 12 + your mastery of combat styles that primarily use unarmed
constitution modifier strikes and Taijutsu Specialist weapons, which are
Combat Bracers, Iron Claws, Quarterstaffs, Nunchaku,
CHAKRA POINTS Tonfa and Knuckle Blades.
Chakra Dice: 1d6 per Taijutsu Specialist level Choose one of the Taijutsu Stances located in
Chakra Points at 1st Level: 6 + your constitution Chapter 13: Customization Options and you gain the
modifier following benefits while you are in a Taijutsu Stance
Chakra Points at Higher Levels: 1d6 (or 4) + your or wielding only Taijutsu Specialist weapons:
Constitution modifier per Taijutsu Specialist level 
You can use Strength or Dexterity for the attack and
after 1st. damage rolls and Save DC calculation of your
unarmed strikes, Taijutsu Specialist weapons,
PROFICIENCIES Taijutsu and the Athletics and Martial Arts skill.
Armor: Light armor, medium armor

You can roll a d6 in place of the normal damage of
Weapons: Simple weapons, Combat Bracers, Iron your unarmed strike or Weapons that you are
Claws, Nunchaku, Tonfa, Knuckle Blades, Battle Wire proficient with. This increases to a d8 at 6 th level and
Ninja Tools: Disguise Kit, Trapper Kit a d10 at 11th level.
Saving Throws: Strength, Dexterity, Charisma
Skills: Martial Arts, Choose three from Acrobatics, MARTIAL TECHNIQUE [NEW]
Chakra Control, History, Insight, Investigation, Finally, beginning at 1st level, your focus on Taijutsu
Nature, Stealth, Perception, Medicine. has prepared your body for the strain of performing
these techniques better than others could even dream
EQUIPMENT of. This training has enabled you to utilize Taijutsu in
You start with the following equipment, in addition to such an efficient way, other forms of efficiency actively
the equipment granted by your background: hinder your masterfully honed skill.

(a) No Armor or (b) Padded Armor or (c) Combat Taijutsu you cast are always cast with a
Jacket predetermined chakra cost ignoring its listed cost

(a) Combat Bracers or (b) Iron Claw unless its Special. While benefiting from this class

(a) One Kunai stack or (b) One Shuriken stack feature, you cannot gain the benefit of other forms of

(a) 2 Paper Bombs or (b) 2 Flash tags cost reduction, regardless of the source. You can

1 Smoke Bomb choose to not use this feature when you would cast a
Taijutsu.
JUTSU CASTING Taijutsu you cast of the following Ranks have the
associated base costs at all times. Upcasting still
increases the cost of the jutsu as listed in its text.
NINJUTSU D-Rank: 3 Chakra.
Ninjutsu save DC = 8 + your proficiency bonus + C-Rank: 5 Chakra.
your Intelligence modifier B-Rank: 9 Chakra.
Ninjutsu attack modifier = your proficiency bonus + A-Rank: 14 Chakra.
your Intelligence modifier S-Rank: 20 Chakra.

GENJUTSU MARTIAL ADEPT


Genjutsu save DC = 8 + your proficiency bonus + Starting at 2nd level, your training with unarmed
your Wisdom modifier techniques have granted you a technique that others of
Genjutsu attack modifier = your proficiency bonus + your skill level could only ever pray to emulate. This
your Wisdom modifier skill and technique is manifested in the form of Martial
die, which is a d4. Your martial die grows in size to a
TAIJUTSU d6 at 9th, and a d8 at 17th.
Taijutsu save DC = 8 + your proficiency bonus + At the beginning of each of your turns you manifest a
your Strength modifier pool of martial die, of an amount equal to the value
Taijutsu attack modifier = your proficiency bonus + shown in the Martial die column of the taijutsu
your Strength modifier specialist class table. You can spend your martial die to
complete any number of martial techniques or
MARTIAL DEFENSE taijutsu specialist class features. Unspent martial die
are lost at the beginning of each of your turns.
Beginning at 1st level, while you are wearing no armor, You begin by knowing four of such martial
your AC equals 10 + Proficiency + Dexterity Modifier. techniques, learning more as noted in the martial
Beginning at 5th level, you learn how to blend your techniques column of the Taijutsu Specialist class
martial prowess with a set number of techniques table. Martial Techniques are detailed at the end of this
learned from the teachings and theory of seal smiths. class description. Any martial techniques that would
You gain 2 guard slots, which can be used to infuse refer to levels, are in reference to your Taijutsu
yourself with taijutsu techniques meant to mimic any specialist class level. Additionally, any martial
minor armor seal you would like. Infusing yourself with techniques that would require a saving throw uses your
such a seal must be done over the course of a full rest. Taijutsu save DC. When you would complete a Full-
Additionally, you cannot gain the benefit of this feature Rest, you are able to switch martial techniques known.
while you are not using this features AC calculation.
You gain access to refined armor seals and 1
additional slot at 9th level, greater armor seals and 1
ENHANCED MOVEMENT
additional slot at 13th level, and Superior armor seals Also, at 2nd level, your speed increases by 10 feet while
and 1 additional slot at 17th level. not wearing Heavy Armor. This bonus increases to 15 feet

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at 6th level, 20 feet at 9th level, 25 feet at 13 level, and 30
feet at 17th level.
PERFECT BODY
At 15th level, your intense training grants you proficiency
TAIJUTSU STYLE in Constitution saving throws.
Additionally, whenever you make a saving throw,
At 3rd level you learn a Combat style that fits in with how with an ability you are not proficient in, add your
you view combat and encompasses your overall approach Dexterity modifier to the saving throw.
towards Taijutsu. Your Style grants you feature at 3rd
Level and again at 6th, 9th, 14th, 17th and 20th Level. PERFECT MIND
ABILITY SCORE IMPROVEMENT/FEAT At 18th level, your intense training grants you proficiency
in Intelligence or Wisdom saving throws (Pick one.).
When you reach 4th and again at 8th, 12th, 16th, and Additionally, you become immune to the Fear condition.
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.
Attacks you make with the Attack action count as Chakra
enhanced.

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

CHAKRA ENHANCED STRIKES


At 7th Level, your attacks become imbued with your
Chakra naturally, with each strike becoming more and
more lethal as more Chakra is packed behind each blow.
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 1d4 to the result.

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

MASTER OF PERSISTENCE
At 13th level, you don’t know how to or when to give up,
and it only make it harder to stop you. If you would begin
your turn blinded, dazed, deafened, incapacitated, stunned
or paralyzed, you can spend 2 martial die to end one of
the listed conditions.

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TAIJUTSU STYLE DEBILITATING BARRAGE
At 14th Level you’ve gained the knowledge to temporarily
inhibit a creatures fortitude by striking a series of pressure
DISTURBANCE 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 saving throw vs your Taijutsu Save DC. On a failed save
a flurry of attacks from multiple angles at once using both you cause the creature to become vulnerable to a damage
armed and unarmed options. You can break, even the type of your choice. This effect lasts until the next instance
most perfect defense. of 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 DISTURBING ENDURANCE
focus on overwhelming your enemies with more than Beginning at 17th Level, you’ve learned how to recoup
they could conceivably handle at one time. your lost stamina and energy far more efficiently than
You learn to accomplish this through a series of before. If a feature granted by this subclass would cost
Martial Techniques, unique to you and your style of more than 1 martial die, you reduce the cost of the feature
combat. You learn the following two Martial by 1 martial die.
Techniques.
Shatter. When a creature is attempting to cast a Jutsu
DISTURBING TECHNIQUE
Beginning at 20th Level, your technique is so
within 15 feet of you, you may, as a reaction, spend 1
overwhelming that your enemies speak of how you should
martial die. When you do, you may move up to half
never be faced alone. But you’ve heard the tales and have
your movement speed, ending said movement within 5
prepared for such a situation. When you would cast a
feet of the triggering creature. You may then choose to
Taijutsu that requires you to make 2 or more attacks and
make two unarmed strikes, attacking their vital points
there are at least two or more hostile creatures within the
and open defenses with precision, meant to prevent
jutsu’s range, you may spend 1 martial die, granting it the
their action. If you hit with both attacks the target
Disturbing keyword.
creature must succeed a Constitution saving throw. On
Taijutsu with the Disturbing keyword doubles the
a failed save you interrupt the jutsu, preventing its
number of attacks made with the jutsu, but the attacks
casting. The affected creatures Chakra is still spent. On
must be evenly split amongst all hostile creatures
a success, the jutsu is cast normally.
within the jutsu’s range.
Unstable Core. After you use your action to cast a
Taijutsu, 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.

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IRONCLAD them, using your armor and shield to take the brunt of
the force. The damage is reduced by your Unarmed
The Taijutsu specialist who prefer brute strength and Combat die + your proficiency bonus. Rather than the
impenetrable defenses over ninjutsu or genjutsu are initial target, the attack hits you regardless of your AC or
known as the Ironclad. These shinobi can be seen as other abilities.
Knights or Warriors who rely on the fortitude of their At 14th level, you may also target an ally who is no
armor, their bodies and most importantly, their willpower further than your maximum movement speed. When you
to be an unbreakable wall in the forefront of conflicts. do you move towards them ending your movement
adjacent to them in a space that can hold you.
IRONCLAD Additionally, you can now target an ally who is in the
When you choose this style starting at 3rd level, your area of effect of a jutsu like Fireball. When you do,
passion for protection has borne fruit. You gain your ally automatically passes their save, taking no
proficiency in Heavy Armor, and the Armor smith’s Kit. further effect, and you gain disadvantage on your save.
While wearing heavy armor, you still gain the benefits of
Enhanced Movement. IRON WILL
Additionally, your research in metallurgy has allowed Starting at 9th level, you have conditioned yourself to
you to create an item no other shinobi could or would allow nothing to distract you from your one purpose on
consider making; A Shield. Your Shield is a piece of the field of battle: Protection.
equipment that you gain proficiency in. Your Shield has 3 You become immune to the Berserk and Dazed
Seal slots. If your shield is ever lost or destroyed, you conditions.
may craft an exact copy of the previous one using 100 Additionally, you gain a 2 additional reactions per
ryo and 1 downtime. You may only benefit from one round, that can only be used to use your Iron Heart
shield at a time. This shield has the following statistics; feature.

IRON COMBAT IRON FURY


Starting at 14th level, you no longer stand idly by while
IRON CLAD SHIELD your allies are hurt. Twice per rest, as an action, you
Armor Name AC Bulk Properties may spend 4 martial die to enter a combat trance for 1
minute, devoting your mind, body, and soul to
Iron Clad Shield +1 1 Bulk Blocking, Light safeguard your friends, and show your enemies
Also, at 3rd level, you learn to leverage your unique retribution. You gain the following benefits for the
method of protection in the heat of combat, You learn to duration;
accomplish this through a series of Martial 
You have resistance to all damage except Psychic
Techniques, unique to you. While wielding your Shield, damage.
you learn the following two Martial Techniques. 
When you use your Iron Heart Feature, you may
Interpose. When allied creature within 10 feet of you make two unarmed attacks against the triggering
would take damage from an attack, and you could creature as a part of the same action.
cast a Taijutsu with a casting time of a reaction, to

Your Shield Provides you an additional +1 Bonus to
reduce damage, the attacks to hit, or increase your AC while holding it.
AC, you can, as a reaction, spend 1 martial die, to
redirect the attack to you, cast the appropriate IRON FLOW
Taijutsu, and add your martial die to the damage Beginning at 17th level, you've mastered controlling
reduction, to hit reduction, or AC bonus against the your stamina for important moments in a fight.
triggering attack. Whenever you use your Iron Heart feature and you
Shield Bash. When you make an unarmed attack, you are at or below half of your maximum hit points, you
can spend 1 martial die. If you do, when you hit a can add 1 martial die, to the amount of damage
creature with an unarmed attack, before the end of reduced as a result of Iron Heart.
the current turn, you may choose to shove the
target creature, using your attack roll in place of IRONCLAD TECHNIQUE
your athletics check. If you are successful, Beginning at 20th level, your defensive technique
you deal your unarmed damage + has been perfected. Enemies speak of how your
your martial die and the target guard can never be broken. When you would
creature becomes bruised. 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.

NIN-TAI
IRON HEART The Taijutsu specialist who Blend their style
Starting at 6th level, you've with Ninjutsu open up a world of
become comfortable fighting behind unpredictability and technique. They have
your defenses, and have gained the found ways to further augment their body
skill and courage needed to use yourself beyond simple Taijutsu, but instead coating
as a shield for your allies. their body in a given Nature Releases and
As a Reaction, when a creature within magnifying their strength and greatly
5 feet of you is hit by an attack that deals any type of increasing their potential.
damage, excluding psychic, you may dive in front of

115
NATURE ENHANCED COMBAT resistance to Earth damage, and gain +4 damage
When you choose this style starting at 3rd level, you have reduction vs all sources (Excluding Psychic).
focused your effort on harnessing your innate Nature

Wind Release: Wind whips around you violently. You
Release. Select one Nature Release (Earth, Wind, Fire, gain resistance to Wind damage. You gain immunity to
Water, or Lightning Release). You gain the ability to learn effects that would create a cloud, gas or mist as they
and cast jutsu with the corresponding keyword. Also, when cannot be sustained within 10 feet of you.
learning Ninjutsu with the corresponding keyword, you

Fire Release: Your body becomes wreathed in
may use your Taijutsu ability modifier in place of your flames. You become resistant to Fire damage and
Ninjutsu ability modifier for the purposes of fulfilling Ability once per turn, creatures of your choice, who deal
score Requirements. Ninjutsu learned in this way can be damage to you with a melee attack or effect with a
cast even without the appropriate Ninjutsu ability score. range of touch, takes Fire damage equal to 2 Martial
By spending 1 Martial die, as a bonus action, you die.
enhance your body with the Chakra of the corresponding

Water Release: You generate gales of Water that
Nature release granted by this feature. You benefit from spirals around you. You become resistant to cold
these effects for the next minute or until you spend a damage and effects that would push, pull or knock you
Bonus action to end this benefit. prone as the result of a save or contested check, add
1 Martial die to the roll.

Earth Release: Your body becomes hardened like 
Lightning Release: Your body becomes clad in
stone. [Unarmed Damage] you deal can be treated as
Lightning that oscillates violently. You gain resistance
Earth damage. You gain Temporary hit points equal to
to Lightning damage and when you take the dash
half your level at the beginning of each of your turns.
action, you can make 1 unarmed attack as part of the

Wind Release: Your body becomes as light as a gentle
same action.
breeze. [Unarmed Damage] you deal can be treated as
Wind damage. Once per turn, you gain +20 speed and
the benefits of the disengage action against a creature
ELEMENTAL ARMOR
Beginning at 9th level, you learn to modify your Taijutsu
you deal [Unarmed Damage] to until the end of that
further using hyper compressed Ninjutsu. When you
same turn.
would gain the benefits of your Nature Enhanced

Fire Release: Your body becomes hot to the touch.
Combat class feature, you can choose to instead
[Unarmed Damage] you deal can be treated as Fire
enhance your Elemental Cloak beyond its normal
damage. Increase your [Unarmed Damage] by +1
limits. You can maintain this enhanced form by
Martial die.
spending 1 Martial die at the beginning of each of

Water Release: Your body becomes cool to the touch.
your turns. In order to exit this form, you must spend a
[Unarmed Damage] you deal can be treated as Cold
bonus action on one of your turns. You gain the
damage. Your unarmed attacks gain the Reach 1 and
following benefits based on your chosen element;
Trip weapon properties.

Lightning Release: Your body gives off a soft static 
Earth Release: The temporary hit points you gain
with occasional jolts of harmless electricity. [Unarmed from Nature Enhanced Combat is doubled for the
Damage] you deal can be treated as Lightning damage. duration.
Your unarmed attacks gain the Winding and Tactical 
Wind Release: You gain immunity to the Grappled
weapon properties. and Restrained conditions.

Fire Release: [Unarmed Damage] you deal is
ELEMENTAL COMBAT [CHANGED V2] increased by +1 damage die.
Also, at 3rd level, you learn to harness your new Elemental

Water Release: Creatures cannot gain Jutsu based
Chakra to better enhance your combat potential when bonuses to their saving throws vs Taijutsu you cast.
utilizing elemental combo’s.

Lightning Release: Unarmed attacks damage you
When using a Taijutsu while gaining the benefits of the deal ignores half of a creatures Damage reduction.
Nature Enhanced Combat class feature the taijutsu
used 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 RECHARGE
Beginning at 14th level, you have learned to convert
Elemental Crush. When you would deal damage with
your Chakra into the energy needed to perform more
a Taijutsu you cast, you may spend any number of
combos and keep the attacks flowing. When you would
Martial die to deal additional damage equal to twice
take damage from your associated nature release
the result. Once you use this Technique, you have to
damage type, you can spend a Reaction to absorb
spend an equal number of Martial die to recharge it.
some of the residual chakra and power. You regain Hit
points and Martial die based on the rank of the jutsu
ELEMENTAL CLOAK that triggered this effect. You can gain the benefit of
Starting at 6th level, you have learned to manifest your
this feature a number of times equal to your proficiency
Elemental Chakra into a full-blown Chakra cloak that
bonus per long rest. (D-Rank: 10 HP/1 Martial die, C-
erupts off of your body. When you would gain the
Rank: 15 HP/2 Martial die, B-Rank: 20 HP/3 Martial die,
benefits of Nature Enhanced Combat you gain the
A-Rank: 30 HP/4 Martial die, S-Rank: 40 HP/5 Martial
following boosts to each Nature Release;
die)

Earth Release: Dust, gravel and other Earthen
substances begin to form around you. You gain

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WRATH OF NATURE
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.

RIGHTEOUS FURY
Taijutsu Specialists who blend their
style with Righteous Fury tend to
be brutal with their strikes.
Though they traditionally
protected large monasteries,
they have sense passed their
techniques on to the next
generation of shinobi. Their
training has instilled them
with a burning passion
that makes them
extremely
powerful in
short
bursts.

NIN-TAI TECHNIQUE
Beginning at 20th Level, your
technique is so overwhelmingly
powerful that your enemies speak of
you as if you are a force of nature.
Something that is unavoidable and if
encountered, can only be weathered.
When you would cast a Taijutsu that
requires you to make no more than 1
attack, you may spend 4 martial die, granting it the Nin-
Tai keyword.
Taijutsu with the Nin-Tai keyword scores a critical
hit on a D20 roll of a 10 or better. Once you use this
feature, you must spend 4 martial die at the beginning
of one of your turns to recharge this feature.

117
CHAKRA FRENZY drop to 1 hit point instead. Each time you use this feature
When you choose this style starting at 3rd level, you gain after the first, the DC increases by 2. When you finish a
the ability to focus your Chakra into a frenzy of berserker short or long rest, the DC resets to 10.
energy, provided that you aren't wearing heavy armor. It When you reach 17th level, each time you succeed
empowers you with supernatural combat skills. on this ability check, your fury further invigorates you,
You can spend 1 Martial die and a bonus action to granting you advantage on any attacks you make until
enter a Chakra Frenzy for up to 1 minute, gaining the the end of your next turn
following benefits:

You have advantage on Strength Ability checks, skill
UNSTOPPABLE FURY
Beginning at 14th level, your Chakra Frenzy is so fierce
checks and Saving throws.
that it ends early only if you fall unconscious or if you

When you make melee weapon attacks using Strength
choose to end it.
or Dexterity, you gain a bonus to damage rolls equal to
Additionally, when you roll 4 or lower with an
your Martial die. You choose which ability score when
unarmed damage die, you can reroll the die and must
you enter your Chakra frenzy.
use the new roll, even if the new roll is 4 or lower.

You have resistance to bludgeoning, piercing and
slashing damage.
FURY OF THE RIGHTEOUS
While your Chakra Frenzy is active, you can only Beginning at 17th level, your passionate anger has
maintain concentration on Jutsu with a range of Self. reached a zenith so pure, that others who follow this
Your Chakra Frenzy ends early if you are knocked path can only ponder how it is you attained this level of
unconscious or if your turn ends and you have not wrath.
attacked a hostile creature or forced one to make a While you are gaining the benefits of your Chakra
saving throw or you have not taken damage since then. Frenzy class feature, you have become unstoppable.
You can also, end your Chakra Frenzy on your turn as a For the duration of the Chakra Frenzy your speed
bonus action. cannot be reduced, and you are immune to the
Berserk, Charmed and frightened, paralyzed, and
FRENZIED ASSAULT stunned conditions.
When you choose this Style, starting at 3rd level, your If you are frightened, paralyzed, or stunned, you can
rage, fury and passion is weaponized to overwhelm your still take your bonus action to enter your Chakra
targets with pure force. Frenzy, immediately ending the aforementioned
You learn to accomplish this through a series of effects.
Martial Techniques, unique to you and your style of
combat. You learn the following two Martial RIGHTEOUS FURY TECHNIQUE
Techniques. Beginning at 20th Level, your savagery is so
Savage Force. When you score a successful hit on a overwhelmingly cruel and brutal that your enemies speak
creature with a Taijutsu attack that deals unarmed of you as if you are a monster. You love to hear the stories.
damage, you can spend up to 2 Martial die. When you When you would begin your turn with Chakra Frenzy
do you increase the damage of your attack by an action, you may spend 4 martial die, gaining
amount equal to three times the result of the martial immunity to all physical and Mental conditions for
die. In return the next melee attack that would deal the duration of your Chakra Frenzy.
damage to you cannot be reacted to or have its value
reduced.
Tyrants Savagery. When a creature would deal damage
to you, you can spend any number of Martial die.
When you do record the result. The next time you would
deal damage to that creature you deal additional
damage equal to twice the result.

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. RUIN
(D-Rank/C-Rank: 1 Martial die, B-Rank/A- Taijutsu Specialists who
Rank: 2 Martial die, S-Rank: 3 Martial die.) take shinobi prosthetics,
When cast in this way, you still need tech, or augments and use
to pay the initial Chakra cost, but you them to enhance their martial
do not need to pay its cost to prowess are known as “Ruin”.
maintain your concentration on it. You They incorporate devices to
can switch this jutsu when you gain the harness their Chakra for them,
benefit of a full-rest. allowing them to fight with one
less thing to focus on and worry
RELENTLESS FURY about.
Starting at 9th level, your fury can keep you
fighting despite grievous wounds. If you drop BATTLE READY
to 0 hit points while your Chakra Frenzy is
active, you can spend 1 Martial die to not
CATALYST
When you choose this style
immediately die or fall unconscious. Make a DC
starting at 3rd level, through
10 Constitution ability check. If you succeed, you

118
intensive research, trial and error, or sheer dumb luck, CATALYTIC OVERDRIVE!
you have discovered a way to enhance your Taijutsu, Starting at 9th level, by spending 1 Martial Die at the
through a Catalyst for your Chakra, which you wear on beginning of each of your turns you are able to push
your person either on your armor, or as a part of your your Catalyst into overdrive until the beginning of your
daily attire. This Catalyst’s design is one of your next turn. While your catalyst is in overdrive, you gain
description. They can be vented boots, or special the following benefits.
gloves. 
+1 bonus to AC.
With this catalyst, you can weave it into your clothing 
+1d4 bonus to all strength, dexterity and
over the course of 1 hour. Once complete, you gain the
constitution ability checks
following benefits; 
+1d6 bonus to all taijutsu damage rolls.

You have resistance to Chakra damage. 
Bonus to all saving throws against jutsu with

+1 Bonus to AC, if integrated into Light or Medium keywords chosen with the Anti-Chakra
Armor. Wavelength class feature equal to 1 Martial die.

When making Constitution (Chakra Control) checks,
you may add your unarmed combat die to the roll. While your Catalyst is in overdrive, you can only
maintain concentration on one jutsu and if you would
be incapacitated, stunned or paralyzed, your Catalyst
ANTI-CHAKRA WAVELENGTH short circuits, being unable to enter an overdrive state
When you choose this Style, starting at 3rd level, your
for the next 10 minutes.
catalyst generates a hostile and very aggressive Chakra
dispersing wavelength that you have weaponized to
disrupt and ruin your targets combat capabilities with but ANTI-SHINOBI WAVELENGTH
a few strikes. You learn to accomplish this through a Beginning at 14th level, you have adapted to your
series of Martial Techniques, unique to you and your Catalysts Anti-Chakra wavelength so much so that, you
style of combat. You learn the following two Martial can feel the potential and power behind it. While you
Techniques. Choose two keywords from the following are gaining the benefits of Catalytic Overdrive!, you
list. When using the Martial Techniques granted by this can spend up to 2 Martial die. When you do, you can
class feature, you will always reference the chosen select one more keyword of your choice from the Anti-
keywords; Chakra Wavelength list for each die spent. These
additional keywords count as keywords that your

Sensory Martial Techniques granted by this subclass affects.

Fuinjutsu
Earth Release UNBREAKABLE CATALYST


Wind Release Beginning at 17th level, you've honed your catalyst

Fire Release into an unstoppable force for you to utilize at all times.

Water Release Your Catalyst can no longer short circuit as a result of

Lightning Release being incapacitated, stunned or paralyzed, while it is in

Tactical overdrive.

Visual
Auditory
RUIN TECHNIQUE

Chakra Break. When you score a successful hit on a Beginning at 20th Level, your catalyst infused techniques
creature with an unarmed or Taijutsu attack that are so methodical and precise that your enemies speak of
deals unarmed damage, you can spend a Martial you as if you were a myth. None of it is exactly false. When
die. When you do you attempt to inject them with you would cast a Taijutsu that requires a target to make a
this wavelength generated by your catalyst. They saving throw, you may spend 2 martial die, granting it the
must make a constitution saving throw, being unable Ruin keyword.
to spend Chakra on jutsu with the chosen keyword Taijutsu with the Ruin keyword always inflicts two of
until the end of their next turn on a failed save. the following conditions regardless of a success or
Focus Break. When you score a successful hit on a failure, once per casting;
creature with an unarmed or Taijutsu attack that 
Bruised
deals unarmed damage, you can spend a Martial 
Concussed
die. When you do you attempt to break their focus. 
Confused
Add the spent martial die to the damage dealt and if 
Dazzled
they would make a concentration check to maintain 
Weakened
concentration, they instead make a strength saving
throw vs your Taijutsu save DC, losing concentration
on all jutsu on a failed save. If they are concentrating
STANCER
on a jutsu with the chosen keyword, they Taijutsu Specialists who take specialize in multiple
automatically fail the save, losing concentration. stances, are known as “Stancers” able to jump back and
forth between multiple stances, mixing and matching
them to maximize their martial effectiveness and
DISRUPTIVE ASSAULT potential.
Starting at 6th level, you've honed your disrupting
combat style to a point where you can easily follow MIXED MARTIAL ARTS
through with your attacks, even when your enemies try When you choose this style starting at 3rd level, you
their best to resist. may learn one Taijutsu Stance found in Chapter 13:
Once per turn, when you deal unarmed damage, you Customization Options that you do not know. While in
can spend up to two Martial die. When you do the any Taijutsu stance, you may spend 1 Martial die to
target takes Chakra damage equal to twice the result. gain the benefit of a second, non-Clan based, Taijutsu
This increases to three times the result at 14 th level and Stance (Such as Gentle fist etc.) that you know,
four times the result at 20th. simultaneously for the next minute.
If the target is gaining the benefit of a jutsu with a
keyword chosen as a result of the Anti-Chakra COMBO BREAKER
Wavelength class feature, then you add your When you choose this Style, starting at 3rd level, your
proficiency bonus to the Chakra damage dealt. technique, style and mastery is weaponized to drift and

119
fuse a myriad of fighting styles to defeat your targets Taijutsu you cast that require a Taijutsu stance deals
with pure grace. additional damage equal to 1 Martial die and ignore
You learn to accomplish this through a series of resistance & treat immunity as resistance.
Martial Techniques, unique to you and your style of Additionally, while gaining the benefit of your
combat. You learn the following two Martial Stance Blending feature, you may add your
Techniques. Intelligence, Wisdom or Charisma modifier (your
choice) to the damage of Taijutsu attacks that add your
Alpha Counter. When a creature misses you with an
Taijutsu ability modifier.
attack, you may as a reaction spend 1 Martial die.
When you do, you may immediately make two
unarmed attacks against the triggering creature, STANCER TECHNIQUE
adding the Martial die to the damage rolled. If at Beginning at 20th Level, your style is so unique and
least one of these attacks hit, you force the target graceful that your enemies speak of you as if you were the
creature to make a Strength saving throw, being originator of the different stances and styles you’ve
unable to use a reaction until the beginning of their blended. When you would cast a Taijutsu that requires a
next turn on a failed save. Taijutsu stance, you may spend 2 martial die, granting it
Dodge Cancel. When you hit a creature with at least the Stancer keyword.
two unarmed attacks, you can spend 1 Martial die. Taijutsu with the Stancer keyword ignores
When you do, the first attack the target makes each immunity, bonuses to AC as a result of features, traits
turn targeting you suffer a penalty equal to your and jutsu, penalties to hit, penalties to damage and
Martial die. cost increases.

MUSCLE MEMORY
Starting at 6th level, your study of martial arts and their
respective stances have become all encompassing,
allowing you to make use of the knowledge mid combat.
By spending 1 Martial die, select one hostile creature
you can see, and make a 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
TALENT & FOCUS
attacks and add your Taijutsu ability modifier to the Taijutsu Specialists who blend their style with talent and
damage of taijutsu attacks as a result of Taijutsu you focus have a level of perfection about them completely
cast that requires a Taijutsu stance, even if it already unheard of. Their talent comes from hard work, dedication,
adds it. and a never-ending supply of determination to always be
better than the previous day. With this blend of ideologies
and innate skill, you are able to achieve and break limits
STANCED COMBAT others thought impossible.
Beginning at 14th level, you've perfected fighting with
multiple stances at once. UNNATURAL TALENT
If you are gaining the benefit of a stance that has a When you choose this Style starting at 3rd level, you focus
special action, that you can use as a Bonus action (Ex. all of your effort on surpassing the limits of your body,
Serpent Fist’s bonus action ability, or Dragon Fist’s allowing you to perform more Martial Techniques than
bonus action ability), you can instead spend 1 Martial normally possible. You increase your pool of Martial die by
die to perform any special bonus action as a part of +1. You gain an additional +1 increase to your Martial
your Attack action, at no additional cost, once per die pool as you gain levels in this class based on the
round, only on your turn. Unnatural Talent Martial Die Chart.
If a stance you are benefiting from has a special Additionally, unarmed attacks you make are treated as if
ability that requires An Action, or Full Turn Action, you they have the Critical, Deadly and Multiattack weapon
can instead spend 1 Martial die to perform it as a properties.
Bonus action, once per turn.

THE STANCER UNNATURAL T ALENT , M ARTIAL D IE CHART


Beginning at 17th level, you have become an absolute
Level Martial Die
master at combining stances into a blended cacophony
of fists, kicks and strikes, mixing a variety of different 3rd +1
forms into a stance all your own. 10th +2
17th +3
120
This is displayed in your ability to learn many more
techniques than them.
FOCUSED TALENT You gain +1 additional Martial Technique. You gain
When you choose this Style, starting at 3rd level, your an additional one when you reach 20th 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 completely immobilize and bring an enemy to their
find themselves in. knees. When you would score an unarmed or Taijutsu
You learn to accomplish this through a series of attack that deals unarmed damage on a creature, you
Martial Techniques, unique to you and your style of can spend 3 Martial die. When you do, they must
combat. You learn the following two Martial succeed a Strength saving throw. On a failed save, they
Techniques. are Stunned until the end of their next turn. Once you use
this feature, you must spend 5 Martial die at the
Redirected Aggression. When a hostile creature
beginning of one of your turns or rest for 1 hour to
makes a melee or ranged attack and misses, you
recharge it.
may as a reaction, immediately spend one Martial
die to redirect the missed attack back towards them.
Make a melee or ranged unarmed attack as a part of FOCUSED TECHNIQUE
this reaction, using the attacks original range as your Beginning at 20th level, your technique is legendary.
ranged attacks range. On a hit, the creature suffers People speak about your abilities and tell stories to each
the effects of their own attack, as if they attacked other about you for their own notoriety. When you would
themselves. cast a Taijutsu, you may spend 2 martial die, granting it
Shatterpoint. When you score an unarmed or Taijutsu the Focus keyword.
attack that deals unarmed damage, you can spend 1 Taijutsu with the Focus keyword forces the target
Martial die. When you do, the affected creature must creature to make a constitution saving throw, taking
make a Strength Saving throw, losing all temporary hit 2d12 damage and gaining 1 rank of weakened for
points or damage reduction-based effects they have, every point below they DC they fail by.
until the beginning of their next turn. Taijutsu with both the Talent & Focus keywords
gain the previous effect and reduces the targets saving
throw by an amount equal to the number of keywords
TALENTED TECHNIQUE the jutsu has gained as a result of Martial
Beginning at 6th level, your combat prowess far surpasses
Techniques (Ex. Brutal, 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,
die at the beginning of one of your turns or rest for 8
granting 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.
PASSIONATE FLAME
FOCUSED ADAPTATION Taijutsu Specialists who blend their style with the
Beginning at 9th level, you learn to infuse your strikes passionate flame exude a level of tenacity unmatched by
with a unique blend of Chakra that comes as a result of most in the world of Taijutsu. This group of martial artists
your Martial die. At the beginning of each of your turns, are exemplified by green jumpsuits, weighted clothing,
you can spend 1 Martial die. When you do, you can and very eccentric haircuts. While this group is mostly
choose one of the following damage types: associate with the 8-Inner Gates, that technique is formally

Force forbidden from use, and so to avoid having to tap into that

Earth potentially fatal reserve of power, they focus on ensuring

Wind that their bodies are at the peak of Human skill and

Fire technique beyond all doubts..

Cold

Lightning FISTS OF IRON

Necrotic When you choose this Style starting at 3rd level, you focus
all of your effort on mastering hardening your fists, elbows,
You mold and manifest your Chakra imitating the and other parts of your body until they feel like Iron while
consistency of the Chakra needed to inflict the damage in combat. Once per turn, your unarmed Strike deals
type. Until the beginning of your next turn, you can additional damage equal to 1 Martial die. This damage
enhance your attacks. When you do, melee attacks you increases as you gain levels in this class based on the Fists
make, that deal unarmed damage against a creature is of Iron Strike damage chart.
treated as the selected damage type.
If this feature is used while you are benefiting from a
stance that deals a damage type not granted by this FIST OF IRON BONUS DAMAGE CHART
feature, you can choose to spend 1 additional Martial
die to grant this features benefit to that stances damage Level Bonus damage
type. 3rd +1 Martial die.
9th +2 Martial die.
TALENTED LEGACY
Starting, at 14th level you have come to an 17th +3 Martial die.
understanding that most will choose to ignore. That
being, that you are simply superior to them in every
conceivable way in regards to your martial capability.

121
ENHANCED FLURRY Martial die effect. Once you use an effect granted by this
When you choose this Style, starting at 3rd level, your feature, you must spend an equal number of Martial die
passion and zeal is weaponized to completely drive to recharge this feature or spend 10 minutes resting
home the fact that no one works as hard as you. Period. before you can use this feature again.
While they were outside learning handsigns, you learned By spending 1 Martial die, you upcast the Taijutsu
how to talk with your fists. While others were learning by 1 rank, ignoring rank limitations.
how to mold Chakra, you were doing 100 push-ups, sit By spending 2 Martial die, you add all spent
ups and pull ups every day. While they were learning to Martial die to damage, once per casting.
become frail, you learned to become strong. By spending 3 Martial die, you ignore immunity.
You learn to accomplish this through a series of By spending 4 Martial die, you increase all damage
Martial Techniques, unique to you and your style of die by 1 step.
combat. You learn the following two Martial By spending 5 Martial die, you gain advantage on
Techniques. the first attack made with the Taijutsu cast, or impose
disadvantage on all creatures making the saving throw.
Chakra Enhanced Blows. You channel Chakra into your
hands enhancing your blows even further. When you
declare an unarmed or melee taijutsu attack, you can
spend 1 Martial die. When you do, the first two
successful attacks forces its targets to make a Strength
saving throw, being bruised on a failed save.
Dynamic Set-Up. When you would cast a Taijutsu with
the Combo keyword, you can spend Martial die,
equal to the jutsu’s rank. When you do, you can cast
a Taijutsu with the Finisher keyword as a part of the
same action used to cast the combo jutsu. Once you
use this technique you cannot cast a Taijutsu using
your action or bonus action until the beginning of
your next turn. (D-Rank/C-Rank: 1 Martial die, B-
Rank/A-Rank: 3 Martial die, S-Rank: 5 Martial die.)

HAND WRAPS OF PASSION


Starting at 6th Level, your ability to imitate seal smiths for
your martial defense is extended to allowing you to make
your fists as dangerous as any commonly smithed weapon.
COMBO EFFECT
You wrap your hands in wraps of your description, be Taijutsu that doesn’t have a Combo effect language, gains the
they white tape, or black cloth strips. While wrapped following language;
around your hands you constantly infuse Chakra into them Until the end of your turn, you can target one affected creature
allowing you to make your fists as tough as steel. At the with a Taijutsu Finisher regardless of range, once per turn, using
conclusion of a long rest, you can select the type of either an Action or Bonus action, ignoring its listed casting time.
enhancement your hand wraps provide you from the
following list. Once selected, you cannot change this
selection until you complete a long rest.

Mighty Blows: Taijutsu attacks you make that deal
[Unarmed Damage] ignores resistance and treat
immunity as resistance. Beginning at 14 th level when
you deal [Unarmed Damage] twice to the same
SHEER WILL
Beginning at 14th Level, you
creature on your turn, they are unable to take
can cast Taijutsu with a
reactions against you until the beginning of
casting time of an Action
your next turn.
as a Bonus Action.

Mighty Guards: You gain
Alternatively, you can cast
damage reduction equal to half of
Taijutsu with a casting time
your proficiency bonus. Beginning
of a bonus Action as a
at 14th level that increases to your
Reaction, with no set trigger.
full proficiency.
You can perform either of

Mighty Mobility: You cannot have
these effects twice per rest.
your speed reduced by any means and
you ignore difficult terrain. Beginning
at 14th level, you gain immunity to
the Slowed and Grappled
conditions.

FLAMING FINISHERS
Beginning at 9th Level,
when you would cast a
Taijutsu with the Finisher
keyword, you can
enhance the jutsu cast
by spending as many
Martial die as you
choose. When you do, you
gain all previous effects if you
choose to gain a higher cost

122
INDIGNATION
Beginning at 17th level, when a creature would make a
melee attack against you, you can choose to spend 3
FINISHER EFFECT
Martial die, to cast a Taijutsu with the casting time of a Taijutsu that doesn’t have a Finisher effect, gains the following
reaction, without spending your reaction. language;
If this jutsu is used as a Finisher you increase the damage dealt
PASSIONATE FLAME TECHNIQUE with this jutsu by +4 damage dice.
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 3 Martial die, granting it the Passionate
keyword.
Taijutsu with the Passionate keyword are treated as
having bother the Combo and Finisher keywords.

MARTIAL
TECHNIQUES
BRUTAL TAIJUTSU
When you would cast a Taijutsu,
you can spend any number of
martial die. When you do, if the
jutsu does not add your ability
modifier to the damage dealt, you
add half of your base ability modifier
rounded up to the damage dealt.

BRUTAL TECHNIQUE
When you would cast a
Taijutsu, you can spend 1
martial die. When you do,
the jutsu cast gains the
Brutal keyword. Jutsu
with the Brutal
keyword always adds
half of their ability
modifier, if they did
not before. If they
already add their

123
ability modifier, then they instead add both their RAW TAIJUTSU
Strength and Dexterity to the damage dealt. When you would cast a Taijutsu, you can spend 1
martial die. When you do, the jutsu cast gains a +1
DEVASTATING TAIJUTSU bonus to its DC. Beginning at 7th, you can spend 2
When you would cast a Taijutsu, you can spend 1 martial die for a +2 bonus to its save DC and at 13 th
martial die. When you do, the jutsu cast creatures level you can spend 3 martial die for a +3 bonus to its
within 10 feet of the original target must make a save DC.
Dexterity saving throw, taking half of the damage
dealt, once per casting. RAW TECHNIQUE
When you would cast a Taijutsu, you can spend 1
DEVASTATING TECHNIQUE martial die. When you do, the jutsu cast gains the Raw
When you would cast a Taijutsu, you can spend 1 keyword. Jutsu with the Raw keyword deals damage to
martial die. When you do, the jutsu cast gains the a creatures hit points and temporary hit points
Devastating keyword. Jutsu with the Devastating simultaneously.
keyword cannot have their Critical hits negated or
reacted too. STEP OF DARKNESS
On your turn, by spending 1 martial die, you can take the
FLURRY OF BLOWS Hide action as a bonus action.
When you take the attack action, you may as a bonus
action, spend 1 martial die. When you do you are able STEP OF THE MOON
to make 1 unarmed attack. Beginning at 7th level, you At the beginning of your turn, before any action is taken,
can make 2 unarmed attacks and at 13th level, you can by spending 1 martial die, you can attempt to end any,
make 3 unarmed attacks. one condition that you are currently suffering from by
spending a number of martial die equal to the rank of the
FLURRY OF GUARDS effect that inflicted it. (D-Rank: 1, C-Rank: 2, B-Rank: 3, A-
When you are targeted by a melee attack, as a reaction Rank: 4, S-Rank: 5)
by spending 1 martial die, you are able to reduce the
triggering attack or damage roll by the result (Pick STEP OF THE STARS
one). Beginning at 7th level, you can spend 2 die When a creature would trigger an attack of opportunity, by
reducing the triggering attack by the result and at 13 th spending 1 martial die, you can make two unarmed
level, you can spend 3 die, reducing the triggering attacks in place of one.
attack by the result.
STEP OF THE WIND
FURIOUS TAIJUTSU On your turn, as a bonus action, by spending 1 martial die,
When you would cast a Taijutsu that requires at least 2 you gain the benefits of the Disengage or Dash action
attacks, you can spend 2 martial die. When you do, the (your choice) and your jump distance is doubled until the
jutsu cast increases the number of attacks it makes by end of your turn.
+1. You can spend an additional 2 martial die, to
increase the number of attacks it makes by +1. TECHNICAL TECHNIQUE
When you would cast a Taijutsu, you can spend 1
FURIOUS TECHNIQUE martial die. When you do, the jutsu cast gains the
When you would cast a Taijutsu, you can spend 1 Technical keyword. Jutsu with the Technical keyword
martial die. When you do, the jutsu cast gains the reduces the cost to maintain concentration on it by an
Furious keyword. Jutsu with the Furious keyword amount equal to half the result of the die.
cannot have their damage reduced by jutsu.

PATIENT DEFENSE
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.

PATIENT OFFENCE
When a creature would miss you with a melee attack,
by spending 1 martial die, you can make an unarmed
attack targeting the triggering creature, once per
creature.

PRECISE TAIJUTSU
When you would cast a Taijutsu, you can spend up to 3
martial die. When you do, the jutsu cast gains a +1
bonus to hit for each die spent.

PRECISE TECHNIQUE
When you would cast a Taijutsu, you can spend 1
martial die. When you do, the jutsu cast gains the
Precise keyword. Jutsu with the Precise keyword
cannot have their attack results penalized or reduced
by the effects of a jutsu or trait.

124
WEAPON S PECIALIST
Proficiency Styles Jutsu Highest Rank Jutsu
Level Bonus Features Known Flurry Die Known Known
1st +3 Weapon Focus - d4 6 D-Rank
2nd +3 Weapon Flurry, Weapon Stance - d4 6 D-Rank
3rd +3 Weapon Form 1 d4 7 D-Rank
4th +4 Ability Score Improvement/Feat 1 d4 7 D-Rank
5th +4 Extra Attack, Enhanced Property 1 d6 8 C-Rank
6th +4 Weapon Form (2) 2 d6 8 C-Rank
7th +5 Critical Focus, Enhanced Chakra Strike 2 d6 9 C-Rank
8th +5 Ability Score Improvement/Feat 2 d6 9 C-Rank
9th +5 Weapon Focus (2) 2 d8 10 B-Rank
10th +6 Battle Readiness 2 d8 10 B-Rank
11th +6 Superior Attack, Critical Focus (2) 3 d8 11 B-Rank
12th +6 Ability Score Improvement/Feat 3 d8 11 B-Rank
13th +7 Weapon Form (3) 3 d10 12 A-Rank
14th +7 Superior Weapon Flurry 3 d10 12 A-Rank
15th +7 Weapon Focus (3), 3 d10 13 A-Rank
16th +8 Ability Score Improvement/Feat 4 d10 13 A-Rank
17th +8 Critical Focus (3) 4 d12 14 S-Rank
18th +8 Superior Weapon Flurry (2) 4 d12 14 S-Rank
19th +9 Ability Score Improvement/Feat 4 d12 15 S-Rank
20th +9 Weapon Form (4) 4 d12 15 S-Rank
D

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. how they view ninja tools. Do they use
Slicing and dicing their enemies when they cannot see their weapons as a tool of war or
through the smoke while the Inuzuka can smell them. peace? Do they use their weapons as
a way to share their ideals while in
A Sarutobi draws their longbow, as they coat it in
combat or is it an extension of
lightning, firing it off into the sky, creating lightning
themselves? Do they use their
strikes where the arrow lands striking down their foes
weapons as a way to give
with extreme prejudice.
themselves discipline and teach
These shinobi, different as they might be, are themselves patience? Did they
connected by one common factor, they are masters train under another very skilled
Swordsman, bowman and many other tools of the trade Shinobi? Or did they become
in the shinobi world. These weapons define the user, enamored by the people around
allowing them to shift the tides of battle with the edge them and want to emulate their
of a blade of the knock of a bow, the song of a flying skills and techniques?
shuriken or the lethality of a flying kunai.
QUICK BUILD
CHARACTER INSPIRATIONS You can make a Weapon Specialist
quickly by following these suggestions.
When designing this class, it was built with the intent to First, put your highest ability score in
allow players to utilize different types of Weapons, Strength or Dexterity, followed by
ninja tools and be able to use that exclusively in a Constitution. Second, choose the Hyūga,
world of Jutsu and seemingly ranged superiority. This Sarutobi, Inuzuka, Uchiha or Non-Clan,
Class allows for a variety of fighting styles as shown in Clans.
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
CLASS FEATURES
As a Weapon Specialist, you gain the following class
features.

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HIT POINTS and damage gained from this feature also apply to
Bukijutsu cast using this weapon type. Once selected
Hit Dice: 1d10 per Weapon Specialist level
you cannot go back and change your selection. If a
Hit Points at 1st Level and beyond: 10 + your
weapon of the chosen type(s) would later gain any
constitution modifier
version of the Enhanced Seal, weapon seal, it would not
gain the benefit of both this feature and that weapon
CHAKRA POINTS seal, instead the user must pick one.
Chakra Dice: 1d8 per Weapon Specialist level Additionally, when using a weapon, you are proficient
Chakra Points at 1st Level: 8 + your constitution in as a component in a Bukijutsu or when using the
modifier Martial Arts skill, you may instead use Dexterity in
Chakra Points at Higher Levels: 1d8 (or 5) + your place
Constitution modifier per Weapon Specialist level of your Strength as your Taijutsu ability modifier and
after 1st. Martial arts checks. Additionally, you may always use
Bukijutsu that the weapon originally qualified for
PROFICIENCIES regardless of its current damage type if under the
effects of jutsu, weapon seals or features.
Armor: Light armor, medium armor, Heavy Armor
Beginning at the 9th level of Weapon Specialist, you
Weapons: All Simple and Martial Weapons
may select a second weapon to become your Weapon
Ninja Tools: Trapper Kit, Poison Kit, Weaponsmith Kit,
Focus. Your bonus to Attack & Damage rolls increases
Armorsmith Kit
to +2 and you gain another weapon trait. Starting at
Saving Throws: Strength, Dexterity, Constitution
15th level, you may choose a third weapon to become
Skills: Martial Arts, Choose three from Acrobatics,
your Weapon Focus. Your bonus to Attack & Damage
Athletics, Crafting, History, Intimidation, Perception,
rolls increases to +3 and you gain another weapon
Sleight of Hand, Stealth, Survival
trait.
EQUIPMENT
You start with the following equipment, in addition to
the equipment granted by your background:

(a) Padded Armor or (b) Combat Jacket or (c) Flak
Jacket.

(a) 1 Simple Weapon or (b) 1 Martial Weapon

(a) 1 Simple Weapon or (b) 1 Martial Weapon

(a) One Kunai stack or (b) One Shuriken stack

2 Paper Bombs
WEAPON FLURRY
JUTSU CASTING Also, at 2nd Level, you are an unrelenting flurry of
weapon attacks. You can perform a series of different
NINJUTSU techniques called Flurry Techniques. These Flurry
Techniques use Flurry Die. This die changes as you
Ninjutsu save DC = 8 + your proficiency bonus + gain Weapon Specialist levels, as shown in the Flurry
your Intelligence modifier Die column of the Weapon Specialist class table.
Ninjutsu attack modifier = your proficiency bonus + Once per Turn, you can use one of the following
your Intelligence modifier Flurry Techniques. Some Flurry Techniques require
your Opponent to make a Saving throw. The Save DC
GENJUTSU for these Effects are calculated using your Taijutsu
Genjutsu save DC = 8 + your proficiency bonus + Save DC. You gain additional effects from your
your Wisdom modifier Weapon Form as you gain levels in this class. You can
Genjutsu attack modifier = your proficiency bonus + only use Flurry Techniques with weapons you have
your Wisdom modifier marked as your Weapon Focus. If a feature would
allow you to gain the benefit of additional Flurry
TAIJUTSU techniques in any way, you can use those additional
Flurry techniques with no action cost.
Taijutsu save DC = 8 + your proficiency bonus +
your Strength modifier
Taijutsu attack modifier = your proficiency bonus +
ENHANCED DEFLECTION
As a reaction to taking damage, you gain DR vs the
your Strength modifier
triggering creature, equal to the maximum possible
result of your Flurry Die, until the end of the current
turn.

CHAKRA STRIKE
When you hit a creature with a weapon attack, you
can spend a bonus action to deal additional damage to
the target. The extra damage is 2 flurry die. This
WEAPON FOCUS increases to 4 flurry die beginning at 9th level and 6
Starting at 1st level, the Weapon Specialist chooses a flurry die at 18th.
weapon type (like katana), that they will specialize into.
This weapon becomes known as your Weapon Focus. PERCEPTIVE AUGMENTATION
Weapons of that selected type gains a +1 bonus to Your Speed increases by an amount equal to 5 x your
Attack & Damage rolls and gain one trait from the Flurry Die until the end of your turn.
Weapon Specialist bonus trait chart below. If your
weapon already has a selected weapon trait, you can
apply an additional rank of that trait to the weapon
following that traits rules presented in Chapter 5:
Equipment of the Shinobi Handbook. Bonuses to attack

126
WEAPON STANCE
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
WEAPON FORMS
feature.
BATTLE DANCER FORM
EXTRA ATTACK Weapon Specialist who focuses on the Battle Dancer
Form, utilizing their ruthless efficiency to decimate and
Beginning at 5th level, you can attack twice, instead of
defeat unprepared opponents with powerful and deadly
once, whenever you take the Attack action on your
melee attacks.
turn.

CRITICAL FOCUS BATTLE TECHNIQUES


Starting at 3rd level, you learn additional Flurry
Starting at 7th Level, all weapons you are proficient in Techniques that supplement your Battle Dancer Form.
gain +1 rank of the Critical property which now Disastrous Strike. When you would use the Chakra
applies to Bukijutsu you cast. This increases to +2 Strike Flurry Technique, you can increase the
ranks at 11th level and +3 at 17th level. number of Flurry die rolled by +1. You also reroll all
1’s and 2’s, taking the second result.
ENHANCED CHAKRA STRIKE Forced Regression. When you hit a creature with a
Also starting at 7th Level, when you would cast a Melee weapon attack, you can spend a Bonus action,
Bukijutsu, you can trigger the Chakra Strike Flurry to cure one condition you are currently under the
Technique at no action cost on a successful hit. If you effect of except Exhaustion.
do, you roll half the listed flurry die. This still counts as
a use of a Flurry Technique. You can do this, once BATTLE DANCER
per casting. STYLES
Also, at 3rd level, you
BATTLE READINESS get to choose a
Style that
Starting at 10th level, you have fully learned how to
instantly switch from a neutral stance to that of a
combat one. You have advantage on Initiative Checks.

SUPERIOR ATTACK
Beginning at 11th level, you can attack three times,
instead of twice, whenever you take the Attack action
on your turn.

SUPERIOR WEAPON FLURRY


Beginning at 14th level, you gain an advanced level
of proficiency with one of your Flurry Techniques.
Select one of the following benefits. You gain an
additional benefit at 18th level.

Your Enhanced Deflection flurry technique
now lasts until the beginning of your next turn.

Your Enhanced Deflection allows you to choose to
instead add half the result to your AC, instead.

Your Perceptive Augmentation now lasts until the
end of your next turn.

Your Perceptive Augmentation now grants you the
effects of the Dash action. supports your

Any Flurry Technique you use that deals damage, combat ability. You know 1
increases speed or reduces damage now always adds 1 Style from the following List, and gain
additional Flurry Die to the roll.

127
more as gain levels in this class based on the Styles MASTER OF AGGRESSION
Known Table of the Weapon Specialist. At 20th level, your presence on the battlefield is a
Destructive Dance . Select one creature as a Bonus graceful blur of deadly blades, crippling hammers and
action that you can see within 30 Feet of you. Until daring acrobatics. Your Strength or Dexterity scores
the end of your turn, you gain advantage on the first increase by 2. Your maximum for those scores
two Taijutsu attacks made against the target increases by 2.
creature before the end of your current turn. The As an Action, by spending 3 Chakra die, you select a
target creature gains advantage on attacks against space you can see within 90 feet of you. You spend
you until the end of their next turn. Once per turn, if your movement moving at unreal speeds in a straight
you score a critical hit during the turn you use this line towards the target, ending your movement within
feature, you add your Weapon Specialist level to that it, ignoring all difficult terrain or obstructions in your
damage roll and the target does not gain advantage path. This movement does not provoke attacks of
against you. opportunity. All creatures of your choice within 10 feet
Disaster Dance. Once per turn, when you use your of the path you took becomes targets for the following.
Action to Dash, if you end your movement within Make a two melee Taijutsu attacks at advantage as if
range to make a melee weapon attack, you may cast casting a Bukijutsu, comparing the results against the
a Bukijutsu against the target, gaining the benefit of lowest AC target amongst all those chosen. You can
the Focused Efficiency flurry technique. Once you use any of your Flurry Techniques effects twice as
use this feature you must spend an Action recovering part of each attack. If your attack result is 10 or greater
from the strain before you can use it again. than the target AC you treat the attack a critical hit.
Exploitive Dance. Once per turn, when you hit a Regardless, on a successful hit, all select creatures
creature two times using a Bukijutsu or weapon take 10dx + your Strength or Dexterity ability modifier.
attack, you may deal additional damage equal to two (X = your [Weapons Damage] die size.). A critical hit
flurry die. doubles the listed damage die and all affected
Mobility Dance. Once per Turn, when a creature deals creatures become Staggered and Incapacitated.
damage to you with a ranged attack, as a reaction, Incapacitated creatures make a Strength saving throw
move up to your full movement towards the at the end of each of their turns vs your Taijutsu save
triggering creature. This movement does not provoke DC to end the Incapacitated condition. You can use this
attacks of opportunity. You may gain the benefit of feature once per rest.
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 GUNGNIR PIERCER FORM
points drop to 0, either of you fall unconscious or you
The Weapon specialist who focuses on the Gungnir
end it as a bonus action. You can use this feature
Piercer Form, trains in the art of the ultimate spear. A
twice per short rest.
fighting style designed to pierce through all manner of
Storming Dance. When you score a critical hit with a
defense, and completely deconstruct an enemy’s
Bukijutsu or melee weapon attack, you can make one
weaknesses on a surgical level. While utilizing this form
additional melee weapon attack against the same
you make use of a series of techniques made to strike
creature. You may gain the benefits of this feature no
swiftly and accurately.
more than once per turn.

RELENTLESS GUNGNIR PIERCER TECHNIQUES


Starting at 6th Level, add your Strength or Constitution Fenrir’s Claw . When you would use the Chakra
modifier (Your choice) to your initiative. Additionally, Strike Flurry Technique with a melee weapon attack
you gain a +10-speed increase. that deals piercing damage, you can pierce through
the target’s defenses. If you do, roll 1 flurry die. You
WHIRLWIND SWEEP reduce the target creature’s DR (damage reduction)
At 13th Level, you can use your action to perform a by the result until the beginning of your next turn.
whirlwind sweep attack. Select a number of creatures Heimdallr Vision . As a bonus
within 10 feet of you and make a single melee taijutsu action, you enhance your
attack as if casting a Bukijutsu. Compare the result to senses to gain hyper
the creature with the Highest AC amongst all those
chosen. You can use any of your Flurry Techniques
as part of this attack. If your attack result is 10 or
greater than the target AC you treat the attack a
critical hit. Regardless, on a successful hit, all select
creatures take 10dx + your Strength or
Dexterity ability modifier. (X = your
[Weapons Damage] die size.). A critical hit
doubles the listed damage die.
Additionally, all target creatures must make a
Dexterity saving throw as if targeted by a
Bukijutsu you cast. On a failed save they fall
prone and are Staggered. You can use this
feature twice per rest.
accuracy
until the end

128
of the current turn. You ignore penalties to your RAGNARÖK
attack and damage rolls until the end of the current Starting, at 20th level, your skill with piercing weapons
turn. have reached a point of legend.
As a bonus action, by spending 20 chakra or 3
GUNGNIR PIERCER STYLES Chakra die, you seal all your chakra within your body,
Also, at 3rd level, you get to choose a Style that locking it within yourself, while also creating a shell of
supports your combat ability. You know 1 Style from chakra around your melee weapon that deals Piercing
the following list, and gain more as gain levels in this damage.
class based on the Styles known column of the Weapon For the next minute, you cannot cast or maintain
Specialist class. Ninjutsu or Genjutsu.
Mímir’s Wisdom. As a bonus action, select one Additionally, For the same duration, when you deal
creature whom you can see, within 60 feet of you. piercing damage with a weapon or Taijutsu attack, you
For the next minute, they do not add their Dexterity deal additional damage equal to twice your flurry die.
Modifier to their AC against melee Taijutsu attacks Creatures who are Lacerated take twice as much
you make with a weapon that deals Piercing damage. damage.
You cannot use this effect more than once per short After 1 minute, this feature ends and you cannot use
rest. this feature again until you finish a long rest.
Hœnir’s Silence. As a bonus action, you coat a
weapon you are holding that deals piercing damage,
in a muting chakra. The next time you would deal
piercing damage with a Bukijutsu before the end of
your turn, you force the target of your attack to
make a Constitution Saving throw, being unable to
mold chakra until the end of your next turn.
Freya’s Golden Tears . Twice per turn, when you
would deal piercing damage with a bukijutsu, the
target gain 1 rank of bleeding.
Thor’s Wrath . When you take the Attack action,
using a melee weapon that deals piercing damage,
you may cast a Bukijutsu that deals damage, 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 OBSIDIAN HAMMER FORM
grants your next melee Taijutsu attack with a The Weapon specialist who focuses on the Obsidian
piercing weapon one additional flurry die to damage, Hammer Form, trains in the art of brutality focused
until the end of your next turn. around smashing through all obstacles. This form,
allows the practitioner to attack with the ferocity of a
crashing wave, a collapsing cave, or a compressed star.
This fighting style specializes in crippling attacks that
break your opponents with powerful strikes that quake
the earth.

OBSIDIAN
HAMMER

TECHNIQUES
Starting at 3rd
SIGURD’S HEROISM level, you learn
Beginning, at 6th level, your form additional
of combat has instilled you
with a sense of heroism.
Twice per long rest,
when you see a creature within your movement speed
range, be hit by an attack, you may, as a reaction,
attempt to block the triggering attack. When you do,
you must move yourself up to the target creature. If
you successfully end your movement within 5 feet of
them, you can make a melee Taijutsu attack, vs the
result of triggering creatures attack roll. On a success,
the triggering attack fails, as you deflect it.

FAFNIR’S FANG
Starting, at 13th level, you have learned to lace your
weapons with a layer of chakra, sharpening it to a point
where even the slightest movement causes the wind to
sing as your edge cuts through the air.
When you score a critical hit with a melee weapon
attack that deals piercing damage, the target creature
gains 2 ranks of lacerated.

129
Flurry Techniques that supplement your Obsidian Techniques, you may use a second Obsidian
Hammer Form. Hammer Technique, Flurry Technique, at cost of 1
Syphon Strike . When you would use the Chakra Hit or Chakra die. If that technique would force a saving
Strike Flurry Technique with a melee weapon attack throw, the target makes their saving throw with a 1d4
that deals bludgeoning damage, on a successful hit, penalty.
you gain temporary hit points equal to your level
until the beginning of your next turn. OBSIDIAN MIND
Unmend . When you would use the Chakra Strike Starting, at 13th level, your mind has been reinforced
Flurry Technique with a melee weapon attack that with Obsidian thoughts. When you would make a
deals bludgeoning damage, On a successful hit you Wisdom or Intelligence saving throw to resist a
can unmend them. The next time the target would Genjutsu, you may roll 1 flurry die, adding the result to
gain hit points, temporary hit points or Damage your roll. You may do this twice per long rest.
reduction by any means, they reduce the amount
they gain by an amount equal to the result of your OBSIDIAN SOUL
flurry die. If they gained Damage reduction that Starting, at 20th level, your soul has been conjoined
would last longer than this attack, their bonus with Obsidian spirits. Your loyalty to the Obsidian
Damage Reduction is reduced until the beginning of Hammer form has begun to pay off in spades. As a Full-
your next turn. Turn action, by spending 3 Chakra die, you release a jet
stream of obsidian colored chakra from every pore of
OBSIDIAN HAMMER STYLES your body, for the next minute.
Also, at 3rd level, you get to choose a Style that For the duration of this feature, all hostile creatures
supports your combat ability. You know 1 style from within 30 feet of you have disadvantage on checks
the following list, and gain more as you gain levels in made to maintain concentration on Jutsu they cast, and
this class based on the Styles Known Table of the you add your flurry die to all Weapon and Bukijutsu
Weapon Specialist. damage rolls and Strength saving throws, skill checks
Shadow Wall . As a Reaction on your turn, you release and ability checks. You can use this feature once per
chakra creating a spectral shield of obsidian colored long rest.
chakra in front of you. Until the start of your next
turn, you gain damage reduction equal to the
maximum possible result of 1 Flurry die vs all
sources.
Unleashed! . As a Bonus action on your turn, you
release a well of obsidian colored chakra from within
yourself, magnifying your power ten-fold. Until the
end of your turn, when you deal damage with a
Taijutsu attack that deals bludgeoning damage, you
deal additional damage equal to 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.

Provoke. As an Action you may take an open stance


while also screaming at the opposition to not avert
their eyes. Hostile creatures who can see and hear
you, within 30 feet of you, gain disadvantage on
attacks that target any creature other than you. Until
the beginning of your next turn.
Defiance . When you would make a Strength or
Constitution saving throw, while wielding a weapon
that deals bludgeoning damage, you may, as a
reaction, grant yourself a bonus to the save equal to
1 flurry die.

OBSIDIAN BODY
Beginning at 6th level, if you would use a Flurry
Technique granted by Obsidian Hammer

130
PHANTOM BLADE FORM Oppressive Revenant. When you would cast a
Bukijutsu with a melee weapon that deals slashing
The Weapon specialist who focuses on the Phantom damage, you may as a Bonus Acton release a surge
Blade Form, trains in the art of a blade style long of phantasmal chakra. All creatures within 15 feet of
hidden, and closely guarded. This form, teaches the you must succeed a Constitution Saving throw, being
user to both attack like a phantom, and to train your unable to Mold Chakra or make a reaction against
phantom to attack as well. This fighting style you until the end of your next turn. Creatures
specializes in Delayed attacks that strike it’s targets affected by this feature, takes additional damage
long after the attack was ever made. equal to your Flurry die once per turn when they
would take damage. You can use this feature twice
PHANTOM BLADE TECHNIQUES per long rest.
Starting at 3rd level, you learn additional Flurry Delayed Etherealness . When you hit a creature with
Techniques that supplement your Phantom Blade a Taijutsu attack as the result of a Bukijutsu that
Form. deals slashing damage, you can delay the damage
Phantom’s Edge . When you would use the Chakra you deal until you choose to release it. At the end of
Strike Flurry Technique with a melee weapon attack each of your turns, you can add one Flurry die to the
that deals slashing damage, you may delay all of delayed damage. Maintaining this delayed damage
your attacks damage. At the beginning of the targets counts as concentrating on a B-Rank Jutsu and can
next turn, they take all of the damage they would only be maintain while within 30ft of an affected
have taken this turn from all of your weapons creature, ending your turn more than 30ft away from
delayed damage. This damage cannot be reacted to. the target causes you to lose concentration on this
Phantoms Eclipse. When you are targeted with a effect. You may release the delayed damage as a
melee attack, while wielding a weapon that deals Reaction if it is not your turn, or as an action on your
slashing damage, you may as a reaction, roll 3-flurry turn. If you lose concentration, while maintaining this
die. At the end of the triggering creatures turn, they effect, the delayed damage is lost.
take delayed 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 attacks can grow stronger, the longer they are delayed.
supports your combat ability. You know 1 style from When you would delay damage using any Weapon
the following list, and gain more as you gain levels in Specialist Class Feature, you may extend the delayed
this class based on the Styles Known Table of the damage up to the end of your next turn.
Weapon Specialist. When you do, the delayed damage dealt increased
by an amount equal to 4 flurry die. You may use this
Ghostly Blade Stance. Once per turn, when you part of the feature twice per short rest.
target a creature with a melee weapon attack or Additionally, when you would use a Flurry
Bukijutsu, with a weapon that deals slashing Technique granted by the Phantom blade subclass,
damage, you may, cause your blade to gain the that rolls a flurry die, you roll one additional Flurry die,
properties of a ghost, moving through all defenses at adding it to the results of any effect used.
once. Roll 1 Flurry Die. Reduce the targets Armor
Class by half of the result, until the end of your
current turn, against only your attacks. You may use
SECOND STEP: OVERFLOWING MALICE
Starting at 13th Level, you can use your action to take
this stance twice per rest.
the Overflowing Malice stance, so long as you have a
Specters Dance Stance. Select one creature you can
melee weapon that deals slashing damage. When you
see or hear as a bonus action. While wielding a
do, you gain a special reaction call Retribution that
melee weapon that deals slashing damage, you gain
can only be triggered by creatures within 15 feet of you
30 feet of Blindsight against the selected creature for
that take any action or moves. This special reaction,
1 minute, until you or the target drops to 0 hit points,
when taken does not spend your normal reaction.
or you fall unconscious. You may use this stance
Retribution. Your weapon gains Reach 3 and you
twice per long rest.
make a single melee Taijutsu attack against the
Haunting Siphon. When you would reduce a
triggering creature. This attack is treated as if you
creatures hit points using a melee weapon that does
casted a Bukijutsu at A-Rank with the Clash keyword,
slashing damage, until the end of your next turn, the
swiping fast enough cut through most forms of matter.
target cannot regain hit points by any means.
On a hit, you deal twice your [Weapons Damage] and if
Ghastly Execution. When you would reduce a
you are Delaying any damage on that creature as a
creatures hit points to 0 using a melee weapon that
result of any Phantom Blade subclass feature, you
does slashing damage, the damage is delayed until
immediately trigger that delayed damage.
the beginning of their next turn. You gain an
additional Action, which can be used to take the
attack action using a melee weapon attack that deals
LAST STEP: PHANTASM STANCE
At 20th level, your presence on the battlefield is a
slashing damage, targeting another creature you can
ghastly visage of ghoulish attacks, and dastardly
reach with your remaining movement. If you would
blades. Your Strength or Dexterity (your choice) and
reduce another creatures hit points to 0 using this
Wisdom or Intelligence scores (your choice) increase by
new attack, delay the damage as you did prior,
2. Your maximum for those scores increases by 2.
gaining a new action with the same limitation as
Additionally, when you would roll flurry die you roll an
before. You can gain a number of additional actions
additional flurry die. This is in addition to First Step: A
this way three times per rest.
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.

PRIMAL WEAPON FORM


The Weapon specialist who trains in the art of the Primal
Weapon, infuses their attacks with their natural born

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

Provocation. As an action, you select one creature you


can see within 30 feet of you. You mark them with a
special nature seal. For the next minute, each time you
score a hit with a Bukijutsu you cast, the seal grows in
size, gaining 1 charge. This special seal can hold up to
10 charges. As a bonus action on your turn, you can
trigger this seal to detonate, dealing 1d8 damage of a
type equal to your chosen nature releases
corresponding damage type for each charge present
when it detonated.

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MASTER OF THE PRIMAL P RIMAL EFFECT T ABLE
Starting, at 20th level, your presence on the battlefield is
an explosion of the elements and weapons. Your Strength Nature Release Condition
or Dexterity (your choice) and Intelligence scores increase
Earth Release Bruised
by 2. Your maximum for those scores also increases by 2.
Additionally, you can use your Action and 3 Chakra die Wind Release Bleeding
to gain the following benefits for 1 minute. These effects Fire Release Burned
end early if you are incapacitated or fall to 0 hit points.
Once you’ve used this feature, you can’t use it again until Water Release Chilled
you finish a long rest: Lightning Release Shocked

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.

RANGER FORM
Weapon Specialist who focuses on the Ranger form,
exploiting the superiority of ranged combat. Ensuring they
keep distance from their targets and overwhelm them with
Pinpoint Attacks from a safe distance.

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

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they are specialists in both forms of combat able to adapt Iatsu Draw. By spending your Bonus Action and
to the situation at hand and pull victory through Skill and Reaction on your turn, you can enter a quick strike
unmatched talent. stance. Your next melee weapon or taijutsu attack as
the result of a Bukijutsu, before the end of your turn,
KENJUTSU TECHNIQUE adds your Weapon Specialist level to your next
Starting at 3rd level, you learn additional Flurry attack and damage rolls.
Techniques that supplement your Samurai Form.
Frenetic Draw. When you would use the Chakra CIRCLE OF PROTECTION
At 6th Level, you learn to fend off attacks directed at you
Strike Flurry Technique with a weapon attack, the
and other nearby creatures. If you or a creature you can
target must make a Strength saving throw. On a
see within 10 feet of you takes damage, as a reaction, you
failed save they gain disadvantage on all attacks and
ward everyone near you. Roll 1 flurry die, recording the
skill checks they make against you until the end of
result. You grant yourself and allied creatures within 10
their next turn.
feet of you; a Bonus to AC equal to half the result vs the
Riposte . When you would use the Enhanced Deflection
triggering attack. If the attack would still hit, you grant
Flurry Technique, you can immediately make two
yourself and all affected allies DR vs the triggering
weapon attacks against the triggering creature as part
creature equal to the result until the beginning of your
of the reaction.
next turn. You can use this feature twice per short rest.
SAMURAI STYLES ENHANCED STRIKES
Also, at 3rd level, you get to choose a Style that supports
Starting at 13th Level, your weapon is constantly being
your combat ability. You know 1 Style from the following
fed your chakra, enhancing its offensive potential.
List, and gain more as gain levels in this class based on
Whenever you hit a creature with a weapon attack
the Styles Known Table of the Weapon Specialist.
using a weapon you have as your Weapon Focus, the
Aggressive Draw. As a Reaction on your turn, you can creature takes extra damage equal 1 flurry die.
take an aggressive stance. Until the end of your turn,
double your speed and jump distance. You gain an MASTER OF FOCUS
additional bonus action, which you can only use to Dash. At 20th level, you might overwhelm even the most
Additionally, when you Dash or Jump, you have implacable of foes. Your Strength and Constitution
advantage on the first taijutsu or weapon attack you scores increase by 2. Your maximum for these scores
make against each creature within range of your increases by 2.
weapon where you land or end your movement. Additionally, as an action, you can spend 3 Chakra
Blade Draw. As a reaction to a creature missing, you with die to gain the following benefits for 1 minute:
an attack, you may spend 5 chakra. When you do, you
gain temporary hit points equal to your Weapon

You have resistance to Slashing, Bludgeoning or
Specialist level for the next minute, and make a weapon piercing damage.
attack against the triggering creature if they are within

When an ally within 30 feet of you takes the Attack
range. On a hit, they gain disadvantage against you for action, they can make one additional attack as a part
the remainder of their turn. You can use two Flurry of that same action.
Techniques in addition to this attack.

Your attack rolls can’t suffer from disadvantage.
Fighting Spirit. As a bonus action on your turn spend 1

Whenever a creature hits you with a melee attack, it
Hit Die to give yourself advantage on one weapon attack takes force damage equal to half of the damage you
made before the end of the current turn. When you do take from the attack.
so, you also gain 10 temporary hit points. Beginning at

Enhanced Strikes now counts for Bukijutsu that use
10th level, this increases to two attacks and 20 chosen weapon.
temporary hit points, and at 20th level its 3 attacks and
30 temporary hit points. Temporary hit points gained
from this feature last for 1 minute.
Crashing Wave. Once per turn, on your turn, you may
spend 5 chakra. When you do, until the end of your turn,
you reroll 1’s and 2’s for; Attack rolls, skill checks, and
Saving throws. You must use the new results. If you roll
a Natural 20 as a result of this feature, the next attack
you make that deals damage to a creature deals
additional damage equal to 3 Flurry die.
Defensive Draw . 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 SLAYER FORM
benefit of this stance twice, you must complete a short The Weapon specialist who
rest before you can gain its benefits again; practices the art of Slaying,

You gain two special reactions called Defensive become consummate
Offense & Defensive Break. You can use either of hunters, who live for the
these reactions a combined total of twice, before the chase and the deadly
beginning of your next turn. stroke that brings it to
o Defensive Offense. As a reaction to a hostile a close. Slayers
creature making a melee attack targeting you, spend most of their
you make a weapon attack targeting the time honing their
triggering creature. weapon skills,
o Defensive Break. As a reaction to a hostile studying the habits
creatures ranged attack, make a weapon attack. and anatomy of foes,
If the result of your weapon attack roll is greater and practicing unique
than the triggering creatures attack total, their combat maneuvers.
attack is negated.

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

Poisonous Slay . You gain expertise with a Poisoners kit.


When making a poison, reduce the DC to make the poison
by 5. When you coat your weapon in a Poison you made,
your weapon gains +1 Critical & Deadly properties. When
a creature must make on a saving throw to resist a poison
you’ve made, you may use your Taijutsu save DC or the
Poisons DC, whichever is higher.
Reaping Stalker . Once per turn, when you would deal
damage to a creature with a Bukijutsu who you have
advantage against or you are hidden from, you
increase the damage die rolled by 1 step. Once you
gain the benefit of this style, you must spend an
Action recharging it.

136
MASTER SLAYER
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 : 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 : 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
Proficiency Wood Bronze Silver Gold Platinum Jutsu Highest Rank
Level Bonus Features Tier Tier Tier Tier Tier Known Jutsu Known
1st +3 Chakra Threads, Puppet Tool — — — — — 6 D-Rank
2nd +3 Tactics of the Craft, Puppet 2 — — — — 6 D-Rank
Technique, Puppet Upgrades
3rd +3 Chakra Enhanced Retrofit 2 — — — — 7 D-Rank
4th +4 Ability Score Improvement/Feat 3 — — — — 7 D-Rank
5th +4 Extra Attack, Generalized Skill 3 — — — — 8 C-Rank
6th +4 Puppet Technique (2), Puppet Tool (2) 4 2 — — — 8 C-Rank
7th +5 Tool Expertise 4 2 — — — 9 C-Rank
8th +5 Ability Score Improvement/Feat 4 3 — — — 9 C-Rank
9th +5 Chakra Threads (2), Puppet Tool (3) 4 3 — — — 10 B-Rank
10th +6 Puppet Technique (3) 4 3 2 — — 10 B-Rank
11th +6 Tactics of the Craft (2) 4 3 2 — — 11 B-Rank
12th +6 Ability Score Improvement/Feat 4 3 3 — — 11 B-Rank
13th +7 Chakra Enhanced Retrofit (2) 4 3 3 — — 12 A-Rank
14th +7 Puppet Technique (4) 4 3 3 1 — 12 A-Rank
15th +7 Always Prepared, Puppet Tool (4) 4 3 3 1 — 13 A-Rank
16th +8 Ability Score Improvement/Feat 4 3 3 2 — 13 A-Rank
17th +8 Puppet Technique (5) 4 3 3 2 — 14 S-Rank
18th +8 Always Prepared (2) 4 3 3 3 1 14 S-Rank
19th +9 Ability Score Improvement/Feat 4 3 3 3 1 15 S-Rank
20th +9 Puppet Technique (6) 4 3 3 3 2 15 S-Rank

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

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. CLASS FEATURES
CREATING A PUPPET MASTER HIT POINTS
When creating a Puppet Master, think about your Hit Dice: 1d8 per Puppet Master level
characters background and drive to be a shinobi. Does

138
Hit Points at 1st Level and beyond: 8 + your Threads, you cannot control your Puppet. You can
constitution modifier command a Puppet to move on your turn, and you can
spend your action or bonus action to command a
CHAKRA POINTS Puppet to take an action and bonus action, once per
turn. A Puppet has one bonus action per round, and it
Chakra Dice: 1d10 per Puppet Master level
can only be used to activate upgrades or Puppet Master
Chakra Points at 1st Level: 10 + your constitution
features. You can also use your reaction, to have your
modifier
Puppet take a reaction.
Chakra Points at Higher Levels: 1d10 (or 6) + your
A Puppet Tool increases one of its ability scores by
Constitution modifier per Puppet Master level after
+2, or two ability scores by +1, when you gain an
1st.
Ability Score Improvement/Feat from this class. A
Puppet Tool can have no more than 20 in an ability
PROFICIENCIES score as normal.
Armor: Light armor, Medium Armor While connected to a Puppet Tool or in contact with
Weapons: Simple Weapons, Battle Wires, Hand it, as an action, you can cast the Mending Ninjutsu to
Crossbows, Heavy Crossbows, Fuma-Shuriken restore a number of its hit points equal to 2d6 + half
Ninja Tools: Armorsmith kit, Weaponsmith kit. your Puppet Master level. This die increases to 2d8 at
Saving Throws: Strength, Constitution, Intelligence 9th level and 2d10 at 15th level of this class.
Skills: Crafting, Choose three from Chakra Control, Alternatively, you can cast Mending for its entire
Deception, History, Insight, Intimidation, duration while within 5 feet of the Puppet Tool. If you
Investigation, Ninshou, Perception, Nature, Sleight of do, it recovers half of its maximum hit points. After
Hand, Stealth healing the Puppet Tool this way, if it isn't destroyed
after 1 minute, your chakra pulls it back together,
EQUIPMENT regaining its full hit points.
You start with the following equipment, in addition to On a full rest, you can spend 1 charge of an
the equipment granted by your background: Armorsmith or Weaponsmith kit to scavenge an

(a) a Hand crossbow and one stack of bolts or (b) any existing Puppet Tool to create a new one, or completely
two simple weapons replicate a destroyed Puppet.

(a) One Kunai stack or (b) One Shuriken stack You store your Puppet Tool in a special reusable

(a) Padded Armor or (b) Combat Jacket weapon scroll. You can store your Puppet Tool into this

Crafter’s pack, and 1 paper bomb scroll as an action, and you can release it as part of
rolling initiative or at any point on your turn. The size of
the scroll reflects the puppet's size.
JUTSU CASTING Starting at 6th level when you do not command a
Puppet you are connected to on your turn, that puppet
NINJUTSU takes the dodge action. You also do not need to use
Ninjutsu save DC = 8 + your proficiency bonus + your reaction to command a Puppet to take its
your Intelligence modifier reaction.
Ninjutsu attack modifier = your proficiency bonus +
your Intelligence modifier TACTICS OF THE CRAFT
While Puppet Masters possess unique and powerful
GENJUTSU bukijutsu in the form of a puppet, they are aware of the
Genjutsu save DC = 8 + your proficiency bonus + obvious flaw of their technique: placing all of their
your Wisdom modifier (your choice) cards into another body which can be destroyed. As
Genjutsu attack modifier = your proficiency bonus + such, Puppet Masters prepare for this outcome by
your Wisdom modifier (your choice)

TAIJUTSU PUPPET TOOL


Medium Construct, Proficiency = Puppet Master’s Proficiency
Taijutsu save DC = 8 + your proficiency bonus +
your Strength modifier
Taijutsu attack modifier = your proficiency bonus + Armor Class 13 + your Proficiency Bonus (Natural Armor)
your Strength modifier Hit Points 4 + [(5+Constitution modifier) x Puppet Master level]
Speed 30 ft.
CHAKRA THREADS
STR DEX CON INT WIS CHA
Beginning at 1st level, as a Puppet Master you learn the
15 (+2) 13 (+1) 13 (+1) 5 (-3) 5 (-3) 5 (-3)
Chakra Hands E-Rank Ninjutsu for free. When you
cast this jutsu, it takes the form of strings that extend
Saving Throws Proficient in All (Treat negative modifiers as +0)
from your fingertips. Chakra Hands no longer costs
chakra nor an action to cast, and its duration becomes Damage Immunity Psychic, Poison
10 minutes. The maximum weight your strings can lift Damage Resistance Acid, Chakra, Necrotic
is multiplied by your proficiency bonus.
At 9th level, losing the ability to mold chakra does not Condition Immunities All Mental, Bleeding, Exhaustion, Poisoned
prevent you from using your Chakra Threads. Weapon Proficiencies Always the same as yours.
Senses Passive Perception 7
PUPPET TOOL
Beginning at 1st level, you craft a Puppet Tool to carry Bound. A Puppet is bound to its user via chakra threads and can be no more than
out your orders and protect you. Your Puppet Tool 500ft. from you. If the strings are not bound to the Puppet, it cannot move or
starts with the statistics below; You learn the Mending take actions of any kind. If a creature other than its creator uses chakra
E-Rank Ninjutsu, which does not count against your threads to manipulate the puppet, it cannot use any Upgrades.
known.
A Puppet Tool acts under your command via your Hollow Shell. Puppet Tools cannot be affected by Genjutsu.
chakra threads, thus, if you are unable to make Chakra Mechanical Limits. Puppets cannot cast jutsu (or have such jutsu cast through
them), or use effects, that increase its ranks of exhaustion or make Clones.
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adopting Tactics to use that do not require their
Puppet to function. These Tactics can be found at the
ABILITY SCORE IMPROVEMENT/FEAT
end of this class description. When you reach 4th and again at 8th, 12th, 16th, and
Beginning at 2nd level, you gain one tactic. At 11 th 19th, level, you can increase one ability score by +1 &
level, you gain a second tactic. You can change your a Feat of your choice that they qualify for. As normal
chosen tactics when you gain a level in this class. you can’t increase an ability score above 20 using this
feature.
PUPPET TECHNIQUE
At 2nd level, you focus on a specialized technique of
EXTRA ATTACK
puppetry, each of which are detailed at the end of the Beginning at 5th level, you can attack twice, instead of
class description. Your choices grant you features at once, whenever you take the Attack action on your
2nd, 6th, 10th, 14th, 17th and 20th levels. turn.
Also, your puppet can make one attack in place of
PUPPET UPGRADES one 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
GENERALIZED SKILL
Technique has its own exclusive list of Upgrades, listed Puppet Masters spend a lot of their time researching
below their features. You start with 2 Upgrades, and and preparing, not just for crafting their puppets, but to
gain additional Upgrades as indicated on the Puppet prepare for all kinds of situations. Also at 5th level, you
Master class table. add half your proficiency bonus to all skill checks that
During a long rest, you can spend charges of your you aren't proficient in, and you can take the Help
armorsmith kit or weaponsmith kit to swap out your action as a bonus action.
Upgrades. For each charge you spend, you can replace When you take the Help action to assist an ally in
a number of Upgrades equal to your Intelligence attacking a creature (your Puppet Tool counts as an
modifier. During a full rest, while you have an allied creature), the target of the attack can be within
armorsmith kit or weaponsmith kit, you can swap out 30 feet, instead of 5 feet, provided your ally can see
any number of Upgrades or change your puppet's and hear you.
chassis.
Not all Upgrades are created equal. Some Upgrades TOOL EXPERTISE
can only be acquired once you reach a certain level,
Starting at 7th level, you double your proficiency bonus
shown on the class table and represented by material-
with checks using tools and kits you have proficiency in
based tiers. For example, at 5th level, you can take up
that are granted by this class (This is expertise). You
to three Wood tier Upgrades. You can always choose
can also seal 5 extra bulk into an item scroll, as you
to expend slots of higher tiers to gain more lower tier
enhance its sealing properties.
Upgrades. For example, at 6th level, you choose to
Additionally, when you use a jutsu scroll you can
take five Wood tier Upgrades, and one Bronze tier choose to use your relevant modifier instead of the
Upgrade, or simply take six Wood tier Upgrades. static jutsu attack and Save DC calculations.

CHAKRA ENHANCED RETROFIT ALWAYS PREPARED


Beginning at 3rd level, your study of chakra-enhanced Beginning at 15th level, you always come prepared for
items and crafting allows you to easily equip seals. whatever mission you take. You and your Puppet Tool
Your Puppet Tool gains a number of seal slots equal gain an additional +5 to your maximum bulk (Or you
to 2 + your proficiency bonus. You can place both gain a +10 to your max bulk if you do not have a
Armor and Weapon seals on your puppet (Weapon Puppet).
Seals affect its natural weapons and Upgrades Twice per full rest, while taking a short or long rest,
simultaneously.) If you do not have a Puppet Tool, you can convert up to 1 charge of a Toolkit or one
select 1 weapon or armor you have to gain the benefits Medical pill to be as if it was a Toolkit or Medical Pill of
of this feature. This Weapon or Armor can be resealed one quality higher. Alternatively, using this feature, you
without destroying it. 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.

PUPPET MASTER TACTICS


Additionally, you reduce the downtime and ryo
needed to craft chakra-enhanced items by -25%. You AGILE TACTICS
also increase weekly market value for crafting non- You prioritize staying as far as you can from battle. You
chakra-enhanced items by +50 Ryo. can take the Disengage or Dash actions as a bonus
At 13th level, the downtime and ryo reduction action, and can take the Hide action even when lightly
increases to -50%, and you increase your weekly obscured.
market value by +100 Ryo instead. 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.

140
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
142
PUPPET TECHNIQUE DEDICATION TO TRADITION
Starting at 6th level, you know how to get exactly what
you need. Poisons you buy are of the highest quality.
BLACK TECHNIQUE ~ PUPPETEER You gain a +1 to Save DCs when you or your Puppet
A Puppeteer is a Puppet Master that has committed would use a poison. This increases to a +2 to at 17th
themselves to creating a true, pure work of puppetry. A level.
painstaking life ambition of continuous planning and Additionally, once per round, after you or your Puppet
learning. Tool take the Attack action, you can cast
Why a Puppeteer embarks on the quest to create this the Mending jutsu, ignoring its listed casting time.
artistic construct can vary. For many, it is the pure
pursuit of crafting the perfect creation, while for others, PUPPET MANIPULATION TECHNIQUE
it is simply so they do not have to carry around their Starting at 10th level, your ventriloquial abilities have
loot, or to have a loyal companion to always count on. improved to the point where the motions feel almost
instinctual. Once per round, you can command one
BLACK TECHNIQUE PROFICIENCY Puppet Tool without using your action or bonus action.
When you choose this technique at 2nd level, you gain You cannot command this same Puppet Tool again
proficiency in Chakra Control and Stealth. using your action or bonus action for the remainder of
You gain proficiency in Poison Kits and you can use the current round.
your Ninjutsu Save DC for the poison you or your
puppets inflict, instead of the set DC. Additionally, all NOXIOUS HANDIWORK
Poison Kits you buy or make have 2 extra uses. Starting at 14th level your continuous exposure to
Lastly, you gain an additional Tactic from poisons has left you more resilient than most. You gain
the Tactics of the Craft feature. resistance to poison damage and have advantage on
saving throws that would inflict the poisoned or
PUPPETEER CHASSIS envenomed conditions.
Starting at 2nd level, you select a type of chassis for Once per turn, when you or your puppet hit a
your Puppet Tool to embody. Your selection grants your creature with a weapon or taijutsu attack you can
puppet new abilities, ability score improvements and spend one use of your Poison Kit to force them to make
changes its appearance. Puppet Chassis are listed on a saving throw against a poison in your possession.
the next page. Alternatively, as an action, your puppet can expend
You also gain access to Black Iron Upgrades, both uses of a poison to produce a cloud of poison in a
which are Puppet Upgrades exclusive to the Black 15-foot radius forcing all creatures to make a
Technique. Constitution saving throw or suffer the effects of the
poison.
LIFE-LIKE PUPPETRY
Starting at 6th level, you realize that in order for your ELEVATED DESIGN
Puppetry to evolve further, you must find a way to Starting at 17th level, your dedication to the traditional
emulate the strength of real shinobi within their various ways of puppeteering has provided you with access to
mechanisms. more upgrades that have been passed down to you
You are given a choice. Choose between the from former Puppet Masters. All Puppet Tools you
following; Your choice cannot be changed later. possess gain a +2 to two different ability scores. The
maximums for these chosen scores are increased to

Training: By choosing this method, you choose to 22.
train with the most elite of Shinobi to see how they Also, you gain an additional Bronze, Silver, and Gold
do things, and how to imitate them with your tier Upgrade. These do not count against your chosen
puppets. Select one Puppet. This Puppet gains 1 level Upgrades.
in any class of your choice, excluding this class,
Ninjutsu/Genjutsu Specialist, Medical-Nin, Science-
Nin, and subclasses that grant it a nature release
MASTER OF THE BLACK TECHNIQUE
Starting at 20th level, your brilliant architectural mind
that you don't also have. Your selection grants the
has created puppets that are the models of perfected
Puppet Tool the skill proficiencies and
class/subclass features of the class. At 11th and
16th levels, you distribute another class level to
the same puppet or a different puppet, with the
same class or a different one.

Bloodline : By choosing this method, you 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.

143
design and function for Puppet Masters of the Black roll of a 17-20, your Puppet Tool inflicts 1 rank of
Technique. What you have created will help teach Weakened until the end of your next turn.
Puppet Masters for generations to come.
At the start of each round, select one Puppet Tool
you are commanding. This Puppet Tool adds +3 to
attack rolls, skill checks, and saving throws, until the
start of your next turn.
WARFORGED
PUPPETEER CHASSIS ASI: Strength & Dexterity scores become 16.
Below are the available Puppet Chassis. When you Your Puppet Tool is roughly humanoid, and comes
select a chassis, you add the prefix of the chassis to with the robust flexibility and options that this form
your puppet's name. For example, if you choose provides;
Warforged, your puppet becomes a Warforged puppet. 
Your Puppet Tool's Strength and Dexterity become
SPECIALIZED 16.

Your Puppet Tool gains proficiency in all Simple and
ASI: +2 to any ability score of your choice
Martial Weapons, and in light and medium armor.
Your Puppet Tool defies all expectations, its design
When wearing armor, a Puppet adds its Dexterity
fueled by your own rampant creativity. A little less
modifier to its Armor Class, up to the maximum that
robust and stable, it is far more extensible to your
the armor would allow. Armor seals adorned on the
visionary plans;
Puppet and on the Armorset chosen do not stack.

You can select 2 free Wood tier Upgrades to start 
Your Puppet Tool gains the Warfare
with that do not count against your Upgrade total. Augmentation Upgrade. This does not count

Your Puppet is able to be any size you like picking against your Upgrade total.
from Small, Medium, or Large. 
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 damage. On
+ your proficiency bonus in bludgeoning, piercing, or a roll of a 17-20, your Puppet Tool inflicts 1 rank of
slashing damage (Pick one, when you first craft this Bruised.
puppet). On a roll of a 17-20, your Puppet Tool inflicts
1 rank of a condition associated with the damage WINGED
type 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.
Smaller and lighter than most, it is kept aloft by
QUADRUPEDAL intricate wings;
ASI: Strength & Constitution scores become 16. 
Your Puppet gains the Quickfooted Upgrade, which
Your Puppet Tool takes on a quadrupedal design.
does not count against your Upgrade total.
Larger and sturdier, it is more suitable to launch into 
Its base size becomes Small and it gains a flying
the fray or carry its creator;
speed equal to its movement speed.

Your Puppet gains the Bulky Build Upgrade, which 
Your Puppet Tool gains the natural weapon Talons.
does not count against your Upgrade total. It also Reach 5ft., one target. Hit: 1d8 + Dexterity Modifier
becomes Large in size. + your proficiency bonus in slashing damage. On a

Your Puppet's Movement Speed becomes 35 feet and roll of a 17-20, your Puppet Tool inflicts 1 rank of
it reduces all damage it receives, that is not fire, by - Bleeding.
2.

Your Puppet Tool gains the natural weapon Bite.
Reach 5ft., one target. Hit: 1d10 + Strength Modifier
+ your proficiency bonus in piercing damage. On a NOTE ABOUT LIFE-LIKE PUPPETRY
With the Life-Like Puppetry feature, Puppeteers are blessed with a
plethora of customizability. However, as a DM, keep in mind that
you have the final say on what is and isn't allowed. We have done
our best to exclude blatantly illogical options for the feature, but
with how expansive the game is there may be other options that
you may wish to disallow at your table.

144
BLACK IRON UPGRADES
All Black Iron Upgrades use you or your Puppet’s, SALAMANDER
Ninjutsu, Genjutsu, or Taijutsu attack bonus and Save Techniques: Black
DC. Your Puppet Tool gains an amount of burrowing speed
equal to its movement speed. While buried, it has
WOOD TIER knowledge of how many people are above it in a 10-
foot radius.
CHAKRA DISRUPTION BLADE As an action, while burrowed below a creature, your
Techniques: Black, Perfect Puppet Tool can cast the Earth Release: Headhunter
You fit your Puppet Tool with multiple small Technique jutsu, even if it does not know this jutsu.
compartments of Black Iron Sand, which is touted for
having potent chakra disrupting abilities. Twice per BRONZE TIER
rest, as a bonus action, you can activate this upgrade.
When you do, particles of sand swirl around your HIDDEN BLADES
Puppet Tool for the next minute. Alternatively, you can Techniques: Black, Perfect
spend 5 chakra to activate this Upgrade before taking a You install blades within your Puppet that aren’t
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
Constitution saving throw or gain disadvantage on weapon normally if it wants, and this weapon can be
checks to maintain concentration and increase the cost used as a component in jutsu. You cannot use this
of all jutsu they cast by +5 until the end of their next upgrade in conjunction with any upgrades that replace
turn. A creature who fails by 5 or more has their chakra your 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 IRON FORTRESS (CHANGED)
+1 bonus to critical threat range for weapon attacks Techniques: Black
while 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
increases to a +2. Block.
You enhance your Puppet Tool's shielding and
MECHANICAL LIGHT SHIELD BLOCK stationary ability by installing a grand shield on its
Techniques: Black, Perfect body. Your Puppet Tool counts as half cover for Medium
You build a manipulation shortcut into your Puppet to or smaller creatures within 5 feet of it, while between
defend your allies. As a reaction, when you, your them and the attacker or while riding it. Additionally, it
Puppet Tool, or an ally within range of half your Puppet cannot be moved against its will, while in contact with
Tool's movement speed would be targeted with an the ground.
attack, your Puppet moves and unfolds 4 segments
down the length of one of its arms on all sides, and IRON MAIDEN
generates a stream of chakra through each segment to Techniques: Black
form a barrier. The triggering creature makes their Prerequisite: You must have Entrapment
attack roll at disadvantage. Additionally, until the start Mechanism on one of your Puppet Tools. A secret
of the protected creature's next turn, the first attack execution technique first created by the Puppet Master
roll made against them or the Puppet per turn, is made Kankuro. Using
at disadvantage. your or your Puppet Tool’s reaction, while a creature is
restrained by the Puppet Tool with the Entrapment
POISON MIST HELL Mechanism, the Puppet Tool with this Upgrade
Techniques: Black, Perfect detaches its head, arms, and legs and brandishes
A secret technique where the Puppeteer blinds their foes long, slender piercing blades. The Puppet then thrusts
with a venomous haze. During a rest, you can install each of these blades through the Puppet Tool
up to 3 Poison Tags of any quality restraining the creature,
into your Puppet Tool. These tags, piercing the target inside.
when exploded, have their poison The creature takes 5d10
cloud's radius increased to 30 feet, piercing damage and must
and the cloud takes on a purple succeed a Constitution
color. saving throw or gain 1d4+1
On your turn, your Puppet Tool ranks of bleeding. Your
may use its action to launch one of Puppet Tool then reforms,
its remaining Poison Tags at a and the Puppet restraining
creature within 30 feet of it. Each the creature releases them.
creature within 30 feet of the target This damage ignores
must make a Constitution saving resistance, treats immunity
throw. On a failed save, a creature as resistance, and ignores all
suffers the effects of the Poison Tag damage reduction. You may
and takes 2d8 poison damage per use this Upgrade twice per
rank of the tag, or half as much rest. Alternatively, you can
damage and no further effects on a spend 10 chakra to use this
success. If the tag is of a higher upgrade without taking a
quality than base, the creatures rest.
suffer a -1 penalty to their saving
throw for each quality rank above
base.

145
Techniques: Black
In order to activate this Upgrade, you and your Puppet
Tool must not be within line of sight of a creature you
PROSTHETIC ARM SENBON CANNON can see. As an action, you transform your Puppet Tool
Techniques: Black into a near identical clone of yourself and the Puppet
A technique derived from the renowned Puppet Master, moves up to its movement speed and makes a melee
Sasori of the Red Sand. Upon acquiring this Upgrade, attack using any melee weapon or Upgrade that would
you install a large cannon on one of your Puppet's prompt a melee attack. This attack scores a critical hit
arms. As an action, you can have your Puppet Tool fire on an 18-20. You immediately take the Hide action
this cannon at a space within 120 feet, sending a after using this Upgrade, at advantage.
massive missile. If there is a creature in this space, On a hit, your "clone's" face begins to crack,
make a ranged attack, dealing your Puppet Tool's revealing your Puppet's identity. The target must then
natural weapon damage on a hit. Regardless of a hit or make a Charisma saving throw at disadvantage,
miss, the missile's various compartments open, automatically failing if the Puppet Tool scored a critical
sending out a barrage of tiny senbon at creatures hit. On a failed save, they are Surprised until the end of
within a 30-foot radius. their next turn.
All hostile creatures must make a Dexterity saving An allied creature within 60 feet of the creature and
throw, taking 4d8 piercing damage on a failed saving your Puppet Tool, can immediately use their reaction to
throw, or half as much damage on a success. These move, and use a feature or action that would normally
senbon are also laced with poison. Hostile creatures require their action.
must also make a Constitution saving throw, at You can use this Upgrade twice per rest.
disadvantage if they failed their Dexterity saving throw, Alternatively, you can spend 10 chakra to use this
becoming Poisoned for the next minute on a failed upgrade without taking a rest.
save.
You can use this Upgrade twice per rest, though your
Puppet must travel to where the missile landed and use
GOLD TIER
its action to place it back into itself each time it uses it. BLACK IRON
Techniques: Black
POISON EXPULSION SYSTEM Prerequisite: Chakra Draining Trap/Chakra
Techniques: Black
Sealing Trap
After accumulating so much poison in its form, you
You learn more about the secret techniques from
have given your Puppet Tool the ability to expel large
Sunagakure and begin to integrate your Puppet Tool
quantities as if it were a jutsu. Your puppet gains the
with your new knowledge. Inside your Puppet, you
ability to cast one ninjutsu with the Medical keyword of
place special black iron dust with powerful chakra
C-Rank or lower that deals poison, acid, or necrotic
suppressing abilities.
damage. It uses your chakra.
While your Puppet Tool has a creature grappled and
At Later Levels: You can take this Upgrade at
restrained, using your Full Turn Action, it may release
higher tiers. If you take it as a Silver Upgrade, the jutsu
the sand within its body and encase the target within it
can be of B-Rank or lower. If you take it as a Gold
as well as itself. The target creature is Stunned and
Upgrade, the jutsu can be of A-Rank or lower. If you
loses the ability to mold chakra for the duration. The
take it as a Platinum Upgrade, your Puppet Tool gains
creature is also treated as being within total cover, and
two jutsu instead of one.
gains resistance to all damage as the sand protects it.
Your Puppet Tool gains the same effects, preventing
SILVER TIER you from commanding it at all.
MECHANICAL LIGHT SHIELD SEAL At the end of each of the creature's turns, they can
Techniques: Black make a Strength or Constitution saving throw (their
Prerequisite: Mechanical Light Shield Block choice) breaking free sending your Puppet Tool 60 feet
Your Puppet Tool may now use this Upgrade in away from them and ending the effects of this upgrade.
response to itself, an allied creature, or you taking Once you use this Upgrade, you cannot do so again
damage. until you complete a rest. Alternatively, you can spend
When your Puppet Tool uses this Upgrade, until the 15 chakra to use this upgrade without taking a rest.
Upgrade ends, it reduces any damage it or the ally it is TRIPLE IRON MAIDEN
protecting receives by twice your proficiency bonus. It Techniques: Black
also grants itself and the ally a +2 bonus to Strength, Prerequisite: Iron Maiden
Dexterity, and Constitution saving throws until the When a Puppet Tool with the Entrapment
Upgrade ends. Mechanism Upgrade would successfully grapple a
POISON MIST HELL: CONTINUOUS FIRING creature, you can spend 10 chakra to summon a clone
Techniques: Black, Perfect of your Puppet Tool to attempt to grapple a different
Prerequisite: Poison Mist Hell & Needle Wave target within 20 feet of the original target, at
After using the Poison Mist Hell, your Puppet Tool advantage. This clone cannot take actions outside of
may then use its Needle Wave natural weapon's Multi- grappling and has a number of hit points equal to your
Target option as part of the same action, affecting all Puppet Master level, disappearing if it reaches 0 hp.
creatures within the poison cloud. If both targets are restrained, when you use the Iron
If you have multiple Puppet Tools with the Needle Maiden upgrade, you can have it affect both creatures.
Wave upgrade, you may use your reaction to have all This only takes one use of Iron Maiden Upgrade.
Puppet Tools target all creatures with their Needle Also, your Iron Maiden Upgrade is improved with
Wave as well, increasing the damage dealt by one seals that block evil entities. Restrained Aberrations,
damage die and imposing a -1 penalty on the Dexterity Demons, Monstrosities, or Undead have disadvantage
saving throw for creatures for each Puppet Tool that on all rolls to break free from your Puppet Tool’s
joins after the first. Entrapment Mechanism.
THOUSAND HANDS MANIPULATION FORCE
Techniques: Black
You have placed an incredible amount of seals in a
SHADOW ACTOR secret compartment on one part of your Puppet Tool.

146
As an action, you can summon an innumerable amount saving throw, at disadvantage. On a failed save, a
of puppet arms from these seals, forcing each creature creature takes 12d10 poison damage and gains 3 ranks
within 15 feet of your Puppet Tool to make a Dexterity of envenomed. A creature is also poisoned and slowed
saving throw, at disadvantage. for the duration of their envenomed condition. On a
On a failed save, you can use an offensive feature successful saving throw, a creature takes half damage
from any one Black Iron Upgrade on the creature, and only gains 1 rank of envenomed.
making any attacks with advantage and forcing the This Upgrade ignores immunity to the Poisoned
creature to make any saving throw at disadvantage. condition, ignores resistance to poison damage, and
Alternatively, your Puppet Tool can cast any jutsu it treats immunity to poison damage as resistance.
knows with the Medical Keyword that deals damage, The poison gas created by this Upgrade remains in
making any attacks at advantage and forcing the the affected area for 10 minutes and the area is
creature to make any saving throw at disadvantage. considered difficult terrain. Moderate wind disperses
At the conclusion of this turn, the arms dislocate this gas in 8 rounds. Strong wind disperses it in 4
from your Puppet Tool, remaining on the battlefield as rounds.
a Huge structure with hit points equal to your Puppet While outside the area of effect, a creature can
Tool's hit points, and an AC equal to your Ninjutsu DC remake the saving throw, without disadvantage, at the
or your Puppet Tool's Taijutsu DC. The structure emits a end of each of their turns, removing 1 rank of
constant aura of poison gas, and the area in a 10-foot- envenomed on a success, plus an additional rank for
radius surrounding it counts as difficult terrain, and if a every 4 they succeed the saving throw by.
creature enters this area or starts their turn there, they
take poison damage equal to your Ninjutsu save DC,
which cannot be reduced or resisted by any means
other than complete immunity.
This area of pure poison remains for up to 1 hour, or
until you use at least 10 minutes clearing it. During
that
time, your Puppet Tool loses access to the limb
carrying
this upgrade. In its place, your Puppet Tool gains the
following weapon; This weapon can be used as a
component in jutsu.
Buzzsaw: Melee Weapon Attack: Ninjutsu or
Taijutsu Attack Bonus to hit, reach 5ft., Hit: 2d10 +
your proficiency bonus in slashing damage, and the
target must make a Constitution saving throw or gain 1
rank of lacerated.

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

JADE DRAGON
Techniques: Black
Prerequisite: Poison Expulsion System
Your Puppet is able to unleash a wave of pure toxic
destruction, akin to the breath of a dragon. By
spending 20 chakra, your Puppet Tool can use its
action to exhale a massive 120-foot cone of poison gas.
All creatures within range must make a Constitution

147
BLUE TECHNIQUE ~ WARMASTER target can make an extra attack against the target
during the same turn, once per round.
Puppet Masters who practice the Blue Technique are
known as Warmasters. The traditional puppeteering BATTLE PRESSURE (CHANGED)
styles call upon Puppet Masters to invest fully in their Starting at 6th level, upon rolling initiative, roll a 1d4.
puppets for offense and protection, whilst the For a number of rounds equal to the result, you and
puppeteer themselves cowers away. your Puppet gain a +15 bonus to movement speed, a
Warmasters share a great disdain for these tactics +1 to AC, and advantage on the first attack roll either
and instead fight alongside their puppets. They lead of you make per round.
the way to victory and the Puppets follow behind, not Also at 6th level, you learn the E-Rank
the other way around. Some follow the Blue Technique Ninjutsu Chakra Blow. When you take the Attack
to evolve a renowned practice from a mindset of action, as long as you hit with at least 1 attack with the
cowardice, whilst others invest in the technique to Attack action, you can cast Chakra Blow as part of the
make battle exciting. same action, affecting your final attack that hits.

BLUE TECHNIQUE PROFICIENCY MASTERFUL MOVEMENT


Starting at 2nd level, as you become accustomed to this Starting at 10th level, you and your Puppet Tool,
modern technique, you begin to train in Martial Arts, individually, suffer no damage or effects on a
dedicating as much time to battle as you do crafting. successful Dexterity saving throw against a hostile
You gain proficiency in Martial Weapons and Heavy effect and may move up 10 feet without provoking
Armor, and the Martial Arts skill using Strength or opportunity attacks. On a failure, take half damage.
Dexterity. Also, you or your Puppet Tool can use their reaction
You also gain 1 Fighting Stance from Chapter 13: to interpose an attack roll that hits an allied creature
Customization options. You can't take a fighting style within 15ft., becoming the new target of the attack.
more than once, even if you get to choose again later. You and your Puppet Tool can cast a jutsu or use an
Lastly, add your full proficiency to initiative checks. ability as part of taking this reaction, so long as the
effect would help protect you or the allied creature. The
PUPPET WEAPON TYPES latter half of this feature can be used twice per long
Also at 2nd level, you learn a secret method to rest.
transform your otherwise lackluster Puppet into a force
to be reckoned with. Select one Puppet Weapon TRANSFORMER (CHANGED)
Types listed on the next page. Your selection grants Starting at 14th level, on a long rest select a
your Puppet new abilities, ability score improvements, second Puppet Weapon Type for your Puppet Tool.
changes its appearance, and grants it access to a Your Puppet Tool, as part of commanding it can
Weapon Types, which lets it to transform into a transform into or out of this second Weapon Type,
weapon. gaining all its benefits.
As part of rolling for initiative or as a bonus action, As an object interaction, you can reduce the current
you can transform your Puppet into its Weapon Mode. and maximum hit points of your Puppet Tool by 1/3 rd to
You can revert your Puppet out of this mode on your utilize its Weapon Mode and normal Puppet form at
turn (no action needed). the same time (You do not count as your Puppet Tool
You also gain access to Upgrades of War, which while using the Weapon Mode this way). Reverting this
are Puppet Upgrades exclusive to the Blue Technique. effect takes a bonus action, giving the Puppet back its
hp.
LOCK ON Finally, at the start of combat or as a bonus action,
Starting at 6th level, you realize that you and your you can swap one Tactic from your Tactics of the
Puppet work best when fighting in tandem against the Craft feature.
same target. As a bonus action or as part of the attack
action, you can select one creature within 90 feet. You IT TAKES TWO TO TANGO
are Locked-On to this creature until you change your At 17th level, once per turn, when you or your Puppet
target as a bonus action, or the creature is killed or land an attack on your turn, the other that did not
knocked unconscious. You and your puppet gain the score a hit can make an unarmed/weapon attack on the
following benefits against the creature you are same target. If they hit, the one who hit the target first
Locked-On to: has

Both of you gain a +1d4 bonus to advantage on the next attack roll
attack rolls against the target (or a against the target at the start of
+1 if you would already add a their next turn.
dice-based bonus to attack rolls). Also, you and your puppet may
Against other targets, you and cast the same jutsu on your turn, as
your Puppet gain a -1d4 penalty to if it knew it, as long as you both
attack rolls. meet the requirements and have

Both of you gain a +1 to critical the available action economy.
threat range against the target,
dealing an extra die of damage on MASTER OF THE BLUE
a critical hit. Against any other TECHNIQUE
target, reduce your critical threat Starting at 20th level, your brilliant
range by -1 (If your critical threat mind has forged puppets that are
range decreases below the base the models of ideal design for
[rolling a natural 20], you cannot Puppet Masters of the Blue
score a critical hit). Technique. What you've created will

When you or your Puppet would be passed on forever.
hit the target with a While in combat, all hostile
unarmed/weapon, or Taijutsu creatures count as being Locked-
attack, the other that didn’t hit the On. Also, you can mark one

148
creature to become Hyper Locked-On on your turn. 
The Drone gains access the natural weapon Arrow
Against the creature you are Hyper Locked-On to, Missile (counts as a bow). Reach 90/180ft,
you increase any d4 bonus from Lock On to a d6, and Ammunition. Hit: 1d8 + Strength modifier in piercing
bonus to critical threat range by +1. Also, apply the d6 damage.
bonus to any skill checks, damage rolls, or saving
throws you or your puppet make against this target. During a long rest, you can choose to add the
Overseer property to the Drone's Weapon Mode. This
does not count against your maximum properties. If you
PUPPET WEAPON TYPES do, you gain the following benefits while wielding the
Below are the available Puppet Weapon types. When Weapon;
you select a Puppet Weapon type, you add the prefix of 
If melee, gain an extra rank of Reach. If ranged,
the Weapon Type to your puppet's name. attacks within your weapon's max range do not have
For each Weapon Type, your Puppet gains a disadvantage.
special Weapon Mode, that allows it to transform into 
When attacking a creature that would give you a non-
a living weapon of your wildest creation, inspired by dice-based penalty to your roll, you can make a
the techniques of a particularly interesting group of Perception check vs. a DC 5 + their level to ignore
warriors in the Land of Iron. Your Weapon Mode can be these penalties until the end of the turn.
anything your heart can dream, from a simple katana
to something unique like a backpack of spider legs that
jab your opponents. The rules for the Weapon Mode are
OGRE WEAPON
ASI: +2 to Strength score. +1 to Constitution score.
as follows: On a long rest, select one simple or martial
Your Puppet Tool becomes that of a large brute
weapon to base your Weapon Mode off of. You
designed to rampage throughout the battlefield,
remove all properties from this weapon and rebuild it.
inflicting massive destruction to aid the Puppet Master
Select one of the following damage die sizes for your
with its large size.
weapon. Based on your selection, your weapon can be
equipped with a specific number of weapon properties,

The Ogre's size is Large. It becomes Huge at 14th
that at least one weapon of that type shares (ranged level.
weapons get ranged weapon properties, melee

The Ogre applies its Puppet Master's proficiency
weapons get melee weapon properties). The damage bonus when attempting to Grapple a creature, and
type of your weapon can be Bludgeoning, Piercing, or does not reduce its movement speed when carrying a
Slashing (pick one). While using this weapon, any creature smaller than it.
weapon seals given the Puppet Tool are active on it.

The Ogre deals double damage to structures,
You cannot command your Puppet Tool, nor can it be constructs, and objects. Also, the maximum amount
targeted by any attack or saving throw. You can use the Ogre can lift is multiplied by your proficiency
your bonus action to make a single weapon attack with bonus.
this weapon, or use an Upgrade that makes an attack

The Ogre gains the natural weapon, Smash. Reach
or imposes a saving throw. 5ft., Unarmed property, one target. Hit: 3d4 +
Lastly, your Puppet Tool may use its Weapon Mode Strength Modifier in bludgeoning damage.

Damage Die Max. # of Properties During a long rest, you can choose to add the Titan
property to the Ogre's Weapon Mode. This does not
1d4 or 1d6 4 count against your maximum properties. If you do, you
1d8 or 2d4 or 1d10 3 gain the following benefits while wielding the weapon;

1d12 or 2d6 2

This weapon's damage die increases by 1 step. If this
would go beyond a 1d12, gain a +1 bonus to damage.
as a natural weapon, while you are not using it, and 
This weapon's damage rolls ignore up to 3 DR.
you count as your Puppet Tool for any Warmaster
features and Warmaster Upgrades that require it (aside
from Weapon Type features). If the weapon is ever SENTINEL WEAPON
broken, the Puppet falls to 0 hit points. ASI: +2 to Strength or Dexterity score. +1 to Strength
or Dexterity score.
Your Puppet Tool becomes like a Sentinel, resembling
DRONE WEAPON a human warrior like traditional Puppets, but having
ASI: Wisdom score becomes 14. +1 to Dexterity score.
more advanced mechanisms that allow it to act more
Your Puppet Tool becomes that of a small drone
akin to a soldier, which befits the Blue technique. This
intended for reconnaissance and ranged battle. Taking
Puppet can be Small or Medium in size.
elements from some Science-Nin, this weapon type
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 it’s always under the effects of the Disengage

The Drone's movement speed is increased by 30ft,
action.
and it gains a flying speed equal to its movement 
The Sentinel gains an additional reaction per round,
speed. The Drone can be up to 1000 feet away from
which it can only use to make attacks of opportunity.
you.
Creatures provoke attacks of opportunity from the

As an action or bonus action, you can look through
Sentinel when they enter within 5ft. of it or an ally
the eyes of the Drone. While doing so, you are blind
within 10ft. of it.
to your surroundings, and from the Drone, you gain 
The Sentinel can use Dexterity in place of Strength for
10x your level in Darkvision (you can still benefit
weapons and Bukijutsu.
from special senses you have while looking through
the Drone). You can stop looking through the Drone During a long rest, you can choose to add the
at any point (no action needed). Okizeme property to the Sentinel's Weapon Mode.

The Drone is proficient in Investigation, Perception, This does not count against your maximum properties. If
Stealth, and Survival, and when the Drone would roll you do, you gain the following benefits while wielding
a 7 or lower on the d20 with these skills, treat it as this weapon;
an 8. 
This weapon gains an extra weapon property.

149

Bukijutsu and Taijutsu that use this weapon can be
cast using Dexterity instead of Strength.

150
UPGRADES OF WAR 2nd Prepared Needle Shot Dempsey Roll Weapon Deflect
th
Using Upgrades: All Upgrades of War use you or your 6 Sealing Art: Mark of Finding Beast Guardian Knight
Puppet’s, Ninjutsu or Taijutsu attack bonus and Save 10th Kagura’s Mind Eye Breaker Fist Ichimonji
DC. th
14 Aura of Power World Breaker Shinobi Cross
WOOD TIER
COVERING FIRE BRONZE TIER
Techniques: Blue IMPROVED ARCHITECTURE I (BLUE)
Your Puppet is able to fight in such a way that it gives Techniques: Blue
allies an opportunity to escape. Your Puppet Tool can You improve upon the design of your Puppet Tool and its
make a single melee or ranged weapon attack with an Weapon Mode in various ways. Your Puppet Tool gains
eligible weapon at a target within range. Regardless of specific benefits, based on its Puppet Weapon
a hit or miss, the Puppet can command one ally within Type (You do not gain these benefits while using
45ft. to move up to half their remaining movement, its Weapon Mode).
without provoking opportunity attacks. This upgrade In addition, your Puppet's Weapon Mode is now
can be used a number of times equal to your unbreakable, and gains an extra property of your choice.
proficiency bonus per long rest. Alternatively, you can choose to gain a +1 to damage
rolls with your weapon.
PALADIN
Techniques: Blue, Perfect 
Drone Weapon: The Drone has advantage on
You invest in extra materials to improve you or your Stealth checks and doesn't provoke attacks of
Puppet’s defense. You gain a Warmaster Shield, a opportunity.
simple weapon with the Light, Blocking, Finesse 
Ogre Weapon: The Ogre Weapon increases its
properties, and a damage die equal to a 1d6 maximum hit points by your Puppet Master level, and
Bludgeoning. Only you or your Puppet can use this reduces all damage it receives by twice its Strength
shield. Wielding this shield cannot disqualify you from modifier. It also ignores damage reduction and
using a Taijutsu fighting stance that requires you to temporary hit points when damaging a structure,
wield no weapons. This weapon can be used as a construct, or object.
component in Jutsu. 
Sentinel Weapon: The Sentinel Weapon increases
While equipped, as a reaction to taking damage, you either its Strength or Dexterity score by +2 (pick one).
can reduce the damage received by Xd6 (X = It also ignores difficult terrain and has advantage on
Proficiency). saving throws that would hinder its movement speed
At Later Levels: This upgrade can be taken as a in any way.
Silver tier Upgrade to grant both you and your Puppet a
shield.
INGRAINED STRENGTH
Techniques: Blue, Perfect
STRAFING MANEUVERS You carve a single sigil of power inside your puppet,
Techniques: Blue allowing it to fight more effectively. Choose one
When you or your Puppet Tool hits with unarmed, Physical condition of your choice. Your puppet gains
weapon, or Taijutsu, it can move up to 10 feet in any advantage on saving throws and skill checks to resist
direction, without provoking opportunity attacks. the chosen condition.
WARRIOR At Higher Levels: This Upgrade can be taken using
Techniques: Blue, Perfect higher tier Upgrade slots. For each tier this Upgrade is
You are skilled at using your weapon in collaborative taken at above Bronze tier, increase the number of
attacks. You and your Puppet Tool learn the Dragon Fly conditions you can select by +1.
Dash Jutsu; this does not count against your Jutsu MOMENTUM
Known. For the both of you, this jutsu gains the Taijutsu Techniques: Blue
keyword, and has its range doubled. When either of This Upgrade cannot be used while your Puppet is in
you cast Dragon Fly Dash, if the ally hits with at least its Weapon Mode. You capitalize on the momentum
one attack, they gain the benefits of the Disengage of battle to attack with utmost force. When you, or your
action. Puppet Tool, would begin to attack, for each attack that
WEAPONIZED JUTSU CASTING same creature lands, they gain 1 stack
Techniques: Blue of Momentum.
You equip your Puppet Tool with jutsu that allow its Alternatively, if you,
designated potential to become realized. Your Puppet or your Puppet Tool
Tool learns the following jutsu at specific Puppet Master would cast a Taijutsu
levels. These jutsu can be cast regardless of or Bukijutsu that
components, fighting stance, or keyword requirements, imposes a saving
and use your chakra, though your puppet can throw, for each
concentrate on one of these jutsu if it requires creature that fails
concentration. (Drones learn Surveillance Jutsu, Ogres the saving throw,
learn Ravaging Jutsu, Sentinel learn Guardian Jutsu). the caster gains 1
The Sentinel counts as wearing Medium armor for the stack
purpose of casting the Guardian Knight jutsu (Does not of Momentum. Mo
apply while in its Weapon Mode). mentum is lost at
These jutsu can use you or your Puppet’s Taijutsu the end of the end of
attack bonus and Save DC for calculations. While your your next turn.
Puppet Tool is in its Weapon Mode you can cast these When the other
jutsu yourself. creature (you or the
puppet), that did not
Ravaging
attack or impose a
Level Surveillance Jutsu Jutsu Guardian Jutsu saving throw with a
Taijutsu or Bukijusu,

151
would then make an attack or impose a saving throw melee attack, comparing their result with the attacker’s
with a Taijutsu or Bukijutsu, they can spend all stacks roll.
of Momentum, adding a +2 to the damage dealt If this is a melee attack and they succeed, the
against all affected creatures for each stack spent. creature is Dazed (or Staggered if you succeed by 5 or
Momentum can only be spent once per round. more) until the end of the current turn, and they can
(Ex. If you cast Combo Vault and both attacks hit, make one melee attack with your weapon against
you gain 2 stacks of Momentum. If your Puppet then them. On a hit, you also knock the creature back 15ft.
casts Shockwave Slash, they can spend the If this is a ranged attack and they succeed, the
Momentum you gained and add +4 to the damage attack is deflected back up to 30 feet in straight line. If
dealt.) there is a creature within the path of the deflection,
they can be hit by the deflected attack. Compare the
reactor’s attack roll to their AC. If you or your Puppet
TRACING ATTACK
fail the contest with this Upgrade, reduce the damage
Techniques: Blue
reduction of the Paladin reaction to d4s. This Upgrade
When your Puppet Tool hits with an unarmed, weapon,
three times per rest before you become too fatigued to
or Taijutsu attack, once per round, it can declare that
execute this tactic again.
the next allied creature to attack the affected target
will make their attack roll at advantage.
You can benefit from this Upgrade a number of times GOLD TIER
equal to your proficiency bonus per long rest. GILDED WEAPON (CHANGED)
Techniques: Blue
SILVER TIER You enhance your Puppet's Weapon Mode to be more
lethal. You gain a +1 bonus to your Taijutsu Save DC
AUTOBOT
for while wielding your Puppet's Weapon Mode. Also,
Techniques: Blue
the weapon ignores 3 DR, you increase the weapon's
You have learned a way to command your Puppet
damage die by 1 step, and gain an additional weapon
instinctually. You no longer need to spend your action
property that the weapon qualifies for.
or bonus action to command your Puppet Tool, and
cannot use these actions to command them. KILL COMMAND
Techniques: Blue
BATTLE FOCUS
This Upgrade cannot be used while your Puppet is in
Techniques: Blue
its Weapon Mode. You take an Overdrive mechanism
You and your Puppet Tool are dead set on the battle
used by other Puppet Masters and upgrade it further to
ahead. Twice per long rest, when you would roll the
enable your Puppet Tool to unleash utter destruction.
1d4 to determine the number of rounds Battle
When your Puppet Tool has less than half of its
Pressure remains active, you instead choose to take
maximum hit points, you can spend 10 chakra to
the maximum result automatically, increasing the
Overcharge them. When you do, your Puppet can
result further by +1.
immediately take its action as part of the same action,
DECEPTICON and gains additional benefits for the duration, listed
Techniques: Blue below. Once this Upgrade ends, your Puppet Tool gains
Prerequisite: Transforming Apparatus 4 ranks of weakened, which can only be removed on a
While inert, your puppet looks like a normal long rest. This Upgrade ends after 1 minute or if your
mechanical object of a size equal to its original form. Puppet would stop being bloodied.
Your puppet can transform into a box, briefcase, or 
Your Puppet Tool gains temporary hit points equal to
other similar objects. You and your puppet gain
your Puppet Master level at the start of each of your
proficiency in Deception and Stealth skills; if you
turns.
already have proficiency in these skills, you instead 
Your Puppet Tool increases the damage of any
gain expertise. You can make your puppet transform as
weapons it uses by 1 die and by 1 die step.
an object interaction as long as you can touch it. If you 
Your Puppet Tool has advantage on Strength and
hide your puppet from an enemy they are surprised.
Constitution saving throws.
PARRYING ATTACK (CHANGED) 
Your Puppet Tool ignores resistance, treats immunity
Techniques: Blue, Perfect as resistance, and ignores half of all damage
Prerequisite: Paladin reduction, when attacking a target that you
When you or your are Locked-On to.
Puppet would use the
reaction of the IMPROVED ARCHITECTURE II (BLUE)
Paladin Techniques: Blue
Upgrade Prerequisite: Improved Architecture I (Blue)
against an You improve upon the design of your Puppet Tool with
attack roll, as pure innovation. Your Puppet Tool gains specific
part of the benefits, based on its Puppet Weapon Type (You do
same not gain these benefits while using its Weapon Mode).
reaction, the one In addition, your attack rolls with your Puppet's
who reacts can Weapon Mode attacks cannot be made at
contest the attack disadvantage.
roll of the triggering 
Drone Weapon: The Drone is now always under the
creature with a effects of the Non-Detection Ninjutsu and learns
the Invisibility Genjutsu. Additionally, while looking
through the Drone, double its maximum Darkvision
and gain 60ft of Chakra Sight, 30ft of Blindsight, and
15ft of True Sight.

Ogre Weapon: The Ogre ignores difficult terrain and
increases its Strength score by +4 (the maximum for
its Strength becomes 24). Lastly, the Ogre can destroy
structures by simply walking through them, if its

152
thickness (ft.) would be less than the Ogre’s Strength
score.

Sentinel Weapon: The Sentinel increases its
Strength or Dexterity scores by +2 (Pick one). When
the Sentinel hits with an attack of opportunity, the
target's movement speed is reduced to 0 until the end
of the current turn. The Sentinel also has advantage
on attacks of opportunity and can target a creature
with an attack of opportunity even if they are under
an effect that would prevent one.

153
PLATINUM TIER
BLADE DANCE (CHANGED)
Techniques: Blue
This Upgrade cannot be used while your Puppet is in
its Weapon Mode. You construct a trigger switch on UNLIMITED BLADE WORKS (CHANGED)
your puppet allowing it to activate at a moment's Techniques: Blue
notice, unleashing its full power. Choose one taijutsu or To use this Upgrade, your Puppet must be in its
bukijutsu you know that requires concentration or has a Weapon Mode. As an action, you can spend 20
duration of 1 minute. As a free action on your turn, you chakra to channel a tremendous amount of force within
can activate the trigger switch, and for the duration your weapon. You attack with your weapon in a 120-
your puppet gains the benefits of this jutsu. While this foot-long, 15-foot wide line, producing a shockwave
jutsu is active, your puppet benefits from some from your weapon and sending down clones of your
additional features. weapon (melee) or shots of your weapon (ranged)
down to the earth, striking all creatures before

Your puppet gains another attack when it takes the
disappearing. All creatures within this area must make
Attack action.
a Strength saving throw to withstand the blast, taking

Your puppet gains +30 feet of movement speed and it
your weapon's damage + 25d10 on a failed save, or
gains a +2 bonus to its AC and it gains advantage on
half as much on a successful one. The affected terrain
Strength, Dexterity, and Constitution saving throws.
becomes difficult terrain.

Your puppet becomes immune to any conditions or
When you use this Upgrade, you must make a
effects that would lower its movement in any way.
Crafting check vs. your chosen DC + 5. On a failed
After this Upgrade ends, your puppet's joints are check, your weapon breaks until you take a long rest
eroded and you must spend an action to (ignoring indestructibility it may have
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 from
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 Improved
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
Architecture I).
gains access to all bukijutsu or
The DC
taijutsu you can cast.
increases by

154
+3 each time this Upgrade is used before taking a long
rest.

155
GREEN TECHNIQUE ~ AUTONOMOUS ACTION
MARIONETTIST Starting at 10th level, you are able to command your
Puppets instinctually. Once per round, you can
Puppet Masters who practice the Green Technique are command one Puppet Tool without using your action or
known as Marionettists. Similar to Puppeteers, these bonus action. You cannot command this same Puppet
Puppet Masters command one or multiple puppets to Tool again using your actions for the remainder of the
cleave their way to victory. But what sets the Green current round. Visually, your Puppets do not require
Technique apart is its focus on battlefield control. your Chakra Threads to move.
The standard Bukijutsu practice of Puppet Tools is
elevated to incorporate more complicated chakra CHAKRA CONDUITS
techniques, such as Ninjutsu and Genjutsu, to Starting at 14th level, you have been able to produce a
command the tide of battle, as opposed to controlling a generator within your Puppet Tools that allows them to
battle with Traps and other Shinobi tools. create their own chakra. Your Puppet Tool gains a
maximum number of chakra equal to half your
GREEN TECHNIQUE PROFICIENCY maximum chakra. If you have multiple Puppet Tools,
When you choose this technique at 2nd level, you gain delegate how much chakra each Puppet receives from
proficiency in Chakra Control and your choice of this maximum (For a Matryoshka Puppet, the
Ninshou or Illusions. You can also substitute your maximum chakra you delegate to the Puppet is split
Genjutsu ability modifier for your Intelligence, for amongst its bodies). You can adjust how much chakra
Puppet Master features. each Puppet has on a rest.
Additionally, select one nature release, picking from Your Puppet Tools can use this chakra in place of
Earth, Wind, Fire, Water, or Lightning. You gain this your chakra for any Jutsu they cast or Puppet Master
nature release, and learn one ninjutsu of D-Rank with feature. Your Puppet Tools cannot share this chakra
your chosen nature release keyword. Alternatively, you with any party or regain chakra by any means outside
can choose to not take a nature release. If you choose of this class.
not to take a release, you learn 2 Ninjutsu or Genjutsu Also, your Puppets gain a number of chakra dice
of D-Rank or lower. (d8s) equal to your level in this class. Delegate these
Finally, you gain the Jutsu Channeler Upgrade. This dice among your Puppet Tools. Your Puppet Tools can
does not count against your known Upgrades. All spend these dice the same way you would during a
Puppets you possess have this Upgrade, and jutsu cast short rest. During a long or full rest, your Puppet Tools
through a Puppet can activate any Upgrades that regain half or all of their chakra, respectively. Your
require the Puppet to cast a jutsu, as if it had cast a Puppet Tools recover these dice the same way as you
jutsu. recover your dice.

PUPPET FRAMEWORKS BIG THINGS COME IN SMALL PACKAGES


Also at 2nd level, you uncover new ways to craft Starting at 17th level, you and your puppets have
Puppets with more illustrious materials, allowing for learned to effectively condense or expand the chakra
your Puppets to bolster a denser chakra network for used for techniques, allowing far more versatility.
you to utilize. Select one of the Puppet Frameworks When you or your puppets would cast a jutsu, they
listed on the following page. Your choice grants your may increase the area by up to 15 feet in each
puppets new abilities, ability score improvements, and direction. Increasing the area of the jutsu this way
changes their appearance. reduces the amount of damage dice rolled by 2.
You also gain access to Magus Upgrades, which Alternatively, when you or your puppets
are Puppet Upgrades exclusive to the Green Technique. would cast a jutsu they may decrease
the area by up to 15ft. in each
CRAFTSMAN OF THE NINSHOU CREED direction (Min. 5ft.). Decreasing the
Starting at 6th level, you and your Puppets become area this way increases the amount of
more adept at molding chakra. When you or Puppets damage dice rolled by 2.
cast a jutsu, you can always exclude each other from
any negative effects the jutsu may cause. You and your MASTER OF THE GREEN
Puppets can exclude up to 2 other creatures from such TECHNIQUE
effects, spending 5 chakra per creature. Starting at 20th level, your
Also, all Puppets you possess gain the Jutsu brilliant mind has created
Specialization Upgrade once for free. Your Puppet Tool puppets that are the models
gains an additional jutsu each time it gains this of perfected design for
Upgrade. Puppet Masters of the Green
Technique. What you have done
CONTROLLED CHAKRA FLOW will help teach Puppet Masters for
Also at 6th level, your Puppet Tools gain a generations.
concentration slot separate from your pool. This Each long rest,
concentration slot can only be utilized by your Puppet select one Ninjutsu
Tools, with any concentration jutsu any Puppet Tool or Genjutsu of B-
casts going to this slot before taking from your Rank or lower
available slots. Only when the Puppet concentrating that you could
takes damage must they roll to maintain concentration. learn, with a
Also, you learn one of the following E-Rank jutsu. casting time of 1
Depending on your choice, you gain an extra effect; action or

Firecracker Flash (Ninjutsu): You can cast this bonus
jutsu as part of the same action to cast a Ninjutsu of action,
up to C-Rank. that

Feather Burst (Genjutsu): When you cast this does
jutsu, all Puppets you possess may gain its benefits at not
once.

156
deal damage or affect any other creature. Your Puppets
are now always under the effects of your chosen jutsu
as long as you are conscious.

157
PUPPET FRAMEWORKS o Command the Puppet to take the attack action,
Below are the available Puppet Frameworks. When you cast a jutsu action, use an object,
select a framework, your puppet gains a prefix to their or use an upgrade.
name of the framework selected. For example, if your
Puppet's name is Enigma and you select the SHADE FRAMEWORK
Matryoshka Framework, your puppet's full name is ASI: Charisma score becomes 16, +1 to Dexterity
"Enigma, the Matryoshka Puppet". score
You design your Puppet to be especially proficient in
BESTIAL FRAMEWORK (CHANGED) casting Genjutsu. This framework comes with many
ASI: +2 to one ability score. +1 to another ability benefits that aid this tool in molding the chakra of
score. genjutsu, and other benefits such as increased stealth
You design your Puppet to imitate the power of Sage and evasion.
Beasts. Upon crafting this puppet, you select one Sage 
The Shade's can use Charisma as its Genjutsu ability
Creature provided by the Summoning Technique. This
modifier.
Puppet gains access to some of this creature's power. 
The Shade gains the Ghillie Coating upgrade for
This Puppet's Sage Creature rank is equal to your
free, this does not count against your known
highest jutsu known rank.
upgrades.

The Bestial Puppet starts as medium size, becoming 
The Shade gains 1 D-Rank Genjutsu of your choice,
Large in size at 10th level of this class. that you could also qualify for. At 10th level, it learns

The Bestial Puppet gains 1 D-Rank trait from the one C-Rank Genjutsu of your choice, and one B-Rank
chosen Sage Creature. At 10th level, it gains a 2nd D- Genjutsu at 17th level. (These jutsu follow the same
Rank trait, and at 17th level, it gains the final D-Rank casting rules as the Jutsu Specialization
trait. Traits this Puppet acquires, that require jutsu upgrade.)
slots, require 5 chakra to use per slot required, 
Genjutsu the Shade casts gain a +1 bonus to attack
instead. This Puppet cannot acquire traits that give rolls and Save DC. Genjutsu it casts also deal an
chakra or temporary chakra in exchange for jutsu additional die of damage (once per turn).
slots.

The Bestial Puppet gains one Natural Weapon of SPELLBLADE FRAMEWORK (CHANGED)
the summon you chose. ASI: Intelligence score becomes 16, +1 to Strength
score
MATRYOSHKA FRAMEWORK You design your Puppet to be especially proficient in
ASI: +2 to Constitution score, +1 to another ability casting Ninjutsu. This framework comes with many
score benefits that aid this tool in molding the chakra of
You design your puppet to be a small companion that Ninjutsu, and other benefits to help with its offensive
can assist your allies as well as yourself in many small capabilities.
ways. These Marionettes traditionally stand on an ally's 
The Spellblade's gains a +1 bonus to AC.
shoulder attaching to them by the use of chakra 
The Spellblade gains the Warfare Augmentation
strings;
upgrade for free, this does not count against your
This Puppet can split itself into 1 to 3 bodies, which
known upgrades.
can be done on a rest. While split, divide your Puppet's 
The Spellblade gains 1 D-Rank Ninjutsu of your
maximum hit points among its split bodies. Each body
choice, that you could also qualify for. At 10th level,
shares the same statistics and most upgrades.
it learns one C-Rank Ninjutsu of your choice, and one
Upgrades that grant the Puppet a weapon, or jutsu, are
B-Rank Ninjutsu at 17th level. (These jutsu follow the
not shared, and must be delegated to a specific bodies.
same casting rules as the Jutsu Specialization
Each body counts as your Puppet Tool, but is its own
upgrade.)
distinct creature. You can only command one of these 
Once per turn, when the Spellblade would cast a
bodies per turn. This Puppet Tool can learn a maximum
Ninjutsu, it can perform a melee or ranged weapon
of 9 jutsu (3 Bodies can know up to 3 jutsu each).
attack as part of the same action against a creature

The Matryoshka Puppet becomes small in size and within range (ranged attacks within 5ft. are not made
can be up to 1000 feet away from you. At 10th level, at disadvantage).
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.

158
MAGUS UPGRADES Techniques: Green
Prerequisite: Peerless Casting
Using Upgrades: All Magus Upgrades use you or your Your Puppets are able to enhance the power of chakra
Puppet’s, Ninjutsu or Genjutsu attack bonus and Save to overcome dire odds in a flash. Twice per long rest,
DC. when your Puppet Tool or an ally within 5 feet would be
targeted by a Ninjutsu or Genjutsu within 60 feet that
WOOD TIER would deal damage, your Puppet Tool can cast one
CHAKRA SENSORS Ninjutsu or Genjutsu they know or that you know with
Techniques: Green, Perfect the casting time of 1 action and immediately initiate a
You expand upon the light mechanism in your Puppet clash with the jutsu. If the jutsu they cast doesn't have
Tool's eyes to allow it to see even more. Your Puppet the clash keyword, it gains it. The triggering creature's
Tool gains 30 feet Chakra Sight. While a creature is in jutsu does not need the clash keyword for this to work.
your Puppet Tool's chakra sight, you, your Puppet Tool, (Genjutsu clash checks use the Illusions skill).
and any allies within 5 feet of your Puppet gain a +1 to Also with this upgrade, when an allied creature
AC and saving throws to resist this creature. You can within 30 feet, other than your Puppet, would enter a
take this upgrade multiple times, once for each Puppet clash your Puppet may use its reaction to boost their
Tool you have (The bonus to AC and saving throws clash check by +1d6.
cannot stack with multiple puppets). EMBOLDENED ELEMENTS (CHANGED)
If your Puppet has the Eye Lights Upgrade, double Techniques: Green
the range of the light sources produced, and increase Your Puppet Tool is especially capable at molding the
the chakra sight by 15 feet. chakra of elements. You can benefit from this upgrade
ENVIRONMENTAL DISRUPTION a number of times equal to your proficiency per long
Techniques: Green rest.
When you or your Puppet Tool would cast a jutsu, you When your Puppet casts a Ninjutsu, it can change the
can spend 3 chakra to cause the jutsu's affected area damage type of the jutsu to one that corresponds to a
to become difficult terrain for the duration, and hostile nature release you or your Puppets possess
creatures cannot benefit from any bonuses to speeds (Water=Cold). This can change up to 1 condition the
while in this difficult terrain. Jutsu that make an attack jutsu inflicts, that has ranks, to 1 rank of a condition
roll, the total distance your attack traveled to hit associated with the chosen element (Earth=Bruised,
become difficult terrain. Jutsu with a duration of instant, Wind=Bleeding, Fire=Burned, Water=Chilled,
the terrain lasts until the end of your next turn. Lightning= Shocked).
At Later Levels: This Upgrade can be taken using Alternatively, if the jutsu already possesses the
higher tier upgrade slots. For every two tiers taken nature release keyword of the element it is changing
above Wood, you can choose to increase the duration the damage type to, you can spend a use of this
of the difficult terrain by +1 round. upgrade to inflict an additional effect based on the
element chosen; These effects apply once per casting.
PEERLESS CASTING
Techniques: Green, Perfect

Earth Release: The jutsu increases any damage
Your Puppet Tool's jutsu is more difficult to counter. reduction, temporary hit points, or hit points gained
Creatures that would attempt to dispel, counter, or by 2 dice, once per casting.
negate your Puppet's jutsu in any way do so at

Wind Release: The jutsu gains the benefits of Swirl
disadvantage. if it does not have it. If it does, increase the area of
Also, when your Puppet Tool would participate in a effect of Swirl by 5 feet in all directions.
clash, it can use your or its own Chakra Control bonus

Fire Release: The jutsu deals an additional amount
in place of Ninshou, Martial Arts, or Illusions for its of flat damage equal to half the total number of
Clash check. damage die, once per casting.

Water Release: The jutsu gains the benefits of
PIERCING CHAKRA being near a sufficient source of water. If the jutsu
Techniques: Green would not benefit from being near a source of water,
Jutsu your Puppet Tool casts are able to pierce the reduce the cost of the jutsu by -3.
defenses of your foes more effectively. Select one 
Lightning Release: The jutsu gains gains the
classification of jutsu (Ninjutsu, Genjutsu, Taijutsu, benefits of being
Bukijutsu). Jutsu of your chosen type your Puppet Tool Overcharged.
casts ignore up to -3 DR and deal an extra 3 damage
against creatures that have temporary hit points. You
can take this upgrade multiple times. A single Puppet
can only acquire this upgrade twice, selecting different
jutsu classifications.
At Later Levels: You can take this upgrade using a
higher tier slot. For each tier above Wood, increase the
amount of 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.

BRONZE TIER
CLASHING ADEPT

159
IMPROVED ARCHITECTURE (GREEN) saving throw at advantage, instead of automatically
Techniques: Green succeeding.
You improve upon the design of your frameworks in
SUCCESSIVE CASTING
various ways. The Puppet Tool that gains this upgrade,
Techniques: Green
gains a specific benefit depending on their framework;
You install a mechanism to allow your Puppet Tool to
This upgrade can be taken multiple times, once for each
make use of the resonance of your chakra left on an
Puppet you have.
opponent struck by its jutsu to act as a guiding marker

Bestial Framework: The Bestial Puppet increases to make its next castings more lethal. Select one of the
another one of its ability scores that it could've following options; You can take this upgrade a second
increased at 2nd level by +2, and one C- time, to gain the other option, though it must be given
Rank Summon Trait from the Sage Beast that it to a different Puppet Tool. Only one hostile creature can
emulates. It cannot take the Pack Tactics trait. be affected by this upgrade at a time (you choose when

Matryoshka Framework: While the Matryoshka is they would first be affected), and you can end this
attached to a creature, its AC is always equal to the upgrade's effects on your turn (no action required).
AC of the ally it is on, if the resulting AC would be 
Offensive Focus: For each attack your Puppet Tool
higher than their current AC. Also, these Puppet Tools
lands with a Jutsu (or the Natural Weapon of the
can continue to act even if the creature they are
Bestial framework or the extra weapon attack upon
attached to is incapacitated. Lastly, on a failed
casting a Genjutsu/Ninjutsu for the Shade/Spellblade
Strength, Dexterity, or Constitution saving throw, the
frameworks), your Puppet Tool's next attack with a
Matryoshka takes only half damage. On a successful
jutsu (or the above listed attacks) gains a +1 bonus to
saving throw, it takes no damage.
hit. This bonus can stack multiple times, but the total

Shade Framework: When the Shade would cast a
bonus is lost if your Puppet Tool misses or the bonus
Genjutsu with its action, it can make one melee or
would exceed a +3.
ranged weapon attack as part of the same action 
Oppressive Focus: When a creature fails a saving
(Ranged attacks within 5ft. are not made at
throw from a Jutsu the Puppet Tool casts, they suffer a
disadvantage). Additionally, when the Shade casts a
-1 penalty to the next saving throw they make against
Genjutsu, creatures must succeed their DC by 7 or
the next jutsu it casts. This penalty can stack multiple
more to critically succeed, and critically fail if their
times, but the total penalty is lost if the creature
result is below their DC by 4 or more.
succeeds or the penalty would go beyond a -3.

Spellblade Framework: Ninjutsu your Spellblade
casts gain a +1 bonus to attack rolls and Save DC.
Ninjutsu it casts also deal an extra die of damage
SILVER TIER
(once per turn). Additionally, when the Spellblade COMBINED EFFORTS
makes its weapon attack as part casting a Ninjutsu, Techniques: Green
the weapon attack deals an extra 2 dice of damage, of When you or your allies cast Ninjutsu
a die size and damage type attributed to the Ninjutsu with the Combination keyword, you
it cast. can choose to have your Puppets
assist the caster. Treat your Puppet
SENSORY OVERLOAD Tools as additional casters for the jutsu
Techniques: Green and for each puppet assisting in the
Genjutsu your Puppet Tool casts is adept at casting, treat your Charisma modifier
overloading as +1 higher, for the purposes of
the senses of creatures it affects. When your Puppet gaining Charisma based benefits.
Tool casts a Genjutsu, or you cast a Genjutsu
through it, you can empower the jutsu based on a
particular sensory keyword it possesses. You can
use this upgrade a number of times equal to your
proficiency 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 OVERFLOWING CHAKRA
condition.
Techniques: Green

Unaware: Casting of your Genjutsu does not
Prerequisite: Chakra Regulators
break stealth, nor does it require hand signs.
Your Puppet's pseudo-chakra network is

Visual: Creatures with Chakra Sight do not make
so full of life that it can barely be
their saving throws at advantage, and creatures
contained. Your Puppet Tool is immune
with Blindsight and/or True Sight make their
to effects that would prevent it

160
from molding chakra or inhibit it from casting a jutsu in When your Puppet Tool would cast a Genjutsu, up to
any way. three other allied creatures within 45 feet can spend
Additionally, twice per long rest, your Puppet Tool chakra equal to half the jutsu's cost to embolden its
can touch a creature as an action to attempt to remove effects. Each time an ally spends chakra to aid your
any of the above-mentioned effects from a different Puppet Tool in casting the jutsu, the jutsu gains one of
creature. If the effect is from an ability of B-Rank or the following effects (Pick one). When at least one
lower, it automatically succeeds. If it is higher, the allied creature aids the Puppet in casting a Genjutsu
Puppet Tool makes a Chakra Control check against the this way, the Genjutsu is treated as having the
DC of the effect causing the inhibiting effects, removing Combination keyword.
it on a success. 
+2 damage dice as psychic damage, once per casting.
PSYCHE OUT 
+15ft of range or increase the area of effect by 5ft.
Techniques: Green 
Pick one of the following conditions. On a failed save,
Your Puppet Tool is able to alter how it molds the the creature gains 1 rank of your chosen condition
chakra of Genjutsu it casts to result in different effects. (Concussed or Dazzled). The condition gained lasts
Your Puppet Tool can change one sensory keyword a until the end of the creature's next turn.
Genjutsu it casts or that you cast through it to another 
Increase the damage die of the Genjutsu by 1 step
sensory keyword (Auditory, Inhale, Tactile, Visual) (this option can only be taken once).
Additionally, when you would give Mental or 
+1 to critical threat range (this option can only be
Sensory condition with a Genjutsu, you can change taken once)
the condition to a different Mental or Sensory 
-1 to Critical Failure range (This option can only be
condition, excluding the following (Berserk, Invisible, taken once).
Maddened). Doing this causes your jutsu to become
less stable, forcing the swapped condition to last until CRITICAL NINJUTSU (CHANGED)
the end of the creature's next turn instead of the usual Techniques: Green
duration. Ninjutsu your Puppet casts can now be exceptionally
more deadly, or unintentionally more forgiving.
RESIZABLE CASTING Ninjutsu your Puppet casts gain a +1 bonus to Save
Techniques: Green, Perfect DC.
Your Puppets are able to mold chakra in such a Creatures who fail their saving throw against your
precise way that they can innovate jutsu techniques Puppet's Ninjutsu by 3 or more, take either an
that have been perfected over hundreds of years to be additional 3 dice of damage or gain an additional rank
even more useful. 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. Techniques: Green
You cannot lower any dimension of the shape (length, Prerequisite: Chakra Regulators
height, width, etc) below 5ft. On your turn, your Puppet Tool can spend up to a
Alternatively, they can completely change the area number of its remaining chakra dice equal to its
of effect to a Basic Area type, listed below. When Constitution modifier, gaining the result as temporary
they change to a Basic Area, the jutsu gains an chakra for the next minute.
additional 30 feet of range. You can apply Conversion Additionally, when this Puppet Tool would fail a
Rate changes to Basic Areas. concentration check as the result of taking damage, it
This upgrade cannot be used with jutsu that summon can spend one of its chakra die to instead
a creature (constructs/structures work fine). succeed.

GOLD TIER
COLLABORATIVE GENJUTSU
Techniques: Green
Genjutsu your Puppet casts can now become even
stronger with the help of allies. Genjutsu your Puppet
casts gain a +1 bonus to Save DC.

Area Shape Conversion Rate Basic Areas


Cone Decrease the cone’s length 15-foot Cone
by 5 feet and increase its
width by 5 feet, or vice versa.
Cube Increase the cube’s width by 20-foot Cube
5 feet and decrease its length IMPROVED
by 5 feet, or vice versa. ARCHITECTURE II
Cylinder Increase the cylinder’s radius 15-foot (GREEN)
by 5 feet and decrease its radius, 30- Techniques: Green
Prerequisite:
height by 15 feet, or vice foot tall
Improved
versa. Cylinder Architecture I
Line Half the line’s length and 30-foot long, You elevate the
increase the width by 5 feet, 5-foot wide design of your Puppet
or vice versa. Line Tools even further with
more innovation. Your
Sphere/Radius Unavailable 15-foot radius Puppet Tool gains additional
or 15-foot benefits, depending on its
sphere. Framework. You can take this

161
upgrade multiple times, once for each Puppet Tool you creatures within 60 feet must make a Constitution or
have. Wisdom saving throw (your choice for all creatures) as
it sends out a pulse of chakra. On a failed saving throw,

Bestial Framework: The Bestial Puppet increases
affected creatures lose the ability to mold chakra until
another one of its ability scores that it could've
the end of their next turn. Furthermore, they cannot
increased at 2nd level by +2, and one B-Rank
take actions or bonus actions until the end of their next
Summon Trait from the Sage Beast that it emulates.
turn. On a successful saving throw, creatures are
Alternatively, it can take a lower rank trait. It cannot
instead Dazed and Slowed until the end of their next
take the Pack Tactics trait.
turn as they feel extremely woozy (Creatures who

Matryoshka Framework: While the Matryoshka is
succeed by 5 or more, suffer no ill effects).
attached to a creature, that creature reduces the cost
When your Puppet uses this upgrade, it must make a
of all jutsu they cast by -2 (Min. 1) (This can't stack
flat DC 14 Constitution check or become Stunned until
with multiple puppets). Also, creatures whom the
the end of its next turn as it has overloaded its chakra
Matryoshka is attached to, gain new options to
network to the point where its systems fail. Your
command them;
Puppet Tool can spend 2 of its chakra dice to use this
o Grant the ally the benefits of one Magus
action again, however, the DC and the rounds they are
Upgrade as if they possessed it, of Gold tier or
stunned for increase by +1 each time until the Puppet
lower, for 1 round.
Tool takes a long rest.

Shade Framework: When a creature succeeds a
saving throw against a Genjutsu the Shade casts, the INESCAPABLE CHAKRA (CHANGED)
target always takes half the Genjutsu's damage. Techniques: Green
Additionally, while in stealth, creatures that make Jutsu your Puppet Tool casts have become virtually
saving throws against the Shade do so with a -1d4 inescapable. When a creature would succeed a saving
penalty. throw against a jutsu your Puppet casts or a Magus

Spellblade Framework: When the Spellblade Upgrade your Puppet uses, your Puppet can force the
makes its extra weapon attack after casting a creature to reroll the d20, taking the lowest result. Your
Ninjutsu, if the Ninjutsu was of B-Rank or higher, it can Puppet Tool may also use this upgrade as a reaction if
make two attacks. Regardless, the first attack it a hostile creature succeeds a saving throw against an
makes with this ability is at advantage. 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.

PURPLE TECHNIQUE ~ JUGGERNAUT


Puppet Masters who practice the Purple Technique are
PLATINUM TIER known as Juggernauts. These shinobi break from the
DEAD ZONE (CHANGED) tradition of puppeteering and turn their wondrous
Techniques: Green Puppet Tools into armor they adorn.
Prerequisite: Chakra Sealing Mechanism & Some Juggernauts seek to turn their puppet into a
Overflowing Chakra machine of death and terror while others become the
Once per long rest, your Puppet Tool as an action can arbiter of justice and order. Regardless of their goals,
release a wave of disruption and disorder. All hostile

162
these shinobi are bound by one goal: To innovate and action, you can cast Enhanced Defense at the
become an unstoppable force. conclusion of your attack action.

PURPLE TECHNIQUE PROFICIENCY INTELLIGENT DESIGN


When you choose this technique at 2nd level, you Starting at 10th level, various battles have taught you
begin specializing in skills to utilize your Puppet as a that many flaws still exist within your armor's design,
suit of armor. You gain proficiency in Heavy armor and and you learn from your mistakes.
the 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
Blast, Integrated Weapon, or Power Fist. You gain you install new filters. You become immune to airborne
this Upgrade and it does not count against your total toxins and poisons while in your armor.
known Upgrades. This chosen upgrade increases its You have also realized that your armor must provide
damage die by 1 step. more for your physical strength to compete with the
Lastly, while wearing your Juggernaut Armor, you natural talent of martials. While wearing your
are able to qualify for jutsu that require you to wear Juggernaut Armor, you are proficient in all Strength
armor of a specific type, regardless of your Juggernaut skills, gain a +1d4 bonus to Strength saving throws,
Armor's type. and increase your Taijutsu ability score (and its
maximum) by +2.
ARMOR CHASSIS
Also at 2nd level, you have developed a secret BRAWNY ENGINEERING
technique to transform your Puppet Tool into a set of Starting at 14th level, you begin to understand that
usable armor. Your Puppet Tool gains the ability to sometimes less is more. Instead of constantly
turn into Juggernaut Armor. You can transform or innovating, it is best to improve on what you already
detransform your Puppet as a bonus action in combat have. Once per long rest, when you equip your
(and immediately don/doff your armor as part of the Juggernaut Armor, you gain access to your Puppet
same action), or any point while in its armor state. Tool's hit points, as temporary hit points. These
While transformed into a set of armor, your Puppet Tool temporary hit points cannot be restored by any means.
loses the ability to be commanded, and is no longer
considered a creature, instead being treated as armor NEARLY PERFECTED ARCHITECTURE
instead. While wearing your armor, any Puppet Starting at 17th level, your brilliant mind has created a
Upgrades it possesses can be activated and used by near flawless piece of Puppet Armor, but perhaps, more
you. can still be added. Your Puppet Tool gains +3 armor
When you craft your Juggernaut Armor, you create it seal slots. Also, you gain 2 Upgrades of Silver tier or
with specific Armor Chassis in mind. Select one of lower for free.
the following Armor Chassis, listed on the following
page. Your Juggernaut Armor gains the listed statistics MASTER OF THE PURPLE TECHNIQUE
and properties. Starting at 20th level, what you have created is the
You also gain access to Armorer's Upgrades, pinnacle of what every follower of the Purple Technique
which are Puppet Upgrades exclusive to the Purple wishes to one day create. Your work will serve as
Technique. lessons for Puppet Masters to come. Your Intelligence
score (and its maximum) is increased by +2. While
ARMORER'S EYE wearing your Juggernaut Armor, it is increased by
Starting at 6th level, working with your Puppet more +2 once more.
closely to craft the perfect set of armor has made you
more adept at noticing the flaws in the armor of 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.

ENHANCED VISION
(CHANGED)
Starting at 6th level, you have fit
your armor with a special chakra
visor that grants you 60 feet of
Darkvision and doubles your normal
sight range. If you already have
Darkvision, it is increased by 60 feet
instead. You can accurately make out the details of
things within 1 mile of you.
Also at 6th level, you learn the E-Rank Ninjutsu
Enhanced Defense. When you take the attack

163
JUGGERNAUT ARMOR CHASSIS
Armor Armor Dex
Name Description Type AC Bonus Bulk Armor Properties
Weaved A unique chassis that takes the appearance of normal clothing. - +0 Full 0 Smart, Mobile
Mail Like a set of wearable chakra strings, this armor is able to conduct modifier Bulk
your chakra to aid your survivability and make your defense neigh
undetectable.
Wooden A simple yet elegantly designed set of smooth wooden armor with Light +3 Full 3 Athletic, Mobile
Suit various supports to aid in maneuverability as well as defense. Armor Modifier Bulk
Iron Shell This armor is formed of multiple segments of iron, which grants Medium +5 Maximum 6 Fashionable,
you access to an armor set that is both sturdy and dependable, Armor +2 Bulk Reinforced (4) Sturdy
but not egregiously heavy.
Steel A favorite of Sasori of the Red Sand. This Armor chassis is Heavy +8 - 8 Bulky, Powerful Build,
Fortress extremely large and durable, providing the most protection Armor Bulk Reinforced (7),
thanks to its Steel lining. Threatening
*B/P/S – Bludgeoning, Piercing, Slashing

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.

164
ARMORER’S UPGRADES Techniques: Purple
After casting a Jutsu of D-Rank or higher, until the start
Using Upgrades: All Armorer’s Upgrades use you or of your next turn, you have advantage on saving
your Puppet’s, Ninjutsu or Taijutsu attack bonus and throws against being charmed, mind controlled,
Save DC. stunned, or dazed from Genjutsu.
At Higher Levels: You can take this Upgrade as a
WOOD TIER Silver tier Upgrade. If you do, you can activate the
ADVANCED SOFTWARE Upgrade by spending 3 chakra at the start of your turn,
Techniques: Purple, Perfect forgoing the need to cast a jutsu.
You integrate physical and digital technology into your
Juggernaut Armor. Your armor is capable of connecting INTEGRATED WEAPON
to the Ninja-Net, and you have advantage on checks Techniques: Purple, Perfect
against Regional Counter Hack systems. Your armor is You install a special weapon into your armor of your
also fitted with a Radio Link, with a maximum range own design. Select one of the following options. You
equal to your Puppet Master level in miles. can take this upgrade a second time, to gain the other.
You also now treat your armor as possessing a These weapons use your Ninjutsu/Taijutsu modifier for
Hackers kit, with a number of charges equal to your attack and damage rolls. These weapons can be used
proficiency bonus per long rest. You are proficient with as components in Jutsu.
this kit. Each weapon possesses a special ability to aid you
ACCELERATED MOVEMENT even further, listed below their descriptions. You can
Techniques: Purple, Perfect use these abilities a total number of times equal to
You lighten your armor allowing for more mobility. your proficiency bonus, per short or long rest.
Increase all movement speeds you possess by +10 
Arm Blades: You fit your armor with blades that can
feet. You can take this upgrade twice. extend from your arms when you attack. This weapon
At Later Levels: You can take this Upgrade using a deals 1d6 + your chosen modifier in slashing damage.
higher tier Upgrade slot. If taken at Bronze tier or This weapon counts as a Tonfa and Knuckle Blades.
higher you may Dash as a bonus action. If taken at o Double Strike. Once per round, when you make
Gold tier or higher, you gain a +2 bonus to saving an attack with the Arm Blade, you can make one
throws to resist having your movement speed lowered additional attack with it as part of the same
in any way. action.
BIONIC REFLEXERS 
Axe Tail: You fit your armor with a long, serrated tail
Techniques: Purple that can sway attacks from you. This weapon deals
You install highly flexible supports in the legs of your 1d8 + your chosen modifier in piercing damage. This
armor. You can fall 60ft. before taking fall damage and weapon counts as Whip, Weighted Chain, and Scythe.
taking fall damage doesn’t knock you prone. You also o Deflection. As a reaction to being targeted by an
gain an extra benefit based on your Armor Type; attack within 10 feet of you, you can increase
your AC by 1d8 for the triggering attack. After

Weaved Mail / Wooden Suit: Standing up from using this reaction, each time you are targeted
being prone only costs 5 feet of movement. by an attack until the end of the current turn,

Iron Shell / Steel Fortress: You always half any you can make an attack against the triggering
fall damage you receive. creature using your tail, ignoring DR.
CHAKRA BLAST POWER FIST
Techniques: Purple, Perfect Techniques: Purple, Perfect
You infuse your armor with a gauntlet that can conduct You infuse your armor with a gauntlet that allows your
intense blasts of chakra. You gain the following natural fists to hit with incredible force. You gain the following
weapon, Chakra Blast. This weapon counts as any natural weapon, Power Fist. This weapon has the
Ranged weapon, any Bow, or Senbon. This weapon can Unarmed and Multiattack properties, and counts as a
be used as a component in Jutsu. set of Combat Bracers and Iron Claws. This weapon can
Chakra Blast . Ranged Weapon Attack: Ninjutsu or be used as a component in Jutsu. When you craft this
Taijutsu attack bonus to hit, Range 60ft, one target. upgrade, pick a damage type for it between
Hit: 1d8 + Ninjutsu or Taijutsu ability modifier in force Bludgeoning, Piercing, or Slashing.
damage. As part of making an attack with this weapon, Power Fist. Melee Weapon Attack: Ninjutsu or
you can spend up to 3 chakra. For each point of chakra Taijutsu attack bonus to hit, Unarmed range, one
you spend, increase the damage dealt by +2. target. Hit: 1d6 + Ninjutsu or Taijutsu ability modifier in
ELEMENTAL REACTOR your chosen damage type. As part of making an attack
Techniques: Purple with this weapon, you can choose to spend 3 chakra. If
You fit your Puppet Tool with a special elemental you do, you knock the creature back 5ft. If the creature
reactor which enables you to cast jutsu of a specific cannot be knocked back, increase the damage dealt by
element. Select between Earth, Wind, Fire, Water, or your proficiency in force damage.
Lightning. You gain this element's reactor, gaining the
jutsu associated with it as long as you meet the level BRONZE TIER
requirement. You can take this upgrade multiple times, ADAPTIVE CAMOUFLAGE
each time selecting a different element. Techniques: Purple
As an action, you can cover your Juggernaut armor in
ELEMENTAL REACTOR TABLE chakra, blending into your surroundings, similar to the
Body Camouflage Ninjutsu. This lasts until you
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
th
10 Earth-Style Palm 10,000 Slicing Blades Fire Wall Water Fang Lightning Spear
165
th
14 Stone Needle Drilling Wind Bullet Great Fire Absorption Falling Rain Needle Lightning Shield
deactivate it. While active, you are considered lightly maximum bulk by 10. Also, items or other perishables
obscured, and can hide from a creature even when that are stored in your armor last for twice as long.
they have a clear line of sight to you. Wisdom
ION FIST
(Perception) checks to find you that rely on vision are
Techniques: Purple
made with disadvantage.
You integrate an ionized layer in your gauntlet, raising
DEEP-LEARNING ANALYSIS the maximum destructive capabilities. Your Power
Techniques: Purple Fist now deals force damage in addition to its original
Prerequisite: Advanced Software damage type, and has its damage die increased by 1
You expand upon your armor's ability to aid you pierce step. (d4 →d6 →d8 →d10 →d12)
the defenses of the digital age. Increase the number of Also, once per turn, when you score a critical hit a
charges of your armor's natural kits by +2. You also powerful shockwave erupts from your Power Fist
have advantage on checks against the National forcing all creatures within 5 feet other than you to
Counter Hack systems. make a Strength saving throw or be knocked prone.
Additionally, you can treat your armor's Hacker's
MASTERED ARMAMENT
Kit as a Forensic Kit as well, sharing the same
Techniques: Purple
number of charges. You are proficient with this kit.
You install an improved version of the special weapon
ENVIRONMENTAL ADAPTATION you made previously into your armor. Select one of the
Techniques: Purple, Perfect following options; You can take this upgrade a second
You install up to two of the following modifications to time to gain the other option.
your armor to deal with the cruelty of mother nature. Each weapon possesses a special ability to aid you
Unlike other upgrades, you can change the even further, listed below their descriptions. You can use
modifications to your armor during a short rest. Each of these abilities a total number of times equal to your
these mods should visually change your armor's proficiency bonus, per short or long rest.
appearance. 
Arm Blades: Twice per round when you hit a
 All-Season Boots: Your Armor ignores the effects creature with your arm blades you can pull them out
of naturally occurring difficult terrain (Ex. Rugged violently. A creature must make a Constitution saving
Badlands). throw or suffer from a rank of bleeding. Also, you gain
 Anti-Coating: Your Armor is immune to detrimental additional uses of your Arm Blades, Double Strike
effects of naturally occurring poisonous environments special ability equal to half your level.
and protects you from non-jutsu based poisons. 
Axe Tail: When you would use Deflection you can
 Cooling Ooze: Your Armor is immune to any instead react if an attack hits you, and the AC bonus
detrimental effects from naturally hot environments rerolls 1s and 2s and lasts until the start of your next
(Ex. Volcanos, Hot Deserts). turn. Also, you gain additional uses of your Axe Tail,
 Heat Vision: Your Armor is fitted with special
Deflection special ability equal to half your level.
lenses that allow it in darkness or through smoke.
You gain Darkvision while in any form of darkness, STONECOLD STRONGHOLD
and can see through non-jutsu based smoke with no Techniques: Purple
difficulty (Ex. Smoke Bombs, Gas Vents). When your Puppet Tool would not move on your turn, a
 Integrated Heaters: Your Armor is immune to any blue sigil of chakra appears on the ground within a 10-
detrimental effects from naturally cold environments
foot radius of it. All allied creatures, excluding you and
(Ex. Snowy Alps)
your Puppet Tool, gain a +1 to AC and Strength,
 Oxygen Converters: Your Armor is built to let you
Dexterity, and Constitution saving throws, for the first
swim to great depths. Your swimming speed is equal
attack made against them and saving throw they make
to your movement speed, and you can breathe
underwater for up to X hours before needing a rest to per round respectively.
clean your armor's filters. (X = Puppet Master level) At Higher Levels: You may take this upgrade as a
Silver tier upgrade to also gain its effects when It
At Later Levels: You can take this Upgrade as a activates. Furthermore, you can take it as a
Gold tier upgrade to gain an additional +2 Gold upgrade, to increase the bonuses to a +2.
modifications.
INCAPACITATING BLASTS
Techniques: Purple
Prerequisite: Chakra Blast SILVER TIER
You install one of two unique augments to BATTLE READY ARMOR
your Chakra Blast that allow it to incapacitate your Techniques: Purple
foes. You can use this upgrade as a bonus action, You have learned to adapt your
though if you do, you cannot use your Chakra armor to even the harshest
Blast as an action on your turn. You can use this situations. Choose a number of
upgrade a number of times equal to your Intelligence armor seals that would take up to
modifier per long rest. 3 armor slots that you qualify for.

Blinding Blast. You generate a blast of light at all You gain these armor seals and
creatures within 10 feet of you, other than you. All you can swap out which seals you
creatures must succeed a Wisdom saving throw or are benefitting from on a full rest.
become Blinded until the start of their next turn.

Concussive Blast. You send a shockwave of sound CHAKRA ENHANCED
at a creature within 60 feet of you. This creature must VISION
make a Wisdom saving throw or become Deafened Techniques: Purple, Perfect
until the start of their next turn, and Dazed. Your Juggernaut Armor's ability to
perceive movement and detail is
INTERNAL STORAGE improved exponentially. None can
Techniques: Purple escape your gaze. You gain the
You have managed to find unused space in your armor, following benefits;
allowing you to carry more resources. Increase your

166

You ignore any benefits creatures may possesses as the same way, adding a +1d8 bonus to the damage
the result of cover (excluding full cover), and you can roll per charge.
see creatures that are lightly or heavily obscured with
no issues. RAPID DISORDER

When you would make a Dexterity saving throw Techniques: Purple
against an effect you can see, you can make an You create a fun upgrade to cause a massive amount of
Intelligence saving throw instead. You can gain this disorder amongst your foes in the first moments of
benefit a number of times equal to your intelligence battle. You gain access to the unique natural
modifier per long rest. weapon, Opening Missiles, a weapon that fires

When a creature hits you with a ranged attack roll and dozens of small rocket powered bullets from a
you can see the creature, you may cast the True multitude of compartments in your armor.
Strike Genjutsu as a reaction, targeting that creature. This weapon can only be used as an action, or as a

When a creature attempts to take a Hide action reaction as part of rolling for initiative. If used on
against you, you can immediately make an initiative, this weapon cannot be reacted to.
Intelligence or Wisdom (Perception; Your Choice) to This weapon possesses the ammunition property.
contest its Stealth check. Each time you use this weapon, you lower your
ammunition die by a step. If you run out of
HEALING SALVE ammunition, you cannot use this upgrade again until
Techniques: Purple you complete a long rest.
Your armor is fitted with a special salve that can be used Opening Missiles. When this weapon is used, roll
to mend your wounds or cure any afflictions. At the start two dice equal in value to your current ammunition die
of turn, before any action is taken, you can use one of and multiply the result by 5. This is the total amount of
the following. You can use this upgrade a number of damage the weapon deals. For each creature you
times equal to your Intelligence modifier, per long rest. target, you decide how much of this damage you
delegate to them, as piercing damage. Area Weapon

Recover 2d10 + your proficiency bonus in hit points.
Attack: Dexterity saving throw (vs. Ninjutsu or Taijutsu

Remove the Bruised, Dazed, Staggered, or any
Save DC), Reach 120-foot radius, all creatures of your
Elemental condition affecting you.
choice. Success: Half damage. Failure: Damage
HEAVY PLATING delegated and the creature is knocked prone. Critical
Techniques: Purple Failure (Fails DC by -5 or more): Same effects as
Your armor becomes more adept at withstanding failure + 1 rank of Lacerated.
common forms of damage. Select one damage type
(Bludgeoning, Piercing, Slashing). You gain resistance STURDY CRAFTSMANSHIP
to this damage type. Techniques: Purple
At Later Levels: You can take this upgrade as a After taking a few too many beatings, you improve your
Gold or Platinum tier upgrade. For each tier above armor with a mechanism similar to shock absorbers,
Silver, you select an additional damage type to gain allowing you to resist being pushed around. You have
resistance to from the given list. advantage on skill checks and saving throws to avoid
being moved. Also, if you would be knocked back you
KINETIC OVERFLOW are instead knocked back half the distance and you
Techniques: Purple only take half as much falling damage.
Your armor is able to store the kinetic energy of your
attacks or attacks you receive. This upgrade can store a
number of Kinetic Charges equal to half your
proficiency 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 method, you can move up to your
movement speed and release a 20-foot radius pulse of
purple chakra, spending up to your total charges.
Each creature must make a Dexterity saving throw
against your Ninjutsu or Taijutsu Save
DC. Success: Half damage. Failure: 2d6 force
damage per charge spent. Critical Failure (Fail by -
5 or more): Same damage, 15 feet of knockback and
are knocked prone.

Accumulation: The first time each turn when you
would cast a Jutsu of D-Rank or higher or use
your Chakra Blast, Power Fist, or Integrated Weapon,
you can gain 1 Kinetic Charge. Kinetic Charges
gained this way cause your armor to begin to glow
blue. While benefiting from this method and you
would cast a Jutsu of D-Rank or higher that deals
damage, you can spend up to your total Kinetic
Charges to increase the damage roll by 1d6 for each
charge spent. Alternatively, if you deal damage with
the above listed upgrades, you can spend charges in

167
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 do not lower your Strength checks, attack rolls, or
well. You craft a another set of Juggernaut Armor for saving throws as a result of conditions or effects from
an ally during a full rest. hostile creatures. Additionally, you have advantage on
This armor can be of any armor listed in the Armor saving throws that would lower your strength score in
Chassis feature. This armor draws from your total any way.
Puppet Upgrade pool, but comes preinstalled with
two Wood Tier Upgrades or Bronze tier Upgrades of
FULL METAL JACKET
Techniques: Purple
your choice. This armor is esoterically designed,
Prerequisite: Heavy Plating
preventing any other creature including you from
You have upgraded your armor to the point that
wearing this armor.
techniques that would have turned it to dust, now
CLOAKING DEVICE barely scratch its surface. Your AC cannot be lowered in
Techniques: Purple any way from hostile effects and jutsu, features, or
Prerequisite: Adaptive Camouflage effects that would destroy your armor are ineffective
Your armor is able to hide you from even the most (your armor remains intact.)
trained of eyes. While Active Camouflage is active, if INFILTRATOR
you do not move during your turn you can use your Techniques: Purple
reaction to take the Hide action using an Intelligence Prerequisite: Deep-Learning Analysis
(Stealth) check. You make this check with disadvantage There is no system that can outsmart the hacking
if you are within 5 feet of another creature or if you design of your armor. Increase the number of charges
attacked during your turn. of your armor's natural kits by +2. You have advantage
Additionally, if you do not move while hidden, you on checks against the Militarized Counter Hack
are counted as invisible to special senses such as systems. You can also treat your
chakra sight, darkvision, heat vision, tremor sense, and armor's Hacker/Forensics kit as a Security Kit,
blindsight. sharing the same number of charges. You are proficient
Finally, once per rest, you are able to cast the with this kit.
Invisibility Genjutsu on yourself at no cost nor its Using your armor's natural kits, you can complete
concentration cost. When you cast Invisibility this way, any task that would require any of the available kits in
the jutsu's rank is treated as your highest jutsu known half the required time, or 1 minute of the time would be
rank. greater than a minute.
G30
Techniques: Purple
SAVING GRACE
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.
the event their lives are in danger. As a reaction to
While wearing your Juggernaut Armor, you treat all
seeing an allied creature, other than you, fall to 0 hit
critical hits against you as normal hits. When you would
points within 90 feet, you quickly eject from your
normally be critically hit, you gain 2d12 temporary hit
Juggernaut Armor and use your Chakra Threads to
points which last until the end of the current turn.
throw it towards 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.

168
PLATINUM TIER MECH PILOT (CHANGED)
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
temporary hit points equal to your Puppet Master level can maintain this mech for 1 minute. If you go beyond
at the start of each of your turn, are immune to all this minute, you can spend 1 Hit and Chakra Die at the
Physical conditions, and add your proficiency bonus to start of each of your turns to maintain it for an
all damage rolls. additional round. You gain the following benefits while
Your hit points are treated as 0 for this minute and this mech is active;
cannot go below 0, but you remain conscious and when Once this upgrade ends, you gain 1 rank of Weakened
you take damage, you do not automatically fail a death and Slowed as your armor reverts back to normal. For
saving throw, instead making a death saving throw at every 2 hit die and chakra die you spent to maintain this
advantage. Once this upgrade ends, you gain 2 ranks upgrade, gain an extra rank of Weakened and Slowed.
of Exhaustion and Weakened, plus an additional 1 rank 
You gain a +3 bonus to your AC, and gain damage
of both conditions for each round you were in this state reduction equal to your proficiency bonus.
for. 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 damage die increased by 1 step.
modifier per long rest, and each ability provided by this 
You gain an additional Action per round, which can
upgrade requires a specified number of charges to only be used to use an Upgrade with “Armory” in the
activate. If you would teleport or enter another name.
dimension, you regain 1 Charge for this upgrade, once 
Your movement speed is doubled, and you ignore
per round. difficult terrain.

Spectral Dodge (1 Charge): When you take

You have advantage on saving throws to resist
damage from an attack roll, you can use your reaction Genjutsu.
to briefly become intangible for the attack, causing it

The maximum weight you can lift is multiplied by 100
to miss you entirely. You cannot do this against critical and you have advantage on checks made to grapple
hits and attacks that deal psychic damage. or throw creatures that are smaller than you. You also

Spectral Warp (1 Charge): You gain the ability to treat structures, objects, and constructs as vulnerable
cast the Ninjutsu, Lightning Release: Lightning Step, to your damage.
at no cost, regardless of whether you are able to cast

You have advantage on Strength/Dexterity skill
it normally or not. If you can already cast this jutsu, checks.
double the distance you can travel with it when you

Against Aberrations, Beasts, Constructs, Demons, Mon
use this upgrade to cast it. Using this upgrade to cast strosities, Mutants, and Plants, you ignore resistance
Lightning Step does not give you back a Charge for and treat immunity as resistance with damage rolls
this upgrade. that include any Armorer Upgrade or upgrade

Spectral Transposition (2 Charges): As an with "Armory" in the name.
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.

169
RED TECHNIQUE ~ PERFORMER PERFORMANCE OF 10 PUPPETS
Starting at 10th level, you learn of a legendary
Puppet Masters who practice the Red Technique are
technique of Puppet Master Chiyo, who through her
known as Performers. Like traditional puppeteers,
White Technique, the former name of the Red
these shinobi focus on commanding their Puppet Tools,
technique, was able to command up to 10 Puppets at
with a higher emphasis on the strength of numbers.
once, each puppet connected by a single thread from
Performers are best known for creating a spectacle
each finger. You learn the secrets of this iconic
on the battlefield, commanding numerous puppets
technique and do your best to emulate it.
simultaneously to tear enemy forces asunder.
You gain a special scroll of your description known as
the Performance Scroll. This Scroll can be used
RED TECHNIQUE PROFICIENCY once per long rest. When you use this scroll, you
(CHANGED) summon forth copies of your existing puppets, up to 10
When you choose this technique at 2nd level, you gain Puppets total. You no longer command your Puppet
proficiency in Performance and Insight. Tools as normal and now command the Puppet
You have decided to invest in commanding multiple Swarm statblock, listed on the following page. If the
puppets. You gain a second Puppet Tool, however, Puppet Swarm reaches 0 hit points, it is unsummoned
both Puppet's Tools maximum range is reduced to only and your Puppet Tools fall to half their remaining hit
250ft, and both Puppets have their hit points halved. points.
When you command one puppet, you may command
one other puppet as well, though you can only OVERWHELMING MIGHT
command a puppet once per turn. Your Puppets draw Starting at 14th level you have begun to start using
from the same upgrade pool for Puppet Upgrades. your numbers more efficiently than before. When you
When you would spend your action to cast Mending would force a creature to make a saving throw or make
on a Puppet, you can target another Puppet Tool, to an attack roll, you can make all of your puppets use the
receive the healing. technique overpowering them with sheer numbers.
Lastly, you take precautions to protect your more For each puppet you make repeat this technique you
fragile Puppets. Each Puppet Tool you acquire gains 1 must make a DC 16 Chakra Control check, increasing
Wood Tier upgrade for free. Per rest, your Puppets gain the DC by +2 for each additional puppet after the first,
a number of temporary hit points equal to four times to a maximum of 5. For each puppet after the first you
your proficiency bonus. increase the initial attack roll by +1 and the damage by
+2. Alternatively, if this was used with a jutsu or
STRENGTH IN NUMBERS upgrade that requires a saving throw you increase the
Also at 2nd level, all Puppets you acquire are crafted initial DC by +1.
with a specific Puppet Role. Listed on the next page, You can use this feature a number of times equal to
these roles grant your puppets new abilities and ability your proficiency bonus per long rest.
score increases.
You also gain access to Upgrades of the SYMPHONY OF PUPPETRY
Theatre, which are Upgrades exclusive to the Red Starting at 17th level, you have nearly reached the
Technique. Summit of the Red Technique, and you know what you
must do next. But in order to prepare
PUPPET THEATRE for that technique, you must enhance your existing
Starting at 6th level, you invest further time into your portfolio. Select one of the following options;
puppeteering skills, allowing for new techniques to be
made up on the fly. As a reaction, when you would see

Expansion: You decide to add more to your
a creature cast a jutsu one of your puppets has the repertoire. You gain the Expanded
ability to cast you make a Performance check against Puppetry upgrade for free. If you have already
the DC of the jutsu. You may use Intelligence or taken this upgrade twice, you gain an upgrade of
Charisma for this check. On a success, your puppet bronze tier or lower.
learns that jutsu until your next rest. (Follow the rules

Enhancement: You decide to make more out of
for casting as stated in the Jutsu Specialization what you already have. The two Puppets you started
upgrade.) with at 2nd level double their maximum hit points,
Additionally, your knowledge of your puppets has and increase one of their ability scores by +2, each.
allowed you to emulate their fighting styles with
frightening accuracy. As a bonus action you may MASTER OF THE RED TECHNIQUE
change the Puppet Role of one of your puppets into Starting at 20th level, you achieve the pinnacle of the
a different role you have access to, that your Puppet's Red Technique's teachings, gaining a small army's
are not currently using. This role change lasts for 1 worth of power at your fingertips, capable of
minute and can be canceled at any time as a free conquering an entire nation, all by itself. First created
action. You may do this twice per long rest. by the legendary Puppet Master, Sasori of the Red
Sand.
OVERTURE (CHANGED) When you would use your
Also at 6th level, your control over Performance of 10
your puppets is so precise that Puppets feature, you can
even enemies get lost in the choose to summon
beauty of it. Twice per turn, when the Performance of 100
both of your puppets damage to Puppets instead. When
the same creature, you add half you do, you gain access
your Puppet Master level to the to additional features as
damage. noted on the Puppet Swarm
Also at 6th level, you learn the E- statblock.
Rank Ninjutsu Sealing Art: String
Light Formation. When you take the
attack action, you can cast Sealing Art: String
Light Formation as part of the same action.

170
PUPPET SWARM (CHANGED) 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
Armor Class (The Swarm has an AC equal to your Puppet Tool with the highest Actions; These Special Actions take from a pool of Commands. While the
AC + 2) Performance of 10 Puppets is active, you have 5 Commands to spend. While
Hit Points (The Sum of all your Puppet’s Hit Points) x 1.5 the Performance of 100 Puppets is active, you have 10 Commands to spend.
Speed 60ft. You regain spent commands at the start of your next turn.

STR DEX CON INT WIS CHA SPECIAL ACTIONS


X (+X) X (+X) X (+X) X (+X) X (+X) X (+X) Attack (X Commands). Select one weapon one of your Puppet's possesses.
Saving Throws Proficient in All (Treat negative modifiers as +0) Make an attack with this weapon against a creature within range. For every
Skills Same proficiencies as your Puppets command you spend to use this Special Action, you send Puppets to aid your
Damage Resistances Acid, Chakra, Necrotic initial Puppet Tool, giving the attack a +1 to hit, a +4 bonus to the first damage
Damage Immunities Psychic, Poison roll, and for every 2 Commands a +1 bonus to Save DC for the first saving throw
Condition Immunities All Mental, Bleeding, Poisoned imposed against all creatures (Max DC bonus. +3). If you use an upgrade that
Senses Same Visual Sights as your Puppets, Passive Perception = Twice the makes an attack roll or imposes a saving throw, you must spend an additional
highest Passive Perception amongst your Puppets. command to utilize it with this special action. If the Performance of 100
Puppets is active and you spend at least two Commands, your Puppets
One of Many. The Puppet Swarm counts as a single Puppet in regards to gain advantage on the attack.
jutsu, attacks, and other effects that would target it, however, it counts as Defend (2 Commands). You spend two commands to have Puppets circle
being multiple Puppets for the purposes of interactions with Red Technique around an allied creature within range and protect them. Until the start of
class features. As a bonus action, you can command a single Puppet to take an your next turn, all attacks that target this creature are made with a -1d4
action and move. The Puppet can only move up to half its movement speed penalty, and the creature gains a +1d4 bonus to the first saving throw it
away from the Swarm, as by the end of the turn it returns to the Swarm. makes per turn. If the Performance of 100 Puppets is active, increase the
Puppet Tool. The Swarm has access to the same features as the Puppet 1d4s to 1d6s.
Tool statblock. Any upgrades that provide passive effects are still active as Swarm (3 Commands). You spend 3 commands to swarm hostile creatures
normal, however, upgrades that require attack rolls or impose saving throws, in a 20-foot radius within 60 feet of the swarm. Creature must make a
can only be used with the Attack Special Action (Unless an upgrade specifies Strength or Dexterity saving throw (Your choice, for all creatures), suffering
otherwise). the listed effects; If the Performance of 100 Puppets is active, creatures
Puppet Swarm. The Puppet Swarm is made up of copies of your existing have disadvantage on their saving throw.
puppets, until you have 10/100 Puppets total. When determining the Puppet  Strength Saving Throw: The Puppets begin to pummel
Swarm's stats, choose the highest stat for each ability score from each of your creatures. Success: Half damage, no effects. Failure: Weapons damage of
Puppets. Each copied Puppet shares the same statistics and Puppet Upgrades one puppet +2 damage die, 1 ranks of a condition associated with the
(Any upgrades with use limits or that require ammunition, have their damage type of the weapon chosen (Bludgeoning=Bruised,
uses/ammunition shared with the entire swarm and are NOT replenished Piercing=Weakened, Slashing=Bleeding). Critical Failure (Fail by -5 or
when the swarm is activated). While the Puppet Swarm is active, you gain more): Same effects, but the creature takes double damage.
access to every Puppet Role, increase the damage die of all weapons and  Dexterity Saving Throw: The Puppets begin to frantically attack
upgrades the Swarm uses by+1, and the first time you summon the Puppet creatures. Success: Half damage, no effects. Failure: Weapon's damage
Swarm per full rest, you regain half of any expended uses of Upgrades. If you +3 damage die + 30 feet of horizontal knockback or 10 feet of knockback
summon the Performance of 100 Puppets, regain all uses. upwards (pick one, for all creatures). Critical Failure (Fail by -5 or
more): Same effects, but the creatures are also dazed on a failure.
Performance of 100 Puppets. When the performance of 100 Puppets is
active, the Puppet Swarm becomes Gargantuan and when calculating its hit
points, the multiplier goes from 1.5x to 2x. It also gains a +2 bonus to AC. You
also gain improvements to your Special Actions and more Commands, as noted
below.

171
PUPPET ROLES most combat oriented puppets. This puppet gains
Below are the available Puppet Roles. Each Role gives proficiency in Stealth, and gains a +1 bonus to critical
your Puppets special abilities and increases their ability threat range for its attacks and upgrades that require
scores. When you select a role, your puppet gains a an attack roll. On a critical hit, add your proficiency
title at the end of their name of the chosen role. For bonus to the damage dealt.
example, if you choose Defender and your Puppet's STRIKER
name Salamander, your puppet's full name is ASI: +2 to Strength or Dexterity score, +1 to
"Salamander, the Defender". Constitution score
CONTROLLER Role Effect: This Puppet focuses on combat and
ASI: +2 to any ability score, +1 to any ability score aggression. This puppet gains proficiency in Martial
(Negative scores chosen become 10 before the +2 is Arts and Athletics, and gains a bonus to attack rolls
added). with its upgrades and weapons equal to 1/3rd your
Role Effect: This Puppet is adept at controlling the proficiency bonus.
battlefield. When this puppet utilizes any of its SUPPORTER
upgrades that require a saving throw, it gains a bonus ASI: +2 to Constitution score. Intelligence or Wisdom
to its Save DC equal to 1/3rd your proficiency bonus, start at 10.
rounded up. Once per rest, when you or an ally within Role Effect: This Puppet is skilled in supporting its
15 feet of this puppet is targeted with a jutsu with the allies. Your puppet gains proficiency in Medicine, and
Clash keyword, your puppet can attempt to deflect the increases all healing or temporary hit points granted by
jutsu, initiating a clash. Your puppet adds your upgrades, actions, or jutsu it casts by your proficiency
proficiency bonus to this clash check. bonus.
DEFENDER SURVEYOR (CHANGED)
ASI: +2 to Constitution score, +1 to Strength score
ASI: Wisdom starts at 16. +1 to another ability score.
Role Effect: This Puppet stands firm in battle,
withstanding even the strongest of blows. This Puppet
Role Effect: This Puppet is highly aware of its
gains a +3 bonus to Constitution skill checks and surroundings and forewarns its allies ahead of time.
saving throws. It also gains a bonus to its AC equal to This puppet gains proficiency in Perception and Insight,
1/3rd your proficiency bonus, rounded up. and has 60 feet of Darkvision. This Puppet also gains a
bonus to its Passive Perception and Passive Insight
equal to your proficiency bonus.

LURKER
ASI: +2 to Dexterity score, Wisdom ability score starts
at 11.
Role Effect: This Puppet has an unassuming
appearance but its blows strike harder than even the

172
UPGRADES OF THE THEATRE success. A creature can only be charmed by this
upgrade once every 24 hours.
Using Upgrades: All Upgrades of the Theatre use you You can only benefit from an upgrade unique to this
or your Puppet’s, Ninjutsu, Taijutsu, or Genjutsu attack subclass with "Dance" in the name once per turn.
bonus and Save DC.
HEAVEN ATTACK
WOOD TIER Techniques: Red, Perfect
On the head of one of your Puppets, you install a series
DECEITFUL DANCE of metallic tendrils along its scalp which grant your
Techniques: Red Puppet the ability to attack numerous opponents with
One of the first lessons of the Red Technique which one strike. When you would command your Puppet
teaches of a way to use the surroundings to mix in with Tools using your action, you can, using the Puppet's
the crowd. On your turn you can command your reaction when the Puppet Tool with this upgrade scores
Puppets to hide. Your Puppets can hide even when a hit with an unarmed or weapon attack, activate this
lightly obscured, or within 10ft. of 3 or more creatures upgrade.
as they sink into their shadows. When you do, the target must succeed a Dexterity
You can only benefit from an upgrade unique to this saving throw, or gain 2 ranks of Bleeding as the tendrils
subclass with "Dance" in the name once per turn. pierce through them. Regardless, take the attack roll
BIRD’S OPENING result and compare it to the AC of all creatures within a
Techniques: Red set of five 10-foot long lines starting from the
Your Puppets are able to capitalize on the shortcomings creature's space (but not including the creature). If the
of enemies in tandem with your allies. When a hostile attack roll matches or exceeds their AC, they take the
creature provokes an attack of opportunity from an ally damage of your Puppet's attack. These lines cannot
within 15 feet of a Puppet Tool, that Puppet Tool may overlap except at the origin point and must have 5 feet
move up to 5 feet of the hostile creature and make a of space between each other.
weapon or unarmed attack. Once you use this upgrade you must wait until the
Also, while you have this upgrade, creatures that end of your next turn to use it again.
would begin their turn within the weapon's range of two At Later Levels: For each tier you take this
or more of your Puppets (including the Puppet upgrade above Bronze, increase the length of the lines
Swarm) count as being in difficult terrain. by 5 feet and impose a -1 penalty to the triggering
creature's Dexterity saving throw. If taken as a
PREEMPTIVE TUNING Platinum Upgrade, you can spend 5 chakra to make the
Techniques: Red, Perfect attack roll as if you had advantage before you create
You always keep your instruments of war in good the five lines.
shape, and your puppets are included in this care
routine. On the first turn of combat your puppets have PIANO WIRE
advantage on the first attack roll or skill check they Techniques: Red
make, and the first instance of damage your puppet As an action, while the Puppet Tool with this upgrade is
takes after a long or full rest is reduced by your 5 + within 5ft of another Puppet Tool, you can command
puppet master level. both Puppets to connect to each other using a special
At Later Levels: You can take this upgrade using a sharper variation of the Chakra Threads technique
higher tier upgrade slot. For each tier you take this by spending 10 chakra. Both Puppet Tools then move
upgrade beyond wood, this upgrade’s effects last for up to 20 feet away from each other and travel up to
one additional attack roll/skill check and damage their movement speed in the same direction in a
instance. straight line.
All creatures caught in between your Puppets are hit
WATCHFUL EYE by these threads, and must make a Dexterity saving
Techniques: Red throw. Success: Half damage, no effects. Failure:
You modify your Puppets to instinctually follow your Xd6+X slashing damage, 1d4 ranks of bleeding.
lead when you aid your allies. When you take Structures, Objects, and Constructs take double
the Help action, all of your Puppets take the help action damage from this upgrade. (X =
simultaneously. Additionally, your Puppets may take your
the help action as a bonus action. 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 SYNCHRONOUS SOUND WAVES
(CHANGED)

173
Techniques: Red Prerequisite: Quickfooted
Your Puppets are fitted with special speakers that Throughout your journey as a puppet master you have
enhance the harmful echoes of Auditory Genjutsu. uncovered more secrets of how to effectively maneuver
When you or your Puppets would cast a Genjutsu with your puppets. Your puppets movement speed is
the Auditory keyword and at least two of your Puppets increased by 15 feet and your puppet gains advantage
are within 20 feet of each other, you can make an on saving throws or skill checks that would lower its
additional Genjutsu attack if the Genjutsu makes an movement in any way. Your puppet can now take the
attack roll. This attack must target a creature that has Dash, Dodge, or Hide action as a bonus action. If your
not already been targeted, and this attack inherits all of puppet makes a melee attack against a creature, you
the jutsu’s effects. If the Genjutsu instead affects an don’t provoke opportunity attacks from that creature
area of effect, you cause the area of effect to appear for the rest of the turn, whether you hit or not.
twice, affecting a different area. The area of effects You can only benefit from an upgrade unique to this
cannot overlap. subclass with "Dance" in the name once per turn.
You can benefit from this upgrade no more than once
SYMPHONY OF DESTRUCTION
per round, and to activate this upgrade you must spend
Techniques: Red
an amount of chakra equal to the Genjutsu’s rank (D-
As an action, you command your Puppets to perform a
Rank: 2, C-Rank: 4, B-Rank: 6, A-Rank: 8, S-
Bukijutsu you or an allied creature knows to execute a
Rank: 10).
perfect symphony of destruction and ruin. The Bukijutsu
cast cannot have a range of self.
SILVER TIER The Bukijutsu gains the Combination keyword and has
GUARDIAN ANGELS (CHANGED) its chakra cost tripled (its cost also becomes Special). All of
Techniques: Red your Puppet Tool's perform this jutsu simultaneously (The
As an action you can command one or more Puppets jutsu is treated as being cast once), and count as
you possess to each move up to within 5ft of an ally individual casters. The jutsu cast gains the following text;
within range of their movement speed and You cannot participate in the combination yourself, though
begin protecting the creature. You cannot target your allies can and your Puppets treat your Charisma
yourself. While protecting a creature, a Puppet gains an modifier as their own.
additional reaction per round that they can only use to Combination: For every caster that participates in the
reaction that would protect the creature. Any attacks, casting of this jutsu, increase the damage die by +1. This
damage rolls, saving throws, or other effects that would jutsu gains additional benefits, based on the highest
target the creature being protected, enable your Charisma modifier among the casters.
Puppet to use its reactions to attempt to negate the • +0-1: No Change.
effects, even if a reaction they use would normally only • +2-3: The jutsu gains a +2 bonus to attack rolls or
protect themselves. Save DC (pick one)
This upgrade requires you to maintain concentration • +4-5: The jutsu gains a +3 bonus to attack rolls or
as if concentrating on a B-Rank jutsu, and you must Save DC (Pick one), and deals an extra 2 die of damage.
spend your bonus action on consecutive turns to
maintain this upgrade. THREE JEWELS SUCTION CRUSHING
At Later Levels: You can take this upgrade as a Techniques: Red
Gold tier Upgrade to gain permanent advantage on As an action, you can spend 15 chakra to command 3
checks to maintain concentration of this Upgrade Puppets, or to use 3 Commands with the Puppet Swarm,
RIBBON DANCE (CHANGED) you are able to form your Puppets into a triangle
Techniques: Red formation, with each vertex representing the 三宝
A technique that embodies one of the hardest Sanbō (Literally Meaning: Three Sacred Treatures).
hurdles for the Red Technique to face, tangling your At each vertex of the formation, your Puppets open a
chakra threads. On your turn when two or more of your compartment revealing the symbols for Buddha (仏),
Puppets would enter within 10ft. of a hostile creature, Dharma (法), and Sangha (僧). In the middle of your Puppets,
you can command them to enwrap the creature in your a 60-foot cone tornado forms. You cannot use this upgrade
chakra threads. The creature must succeed a Strength while your Puppets are within 15 feet of any creature.
saving throw or be grappled and restrained. While All creatures within range of the tornado must make a
restrained this way, your Puppets gain a bonus to Dexterity saving throw. On a failed save, creatures take
damage rolls on the creature equal to your proficiency 14d4 wind damage, gain 1 rank of bleeding and
bonus with weapon attacks, up to twice per turn. weakened, and are pulled 30 feet inside the tornado,
At the start of each of their turns, an affected stopping at the center of the formation if they reach it.
creature can repeat the saving throw at disadvantage Constructs, structures, and objects have disadvantage on
to end these effects. You can only benefit from an the saving throw and take double damage. On a success,
upgrade unique to this subclass with "Dance" in the creatures take half damage and are only moved 5 feet.
name once per turn. Creatures who start their turn within the center
must succeed a Dexterity (Acrobatics) check against
UNDERSTUDY your chosen DC to regain half their movement speed,
Techniques: Red otherwise, it is set to 0 until the start of their
Select one Puppet Tool you possess. This Puppet Tool next turn.
gains the benefits of one Puppet Role another Puppet
Tool is using; however, it does not gain any increases
to its ability scores. You can take this upgrade a second
time, placing it on another Puppet Tool picking another
role currently in use.
While using the Puppet Swarm, apply the ability score
increases that the Puppet Role selected normally
applies to the ability scores of the Puppet Swarm.

GOLD TIER
DECISIVE DANCE
Techniques: Red

174
with your Puppets being your chess pieces, and
This upgrade counts as concentrating on you the grandmaster that controls their every
an A-Rank jutsu. At the start of each of your move.
turns, you can immediately spend 8 chakra to While commanding your Puppet Swarm, you can
maintain the tornado and repeat the saving throw. declare a single Puppet to be denoted as the King
Creatures who make their saving throw in the Puppet. A King Puppet radiates with a white outline of
center do so at disadvantage and increase the chakra, and can be targeted specifically when the swarm
damage taken by a step. would be targeted. The King Puppet raises the statistics
of the entire Swarm by +1, and grants you an additional
PLATINUM TIER 3 Commands. The King Puppet has an AC equal to the
Swarm's AC -2, and 100 hit points (The King Puppet's hit
HALO DANCE (CHANGED)
points do not affect the Swarm). The King Puppet has
Techniques: Red
advantage on saving throws against area of effects, and
Derived from blue technique, a technique normally
resistance to damage from area of effects so long as the
considered almost impossible for your average shinobi, is
Puppet Swarm is not Bloodied. If the King Puppet is
effortlessly replicated in this technique.
killed, this upgrade ends and it cannot be used until you
As full turn action, you command all your puppets to
complete a long rest. This upgrade uses your highest
strike your opponent repeatedly from multiple angles at
Save DC for any saving throws.
speeds incomprehensible to most shinobi, spending 20
While the King Puppet is active, it can direct the Swarm
chakra as their action. You can only use this upgrade while
in new ways, following your input. The Swarm can utilize
the Puppet Swarm is active. If the target creature would
the following Special Actions;
use a reaction in response to this upgrade’s effect, they
must spend an amount of additional chakra equal to your 
Bishop's Cleave (2 Commands). The King Puppet
Puppet Master level (or twice your level if their reaction commands puppets to briefly travel in a 90-foot long
does not require them to spend chakra). line diagonally. Each creature within range must make
Make 5 melee taijutsu attacks against a single target, a Dexterity saving throw, taking twice the weapon's
dealing your weapons damage + 2d6 slashing damage damage of the Swarm and being knocked prone on a
and the target must make a Constitution saving throw. failure or half damage on a success.
These attacks treat any DR as the result of armor, 
Knight's Charge (2 Commands). The King Puppet
features, or traits, as half. On a fail, the target creature commands puppets to attack at 4 different 10-foot wide
loses function of one of its arms for 24 hours. A jutsu that cubes within 120 feet. Make one weapon attack with
removes conditions, cast at A-Rank or Higher can heal the the Swarm and compare the result towards the AC of
target's arm(s), granting it mobility and function. each creature within the cube. On a hit, creatures take
If a creature fails the Constitution Saving Throw by 10 the weapon's damage of the swarm and are knocked
or more, their arm is instead severed. If a creature has an upwards 30 feet.
arm disabled, they make their Constitution Saving Throw 
Rook's Assault (2 Commands). The King Puppet
at disadvantage for each arm disabled. commands puppets to move the swarm 60 feet in a
You can only benefit from an upgrade unique to this straight line, without spending its movement speed. All
subclass with "Dance" in the name once per turn. creatures that the Swarm would pass through, must
make a Strength save, taking the weapon's damage of
the swarm, being Dazed, and moved with the swarm
plus an additional 15 feet of knockback on a failed
save, or taking half damage on a success.

Queen's Gambit (3 Commands). The King Puppet
commands puppets to take two of the Special Actions
granted by King Puppet at once (other than Queen’s
Gambit, ignoring command cost. Each time this special
action is used, you must make a DC 23 Chakra Control
check. On a failed save, the King Puppet loses an
amount of hit points equal to half its maximum hit
points. The DC increases by +4 each time this upgrade
is used, per long rest.

KING PUPPET (CHANGED)


Techniques: Red
This upgrade can only be activated while the Puppet
Swarm is being utilized. You see battle as a chess board

175
WHITE TECHNIQUE ~ WEAVER COMBAT ALERTNESS
Also at 6th level, you are always on edge with your
Some puppet masters focus on using their chakra
chakra threads at the ready. You have advantage on
threads to manipulate puppet tools or great suits of
initiative checks, and you can connect your Chakra
mechanical armor. Weavers take their use of these
Threads to an allied Creature as part of rolling
chakra threads to their limit, using them to manipulate
initiative, you can also make one creature you are
their allies and enemies to more directly control the
connected to move up to their full movement speed.
flow of battle.
Also at 6th level, you learn the E-Rank Ninjutsu
Determining the proper flow of battle and how best
Medical Release: Virtue. When you take the attack
to utilize their allies requires a cool head. Therefore,
action or command an ally to take the attack action,
most Weavers tend to be lawful, using their abilities to
you can cast Medical Release: Virtue as part of the
maintain a certain order that they envision.
same action, affecting all creatures you are connected
to.
WHITE TECHNIQUE PROFICIENCY
Starting at 2nd level, you gain proficiency in the Martial
Arts and Medicine skills. You gain the ability to more
DOUBLED THREAD
Starting at 10th level, your control over your threads
strongly manipulate the puppet master's signature
has reached new heights, allowing for more precise
ability: Chakra Threads. The distance of your chakra
movements. The range of your chakra threads is
threads is doubled, and these threads now last until
doubled and you can take the help action as a bonus
they are dispelled.
action to a creature attached to your threads.
You can attach your threads to an ally within range
You can now connect your threads to 2 creatures at
of your Chakra Threads as a bonus action. You can
once, including as a part of rolling initiative and if you
detach your chakra threads at any time. While
use your White Technique Proficiency feature, you
connected to a creature with your threads, you can use
can make all of the creatures you are connected to
your action or bonus action to puppeteer your ally and
take the same general action (Dash, Dodge, Attack,
make them take any type of action that they
Cast a Jutsu, etc).
themselves are able to take, using the same action
economy. You can also move them as a free action,
using up their movement speed.
THREAD SAVANT
Starting at 14th level, your ability to manipulate others
with your chakra threads is practically unmatched.
CHAKRA STRING AUGMENTS (CHANGED) 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
not inflict a condition, and has a casting time of 1
what you don't need. You lose the Puppet Tool class
action or bonus action. When you connect your
feature and instead gain a set of Weaver Gloves. You
Chakra Threads to a creature, you can
are always adorned with these gloves as they enhance
simultaneously cast your chosen jutsu on the creature.
the potency of your Chakra Threads. Through these
This feature cannot benefit from your Grandmaster
gloves, you are able to access the various upgrades of
Manipulation feature and you may switch your
this class.
chosen jutsu at the conclusion of a full rest.
Select one the following upgrades between Better
Bonds, Chakra Pathway, Defensive
Manipulation, or Thread Weapon. You gain this
GRANDMASTER MANIPULATION
Starting at 17th level, your ability with chakra threads
upgrade for free.
is stronger than most. When you connect your Chakra
You also gain access to Interwoven Upgrades,
Threads to another creature, you can connect your
which are Upgrades exclusive to the White Technique.
threads to a number of creatures equal to half your
Also, you gain two additional Jutsu of a rank you
proficiency bonus as part of the same action or bonus
qualify for, not counting against your known. You gain 1
action.
more jutsu this way at 6th, 10th, and 14th levels.
You can control all of the creatures you are
connected to with the same action or bonus action. If
DIRECT CONNECTION you use your White Technique Proficiency feature, you
Starting at 6th level, Your chakra threads can
can make all of the creatures you are connected to
act as a perfect medium to deliver jutsu.
take the same general action (Dash, Dodge,
While you are connected to another
Attack, Cast a Jutsu, etc.)
creature via Chakra Threads, you can
Upgrades that affect one creature now
cast a jutsu on that creature directly. You
apply to any number creatures of your choice
gain the following benefits:
that you are connected to as long as they can

You do not require line of sight, and be affected by that upgrade.
you do not need to see the
creature to cast the jutsu on MASTER OF THE WHITE
them. TECHNIQUE

If the jutsu's range is Starting at 20th level, your talent with your
touch, you are Chakra Threads has made you a
considered touching them paragon of the White Technique.
while connected to them. Your talents shall be told to teach

If the jutsu requires an attack future generations of Puppet
roll, you cannot roll at Masters to come.
disadvantage. You gain an extra 2 Puppet

If the jutsu forces the target Upgrades that you qualify for,
to make a saving throw, they and double the specified ranges of
cannot gain advantage. any White Technique Feature, as well as

If the jutsu affects and area, you your Chakra Threads.
can choose to have it only affect
the connected creature.

176
INTERWOVEN UPGRADES You are automatically pulled toward a structure that is
larger than you.
Using Upgrades: All Interwoven Upgrades use your
Ninjutsu, Taijutsu, or Genjutsu attack bonus and Save HEIGHTENED SENSES
DC. Techniques: White
Do your decision to remove your Puppet Tool, your
WOOD TIER ability to master the Tactics of the Craft is
unclouded as the techniques befit you greatly. While
BETTER BONDS you have this upgrade, you may learn an additional
Techniques: White Tactic from the aforementioned feature.
Any time you take the help action you can use it for While connected to an allied creature, at the start of
any roll taken until the start of their next turn and you your turn select one Tactic you know. This creature
no longer use their movement when you make them gains the benefits of the chosen tactic until the start of
move on your turn. your turn.
CHAKRA PATHWAY (CHANGED) At Later Levels: You can take this Upgrade as a
Techniques: White Bronze or Silver tier upgrade. At Bronze tier or higher,
You can use your chakra threads to move your all creatures you are connected to may benefit from
chakra to another space. While you are connected to you chosen tactic. At Silver tier, you learn another
another creature via chakra threads, when you cast a Tactic.
Ninjutsu or Genjutsu, you can do so as though you were MEDICINAL STRINGS
in that creature's space, but you must use your own Techniques: White, Perfect
senses. This upgrade cannot be used with jutsu that To better assist your allies in battle, you begin to
have a range of Self, nor with jutsu that instantly kill specialize in Medical Release. You gain access to jutsu
the caster or reduce the caster to 0 hit points. with the Medical keyword, that restore hit points, grant
Also, while connected to a creature you are aware of temporary hit points, reduce damage, or provide a
any jutsu based effects or conditions affecting them, if boost or boon to an allied creature in any way, of D-
the creature acquires them while you are connected Rank or lower.
DEFENSIVE MANIPULATION (CHANGED) While you have this upgrade, any medical jutsu you
Techniques: White cast can be made to target 1 or more specific creatures
As a bonus action, you can connect your chakra that you are connected to, as long as the jutsu does not
threads to a willing allied creature within 30 feet of have a range of Self. If you ever remove this upgrade,
you, using the threads to practically ward the creature you do not lose any jutsu you learned but become
against attack. You can maintain this connection for up unable to cast them unless you have access to the
to 1 minute. While connected, any creature who targets Medical keyword from another source.
the connected creature with an attack or harmful jutsu At Later Levels: You can take this upgrade as a
must first make a Wisdom saving throw. On a failed Bronze, Silver, or Gold tier upgrade to gain access to
save, the creature must choose a new target or lose Medical jutsu of up to C-Rank, B-Rank, or A-Rank
the attack or jutsu. This upgrade doesn't protect the respectively.
creature from area effects, such as the lightning from SLINGSHOT
Lightning Release: Thunder Tempest. Techniques: White, Perfect
If the connected creature makes an attack, casts a Your proficiency with your chakra threads allows you
jutsu that affects an enemy, or deals damage to to catch projectiles midair. As a reaction when you
another creature, the threads break and the connection would be hit with a ranged weapon attack you can
ends. attempt to grab the projectile out of the air and fling it
back.
ENTANGLING THREADS Make a melee weapon attack vs your opponent’s
Techniques: White
attack roll. If your roll is higher than your opponent’s
You learn to use your threads to constrict the
you catch the projectile out of the air. If you beat your
movement of other creatures. You learn the following
opponent's attack roll you can use that attack roll to
Puppet Master levels, as long as you have this upgrade
attempt the creature who attempted to hit you.
(you ignore keyword prerequisites for these jutsu);
THREAD WEAPON (CHANGED)
Puppet Master Level Entangling Jutsu Techniques: White, Perfect
1st Shadow Snake Bite You give a more physical presence to your chakra
threads. As a bonus action, you can form your chakra
5th Hair Binding Technique
threads into a chained hand scythe, a chained spear, a
9th Body Pathway Derangement whip, or battle wire. You are proficient with this weapon
13th Forcecage while using this upgrade, and the weapon gains a
special version of the finesse property, that
GRAPPLING THREADS allows you to use your Ninjutsu ability
Techniques: White, Perfect modifier for weapon attacks. You cannot be
You strengthen your threads to hold a disarmed of this weapon, nor can it break. You
creature's weight. As an attack or an can end this effect as a bonus action. This
action, you may target a surface, object, weapon can be used as a component in Jutsu.
or creature within 30 feet. If the target is This weapon can benefit from your Chakra
Large or smaller, you can attempt to Enhanced Retrofit feature. (Seals placed on
grapple the creature using an Intelligence your Thread Weapon do not disappear when you
(Athletics) or Wisdom (Athletics) check, dispel the weapon).
pulling 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 cover.
is Huge or larger, you can
choose to be pulled to it; this
does not grapple the target.

177
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.
POWERED PUPPETEERING
Techniques: White
Your chakra threads can imbue others with your own
chakra. When you use your White Technique
Proficiency feature to make a creature use the Cast a
BRONZE TIER Jutsu action, you can spend your own chakra to make
them cast the jutsu chosen, instead of letting the
ANTAGONISTIC CONNECTION creature choose to spend their own chakra. The chakra
Techniques: White
you expend is the normal cost of the jutsu.
When you use your chakra threads to connect to a
creature, you can attempt to connect to unwilling or QUICK THINKING (CHANGED)
hostile creatures as well as willing allied creatures. Techniques: White
When you attempt to connect to an unwilling or hostile As a reaction to being hit by a melee or ranged attack,
creature, the creature must make a Dexterity saving you can attempt to pull another creature in to take
throw against your Ninjutsu or Genjutsu Save DC, your place. Select a creature within 30 feet of you. The
avoiding the threads on a success. A creature can creature must make a Strength saving throw. On
make a Strength saving throw as an action, breaking failure, you pull them towards you whilst also
out on a success. simultaneously pulling yourself to their previous
While using this upgrade, you are considered to be position. The target of the attack becomes this new
concentrating on a B-Rank jutsu creature.

BOB AND WEAVE SPIDER’S WEB (CHANGED)


Techniques: White Techniques: White
When you take the help action on a creature You can lay your strings out within a 90-foot radius to
connected to your strings, they can also get advantage restrain other creatures. This action takes 1 minute to
on the first saving throw they make, instead of an complete, and whenever a hostile creature steps on a
attack roll or skill check. Additionally, they get the space that you are affecting, they are treated as
benefits of the Disengage action. surprised and must make a Dexterity saving throw at
This upgrade can't benefit from your Grandmaster disadvantage, becoming restrained and grappled on a
Manipulation feature. failed save, or jumping back 20 feet on success as they
avoid becoming grappled by your strings. Creatures
CHAKRA SLASH (CHANGED) who possess Chakra Sight or truesight cannot be
Techniques: White, Perfect
surprised by this upgrade and they do not roll at
Prerequisite: Thread Weapon
disadvantage. Target creatures can make a Strength
You can give more power to your Thread Weapon.
(Athletics) as an action against your Ninjutsu Save DC
Increase the die step of your Thread Weapon by one
to end this effect.
step. (d4>d6>d8>d10>d12)
Regardless of whether the creature passes or fails
Additionally, when you use your Thread Weapon,
they cannot be affected by this upgrade again. This
you may wrap it an existing weapon. When you do, that
upgrade dissipates after 1 hour and can be used a
weapon gains all the benefits of the Thread Weapon
number of times equal to your proficiency bonus per
upgrade and any seals placed on it.
long rest.

THREAD FORCE
Techniques: White
Prerequisite: Antagonistic Connection
DIRECTED DISRUPTION While connected to a hostile creature via chakra
Techniques: White
thread, you can force one creature to make a
Prerequisite: Antagonistic Connection
Constitution saving throw as a bonus action, as you
You use your connection to direct a pure pulse of
force your chakra into their body. On a failed save, the
chakra into another creature. While you are connected

178
target takes 3d10 force damage and is moved 5 feet in their turns gaining one rank of exhaustion on a failed
a direction of your choice or knocked prone. save.
Additionally, you can spend chakra points to increase You can maintain this effect on each of your turns by
the potency of this effect. You can only spend a spending your bonus action. Once a creature passes
number of chakra points on this upgrade equal to your this saving throw they remove one rank of exhaustion
proficiency bonus. For every 3 chakra points you gained from this upgrade, and if they make this saving
spend, the target either takes 1d10 additional damage throw while they have 0 ranks of exhaustion they
or gets moved 10 additional feet in the same direction. desperately escape your threads, ending the effect. If a
Alternatively, by spending at least 6 chakra, you can creature fails this saving throw 3 times in a row they
force the target to make a Constitution saving throw or become unconscious until they take damage or a full
become restrained until the end of their next turn. turn action is used to wake them.
You may do this twice per long rest.
VIRTUOUS STRINGS
Techniques: White INEVITABLE FEAST
You have modified your techniques to further support Techniques: White
your allies. When you cast Virtue you add an additional Prerequisite: Spider’s Web
die to the result. This increases to 2 dice at 10th level, When a creature is restrained by your Spider's Web
3 dice at 14th level, and 4 dice at 18th level. upgrade, you can spend 10 chakra and place them
under a genjutsu simultaneously on failure, at the cost
SILVER TIER of some of your string's integrity. At the start of each of
their turns, they can repeat the dexterity saving throw
ASSISTED POWER
at disadvantage to break free. On consecutive failures,
Techniques: White
they begin to see and feel a creature (of your choosing)
As an action while a creature is connected to your
appear from the shadows behind them, terrorizing
strings, you can boost their power with your own
them. The creatures take 3d6 psychic damage and gain
manipulation. For the next minute, the creature can
1 rank of fear. If a creature gains 5 ranks of Fear while
add 1/3rd your proficiency bonus (rounded up) to any
trapped by this upgrade, they fall unconscious and this
attack roll, skill check, or saving throw they make. They
upgrade's effects end.
lose this boost if you move your threads to another
creature, you become incapacitated, you die, or you
lose 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.

DEAD MANS ATONEMENT (CHANGED)


Techniques: White
Prerequisites: Antagonistic Connection and one
of the following: Forceful Suppression, Spider's
Web, Judgement Chains
While you have a creature restrained by your threads
you can force them to atone, as an action, by hoisting
them in the air by the neck, creating a painful noose
out of chakra. A creature restrained in this way must
make a Constitution saving throw at the start of each of

179
MERCILESS THREADS you are connected to a hostile creature you can force
Techniques: White them to make a Constitution saving throw at
Prerequisite: Chakra Slash disadvantage, removing their chakra molding and
Your mastery over your threads is nearing its peak, and restraining them on a failed save. Creatures who are
as such, so have your techniques. When you attack a restrained by this upgrade can attempt to break out as
creature with one of your threads you may make an an action versus the listed Save DC at disadvantage.
additional attack as a bonus action. On a hit the target You can maintain this upgrade for up to 1 minute, or
is restrained and takes damage as normal. until you lose concentration on it, as if concentrating on
Additionally, whenever you would grapple a creature a jutsu.
with your thread weapons they are instead restrained. RESILIENT STRINGS (CHANGED)
SEVER THE CONNECTION Techniques: White
Techniques: White Your minute control over creatures you are attached to
Prerequisite: Antagonistic Connection allows them to narrowly escape dangerous situations.
While connected to a hostile creature via chakra When a creature who is attached to one of your strings
thread, you can violently sever the connection. As a is forced to make a saving throw or skill check or suffer
bonus action, you can spend 10 chakra to force a from a Physical condition, they make saving throws or
creature to make a Constitution Saving Throw dealing skill checks at advantage.
6d8 force damage and inflicting a rank of lacerated on
a failed save, or half as much on a successful one. A
creature who is forced to make a Concentration check
as a result of this upgrade, makes it at disadvantage.
SYMBIOTIC MIND (CHANGED)
Techniques: White
Creatures connected to your threads gain a bonus to
gain a Constitution (Chakra Control) made to maintain
concentration equal to a +1d6. 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 (CHANGED)
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/Taijutsu/Genjutsu attack
bonus instead of the listed bonus, and gain AC equal to
your ninjutsu/Genjutsu/taijutsu ability modifier.
You can do this once, and regain the ability to do so
when you finish a short or long rest.

JUDGEMENT CHAINS
Techniques: White
You have learned to solidify your chakra strings into
chains to further execute your will. As an action, while

180
PLATINUM
TIER
AUGMENTED
POWER
Techniques: Whit
e

181
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 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.

182
PUPPET MASTER UPGRADES You're skilled at using your Puppet Tool as a way to
get what you want out of a conversation. While
Using Upgrades: Any Upgrade that requires an attack engaged in a social conversation and your Puppet Tool
roll or imposes a saving throw, may use the Ninjutsu, is present nearby (or you are wearing your
Taijutsu, or Genjutsu attack bonus/Save DC of the Juggernaut Armor), you can choose to give yourself
Puppet Master, or of the Puppet with the upgrade. proficiency in Persuasion , Performance, or Intimidation
temporarily. If you are already proficient, you gain a
WOOD TIER +1d6 bonus to the roll. A creature can be affected by
ARMORY: EXPLOSIVE LAUNCHER this upgrade twice per hour.
Techniques: All, Perfect You must narrate the context for what you or your
An ideal armament for dealing with large crowds of Puppet is doing to gain the benefits of this upgrade (Ex.
foes or inconvenient structures, first crafted by Ajisai Intimidating a foreign invader, your Puppet gives a
Haruno. You install a launching mechanism of your own threatening stare; You are trying to impress someone,
description in your Puppet Tool, Juggernaut Armor, or and your Puppet gives them a smile).
Weaver Gloves. This launcher can hold up to 3
Explosive Tools. When the one equipped with this COUNTERMEASURES
upgrade would take the attack action, they can replace Techniques: All, Perfect
one attack to launch one of these explosives at a Your Puppet Tool is equipped with useful jutsu to aid
creature within 60ft. Loading this upgrade with you or your allies in a pinch. Twice per rest, your
explosives takes an action. Puppet Tool may cast the Release or Escape Technique
At Higher Levels: This upgrade can be taken using on an allied creature within 30ft as an action or bonus
higher tier upgrade slots. For each tier this upgrade is action.
taken at above Wood tier, increase the number of For those who practice the White or Purple
explosive tools this upgrade can hold by +1. techniques, if you are the one being targeted for this
upgrade, as long as you are wearing your Weaver
ARMORY: HOOK SHOT Gloves or Juggernaut Armor, you can use this
Techniques: All, Perfect upgrade at the start of your turn (no action required),
A useful armament for getting around, created by once per turn.
Araya Jiton. You install a small device that fires a chain
with a spiked head onto your Puppet Tool, Juggernaut DECOY MODE
Armor, or Weaver Gloves, gaining the Hook Shot Techniques: Black, Blue, Green, Purple, Red
natural weapon. This weapon can be used with an Your Puppet gains the ability to cast the Transform
action or bonus action, once per turn. Genjutsu at no cost, as if it was your level. While it is
This weapon possesses the ammunition property. transformed with this upgrade, it adds any skill bonus
Each time this weapon is used, roll your ammunition the jutsu would give to Perception and Stealth checks,
die. Once all ammunition is expended, it can only be and your puppet is able to move without the use of
recovered on a long rest. Strings, though it cannot attack, use any upgrade, and
Hook Shot. Ranged Weapon Attack: Range its range is halved.
(40/120ft)., one target. Hit: 1d10 + your proficiency
bonus in piercing damage. If the creature is of your size DESTRUCTIVE HABITS
or smaller, it must succeed a Strength saving throw Techniques: Black, Blue, Green, Purple
against the DC of your chosen attack type or be pulled Your Puppet Tool must be Large to benefit from this
to the nearest empty adjacent to you. If they are larger upgrade. You fit your Puppet Tool with hydraulic
than you, you are pulled in a straight line to the nearest mechanisms that can allow it to put more force when
empty space adjacent to it. Non-Sentient structures, obstacles come in its way. Your Puppet Tool now deals
objects, and constructs that are targeted allow you to double damage to constructs, structures, and objects
roll at advantage, do not force you to roll for with its Natural Weapons, Upgrades, and Jutsu. If your
ammunition, and can move you/it without a save. Puppet already does this, it instead deals triple
BULKY BUILD damage.
Techniques: Black, Blue, Green, Red For those who follow the Purple technique, this
You add more material to your Puppet Tool to upgrades benefits apply to you if you are wearing your
enhance its defenses. Your Puppet Tool gains a +1 to Juggernaut Armor and it is an Iron Shell or Steel
its AC, and reduces all damage it receives by -2. You Fortress.
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 your puppet attempts to grapple a creature, it applies
to your Puppet in place of yourself. When you cast a your proficiency bonus to the roll (or twice your
jutsu 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 this upgrade, the target creature is restrained, and
if you cast it. This Upgrade does not work with jutsu your puppet still has the rest of its appendages for
that would create objects, structures, or summon other uses.
creatures. (For those who follow the Green Technique, Additionally, it can move its restrained target without
only one Matryoshka body can gain the benefits of this any reduction of its movement speed.
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.
CHARISMATIC PRESENCE
Techniques: Black, Blue, Green, Purple, Red, Perfect EYE LIGHTS

183
Techniques: Black, Blue, Green, Purple, Red, Perfect Acrobatics skills. You can take this upgrade multiple
You install small light producing mechanisms in your times, once for each Puppet.
Puppet's eyes. On your turn (no action required), you Additionally, your Puppet can take the dash action as
can activate or deactivate these lights. While active, a bonus action. When your Puppet would Dash, its
your Puppet emits 15 feet of bright light and 30 feet of jumping speed is doubled until it stops moving.
Dim Light, in the shape of a line or cone (you pick).
TRANSFORMING APPARATUS
While these lights are active, your Puppet cannot be
Techniques: Black, Blue, Green, Perfect
blinded and raises its Passive Perception by +2. You
You install clever mechanisms to allow your Puppet
can take this upgrade multiple times, once for each
Tool to change its size. As an action or bonus action on
Puppet you have.
your turn, you can have your Puppet become one size
GHILLIE COATING smaller or one size larger, to a minimum of small and a
Techniques: Black, Blue, Green, Red, Perfect maximum of huge. Activating this upgrade again
You augment your puppet with a special coating to reverts your Puppet's size.
make it harder to detect. Your puppet gains proficiency While your Puppet Tool is one size smaller, it gains a
in the Stealth skill. Additionally, it can take the Hide +1 to Dexterity saves and can move through spaces
action for free before or after using its action. occupied by other creatures larger than it.
While your Puppet Tool is one size bigger, it
GO-PRO
increases its AC by +1 but lowers its movement speed
Techniques: Blue, Green, Purple
by 5 feet.
You fit your Puppet Tool with a small device that can
record what your Puppet Tool sees as well as what it WARFARE AUGMENTATION
hears. Your Puppet Tool can record up to 1 hour of Techniques: All
footage (spread throughout one or multiple recordings), Select one Fighting Stance from Chapter 13:
before it begins to overwrite its stored data. As an Customization options. Your Puppet Tool gains this
action on your turn, you can have your Puppet Tool Fighting Stance. Puppets are able to use bonus action
project a holographic render of what it has seen and stance abilities.
play any audio that would accompany it. For those who follow the Black or Green Technique,
you can select this upgrade multiple times, once for
HONED EDGE
each Puppet Tool you have.
Techniques: All, Perfect
For those who follow the Red Technique, this
You have refined your technique with weapons,
upgrade is given to 2 Puppet Tools you possess when
allowing them to become far deadlier than normal.
acquired (though your Puppets can have two different
Choose one weapon property from the following:
Fighting Stances). You can select this upgrade again if
Blocking, Critical, Deadly, Disarm, Finesse, Multiattack
you acquire 2 more Puppets.
(enables the use of a bonus action), or Reach. One
For those who follow the Purple or White Technique,
weapon you or your Puppet possesses gains this
you yourself gain a fighting stance, only when wearing
chosen property. This upgrade can be taken multiple
your Juggernaut Armor or Weaver Gloves
times, applying to a different weapon each time.
respectively.
JUTSU CHANNELER
Techniques: Black, Blue, Green, Red BRONZE TIER
You learn how to displace your chakra through your
threads when you cast a jutsu. When you cast a jutsu,
ARMORY: FIRE AND WATER BLASTER
Techniques: All, Perfect
you can cast it as if you were in your Puppet Tool's
An armament first created by the renowned puppet
space. You can take this upgrade multiple times, once
master, Shugi Gizo. You install a small blaster inside of
for each Puppet Tool you have.
your Puppet, Armor, or Weaver Gloves that can be
Alternatively, if your Puppet Tool would be affected
fitted with either oil or water to launch a blast of fire or
by an effect that would normally trigger a jutsu with a
water respectively. Choose one of the following
casting time of 1 reaction if you were affected by the
options; You can select this upgrade a second time to
effect, you can cast that jutsu, affecting the Puppet
gain the other option. You can use this upgrade a
Tool as well as yourself.
number of times equal to half your proficiency bonus
If you cast a Bukijutsu, your Puppet must be
per long rest. X is equal to your proficiency bonus.
equipped with a weapon that satisfies the jutsu's
components. Taijutsu and Bukijutsu can use the 
Fire Ray. Ranged Weapon Attack: Range 120ft, one
Puppet's casting statistics. target. Hit: Xd4 + Nin/Tai/Gen ability modifier in Fire
damage. On a roll of a 18-20, inflict 1 rank of Burned
OBSERVANT GAZE
until the end of the creature's next turn. This weapon
Techniques: Blue, Green, Red, Perfect
can be refilled before resting by finding a source of
The eyes/sensors of your Puppet Tool are able to
oil.
move quickly to analyze an incoming threat. When your 
Water Ray. Ranged Weapon Attack: Range 120ft,
Puppet Tools take the Read the Enemy action, they can
one target. Hit: Xd4 + Nin/Tai/Gen ability modifier in
use your skill proficiencies for whatever checks they
Cold damage. On a roll of a 18-20, inflict 1 rank of
require, and spread any benefits they would receive to
Chilled until the end of the creature's next turn. This
you, and any allies within 5 feet of them.
weapon can be refilled before resting by finding a
If you take the Read the Enemy action, all of your
source of water, that does not come from a jutsu.
Puppets always gain its benefits.

ARMORY: NEEDLE WAVE


Techniques: All, Perfect
QUICKFOOTED You fit your Puppet Tool, Armor, or Weaver Gloves
Techniques: Black, Blue, Green, Red, Perfect with a senbon launcher that can fire eight waves of
You invest in parts that are both light-weight and Senbon with incredible speed, and with high precision.
flexible. Your Puppet increases its movement speed by As an action, your Puppet Tool can fire the Needle
15 feet, and gains proficiency in the Athletics and Wave, either at a specific target or in a wide area of
effect. Choose one of the following attack types.

184
Damage rolls with this weapon ignore up to 5 DR on upgrade, select one nature release you possess. Your
each affected target. This upgrade can be taken Puppet now appears to visually generate this release
multiple times, once per each Puppet Tool. while in use (Ex. Wind causes gusts to appear around
This upgrade relies on the ammunition property. the puppet, Earth manifests as dust/sand/debris, Fire
Each time this upgrade is used, roll for your makes tiny cinders, etc) and your puppet gains
ammunition as normal. Once you run out of resistance to your element's damage type (water
ammunition, you cannot use this upgrade again until =cold) and immunity to its condition. (Earth=Bruised,
you complete a long rest. Wind= Dazed, Fire=Burned, Water=Chilled,
Lightning= Shocked).

Single Target: Ranged Weapon Attack: Range 80ft,
If you’ve chosen earth or water release your puppet
one target. Hit: Xd12 + X piercing damage. X equals
is now classified as either an earthen construct (earth
half your proficiency bonus, rounded up.
release) or a source of water (water release) for allied

Multi-target: Ranged Area Attack: Dexterity Saving
creatures within 20ft of it in regards to jutsu only.
Throw, 40ft Cone. Success: Half damage. Fail: Xd6
At Later Levels: You can select this upgrade as a
piercing damage. X equals your full proficiency
Silver tier upgrade if you also have a second nature
bonus.
release. If you do, your Puppet Tool now gains this
CHAKRA DRAINING MECHANISM Upgrade's benefits for two nature releases.
Techniques: Black, Blue, Green, Red ENHANCED DURABILITY
Your puppet is equipped with an absorbing seal Techniques: All
meant to drain the energy from its enemies. As an You specialize in higher quality materials to improve
action, while your Puppet is grappling a creature it can the durability of your Puppet Tools. This Upgrade
attempt to drain the creature's chakra. The creature changes depending on your chosen technique;
must succeed on a Constitution saving throw or lose
5d6 chakra. You regain the amount of chakra they lost

Black/Blue/Green: Increase the hit points of your
as chakra for yourself. You can use this upgrade a Puppet Tool by +10. For each level after 2nd level,
number of times equal to half your proficiency bonus, increase your Puppet's hit points by +2. You can take
per long rest. this upgrade multiple times, once for each puppet
At Higher Levels: You can take this Upgrade using tool you have.
a higher tier Upgrade slot. For each tier after Bronze,

Purple: Your armor gains a +1 bonus to its AC
increase the chakra drained by 1d6. calculation, and gains +3 DR against bludgeoning,
piercing, and slashing damage.
CHAKRA REGULATORS (CHANGED) 
Red: Increase the hit points of all of your Puppet
Techniques: Green, Purple, Red, White, Perfect Tools by +5. For each level after 2nd level, increase
You install more chakra conducting material within their hit points by +1.
your Puppest. For those who practice the Green or Red 
White: Increase your hit points by +1 for each level
techniques, your Puppet Tools gain proficiency in you have in this class. If your Weaver Gloves are
chakra control, and if you are also proficient, it no ever removed, you lose this increase to your
longer has disadvantage on checks to maintain maximum hit points, though this cannot cause you to
concentration. go below 1 hp.
For those who practice the White or Purple
techniques (or if this Upgrade is taken as a Perfect INTEGRATED SIGHT MECHANISM
Upgrade), gain a +1d4 bonus to concentration checks Techniques: Black, Blue, Green, Red
while wearing your Armor or Weaver Gloves. You fit yourself and your Puppet Tool with a visual
connection mechanism. As an action on your turn, you
CHAKRA SEALING TRAP
can blind yourself to your surroundings in order to be
Techniques: Black, Blue, Green, Red, Perfect
able to see through your Puppet Tool's vision, gaining
Your Puppet Tool is fitted with a device that allows it
any special sight your Puppet Tool has, but losing any
to suppress the chakra of others, as well as its own.
you have yourself. You can maintain this visual
This upgrade can be used offensively or supportively.
connection for up to 1 minute, or you can end it early
Once you have used this upgrade you cannot use it
as a bonus action on your turn.
again until you take a rest. This ends early if your
Puppet reaches 0 hp. Alternatively, this upgrade can be
activated without taking a rest by spending 6 chakra.
Offensively: Your Puppet Tool emits a 30-foot
destabilizing aura for 1 minute. When a hostile
creature within range would cast a jutsu, it must
make a Constitution saving throw. On a failed save,
they spend an additional amount of chakra equal to
half the cost of the jutsu. Creatures who fail by 10 or
more by double the cost.
Supportively: As an action, your Puppet Tool performs
the Suppress Chakra Skill Based Action, using your
chakra control bonus, with a +1d4 bonus. When your
Puppet Tool does this, it suppresses the chakra of all
allied creatures within 30 feet of it. This effect
persists as long as the allied creature remains within
120ft of the Puppet Tool. This lasts for 1 hour, or until
your Puppet Tool enters combat.

ELEMENTAL INTEGRATION (CHANGED)


Techniques: Black, Blue, Green, Purple, Red
Prerequisite: You must have at least one Nature
Release.
You construct your Puppet with special fibers/rods to
conduct elemental chakra better. Upon taking this

185
JUTSU SPECIALIZATION (CHANGED) ARMORY: OVERDRIVE
Techniques: Black, Blue, Green, Red Techniques: Black, Green, Purple
You install a mechanism to enable your Puppet Tool An armament first crafted by the renowned puppet
to utilize jutsu. Your Puppet Tool gains access to two D- master, Kaito Sarutobi. You build special structures for
Rank Ninjutsu, Taijutsu, or Bukijutsu that you know, your puppet to handle more demanding manipulations.
once knew, or that one of your allies knows (as long as Using your action, you can overcharge your puppet
you can access the same keywords). The jutsu learned with chakra.
must have a casting time of 1 action, bonus action, or For the next minute, its speed is doubled, it gains a
reaction, and a duration of Instant or be a +2 bonus to AC, it has advantage on Dexterity saving
Concentration jutsu that lasts for up to 1 minute at the throws, and it gains an additional action on each of its
most (Bonus Action jutsu use the Puppet's action to turns. That action can be used only to make a single
cast). Your Puppet Tool has disadvantage on weapon attack, or take the Dash, Disengage, Hide, or
concentration checks, and shares your concentration Use an Object action. Once you use this upgrade, you
slots. You can change the jutsu the Puppet knows on a cannot use it again until you complete a long rest. If
long rest. you are incapacitated, this upgrade ends early.
For those who follow the Red or Green Technique,
CHAKRA CANNON
Puppets that acquire this upgrade can also learn
Techniques: All
Genjutsu.
You craft a cannon into a part of your puppet meant
All jutsu your Puppet Tool casts uses your chakra. For
to channel your chakra into a single blast of destructive
Ninjutsu and Genjutsu, it uses either your or its own
power. When your puppet takes the attack action, it
Ninjutsu and Genjutsu ability modifier to calculate its
can spend 15 of your chakra to unleash a 60-foot line,
Ninjutsu and Genjutsu attack bonus and Save DC
5-foot wide beam of pure chakra in a direction of your
respectively. Taijutsu and Bukijutsu use only the
choice. Each creature caught in the line must make a
Puppet’s statistics for calcuating its Taijutsu attack
Dexterity saving throw, taking 12d12 force damage
bonus and Save DC.
and being knocked prone on a failed save. Or no
This upgrade can be taken multiple times, either
damage on a successful save or effects.
giving it to the same Puppet Tool for it to gain 2 more
jutsu of a rank attributed to the upgrade tier, or to a DEPLOYABLE SHIELD (NEW!)
different Puppet. Techniques: Black, Red
At Later Levels: You can take this upgrade as a You integrate your puppet with a deployable shield,
Silver, Gold, or Platinum tier upgrade to grant your that allows for cover at a moment’s notice. As an action
Puppet Tool access to jutsu up to C-Rank, up to B-Rank, you can command your puppet to deploy this shield in
or up to A-Rank. all its glory. This shield has a number of hit points equal
to 5 times your puppet master level and an AC of 23.
LONG DISTANCE RELATIONSHIP This shield is 15 feet wide, 1 foot thick, and 5 feet tall.
Techniques: Black, Blue, Green, Red
Deploying the shield as an action grants creatures
Your strings can command your Puppet Tool from
within 5 feet of it three-quarters cover.
much farther. Increase the distance your Puppet Tool
Alternatively, this shield can be deployed as reaction.
can be from you by +500ft. You can take this upgrade
Deploying the shield as a reaction grants creatures
multiple times on the same puppet or a different
within 5 feet of it half cover. A shield deployed as a
puppet.
reaction is 5 feet wide, 1 foot thick, and 5 feet tall but
TAG-TEAM maintains the same hit point and AC statistics. This
Techniques: Blue, Black, Red shield can be deployed twice per short rest.
When you or one of your Puppets would cast a jutsu
EXPANDED PUPPETRY
with the Combo keyword, the other or one of your
Techniques: Black, Green, Red
other puppets, can target one affected creature with a
You have decided that more is better. You craft an
jutsu with the Finisher keyword, in the other's stead,
additional Puppet. All Puppet Tools you create share a
using a reaction. This does not allow you to cast
single reaction (unless otherwise specified), but each
multiple Finishers as Finishers within the same round.
Puppet has its own action. When you craft a new
At Higher Levels: You can take this Upgrade using
Puppet Tool, you must redistribute your
higher tier Upgrade slots. For each tier taken above
Bronze, when a Puppet would perform a Finisher in
place of another allied creature, increase the damage
dealt by +1d10. This damage can trigger once per
round. If taken using a Gold tier Upgrade slot, your
Puppets can perform Finishers in place of any allied
creature within 15 feet of them.

SILVER TIER
ARMORY: DEAFENING SPEAKER (CHANGED)
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 6d10 force damage
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 5 or more are
Stunned until the start of their next turn.

186
upgrades and Ability Score Improvements between 20, gargantuan 25 on a success you coalesce the mass
both of your Puppets. Depending on your chosen into a weapon you can use. When you or someone
Puppet Technique, this upgrade's effects change; This connected to your strings would make a melee attack
upgrade can be taken an additional time (up to 2 times you can embolden it with your object(s), increasing the
total). damage by an amount of die equal to the size, +1
small, +2 medium etc. you can do this twice per round.

Black/Green: Each new Puppet crafted increases
You can maintain this mass of object(s) for a number
one ability score by +2. (For those who follow the
of rounds equal to your proficiency bonus. Each
Green technique, you cannot have more than one
application of extra damage as a result of this upgrade
Matryoshka).
reduces the duration by 1 round. If you can no longer

Red: Each Puppet crafted is treated as gaining an
maintain this mass of objects(s) becomes too heavy to
equal number of Ability Score Improvements,
bear and falls into an unusable glob of debris.
negating the need to redistribute their ability scores.
ARMORY: BEHEADER’S BLADE
EXPLODING PUPPET MECHANISM Techniques: All
Techniques: Black, Blue, Green, Purple, Red A macabre upgrade first invented by the eccentric
Prerequisite: For those who practice the Purple Puppet Master Yu Igarashi. It uses one's own lifeforce to
technique, your Armor Type must be a Steel Fortress. enhance the user or their puppet's power. As a Bonus
You rig your puppet to explode in the event it is Action, you can activate this upgrade. When you do,
destroyed to deal significant damage. When your select one of you or your puppet's melee weapons,
puppet tool is reduced to 0 hit points, the tags attached losing Hit Points equal to the weapon's damage + 2d8,
to it explodes. Each creature within 30 feet of the transforming it into a large, bloody scythe, and gaining
puppet tool must make a Dexterity saving throw, the following benefits for 1 minute;
taking 15d4+15 fire damage on a failed save, or half as
much on a successful one. Once this happens the

This weapon deals an extra 2d8 necrotic damage,
puppet and all its parts are destroyed beyond repair. twice per turn.
For those who practice the Purple technique, you

The weapon's reach is increased by 5 feet.
eject yourself 45 feet away from your Armor when you

Attacks made with the weapon have a +1 to attack
use this upgrade. and damage rolls.

Once per round, when the wielder of the weapon
FORCE OF WILL scores a critical hit, the target must succeed a
Techniques: Blue, Green, Purple Constitution save or be stunned until the end of their
Your force of will continues to fuel your Puppets to next turn.
battle even as your mind weakens and your body 
When a creature would be reduced to 0 hit points by
begins to wither. If you fall unconscious while this weapon, they immediately die, being beheaded
commanding your Puppet Tools, your Puppet Tools are and unable to be revived by any means short of an S-
still able to act as if you were commanding them. You Rank jutsu.
also do not need to make death saving throws at the
start of each of your turns until all of your Puppets ARMORY: MIRAGE DISC (CHANGED)
reach 0 hit points. Techniques: All, Perfect
For those who practice the Purple technique, this An upgrade that twists the perception of one-self to
upgrade can also apply while wearing your strike fear into the hearts of their enemies. Created by
Juggernaut Armor, granting you the ability to the mysterious puppet master, Sara. On your turn, you
continue moving and taking actions on your turn, may activate this upgrade for up to 10 minutes per
though you are unable to cast jutsu not granted by an long rest (can spread this time throughout multiple
upgrade. If you also have the Juggernaut Slayer activations). When you do, sound waves begin to emit
upgrade, this upgrade can trigger after that upgrade from this upgrade, distorting the appearance of Puppet
ends. Tool /Juggernaut Armor/You for the duration, making
the one with this upgrade look absolutely terrifying.
HOVERING MECHANISM
At the start of each of your turns, all hostile
Techniques: Black, Blue, Green, Purple, Red, Perfect
creatures within 30 feet of the one with this upgrade
You add a mechanism to allow your Puppet Tool to
must make a Charisma saving throw at disadvantage.
fly. How exactly your Puppet Tool's mechanism appears
On a failed save, they gain 1 rank of Fear against them
is up to you. Your Puppet Tool gains 30 feet of flying
for the duration of this upgrade. Creatures with Chakra
speed. If your Puppet already has a flying speed,
Sight, or True Sight do not roll at disadvantage. The
increase its flying speed by +20 feet. Effects that would
one with this upgrade gains extra benefits against
multiply your movement speed, such as the Dash
frightened creatures; You may deactivate this upgrade
action, multiply your Puppet's flying speed as well.
as a bonus action.
For those who practice the Red Technique, two
Puppet Tools gain the benefits of this upgrade when 
1+ Ranks: +2 to damage rolls, per rank of Fear.
you acquire it. 
2+ Ranks: You and your Puppet Tool have
For those who practice the Purple technique, if your advantage on a number of attacks against a
Juggernaut Armor is Weaved Mail or a Wooden Suit, particular frightened creature, per round, equal to
increase the flying speed by +10 feet. If it is a Steel their ranks of Fear.
Fortress, decrease the flying speed by -10ft. 
3+ Ranks: Creatures make saving throws against
you & your Puppet with a penalty equal to half their
GOLD TIER Fear ranks.
ACCUMULATED STRENGTH EXPANDED FRAME
Techniques: Blue, White, Perfect Techniques: Black. Blue, Green, Red
You have begun to see the strings that tie the world Prerequisite: Enhanced Durability
itself together, expanding your brain to adjust these You reinforce and expand your Puppet Tool's frame.
strings to new possibilities. As a bonus action you can Your Puppet increases its size category by one, up to a
connect your strings to inanimate object(s) to increase maximum of Large. The Puppet gains advantage on
your striking power. Strength checks and Strength saving throws, and gains
Make an Intelligence (Chakra Control) check based 5 damage reduction against all damage types,
on the size of the object; small 10, medium 15, huge excluding fire. Additionally, if your Puppet is large after

187
taking this upgrade, it increases the damage die of its Your puppet can leverage its increased size and
weapons (and upgrades) by +1. chakra infused nature to unleash a crushing stomp of
You can take this upgrade multiple times, once for chakra, when it brings its weight down. Your puppet
each Puppet Tool you have. tool can replace any attack made with the attack action
with the Chakra Pulse Ninjutsu using your level and
PERFECT SIGHT
save DC.
Techniques: Black, Blue, Green, Purple, Red
Your Puppet can also attack twice, instead of once,
Prerequisite: Eye Lights
when it takes the attack action.
You improve upon the light mechanisms within your
Puppet's eyes. You can choose to double the areas of
UNDYING FORM
both sources of light when your Puppet uses the Eye
Techniques: Black, Blue, Green, Red, White
Light upgrade. Regardless of whether it is active, your
Prerequisite: Countermeasures
Puppet Tool can use your skill bonuses for Search
You install a tiny electronic device that surges your
action checks, and also has advantage on Search
Puppet Tool (or you if you practice the White
action checks.
Technique) with chakra to restabilize itself. At the start
Once per rest, on your turn (no action required) you
of your next turn after they fell to 0 hit points, they can
can allow yourself to see through both your Puppet
make a Constitution saving throw against a DC equal to
Tool's perspective and your perspective
half the damage remaining after they fall to 0 hit
simultaneously. If either of you can see the other, you
points. On a success, they revive at 1 hit point instead.
are both immune to being surprised, blinded, and
For those that practice the White technique, you
dazzled, and the first attack roll made against either of
have a +1d6 bonus to death saving throws for the next
you per turn is at disadvantage. This effect lasts for 1
3 death saving throws you make after this upgrade
minute or until you dismiss it on your turn. If you
activates.
dismiss it early, you can
Once this upgrade activates it cannot activate again
reactivate it again later.
until you take a long rest.

STUBBORN TARGET
Techniques: Black, Blue, Green, Red
Prerequisite: Quickfooted
Your Puppet Tool instinctively knows how to protect
itself from danger. When your Puppet Tool would make
a saving throw against a jutsu-based area of effect, it
can choose to automatically succeed the saving throw,
suffering no damage or effects. A Puppet Tool can
benefit from this upgrade twice per rest. You can take
this upgrade multiple times, once for each Puppet Tool
you have.

THUNDERING MIGHT
Techniques: Black, Blue, Green, Red
Prerequisite: Destructive Habits

188
COOKING-NIN
Proficiency Cooking Jutsu Highest Rank Jutsu
Level Bonus Features Die Known Known
1st +3 Cooking Tool Infusion, Shinobi Snacks 1d4 6 D-Rank
2nd +3 Cooking Focus, Food for the Soul 1d4 7 D-Rank
3rd +3 Tool Expertise 1d4 8 D-Rank
4th +4 Ability Score Improvement/Feat 1d4 8 D-Rank
5th +4 Cooking Focus (2) 1d6 9 C-Rank
6th +4 Cooking Tool (2) 1d6 10 C-Rank
7th +5 War and Food 1d6 11 C-Rank
8th +5 Ability Score Improvement/Feat 1d6 11 C-Rank
9th +5 Cooking Focus (3) 1d8 12 B-Rank
10th +6 Iron Stomach 1d8 13 B-Rank
11th +6 Cooking Tool (3) 1d8 14 B-Rank
12th +6 Ability Score Improvement/Feat 1d8 14 B-Rank
13th +7 Cooking Focus (4) 1d10 15 A-Rank
14th +7 Puppet Specialization (4) 1d10 16 A-Rank
15th +7 Food for the Soul (2), War and Food (2) 1d10 17 A-Rank
16th +8 Ability Score Improvement/Feat 1d10 17 A-Rank
17th +8 Cooking Focus (5) 1d10 18 S-Rank
18th +8 - 1d12 19 S-Rank
19th +9 Ability Score Improvement/Feat 1d12 20 S-Rank
20th +9 Peerless Taste 1d12 20 S-Rank

COOKING-NIN CREATING A COOKING-NIN


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

COOKING-NIN
variety of unique ways. This class was almost entirely
designed by @Have a nice day Please#2982, also
known as @Habdu.

189
CLASS FEATURES While wielding a cooking tool as your chosen weapon,
you may use Intelligence in place of Strength when
As a Cooking-Nin, you gain the following class features. determining your attack and damage rolls.
Starting at 6th level, your cooking tool damage die
HIT POINTS becomes a d8 and each cooking tool gains additional
Hit Dice: 1d10 per Cooking-Nin level weapon properties;
Hit Points at 1st Level and beyond: 10 + your 
Cooking Knife: Light, Deadly
constitution modifier 
Skewer: Light, Thrown (45/90)

Pot or Pan: Light, Blocking
CHAKRA POINTS Beginning at 11th level, your cooking tools damage die
Chakra Dice: 1d8 per Cooking-Nin level becomes a d10 and each cooking tool gains one
Chakra Points at 1st Level: 8 + your constitution additional weapon property;
modifier 
Cooking Knife: Thrown (30/60)
Chakra Points at Higher Levels: 1d8 (or 5) + your 
Skewer: Critical
Constitution modifier per Cooking-Nin level after 1st. 
Pot or Pan: Disarm
PROFICIENCIES
Armor: Light armor, Medium Armor
SHINOBI SNACKS
Weapons: Simple Weapons Starting at 1st level, when you would take a short or long
Ninja Tools: Cooking Tools, Poison Kit rest, you can create a number of snacks equal to your
Saving Throws: Constitution, Intelligence, Charisma proficiency bonus. These snacks are of any design of your
Skills: Survival, Choose three from Athletics, Crafting, choice, but they contain secret ingredients that bestow a
Deception, History, Insight, Intimidation, Investigation, multitude of different effects.
Medicine, Nature, Perception, Sleight of Hand When you create a snack it contains the special
properties of one secret ingredient and maintains it
EQUIPMENT potency for 12 hours or until your next rest, which causes
You start with the following equipment, in addition to it to spoil losing its ability to impart its special effects. You
the equipment granted by your background: can never have more than your proficiency bonus in
snacks currently active at once. Most snacks will utilize a

(a) Padded Armor or (b) Combat Jacket special die called a Cooking die which is a d4. This die

One Simple weapon grows in size as you gain levels in this class, which can be

(a) One Kunai stack or (b) One Shuriken stack found on the cooking-nin class table, in the cooking die

Cooking Tools, Flash Tag, Paper Bomb column.
Regardless, snacks can only have one secret ingredient
JUTSU CASTING at a time, meaning that a single snack cannot have two
or more secret ingredients. You can then choose to
NINJUTSU distribute them each to willing and allied creatures, or
keep them for yourself. To consume such a snack a
Ninjutsu save DC = 8 + your proficiency bonus + your
creature must spend their bonus action to eat or to feed a
Intelligence modifier
snack to another creature.
Ninjutsu attack modifier = your proficiency bonus +
Finally, a creature cannot gain the benefit of more than
your Intelligence modifier
one snack at a time. If a snack has a duration of any type,
a creature cannot gain the benefits of a second snack
GENJUTSU with a duration, unless otherwise specified.
Genjutsu save DC = 8 + your proficiency bonus + your
Wisdom modifier (your choice) CHAKRA FLOWING CRÈME
Genjutsu attack modifier = your proficiency bonus + Roll your Cooking die twice, recording the results. The
your Wisdom modifier (your choice) user gains temporary chakra equal to the result.

TAIJUTSU HEARTY SAUCE


Taijutsu save DC = 8 + your proficiency bonus + your Roll your Cooking die twice, recording the results. The
Strength modifier user regains hit points equal to the result.
Taijutsu attack modifier = your proficiency bonus +
your Strength modifier SODIUM ROCKS
Roll your Cooking die, recording the results. The user
COOKING TOOL INFUSION adds the result to their next saving throw.

Beginning at 1st level, you learn to infuse a myriad of SPICY CURRY


cooking tools with chakra, allowing them to be used in Roll your Cooking die, recording the results. The user
combat beyond their normal implementations. adds the result to their next attack and damage rolls.
Select one cooking tool from the following list, and the
chosen utensil has the associated Damage type. You UN-WHIPPED CREAM
can change this cooking tool with an object interact Roll your Cooking die, recording the results. The user
action; adds the result to their next skill check.

Cooking Knife: Slashing damage

Skewer: Piercing damage

Pot or Pan: Bludgeoning damage.
SUSHI RICE
Roll your Cooking die, recording the results. The user
gains a bonus to their swim speed, and movement speed
Regardless of the cooking tool chosen you gain
while running on water, equal to 5 x the result for the
proficiency with all cooking tools and the damage die
next minute.
used is 1d6.

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GUAVA JUICE Snacks class feature as if you had completed a rest.
Roll your Cooking die, recording the results. If used within When creating snacks using this feature, you can make
4 hour of taking a short or long rest, the user can remain a number of them equal to f your intelligence modifier.
awake, energized and still gain the benefits of the short All willing creatures of your choice within 30 feet of you
or long rest without requiring sleep. can be given a snack as if you had thrown it to them.
A creature who attempts to gain the ingredients benefit You can use this feature once per long rest. Beginning
twice within a 24-hour period, immediately fall asleep and at 15th level, you can use this feature twice times per
remain so for 16 hours, unable to be awoken until they long rest.
complete the 16-hour sleep.
IRON STOMACH
ANGRY PEPPERS Beginning at 10th level, you have dealt with your fair
Roll your Cooking die twice, recording the results. This
share of rotten or out of date food. You can identify
ingredient is hot to the touch. The user immediately takes
poisonous food or drink from a glance along.
damage equal to the results of your cooking die and lose
You also gain advantage on saving throws made to
the ability to taste or smell for the next hour.
resist the poisoned or envenomed conditions.
For the next minute, the first time each time the
Beginning at 14th level, your allies have also
affected creature deals damage with a melee attack, they
experienced a series of different dishes of your make
deal additional damage equal to your cooking die.
and have developed a refined pallet. Whenever an
allied creature would complete a rest of any type while
BLACK PEPPER within 30 feet of you, they gain advantage on saving
Roll your Cooking die, recording the results. The user throws made to resist the poisoned or envenomed
gains a bonus to speed equal 5 x the result for the next conditions for the next 8 hours.
minute.

VEGGIE PASTE PEERLESS TASTE


Roll your Cooking die, recording the results. The user Beginning at 20th level, you have learned to create
select two damage types, gaining resistance to one and perfect dishes and unmatched flavors. When you would
vulnerability to the other one for a number of their turns gain the benefits of Shinobi Snacks as a result of a
equal to the result. rest, the first time a creature would gain the benefit of
a snack per rest, they gain the following bonus effects.
SALTY PESTO 
User regains hit points equal to twice the result.
Roll your Cooking die, recording the results. The user may 
User gains temporary chakra points equal to twice
consume this snack as a part of rolling initiative. They the result.
gain a bonus to their initiative equal to the result. 
User gain a +2 bonus to AC for the next minute.

User gains advantage to all saving throws they do
COOKING FOCUS not have proficiency in for the next minute.
Beginning at 2nd level, you select a Focus of cooking

User gains an additional bonus action on each of its
that’s fits your niche. You try to emulate this style of turns for the next minute.
cooking to better assist your allies or yourself. Your focus
grants you features at 2nd level and again at 5th, 9th,
13th and 17th levels. Alongside this style, you learn
additional secret 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.

WAR AND FOOD


Beginning at 7th level, you have mastered the ability to
manifest dishes in the middle of battle, while under
stress and duress.
As an action, you may spend a use of your Cooking
Kit. When you do you gain the benefit of the Shinobi

191
COOKING FOCUS you would strike a creature with your weapon, you can
roll one cooking die, adding the result to your damage.

BATTLE COOK SUPERIOR CRITICAL


Cooking-Nin who focus on becoming battle cooks learn Beginning at 17th level, you now know how to strike
to fight in the middle of battle fields with their cooking perfectly with your cooking tools. When you would
tools while supporting their allies in the fray, score a critical hit with your cooking tool, you instead
overwhelming their adversaries with a flurry of attacks triple your weapons damage die, instead of double.
and boosting their allies with boosting snacks.

BONUS PROFICIENCIES
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.

CHAKRA INFUSED WEAPONRY


Beginning at 13th level, you know how to pump far
more chakra into your weapons. Once per turn, when

192
ENTREMETIER CHEF body becomes hot to the touch, granting them a
form of unnatural body heat. For the next minute,
Cooking-Nin who focus on becoming entremetier learn the affected creature gains resistance to fire and
to cook with a series of different soft and hard dough’s. wind damage. If used at any other time, the user
Creating a series of different. instead gains twice the result as hit points.

SWIFT SNACKS FIRST IN LINE


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

Hot Cocoa. Roll your Cooking die three times, record about the wonders of certain herbs and plants to enhance
the result. If used as a part of initiative the user gains their foods with the power of natural ingredients.

193
GASEOUS HAZE INEBRIATED WILL
When you would take this focus at 2nd level, you may Beginning at 9th level you learn to use your corn pipe as
use Charisma in place of Wisdom for calculating your the material catalyst for Genjutsu with the Inhaled
Genjutsu attack bonus and Saving throws. Keyword. When you use your corn pipe in this way, the
Additionally, you gain a new Cooking Tool weapon in DC for the Genjutsu cast is increased by +1.
the form of a corn pipe of your design. This pipe replaces Additionally, when you would cast a Genjutsu that
your Pot or Pan when used in Combat. affects a single target, you can choose to instead
convert it into a 10ft cube originating from you,
HERBAL SNACKS affecting all creatures of your choice within range. You
When you choose this Focus beginning at 2nd level, can alter a genjutsu range in this way twice per rest.
you learn to cook with additional secret ingredients that
can be used with your Shinobi Snacks class feature. VIBE KILLER
Beginning at 13th level your herbal strains are far more
Indica Butter. When a user consumes this snack, they
potent. When a creature would attempt to make a saving
gain the ability to release generate and release a thick
throw or skill check to end a genjutsu currently affecting
cloud of smoke as an Action on their turn. When they do,
them, you can spend your reaction to make them reroll
they release the cloud in a 30-foot cone, originating
the save or check, taking the lower result.
from themselves. All creatures in the cones range must
You can force a reroll in this way twice per long rest.
make a constitution saving throw vs your Genjutsu save
DC. On a failed save the targets become intoxicated. An
intoxicated creature is poisoned, slowed, and dazed for UNMATCHED BOTANIST
the next minute. When a user uses this ability they Beginning at 17th level you have found the best strains
cannot do so again until they consume another snack from the best herbs. When a creature would make a
using this ingredient. saving throw to resist a Genjutsu you cast with the
Sativa Juice. When a user consumes this snack, they Inhaled keyword, you roll your cooking die, recording the
immediately end the Berserked, Charmed, Feared, result. The target creature reduces their save by half the
Dazed and Weakened conditions. result of your cooking die. A creature can only have their
Hybrid Liquor. Roll your Cooking die four times. Record saving throw reduced in this way once, per jutsu cast, per
the result. When a user consumes this snack their body rest.
experiences a sudden euphoria, as they gain the result
as Temporary hit points for the next minute. While a PÂTISSIER CHEF
creature has temporary hit points granted by this Cooking-Nin who focus on becoming Pâtissier’s learn to
feature, they also cannot be slowed or have their cook with a series of different soft and hard dough’s.
movement speed 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.

Relaxation. As an Action on your turn, you can ignite


this spice and mix it with other chemical creating a
volatile haze of smoke. All hostile creatures within 45
feet of you must make a Constitution saving throw vs Creating a series of different.
your Genjutsu save DC. On a failed save, they become
incapacitated for the next 1d4+1 rounds or until the
take damage or are forced to make a Saving throw
SWEET SMELL
When you choose this Focus beginning at 2nd level,
from a hostile effect. If a creature can see its ally being
your constant experimentation with sweet flavors, has
attacked or affected by a hostile effect, this effect ends
left you with an overpowering and unique scent. Your
on them as well. You can use this feature twice per
scent permeates in a 10-foot radius around you. Hostile
long rest.
creatures have disadvantage on opportunity attacks

194
made against you and charisma checks made against SUGAR RUSH
neutral or friendly creatures are made at advantage. Starting at 13th level, when a creature would gain the
benefits of a Shinobi Snack granted by this subclass,
FLUFFY SNACKS 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
secret ingredients that can be used with your Shinobi also gains an additional action on their next turn. This
Snacks class feature. action can be used to make one weapon attack, dash,
Strawberry Vanilla bean paste. Roll your Cooking disengage, hide or use an object.
die three times, record the results. This sweet sauce A creature can only gain the benefit of this feature
enhances your snacks flavor. The user can consume twice per long rest.
this snack as a reaction when you would take
damage. When you do, you reduce the triggering SWEET MIASMA
damage by the result. Beginning at 17thh level, the radius of your Sweet
Lemon Tart. This tangy sauce sours your snacks Smell class feature increases to 15 feet.
flavor. The user can consume this snack as a Additionally, creatures who would make a melee
reaction when you take damage. The first time each attack against you while within your Sweet Smell
turn you would attack the triggering creature with a radius, you roll one cooking die. They suffer a penalty
weapon attack within the next minute, you gain a +1 to the attack roll, equal to half of the result
bonus to your critical threat range, and add 2
cooking die to your 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.

CHARMING DELIGHT
Beginning at 9th level, whenever you would cook food
using your cooking tools, you can choose to put your all
into it. When you do, your food breaks the ice and can
SCIENCE-NIN
A Nara waits in the shadows, usually their weakness.
warm even the coldest of hearts. Creature who eat this
However, as his targets let their guards down he
food, become a bit more open to you and your allies.
throws an enhanced flash tag and binds them in the
Whenever you or an allied creature would make a
light, a light that remains to shine past its usual
Charisma based skill check against another creature
expiration.
who has recently eaten your food, any skill check they
An Uchiha looks his victim in the eyes, their infamous
make to contest the charisma-based skill check is
Dojutsu now upgraded to scan his enemies even
made at disadvantage.
further than before.

195
SCIENCE-NIN
Proficiency Creation Jutsu Highest Rank Jutsu
Level Bonus Features Points Known Known
1st +3 Shinobi of Science, Chakra Cell Enhancement - 6 D-Rank
2nd +3 Chakra containment Device, Scientific Ninja Tools 4 7 D-Rank
3rd +3 Scientific Inquiry 6 8 D-Rank
4th +4 Ability Score Improvement/Feat 8 8 D-Rank
5th +4 Extra Attack, The Right Tool 10 9 C-Rank
6th +4 Scientific Inquiry (2) 12 10 C-Rank
7th +5 Yhprum’s Law 14 11 C-Rank
8th +5 Ability Score Improvement/Feat 16 11 C-Rank
9th +5 Scientific Inquiry (3) 18 12 B-Rank
10th +6 Calculated Response 20 13 B-Rank
11th +6 Infused Genius 22 14 B-Rank
12th +6 Ability Score Improvement/Feat 24 14 B-Rank
13th +7 Chakra Containment Device (2) 26 15 A-Rank
14th +7 Scientific Inquiry (4) 28 16 A-Rank
15th +7 Calculated Response (2) 30 17 A-Rank
16th +8 Ability Score Improvement/Feat 32 17 A-Rank
17th +8 Scientific Inquiry (5) 34 18 S-Rank
18th +8 Mixed Studies 36 19 S-Rank
19th +9 Ability Score Improvement/Feat 38 20 S-Rank
20th +9 Scientific Inquiry (6) 40 20 S-Rank

A Sarutobi, famous for their multitude of jutsu, shows


off a metal gauntlet. It spits out a scroll and suddenly,
with no signs, a Rasengan appears in her hand.
These shinobi all share one common ideal, that with
technology they can improve their ninja prowess. While
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.

CLASS FEATURES
As a Science-Nin, you gain the following class features.

HIT POINTS
Hit Dice: 1d8 per Science-Nin level
CREATING A SCIENCE-NIN Hit Points at 1st Level and beyond: 8 + your
When creating a Science-Nin consider a few things constitution modifier
about the character when they are on a team with
others. What made them chose the path of creating the CHAKRA POINTS
future? Are they the protector of tomorrow, at the front Chakra Dice: 1d10 per Science -Nin level
with the newest weapons and armor or the guy in the Chakra Points at 1st Level: 10 + your constitution
chair, the one who builds the tools the fighter use? modifier
Chakra Points at Higher Levels: 1d10 (or 6) + your
QUICK BUILD Constitution modifier per Science -Nin level after 1st.
You can make a Science-Nin quickly by following these
suggestions. First, put your highest ability score in PROFICIENCIES
Intelligence, followed by Constitution. Second, choose
either the Nara, Sarutobi, or Uchiha. Armor: Light armor, Medium Armor
Weapons: Simple Weapons, All Scientific Ninja Tools

196
Ninja Tools: 3 of your choice This chakra can only be used to power a Scientific
Saving Throws: Dexterity, Constitution, Intelligence Ninja Tool or Science-Nin Class feature. This device
Skills: Choose four from Ninshou, Insight, Investigation, charges to half-full during a Long rest and to full on a
Nature, Crafting, Athletics, History, Stealth, Full Rest. At Level 13 the bonus increases to a +2 and
Perception, Medicine, Chakra Control. you can also spend chakra dice to store into your CCD
as a Bonus Action..
EQUIPMENT
You start with the following equipment, in addition to SCIENTIFIC NINJA TOOLS
the equipment granted by your background:
Also, at 2nd Level you gain the knowledge on how to

(a) Padded Armor or (b) Combat Jacket build Scientific Ninja Tools. These tools are a step

One Simple weapon above what a normal ninja can create, and as such

(a) One Kunai stack or (b) One Shuriken stack take a lot of mental prowess to accomplish. You gain a

(a) 1 Paper Bomb or (b) 1 Flash Tag number of Creation Points as shown in the Science-Nin

Two Kits of your choice Table.
Scientific Ninja Tools can be created, upgraded, and
JUTSU CASTING replaced during a Long Rest. Each has a Creation Point
cost that it takes up and a CCD chakra drain that must
NINJUTSU be spent to activate it. If a tool has prerequisites, you
must meet them to install it. You can install the
Ninjutsu save DC = 8 + your proficiency bonus + your modification at the same time that you meet its
Intelligence modifier prerequisites.
Ninjutsu attack modifier = your proficiency bonus +
your Intelligence modifier
SCIENTIFIC INQUIRY
GENJUTSU Starting at 3rd level, choose an Inquiry that you pour
your hours of study into to use in combat. The Scientific
Genjutsu save DC = 8 + your proficiency bonus + your
Inquiry you choose grants you features at 3rd, 6th, 9th,
Wisdom modifier (your choice)
14th, 17th and 20th Levels.
Genjutsu attack modifier = your proficiency bonus +
your Wisdom modifier (your choice)
ABILITY SCORE IMPROVEMENT/FEAT
TAIJUTSU When you reach 4th and again at 8th, 12th, 16th, and
Taijutsu save DC = 8 + your proficiency bonus + your 19th, level, you can increase one ability score by +1 &
Strength modifier a Feat of your choice that they qualify for. As normal
Taijutsu attack modifier = your proficiency bonus + you can’t increase an ability score above 20 using this
your Strength modifier feature.

SHINOBI OF SCIENCE EXTRA ATTACK


Starting at Level 1, You dedicate yourself to always Beginning, at 5th Level, you can attack twice, instead
being the smartest in the room. When making a of once, whenever you take the Attack action on your
contested Intelligence Skill check with another turn.
creature, while both of you are using Intelligence, you
are considered to have expertise in the skill. If you
already have expertise, you instead gain advantage.

THE RIGHT TOOL


CHAKRA CELL ENHANCEMENT Also, at 5th Level You have learned how to think 10
Also at Level 1, you have undergone the first step all steps ahead of everyone else. Once per short rest, you
Science Nin take when they begin their studies; Chakra can reveal that you predicated the current situation.
Cell Enhancement, a genetic modification to improve You can pull a scroll from your inventory that has one
and better control your chakra flow. You learn 3 E-Rank basic quality toolkit with a single charge. This can only
jutsu. be used by you and loses its charge after being used or
At 3rd Level you can choose 1 Elemental Keyword. in 10 minutes, whichever comes first.
You can learn and cast jutsu from that element, as you
genetically alter your chakra flow to stimulate the
release.

CHAKRA CONTAINMENT DEVICE


Starting at Level 2 You learn how to create a Chakra
Containment Device. This device allows you to store
chakra to power your Scientific Ninja Tools. This Device
can either be attached to a weapon or your armor and
can be switched to either as a Bonus Action. If attached
to a weapon the weapon becomes a +1 weapon. If
attached to armor it becomes a +1 armor. When you
take a short rest and spend Chakra Dice, you can
choose to seal the rolled amount into the CCD. The
CCD can hold a number of chakra equal to your
Science-Nin Level x 10.

197
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.
SCIENTIFIC INQUIRY
At Level 15, you also use this feature to subtract your
Intelligence Modifier from an enemy creature's Skill check
ALCHEMIST
or saving throw. The Science-Nin who follow the path of the Alchemist
You can use this feature a number of times equal to specialize in Scientific Potions as their main tool in
your Intelligence modifier (minimum of once). You regain combat. They focus on the science behind chakra to
all expended uses when you finish a long rest. concoct victory.

NEGREDO
INFUSED GENIUS When you chose
Starting at the 11th Level, you being to outfit your tools this Inquiry
with better tools. You can select one Scientific Ninja at 3rd
Tool of Creation Point Cost 8 or lower. The Level
you can
selected tool is then attached to one weapon or
gain
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.

198
expertise in both the Alchemist and Forensics Kits. The you have a rank of an Elemental Condition and would cast
Alchemist and Forensics Kits gain additional charges equal a jutsu, you can spend an additional 25 CCD chakra and
remove all ranks of the condition. If you do, your jutsu
to your Intelligence Modifier. You also gain an Alchemist
gains the matching Nature Release and its damage is
Die that is used for Elixirs and other Alchemist Subclass
converted to that Nature Release's Damage and ignores
features. Your Alchemist die starts as a d6 It becomes a d8
resistance.
Level 9, and a d10 at level 17.

EXPERIMENTAL ELIXIRS IMMUTABLE MOLECULES


At 17th Level you have built up a tolerance for chemicals
Beginning at 3th level, You have spent time creating
and their aftereffects. You are resistant to Poison and Acid
potions and pills for use in combat. Over the course of a
Damage, and immune to the envenomed condition.
long rest, you can spend Creation Points
Furthermore, anyone who drinks a Supercharged Elixir
making Elixirs. Elixirs take an Action or a Bonus Action to
gains the benefits of this feature until the end of their next
drink. Each Elixir you hold has a number of uses equal to
turn.
your Intelligence modifier per Long Rest and you can hold
a number of Elixirs equal to your Proficiency Bonus at a
time. THE FUTURE OF SHINOBI: ALCHEMY
At Level 20 you have found a way to make the impossible
ALBEDO a reality. As a Full turn Action, you can spend the
remainder of your CCD chakra. If you do, you gain the
Starting at 6th level, your control over the chemical
Philosopher's Stone for 2 rounds. This lasts an additional
makeup of your Elixir grows. As a Bonus Action, you can
round for every 20 CCD chakra you have remaining. While
pour chakra from your CCD into one of your Elixirs,
you hold the Philosopher's Stone, you can use any
spending its CCD Drain to enhance its effects, giving it its
Science-Nin Subclass features you have at no additional
Supercharged effect. An Elixir stays supercharged for 1
CCD chakra cost and Your Elixirs always treat your
minute.
Alchemist Die as if you rolled the maximum amount. At the
end of this feature, you must spend a full rest doing
CINTRINAITAS nothing but repairing your CCD to regain the spent
Beginning at 6th level, you learn how to reroute the Chakra.
chakra from the CCD into your Alchemist and Forensics Kit,
which lets
you achieve feats once thought impossible. When you
would 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 ALCHEMIST ELIXIRS
during a Short Rest. Once per Long rest, you can spend 10
CCD Chakra and give an Elixir an extra use. MINOR ELIXIRS
MODIFIED CAFFEINE ELIXIR
Cost: 2 Creation Points
Drain: 5 CCD Chakra
LEAD TO GOLD If used within 4 hours of taking a short rest, the user
Starting at 9th, You can use your chakra to convert the
can remain awake, energized and still gain the benefits

A LCHEMICAL 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
chemical
None makeup of jutsu
Your a substance. You gain +2
gains an additional expertise
to hit or with
+1 to Save DC,of thechoice.
your short rest without requiring sleep.
Cooking Kits. Furthermore, you can spend 20 CCD chakra A creature who attempts to gain the benefit twice
and an action to convert any Elixir into another of the within a 24-hour period, immediately falls asleep and
same Creation Point Cost or lower, retaining the original remains so for 16 hours, unable to be awoken by any
amount of uses. You can spend 40 CCD chakra and means until they complete the 16-hour sleep
convert a Cooked Food Ration into a single use Elixir of 4
Supercharged: If used within 4 hours of taking a
Creation Point cost or lower.
Long rest the user can remain awake and energized
and still gain the benefits of a Long Rest without
CONVERSION THEOREM sleeping.
At 14th Level, countless hours of study has led to being
able to prove the Conversion Theorem of Chakra. While

199
A QUATIC ELIXIR RESOLVE ELIXIR
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 adds half the result to their next saving throw within
speed while running on water, equal to 5 x the result the next minute.
for the next 1d4+1 rounds Supercharged: They add the full result to the next
Supercharged: They instead gain 10 times the saving throw instead.
result for the duration
SILVER -TONGUED ELIXIR GREATER ELIXIRS
Cost: 2 Creation Points C HAKRA FLOWING ELIXIR
Drain: 5 CCD Chakra Cost: 8 Creation Points
Roll your Alchemist Die, recording the results. The Drain: 10 CCD Chakra
user's vocal cords emit a soothing pheromone that Roll your Alchemist Die twice, recording the results.
make them easier to trust. They gain advantage on The user gains temporary chakra equal to the result.
Deception and Persuasion checks for a number of Do not add any modifiers to the rolls.
minutes equal to the roll of the die. Supercharged: Roll your Alchemist die an
Supercharged: They also gain advantage on additional time.
Intimidation checks for the duration. EMPOWERING ELIXIR
B ITTERS ELIXIR 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. The adds the result to their next attack or damage rolls.
consumer takes damage equal to the result. When Supercharged: They add the result to their next
consumed the creature regains 1 spent Hit die attack and damage roll.
Supercharged: The creature also regains 1 spent P ERCEPTION A UGMENTATION ELIXIR
Chakra die.
Cost: 8 Creation Points
INSULATION ELIXIR Drain: 10 CCD Chakra
Cost: 2 Creation Points Roll your Alchemist Die, recording the results. The user
Drain: 5 CCD Chakra gains a bonus to their AC equal to half the result for the
Roll your Alchemist Die, recording the results. For a next 1d4+1 rounds or until they fail a saving throw
number of hours equal to the roll you are immune to from a hostile effect or they would take damage from a
the effects of either extreme heat or cold natural hostile creature.
temperatures. Supercharged: They instead gain a bonus to AC
Supercharged: You are immune to both equal to the full result

REFINED ELIXIRS
REVITALIZING ELIXIR
Cost: 4 Creation Points MENTAL BOON ELIXIR
Drain: 5 CCD Chakra Cost: 8 Creation Points
Roll your Alchemist die twice, recording the results. The Drain: 10 CCD Chakra
user regains hit points equal to the result. Do not add Roll your Alchemist Die, recording the results. The user
any modifiers to the rolls. gains immunity to either the Charmed, Feared
Supercharged: Roll your Alchemist die an or Berserk Condition, their choice, for a number of
additional time. rounds equal to the roll of your die. They must pick one
when drinking the elixir.
Supercharged: They can choose two of the
B OOST ELIXIR
conditions.
Cost: 4 Creation Points
Drain: 5 CCD Chakra
Roll your Alchemist die, recording the results. The user
SUPERIOR ELIXIRS
adds the half the result to their next Skill check within HELLFIRE ELIXIR
the next minute. Cost: 16 Creation Points
Supercharged: They add the full result to their Drain: 15 CCD Chakra
next skill check Roll your Alchemist Die twice, recording the results. This
Elixir is hot to the touch. The user immediately takes
SPEEDY ELIXIR damage equal to the results of your Alchemist Die. For the
Cost: 4 Creation Points next minute, the first time each turn the affected creature
Drain: 5 CCD Chakra deals damage with a melee attack, they deal additional
Roll your Alchemist Die, recording the results. The user fire damage equal to your Alchemist Die.
gains a bonus to speed equal 5 x the result for the next Supercharged: They roll two Alchemist Die the
1d4+1 rounds. first time each turn they would deal damage with a
Supercharged: They instead gain 10 times the melee attack.
result for the duration. A RMAMENT ELIXIR
REFLEX ENHANCING ELIXIR Cost: 16 Creation Points
Cost: 4 Creation Points Drain: 15 CCD Chakra
Drain: 5 CCD Chakra Roll your Alchemist Die, recording the results. The user
Roll your Alchemist Die, recording the results. The user selects two damage types, gaining resistance to one and
may consume this Elixir as a part of rolling initiative. vulnerability to the other one for a number of their turns
They gain a bonus to their initiative equal to the result. equal to the result.
Supercharged: They instead gain resistance to
Supercharged: Roll your Alchemist die an
both damage types.
additional time.

200
DIMINISHED S ENSES ELIXIR
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
FAR SIGHT ELIXIR
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 ELIXIR
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.

MASTERCRAFT ELIXIRS
ORPHEUS ELIXIR
Cost: 32 Creation Points
Drain: 30 CCD Chakra
Roll your Alchemist Die 4 times, recording the results.
For the 10 minutes if the Consumer falls to 0 hit points,
they instead fall to 1 hit point and immediately heal the
recorded result.
Supercharged: If this elixir is consumed by a
creature who is dying or has been dead for no longer
than 1 minute, they immediately heal twice the record
result. If they were dead they also gained 4 ranks of
exhaustion.

201
SHINOBI-WARE Chippin In upgrade, which changes their unarmored
Armor Calculation to 10+Proficiency + Constitution
The Science-Nin who follow this path understand that a Modifier. You can only do this a number of creatures
Shinobi is only as strong as their body. So, they have equal to your Intelligence Modifier. You must spend 2
turned their own body into a Scientific Ninja Tool. weeks of Downtime and have someone with a B-Rank
jutsu that restores Hit Points nearby to uninstall this
FULL-METAL SHINOBI upgrade on a creature and let them heal their skin back.
You and anyone with the Chipping In upgrade also gains 5
When you choose this Inquiry at 3rd Level you replace
Armor Seal slots in their skin.
the skin of your body with flexible chakra material that
allows for easier experiments.
Your AC calculation while unarmored is now 10 + your EVER EVOLVING
Proficiency Bonus +Intelligence Modifier. You can also Beginning at 14th level, you have further upgraded your
spend chakra from your CCD to heal yourself as a Bonus seal to always be improving, always evolving. You can
Action. You heal at a rate of 5 CCD chakra to 5 health. At spend Creation Points equal to the rank of an Armor Seal
Level 6 you choose to gain resistance to either (Minor=4, Refined=8, etc.) to
Bludgeoning, Piercing, or Slashing damage. At Level 9 instantly apply it to your Full
you can choose another. At Level 14 you gain the last Metal Shinobi
that you did not choose. armor. You can
Your body comes with a number of upgrade slots equal change this seal
to your Proficiency Bonus. During a Long Rest you can with a Full turn
install any upgrade, besides a Shinjutsu, that you meet Action,
the requirements for. These Shinobi-Ware will be detailed including
at the end for this subclass. choosing
no seal to gain
ONE-MAN ARMY the
Also, at 3rd Level you gain expertise in Armorsmith
Toolkits. This toolkit gains additional charges equal to
creation
your Intelligence Modifier. Once per turn, as a Bonus
points
action, you can spend 5 CCD chakra and a charge of your
back.
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 GOD
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 MIMICS
seal of your design and place it on the palm of your hand.
As an Action you can spend 30 CCD chakra and activate
ME
At
this seal. You must pay 5 CCD chakra at the start of your
17th
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.

LEGENDARY BLACKSMITH: ARMORY


Also at 9th Level, you gain the ability to introduce your
allies to the joyous liberation of steel instead of flesh.
Over the course of 1 week of Downtime, you can spend
10 charges of an Armorsmith Kit to give them the

202
level, You do not mimic God, you have long surpassed the TACTILE BOOST
former. You can now cast Shinjutsu with no rest limit. If
you cast a jutsu, you can split the cost in half between Cost: 2 Creation Points
your HP and CP. If you do, it becomes a Shinjutsu. A Drain: 5 CCD Chakra
Shinjutsu is not considered a Ninjutsu, Genjutsu, You add a new upgrade that boosts your sense of touch.
Bukijutsu, or Taijutsu As a Bonus action you can spend the Drain of this
feature to gain Tremorsense within 20 feet of you, as
THE FUTURE OF SHINOBI: SHINOBI-WARE long as some limb is touching the ground.
At Level 20, you have realized that Shinobi-Ware is the
future of Shinobi. You gain extra upgrade slots equal to REFINED
your Intelligence Modifier. When you damage a creature C HAKRA -P OWERED GRAPPLING HAND
with a Shinjutsu, you can spend 100 CCD chakra to mark
Prerequisite: Grappling Hand
that creature with your seal. While marked in this way,
Cost: 4 Creation Points
they are considered an active Mental Clone and gain
Drain: 5 CCD Chakra
access to your God’s Mimicry feature and cast your
While your grappling hand is deployed, when you cast a
Shinjutsu using their HP instead of CCD chakra while it is
Ninjutsu with a range of touch you can pay the Drain of
active. You can only mark 1 creature at a time.
this upgrade and have your hand deliver the jutsu as if
you had cast it from its location. After this the hand is
SHINOBI-WARE UPGRADES made inert and must be recovered
SYNTHWEAVE S KIN
MINOR Cost: 4 Creation Points
SCOTOPIC V ISION Drain: 5 CCD Chakra
Cost: 2 Creation Points As an Action, You can spend the drain of this upgrade and
Drain: 5 CCD Chakra for the next minute reduce all bludgeoning, piercing, and
You upgrade the rod cells in your eyes to new heights. slashing damage by your Intelligence Modifier for the next
You can spend a bonus action to activate this vision and minute.
gain Darkvision to a range of 30 feet for a minute. If you A CCELERATED M OVEMENT
already have Darkvision, this modification increases its
Cost: 4 Creation Points
range by 30 feet.
Drain: 5 CCD Chakra
MECHANICAL ARM You improve your body's cardio-physiology to allow you to
Cost: 2 Creation Points move quicker in short bursts. When you activate this
Drain: 5 CCD Chakra upgrade your speed increases by 10 feet for the next
You create a mechanical arm which mounts to your minute. This applies to all movement speeds you have.
shoulder, which you can use independently. This arm B ODY M ASS INCREASE
cannot hold weapons however can be used to block
Cost: 4 Creation Points
attacks and accomplish small tasks with the Object
Drain: 5 CCD Chakra
interact action even if both hands are full. You can
You enhance Body Mass Index to increase at a moment's
deploy the arm as a reaction or object interaction action
notice.. As a bonus action, you can activate this upgrade
to gain +1 AC however if you are hit with a melee attack
and anchor your feet to the ground. While anchored, your
while the arm is out. You must spend 5 CCD chakra to
speed is 0, you have advantage on Strength checks and
repair the arm. You can choose this modification twice,
Strength saving throws, and your carrying capacity and
increasing the AC bonus to 2 and gaining an additional
the weight you can push, drag, or lift doubles. If it would
Object interaction action.
already double, it instead triples. You can also as a
G RAPPLING HAND reaction activate this upgrade while falling. If you do, you
Cost: 2 Creation Points instead take falling damage for every 20 feet fell and if
Drain: 5 CCD Chakra you land on an enemy they must make a Dexterity Saving
You turn your hand into a grappling hook. With this Throw against you Ninjutsu or Taijutsu Save DC, whichever
modification, you can spend the CCD chakra drain to is higher. On a fail they take damage equal to the amount
make a ranged weapon attack as a Bonus Action with a of falling damage you take.
range of 30/60. On a hit, it deals 1d4+your Intelligence
modifier in piercing damage. This attack can target a
surface, object, or creature.
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- GREATER
foot cable. JET PROPULSION LEGS
While the hook is deployed, you can use your bonus
action to activate the reel, pulling yourself to the Cost: 8 Creation Points
location if the target is your size or larger. A creature or Drain: 10 CCD Chakra
object smaller than you is pulled to you. Alternatively, You add chakra powered jet thrusters to the soles of
you can opt to release the cable (no action required). your feet, granting you temporary, limited flight.
Once you’ve used this feature, you can’t use it again Activating or deactivating the boots requires a bonus
until you recover and reinsert the hand as a bonus action and, while active, you have a flying speed of 30
action. feet. You must pay 5 CCD Chakra at the start of your
turn or the flight will end and you will begin falling to the
P OWER KNUCKLES
ground at the end of the turn. The rocket boots last for 1
Cost: 2 Creation Points
minute before deactivating. Themselves.
Drain: 5 CCD Chakra
You modify your knuckles with increased reinforcement INTEGRATED W EAPON
and weight. Your unarmed strike deals 1d6 of Lightning Cost: 8 Creation Points
damage. You can now use Intelligence for Attack Rolls and Drain: 10 CCD Chakra
Damage Rolls for your unarmed strikes Additionally, when You can integrate a one-handed weapon into your arm.
you take the Attack action and make an unarmed attack, You are considered proficient in this weapon while it is
you can spend this upgrade’s drain to make an additional installed. As a Bonus action you can spend the drain of
unarmed attack as a bonus action. this upgrade and have it pop out of your arm for the
next minute.. While it is activated, you must spend 5

203
CCD chakra at the start of your turn or the weapon will Drain: 20 CCD Chakra
deactivate. While activated you gain a +1 to Attack and You force yourself outside the normal timeline through
Damage rolls with the weapon and can use your sheer speed alone, a rudimentary implant. You can
Intelligence Modifier for weapon attack rolls. activate this upgrade as a Bonus Action and if you do
MICROSCOPIC SCIENTIFIC NINJA TOOLS you gain an additional action this turn. At the end of
your turns, you lose 2 hit dice, rolling them and losing
Cost: 8 Creation Points that much current and maximum health until you take a
Drain: 10 CCD Chakra full rest.
You have gone beyond the normal limits of Shinobi-
Ware. Choose Two Scientific Ninja Tools of 4 Creation
Point cost or lower. You now have permanent access to
SHINJUTSU
them and they do not cost Creation Points. If they cost QUASI -SENRIGAN
Chakra from your CCD you can now pay them with your Drain: 15 CCD Chakra
own chakra. Additionally. You can spend the CCD Drain You modify your eyes and discover the world's first
of this upgrade to add a spent charge to a Toolkit. You Scientific Dojutsu: The Senrigan. However, it is in an
can only do this twice per Toolkit. incomplete state. As a bonus action, you can activate
C HAKRA FIBER BARRIER this upgrade in one of your eyes. When toggled on, for
the next minute you gain truesight for 250ft and have
Cost: 8 Creation Points
advantage on all Genjutsu saving throws. Once per
Drain: 10 CCD Chakra
round you gain an additional reaction which can only be
You modify your Full Metal Shinobi Armor to block
used to take the Read the Enemy action. If it is an
incoming damage using a razor thin barrier of Chakra. As a
enemy you have seen before you gain advantage.
reaction to taking damage you can activate this upgrade
to reduce the damage you take by an amount of d4 equal SENRIGAN
to your Intelligence Modifier. Prerequisite: Quasi Senrigan
Drain: 20 CCD Chakra
SUPERIOR With Science you have finally achieved a full Senrigan,
JUTSU M EMORIZATION CHIP however it is still a pale copy of the true Shinjutsu. As a
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
You install the detailed memory of a specific combat of a Quasi-Senrigan.
routine. Choose 1 Jutsu between Taijutsu, Bukijutsu or Additionally, for the duration you are always under the
Genjutsu of a rank that you can learn. You learn that effects of Kagura's Mind Eye.
jutsu and can pay its cost and this drain to cast it using Once per day you can cast SEALING ART: DIVINATION
your Intelligence Modifier. TECHNIQUE When cast this way you cannot ask about
P AIN EDITOR the future, but can ask any question about the present
or past.
Cost: 16 Creation Points
Drain: 15 CCD Chakra
You modify your body with a switch that shuts off your
pain receptors dynamically. As a reaction to taking
damage you may spend the Drain of this upgrade to
delay all damage you take this round until the end of SPACE -TIME CLAWS
your next turn
Drain: 20 CCD Chakra
You can leave marks of studded black bands across any
surface. You always have the Chakra Mark Ninjutsu in
your jutsu known list. You can pay the drain of this
Shinjutsu when you cast Chakra Mark to instead have
Your seals take the shape of these black bands. You can
have up to a number of them active at one time equal to
B IJUU KNUCKLES your Intelligence Modifier. These black bands cannot be
Prerequisite: Power Knuckles dispelled by a Jutsu or Feature and last forever unless
Cost: 16 Creation Points dismissed by you. While a creature is marked this way
Drain: 15 CCD Chakra while you are within 30 ft of them you can pay half this
You further modify your knuckles with increased Shinjutsu’s drain to cast jutsu and attack as if you were
reinforcement and weight. Your unarmed strike now deals within 5ft of them. Using it in this way does not consume
1d8 Lightning damage. If you move at least 10 feet in a a use of your Shinjutsu.
straight line immediately before making an unarmed A BSOLUTE REFLECTION
attack, you can activate this upgrade to additional 2d6
force damage 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
SUPREME within 5 feet of an allied creature or restrained or
NINJUTSU A BSORPTION AND A MPLIFICATION grappled hostile creature, you can initiate the Reflect. If
Cost: 16 Creation Points you are within 5 feet of an unrestrained or underapplied
Drain: 20 CCD Chakra hostile creature you can make an unarmed strike
You can absorb Ninjutsu with your left arm or eye. As A against them. On a success you initiate the Reflect.
reaction when you are targeted with a Ninjutsu you can Spend the Drain of this Shinjutsu and the triggering
spend the CCD chakra drain and initiate a clash. If you creature must make a Wisdom Saving Throw against
win you absorb the Ninjutsu cast, negating it. You then your highest Save DC. On a failure they immediately
can either immediately attack with it using your right suffer the effects of their attack. On a success they must
eye or arm, but upcasted it one rank higher than it was make the attack roll against themselves. Either way you
cast, or add it to your jutsu list until you use it, upcasted do not suffer the effects of the attack.
to one rank higher than it was cast. You can only have QUASI -JOUGAN
one stored Ninjutsu at a time and either way when it is Drain: 15 CCD Chakra
cast you pay the cost with your CCD rounded up to the You have begun to awaken a new Shinjutsu, one that
nearest interval of 5. looks forward and not back. However, it is not a power
SPEEDWARE EMULATOR easily controlled. As an Action you can spend the drain
Cost: 16 Creation Points of this Shinjutsu and attempt to peer into the future.

204
Make an Intelligence ability check, the result is what
happens.
SPYWARE
JOUGAN The Science-Nin who follow the path of Spyware fully
embrace what it means to be a Shinobi. the job gets
Prerequisite: Quasi-Jougan done, and no one knows who did it. A job well done is
Drain: 30 CCD Chakra
enough credit for you.
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 GHOST IN THE SHELL
limit and this Shinjutsu’s Drain to skip the roll and get When you choose this Inquiry at 3rd Level,, you gain
the benefits of a 25. expertise in Hackers and Forgery Toolkits. These Toolkits
gain additional charges equal to your Intelligence modifier.
When you would spend a charge of your Hackers Kit and
succeed hacking into a system, you can spend 10 CCD
Chakra. If you do, you can cast Beast Sense on the target
as if it were an animal. Any cameras in the system become
your eyes, any microphones become your ears.
Additionally, when you would spend a charge of your
Forgery Kit, you can spend an additional charge to add
your Intelligence Modifier to the roll, even if you already
could.

CRUEL ANGEL’S THESIS


SUKUNAHIKONA Also, at 3rd Level you have discovered how to treat a
chakra network just like a computer system. Over the
Drain: 10 CCD Chakra course of a long rest, you can spend Creation Points to
You exert your control over all matter with your near make Programs. You can use Programs when you would
divine chakra. You can spend the drain of this Shinjutsu affect a creature with a Genjutsu by paying their CCD cost
to shrink any creature or object you are touching to when you cast the Genjutsu. You can only use one
microscopic sizes. You can only have 10 shrunken items Program per turn and can only hold a number of Programs
at a time. While Shrunken these items cannot be seen at a single time equal to your Intelligence Modifier. If you
with the human eye, however weapons that are use a Program as a part of a Genjutsu, you can use your
shrunken do no damage. As a reaction you can pay the Intelligence Modifier as your Genjutsu ability modifier.
drain again to expand them back to a normal size. If you These programs are listed at the end of this subclass.
do this to a thrown weapon while it is in flight. it cannot
be reacted to by anyone whose passive perception is
lower than 30 and you gain advantage on the roll.
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.

205
BOLTZMANN BRAIN REFINED
At 14th Level your victims senses become putty in your C ONTAGION
hand, as you take control of their Nervous system. When
you cast a Genjutsu with a Hackers Kit that has a casting Cost: 4 Creation Points
time of an Action or Bonus Action, you can increase the Drain: 5 CCD Chakra
casting time to a full turn action. If you do it loses all If your Genjutsu would affect a single enemy creature
sensory keywords and gains the Tactile keyword as you while they have an Elemental Condition, on a failure or
hack their brain directly. A creature who fails a saving on a hit with a Genjutsu attack, all enemy creatures
throw against a Genjutsu cast in this way is always within 10 feet must make a Constitution Saving throw
treated as if they critically failed. against you Genjutsu Save DC. On a fail they gain 1 rank
of one of the Elemental conditions the target creature
CHAKRA BLACKOUT had, your choice.
At 17th level, you have added a new subroutine to your REBOOT OPTICS
Hacker’s Kit. As a Full turn action, you can expend 7 or Cost: 4 Creation Points
more charges of a Hacker’s kit and spend 75 CCD Drain: 5 CCD Chakra
Chakra. If you do, you let your chakra explode outwards, If your Genjutsu affects an enemy creature, on a failure
its manifestation mimicking that of computer wires as or on a hit with a Genjutsu attack, they gain the Blinded
they seek out all hostile creatures within 60 feet of you. Condition until the start their next turn. On a critical
All hostile creatures must make a Constitution saving failure they are Blinded until the end of their next turn. If
Throw against your Genjutsu save DC. You increase the the Genjutsu would already blind, the duration of the
DC by 1 for every charge spent past 7. On a failure they blind is doubled.
cannot mold chakra for 1d4+2 turns. On a success they
cannot mold chakra until the end of their next turn. SONIC S HOCK
Cost: 4 Creation Points
THE FUTURE OF SHINOBI: PROGRAMS Drain: 5 CCD Chakra
At Level 20, you have realized that Programs are the You augment your Genjutsu to throw off the equilibrium
future of shinobi. When you cast a Genjutsu with a of the target creature. On a failure or on a hit with a
Program you can double the cost. If you do, you can use Genjutsu attack,, they become Deafened until the start
every program you have on the Genjutsu and the target of their next turn. On a critical failure, they gain a rank
creatures cannot gain advantage or any bonuses to the of bleeding and become Deafened until the end of their
roll. next turn as their eardrums rupture. If the Genjutsu
would already deafen, the duration of the deafen is
doubled.
B YPASS D EFENSES
Cost: 4 Creation Point
Drain: 5 CCD Chakra
The Genjutsu you cast cannot be countered or negated
the turn its cast by the target creature.
SPYWARE PROGRAMS VITALITY BOOST
Cost: 4 Creation Points
MINOR Drain: 5 CCD Chakra
A SSIST You restart the healing properties of an allied creature. If
you Genjutsu would affect an ally, it also heals them 2d4
Cost: 2 Creation Points Hit Points.
Drain: 5 CCD Chakra
If your Genjutsu affects an ally creature they gain
advantage on their next attack roll.
GREATER
SYSTEM RESET
P ING
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 your Genjutsu would affect an enemy creature, on a failure or on a hit with a Genjutsu attack, they think they
failure or on hit you learn one random resistance, have not accomplished their previous turn yet. On their
vulnerability, or immunity they have. On a Critical next turn they must do the exact same actions and
Failure you can choose which of the three you learn. bonus actions, even if they are not applicable anymore
C RIPPLE M OVEMENT (such as healing even if they are at full health)
Cost: 2 Creation Points MEMORY W IPE
Drain: 5 CCD Chakra Cost: 8 Creation Points
If you Genjutsu would affect a single enemy creature, on Drain: 10 CCD Chakra
a failure or on a hit with a Genjutsu attack, their If you Genjutsu would affect an enemy creature, on a
movement speed is reduced by half until the end of their failure or on a hit with a Genjutsu attack, they suffer
next turn. On a critical failure it is set to 5 feet. severe short term memory loss. They gain a rank of
OVERHEAT Confused. On a critical failure they gain a rank of
Cost: 2 Creation Points Confused and Dazzled.
Drain: 5 CCD Chakra B REACH PROTOCOL
If you Genjutsu would affect an enemy creature, on a Cost: 8 Creation Points
failure or on a hit with a Genjutsu attack, they gain one Drain: 10 CCD Chakra
rank of Burned. On a critical failure they gain 2 ranks of If you Genjutsu would affect an enemy creature, on a
Burned. failure or on a hit with a Genjutsu attack, you weaken
SHORT CIRCUIT their defenses. Until the end of your next turn, they
Cost: 2 Creation Points have disadvantage on the next saving throw from a
Drain: 5 CCD Chakra jutsu you or any ally cast. On a critical failure they also
If you Genjutsu would affect a single enemy creature on cannot gain any bonuses.
a failure or on a hit with a Genjutsu attack, they gain 1 DETONATE NINJA T OOL
rank of the Shocked condition. On a critical failure they Cost: 8 Creation Points
gain 2 Ranks of Shocked. Drain: 10 CCD Chakra

206
If your Genjutsu would affect an enemy creature, on a
failure or on a hit with a Genjutsu attack it activates one
random Ninja tool, or a Ninja tool you can see on them,
immediately. They are considered a hostile creature for
the Ninja tool.

SUPERIOR
RELAY S TATION
Cost: 16 Creation Points
Drain: 15 CCD Chakra
You can have the point of origin for the Genjutsu start
from any ally within 30 feet of you. If the Genjutsu has a
range of self it instead targets the ally.
C HAKRA REBOOT
Cost: 16 Creation Points
Drain: 15 CCD Chakra
If your Genjutsu would affect an enemy creature, on a
failure or on a hit with a Genjutsu attack, you can end
the enemy creature's lowest cost Concentration jutsu.
On critical failure you instead end the Highest cost
concentration jutsu.

SCINTILLATING 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
SYNAPSE BURNOUT
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
OVERCHARGE
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

207
chakra from your CCD.

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

208
TECHNOBI MECHANIZATIONS you are reduced to 0 hit points you may choose to
instantly activate this tool or trap, ignoring any
activation rules. This creation explodes on your body
MINOR and shields you from these effects completely.
B LINDING A RRAY VIRAL S MOG
Cost: 2 Creation Points Cost: 4 Creation Points
Drain: 5 CCD Chakra Drain: 5 CCD Chakra
You rig your creation to emit a blinding white light. Each You add an extra component to your creation that
creature within 30 feet of the creation must make a makes it spew a noxious gas on activation. After this
Wisdom saving throw. A creature becomes blind until the creation activates it leaves behind a 15-foot radius
end of their turn on a failed save. cloud. Creatures who are in the cloud when it appears,
FRAGMENTATION T RIGGER start their turn in the cloud, or enter the cloud on their
turn, must make a Constitution Saving throw, becoming
Cost: 2 Creation Points Poisoned on a failed save.
Drain: 5 CCD Chakra
You design your creation to fragment and maim any
FLASHBANG
creatures unlucky enough to be standing near it. Creatures Cost: 4 Creation Points
within a 10-foot-radius sphere must make a Dexterity Drain: 5 CCD Chakra
saving throw, taking 2d8 piercing damage and suffering 1 Your creation is made to discombobulate an enemy
rank of bleed on a failed save, or half as much damage combatant. Creatures within 15 feet of the creation and
and no additional effects on a successful one. have a clear line of sight when it is activated must make
NET D EPLOYMENT a Constitution Saving throw. On a failed save they gain a
rank of Concussed until the end of their next turn.
Cost: 2 Creation Points
Drain: 5 CCD Chakra
You add a new component to the creation, unleashing a
reinforced nylon net to restrain them. Creatures within 20
feet of the creation when it detonates must make a
Dexterity saving throw or be tangled in the net. A Large or
smaller 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.
HIDDEN 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
MALICIOUS INTELLIGENCE
Cost: 4 Creation Points
Drain: 5 CCD Chakra
Damage you deal with this creation adds your Intelligence
Modifier to the damage rolls.
ELECTRIC PULSE
Cost: 4 Creation Points
Drain: 5 CCD Chakra
you add a shock device to your creation so that when it GREATER
goes off it unleashes a discharge of electricity that A DHESIVE C OATING
envelops all around. Each creature within 15 feet must
make a Constitution saving throw. On a failed save, a Cost: 8 Creation Points
creature takes 3d6 lightning damage and gains 1 rank of Drain: 10 CCD Chakra
Shocked or half as much damage and no additional effects You add a coating of adhesive to the
on a successful one. creation. If this is applied to a Ninja Tool
instead of a saving throw you can make an attack roll. If
LAST RESORT T RIGGER this is applied to a Trap, if someone attempts to
Cost: 4 Creation Points dismantle it and fails they automatically fail the Save DC
Drain: 5 CCD Chakra for the trap.
You integrate a hidden trigger in your armor allowing
you to take one last person with you. As a reaction when

209
B LAZING GAS T RIGGER EVENT HORIZON M ATRIX
Cost: 8 Creation Points Cost: 24 Creation Points
Drain: 10 CCD Chakra Drain: 20 CCD Chakra
You add an extra trigger to your creation so that when it You design your creation to pull creatures toward their
goes off it also explodes in a gas that burns at the skin. demise, before imploding. When the creation activates
Creatures who suffer the effects also take 2d12 fire creatures within a 30-foot-radius sphere must succeed a
damage and gain 1 rank of burn on a failed save or half Strength saving throw or be pulled 15 feet towards the
as much damage and no further effects on a success. epicenter of this creation. After pulling creatures in, it
A RCTIC S NAP then explodes forcing creatures with 15-foot-radius
sphere to make a Dexterity saving throw dealing 4d8
Cost: 8 Creation Points force damage on a failed save. If a creature fails this
Drain: 10 CCD Chakra saving throw by 5 or more, they take double damage.
You super chill the components of this creation. When
activated all creatures within a 20-foot radius must
succeed a Dexterity Saving throw. On a failure they are
MASTERCRAFT
caught in the flash freeze after the activation and gain 1 STUNNING BLAST
rank of Slowed until the end of their next turn. Cost: 32 Creation Points
STATIC S HOCK T RIGGER Drain: 30 CCD Chakra
You modify this creation meticulously to disable and
Cost: 8 Creation Points
disorient. When it activates creatures within a 5-foot-
Drain: 10 CCD Chakra
radius sphere must make a Constitution saving throw.
You add an extra trigger to your creation so that when it
On a failed save they are stunned and deafened until
goes off it also re-wires a creature's nerves. Creatures
the end of your next turn.
who suffer the effects also have a -5 penalty to their
next initiative roll. If they are already in initiative they
are moved down one.

SUPERIOR
STONE REGALIA
Cost: 16 Creation Points
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.
REPEATER NODE
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..
SENSOR 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.

SUPREME NINJANEER
ERADICATION T RIGGER The Science-Nin who follow the path of the Ninjaneer
Cost: 24 Creation Points specialize in Scientific Weaponry as their main tool in
Drain: 20 CCD Chakra combat. They focus on improving their armor or
You craft the tool or trap to go off in a unique X shape weapon for both offensive and defensive capabilities
that is filled with burning acidic gas. Your creation
expands into 2 lines of acidic flames made in an X ENHANCED ARSENAL
formation. These lines of flames are 10 feet thick, 90 When you choose this Inquiry at 3rd Level you gain
feet long, and 30 feet tall. When the walls appear, each proficiency in Martial Weapons and expertise in
creature within its area must make a Dexterity saving Weaponsmith Kit and Crafting.
throw. On a failed save, a creature takes 3d6 acid During a Long Rest you can work on your weapons
damage and 3d6 fire damage, and gains 1 rank of and make an Enhanced Weapon. You can use your
burned and corroded on a failed save, or half as much Intelligence Modifier in place of Dexterity for weapon
damage and no additional effects on a successful one. attacks and Bukijutsu using Enhanced Finesse weapons.
The walls continue to burn, losing 1d6 acid and fire This Enhanced Arsenal gains a number of Upgrade Slots
damage at the end of each of your turns as it cools equal to your Proficiency Bonus split between any
down. Once there are no more weapon you turn into an Enhanced Weapon. During a
damage dice, this creation ceases function. Long Rest you can spend creation points to install an
upgrade that you meet the requirements for into the
gear. If a modification has prerequisites, you must meet

210
them to install it. You can install the modification at the A Perfected Weapon increases its quality by one step
same time that you meet its prerequisites. These and gains 1 Minor Seal of your choice. This seal does not
upgrades will be shown at the end of this Inquiry page. count against its seal slots. You can only have a number
of Perfected Weapons equal to your Intelligence Modifier
BEYOND STEEL at a single time.
Also, at 3rd Level you have found a way to make your
weapons out of a new material, stronger than the usual 1000 WAYS TO DIE
metals in most weapons. Your Enhanced Weapons Beginning at 14th level, you have studied almost every
cannot be broken or damaged by any means and ignore way to kill an enemy. Your Enhanced Weapons ignore
half of the Damage reduction of any armor. As a Bonus resistance and treat immunity as resistance. When you
Action you can spend 10 CCD chakra to activate the cast a “Crescent Moon” jutsu with a Legendary Weapon
chakra inside your weapons. Until the end of this turn you can triple the cost of the jutsu and pay it with your
they ignore half of all sources of damage reduction. CCD. If you do, you reduce the number of dice needed
for its passive ability by 1.
THE DEFENDER OF TOMORROW, TODAY
Beginning at 6th level you gain the ability to enhance KINETIC OVERFLOW
the weapons of your squad, targeting the damage to the At 17th level, you have added a new subroutine to your
weakness of your enemies. As a Bonus action, you can CCD. Your Enhanced Weapons gain a new special
activate an aura that extends from you in a 60-foot property. When you deal damage with a weapon attack
radius. The aura moves with you, centered on you, and and roll the maximum or minimum damage on the
lasts for 1 minute. weapon damage die, you can spend 10 CCD chakra
When you activate this aura, choose one of the and roll that die again and add it to the damage.
following damage types: Earth, cold, fire, lightning, or You can only trigger this feature twice per attack
Wind. Each creature of your choice in the aura deals
an extra 1d10 damage of the chosen type when it hits THE FUTURE OF SHINOBI:
with a weapon attack. You must spend 5 CCD chakra
for each creature you want to gain the benefits of this
WEAPONS
At Level 20, you have realized that an Enhanced
feature. Once marked they stay marked until the next
Arsenal is the future of Shinobi. You gain
Long rest.
additional upgrade slots for your Enhanced
You can use this feature a number of times equal
Arsenal equal to your Intelligence modifier.
to your Intelligence modifier (minimum of once),
Your Enhanced Weapons add your
and you regain all expended uses after a long rest.
proficiency bonus to all damage rolls.
Legendary Weapons add twice your
A WEAPON TO SURPASS proficiency bonus to all damage rolls.
At 6th Level, you have further studied the art of Perfected Weapons add your Intelligence
war, and your weapons show that. An Enhanced Modifier to all damage rolls.
Weapon increases its quality by one step. When
applying a Weapon seal to an Enhanced Weapon,
you can spend Creation points equal to its rank
(Minor=2, Refined=4, Greater =8.) to apply it in a
single week of Downtime. You can remove the
seal to regain the Creation Points.

ARSENAL MODIFICATIONS
If a modification has prerequisites, you must meet
them to install it. You can install the modification at
the same time that you meet its prerequisites.

WARRIOR OF SCIENCE MINOR


Starting at 9th level, you have upgraded your
CCD to turn any weapon you wield into one of C HAKRA BLAST
legend. As an Action you can spend 20 CCD chakra Cost: 2 Creation Points
and turn an Enhanced Weapon you are holding into a Drain: 5 CCD Chakra
Legendary Weapon. You must pay 10 CCD chakra at the You modify your weapon with a blaster with which you are
start of your turn to maintain this benefit. A Legendary proficient. The weapon uses your Intelligence modifier for
Weapon you are holding gains the following benefits for its attack and damage rolls, and deals 1d6+Intelligence
one minute; Modifier Force damage on a hit. It has a normal range of

It gains a +2 to Weapon and Taijutsu Attack Rolls 30 feet and a long range of 120 feet. You must spend the
CCD chakra drain for each attack.

Once per turn, when it deals damage to a creature,
you can have it ignore all THP and Damage reduction C AMOUFLAGE PROTOCOL

You can select one Weapon Property (Besides Heavy, Cost: 2 Creation Points
Two-Handed) it has and double its benefits. In the Drain: 5 CCD Chakra
case of Thrown it doubles its range. In the case of You install a cloaking device in your modified weapon. As
Versatile, increase the damage die by an additional an action you can activate this device to cast Body
step. Camouflage on yourself.

When you cast a Bukijutsu with the weapon as a C HAIN HILT
component you can double the cost of the Bukijutsu Cost: 2 Creation Points
and round up to the nearest interval of 5 and pay it You install an expandable hilt on your modified weapon. If
with your CCD. If you do the damage is converted to it is a melee weapon it extends its range by 5 feet. If it is a
force. thrown weapon it gains the returning property within its
normal range. If it is a ranged weapon it gains 30 feet to
LEGENDARY BLACKSMITH: WEAPONRY its long range.
Also at 9th Level, you have begun to see the joy in
making weapons. You can work on an allies weapon
during a Long Rest and turn it into a Perfected Weapon.

211
HARPOON REEL knocked prone they take an extra 3d4 force damage. This
can only trigger once per turn.
Cost: 2 Creation Points
Drain: 5 CCD Chakra
You install a secondary fire mode that launches a harpoon
GREATER
attached to a tightly coiled cord. With this harpoon, you A RTIFICIAL INTELLIGENCE
can make a ranged weapon attack with a range of 30/60. Cost: 8 Creation Points
On a hit, it deals 1d6 piercing damage. This attack can Drain: 10 CCD Chakra
target a surface, object, or creature. You install an artificial intelligence into your weapon. When
A creature struck by this attack is impaled by the you make a weapon attack Roll with this weapon, You can
harpoon. As an action, a creature can attempt to remove spend the Drain of this CCD to gain advantage as your
the harpoon. Removing the harpoon requires a Strength artificial intelligence takes the Help action.
ability check vs a DC 8+your Intelligence Modifier. While
the harpoon is stuck in the target, you are connected to C HAKRA S ABRE W EAPON
the target by a 60-foot cable. Cost: 8 Creation Points
While connected in this manner, you can use your bonus Drain: 10 CCD Chakra
action to activate the reel, pulling yourself to the You replace the striking portion of your weapon with a
location if the target is your size or larger. A creature or device that forms the weapon with your own chakra. To
object smaller than you is pulled to you. Alternatively, activate your weapon takes a Bonus action and you must
you can opt to release the cable (no action required). spend half of the Drain at the start of your turn to keep the
Once you’ve used this feature, you can’t use it again weapon activated. The weapon deals an additional die of
until you recover and reinsert the harpoon as an action. damage, and all damage it deals is now considered Force
VIBROSTEEL EDGE damage.

Cost: 2 Creation Points


Drain: 5 CCD Chakra
You replace the metal in the weapon with pure chakra
alloy that vibrates at supersonic speeds when it is powered
on. As an Action or bonus action you can activate the
weapon. While it is active you increase your critical threat
range with weapon attacks by 1. When you critically hit
with this weapon on a weapon attack, you deal an SONIC S TRIKE
additional 2 damage dice.
Cost: 8 Creation Points
Drain: 10 CCD Chakra
You pack extra power into your modified weapon. Once
per turn, when you hit with the weapon, you can spend the
CCD Chakra Drain to deal an additional 1d8 damage. If you
do so, the weapon makes a loud boom which can be heard
100 feet away. If you are hidden, Intelligence
REFINED (Investigation) and Wisdom (Perception) checks made to
locate you that rely on sound have advantage. You can
ELECTRIC PULSE PROTOCOL only use this 3 times in a single attack.
Cost: 4 Creation Points DOUBLE W EAPON
Drain: 5 CCD Chakra
You install electro shockers in your weapon. Whenever you Cost: 8 Creation Points
score a hit with a melee attack, you can spend the Drain of Drain: 10 CCD Chakra
this upgrade and an extra deal 1d6 lightning damage to Prerequisite: One Handed Melee Weapon
the attacker. You add an extra blade to a tool of war. After all, death
comes in pairs. As a Bonus action you can pay the Drain
A CCURACY ENHANCER cost and Your weapon gains the Double property for the
Cost: 4 Creation Points next minute. A weapon with this property can be used with
Drain: 5 CCD Chakra one or two hands like a versatile weapon however its two-
You can activate this accuracy enhancement device as a handed die is one lower than its single-handed die. Once
Bonus Action. For the next minute you gain a +1 bonus to per turn, When you make a weapon attack with a Double
weapon attack rolls made with this weapon. weapon, you can make an additional attack using its
SUPERSONIC EDGE Doubled die as a part of the same action. It also is
considered two different weapons for two-weapon
Prerequisite: Vibrosteel Edge fighting.
Cost: 4 Creation Points
Drain: 5 CCD Chakra
You replace the metal in the weapon with pure chakra
SUPERIOR
alloy that vibrates at supersonic speeds when it is powered SUPERIOR CHAKRA W EAPON
on. While the weapon is activated with Vibrosteel Edge, Prerequisite: Chakra Sabre Weapon
you can pay this drain in addition to pour more chakra into Cost: 16 Creation Points
the steel. Its benefits now affects both weapon and Drain: 15 CCD Chakra
Taijutsu attack rolls. You have enhanced your chakra Sabre far beyond its
ENHANCED FRAME limits. While a Chakra Sabre Weapon is active you can
activate this upgrade to make it a Superior weapon for the
Cost: 4 Creation Points
next minute as an object interaction. While it is Superior it
Drain: 5 CCD Chakra
ignores Damage reduction and Temporary Hit Points from
You install a new frame in your modified weapon. As a part
Armor and Jutsu sources. While this is active you increase
of rolling initiative or as a bonus action you can activate
the CCD Drain cost at the start of your turn by an
this upgrade, removing the Heavy property from the
additional 5 CCD Chakra.
weapon for the next minute.
STAGGERING BLOW
Cost: 4 Creation Points
Drain: 5 CCD Chakra
When you hit with the weapon, you can activate this
upgrade to force the target to make a Strength saving
throw. On a failed save, the creature is pushed back 15
feet and knocked prone. If they hit a wall instead of being

212
SPLIT 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.
P ENETRATING 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. MAD SCIENTIST
The Science-Nin who follow the path of the Mad Scientist
find the small joys in healing their allies, or they ignore
the large sins of destroying their enemies.

BIOTIC MASTERY
When you choose this Inquiry at 3rd Level you gain
expertise in Poison and Medicine Toolkits. Each Toolkit
gains additional charges equal to your Intelligence
SUPREME Modifier. Additionally, you split your CCD into two, each
leading into an outlet on the palms of your hand. One
HIDDEN BLADE
hand contains your Mending Device, the other contains
Cost: 24 Creation Points your Maiming Device. your CCD is split into two pools.
Drain: 20 CCD Chakra You can change the ratio of the two Devices during a
You modify your weapon so that it becomes hidden to the long rest in intervals of 5. For generic Scientific Ninja
untrained. Your weapon gains the Hidden property. As a
Tools you can spend the cost from either pool but
part of initiative, you can activate this upgrade and when
you do for the next 1d4 turns, enemies cannot react to cannot split the cost between them. Mending abilities
Weapon or Taijutsu attacks you make with the weapon can only spend Mending CCD. Maiming abilities can
without a Perception check greater than the attack roll. only spend Maiming CCD.
METAL GEAR You also gain limited access to the Medical Keyword.
You can learn and cast any D-Rank Medical Ninjutsu..
Cost: 24 Creation Points This increases to any C-Rank Medical Ninjutsu at Level
Drain: 20 CCD Chakra 9 and B-Rank Medical Ninjutsu at Level 14.
You modifier your weapon so that no other may surpass it.
As a reaction, You can cast Weapon Break through the
weapon as if you know it, ignoring components and paying INVERSION SERUMS
this upgrade drain instead. You can pay twice its cost to Beginning at 3th level you have created a new type of
force the triggering creature to roll its Dexterity Saving chemical called Inversion Serums. When activated with
throw at disadvantage. It can break any weapon, CCD chakra they become tools for life and death.
regardless of quality. During a Long Rest you
can spend Creation
MASTERCRAFT Points to create
C-DRIVE Inversion Serums.
You can hold a
Cost: 32 Creation Points
number of Serums
Drain: 30 CCD Chakra
A tool that lets you split the timeline, and jump equal to your
backwards in time, a technique on par with that of a Intelligence
high-ranking Space Time Ninjutsu. You install a C-Drive modifier at
into the center of your weapon. You can activate this a single
tool as a reaction at the end of your turn. Once activated, time.
the gadget alters the flow of time, reversing any events or Each
actions that took place during that turn. You can take your
turn again and can choose to take different actions or the
same actions as previously, possibly with different results.
Other creatures must do the same thing they did before,
even if it doesn't make sense now, as you seem to have
predicted their exact action. Once used, this effect must
be recharged and cannot be used again for 1d4 rounds. Serum
has a
different
effect

213
depending on which CCD chakra was used to pay its can double its cost and spend it in Mending CCD
cost. Chakra. If you do it also applies to the effects of the
chosen Inversion Serum. If you cast a Medical Ninjutsu
MEND AND MAIM that would deal damage, you double its cost and pay it
Also, at 6th Level you can quickly create either a in Maiming CCD Chakra. If you do it also applies the
healing beam of life, or a harmful ray of death. As an effects of the chosen Inversion Serum. You can change
Action you can either: this Serum on a Full Rest.

Mend: spend 5 Mending CCD chakra and a charge
of your Medicine Kit to cast Healing Hands with an THE FUTURE OF SHINOBI: BIOLOGY
At Level 20, you have realized that Biology is the future
increased range of 30 feet
of Shinobi. You can Select one Medical Ninjutsu of S-

Maim: spend 5 Maiming CCD Chakra and a charge of
Rank or lower. Once per Long rest you can cast the
your Poison Kit to cast Necrosis with an increased
jutsu using CCD chakra with its cost rounded up to the
range of 30 feet.
nearest interval of 10. If it restores hit points you must
At Level 9th you gain a third option as a Full turn use Mending CCD Chakra. if it deals damage, you must
Action: use Maiming CCD Chakra. If it does both you must split

Mend and Maim: Spend 10 Mending CCD and 10 the cost in between Maiming and Mending CCD chakra
Maiming CCD to cast Wither and Bloom at B-Rank. evenly.

FADE AWAY
At 6th Level you understand that your life is worth
more than others. As a Bonus action you can spend 15
CCD 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.

INVERSION SERUMS
MINOR
B IOTIC D ART
Cost: 2 Creation Points
Drain: 5 CCD Chakra
DESECRATED AND VENERATE As an Action, You fire a dart filled with Inversion Serum
Starting at 9th level, you have further improved your that can either heal your allies or harm your enemies.
control over the biology of humans. When you create a Make a Ranged weapon attack on a creature within 60
poison using your Poison Kit, you can spend 15 feet. A creature can choose to get hit. On hit:
Maiming CCD Chakra. If you do, the Poison is If Paid with Mending: The target creature heals
Desecrated. A Desecrated Poison adds your Intelligence 1d6+Intelligence modifier
modifier to its damage rolls, increases its DC by 2 or If Paid with Maiming: the Target creature takes
uses your Ninjutsu DC, whichever is higher. 1d6+Intelligence Modifier in Necrotic damage.
Additionally, if you would create a Blood Pill using
your Medicine Kit, you can spend 15 Mending CCD
FOR /AGAINST
Chakra. If you do, the pill is Venerated. A Venerated Pill Cost: 2 Creation Points
adds your Intelligence modifier to its rolls, increases its Drain: 5 CCD Chakra
dice by a step and can cure one rank of any Sensory As a reaction to a creature making a saving throw,
Condition inflicted on the user. You send a beam of Inversion Serum that can either be
for or against success. Make a Ranged Ninjutsu attack.
COALESCENCE If Paid with Mending: The target creature adds a
Also at 9th Level, you have added a new subroutine to d4 to the saving throw.
your CCDs. As an Action you can spend 20 Mending If Paid with Maiming: the Target creature
CCD Chakra and 20 Maiming CCD Chakra and fire a subtracts a d4 from the saving throw.
beam of chakra from both hands. All creatures in a 60 G IVE/T AKE
foot long 5-foot-wide line must make a Constitution Cost: 2 Creation Points
saving throw. A Creature can choose to fail this save. Drain: 5 CCD Chakra
All creatures who fail suffer the effects of As an Action, you throw a canister of Inversion Serum
Reconstructive Hand. that can either give an ally support and take the life of
an enemy. Select a point within 30 feet. all creatures
ANGEL AND DEMON within 10 feet.
Beginning at 14th level, you can now apply your If Paid with Mending: The creatures gain 5
mastery biology to both heal and harm. When you Temporary hit points.
would use an Inversion Serum, you can spend double If Paid with Maiming: Enemy creature loses 5
the CCD chakra cost to double the effects. Temporary Hit points.
B IOMONITOR
THE SHEEP AND THE SHEPHERD Cost: 2 Creation Points
At 17th level, you have gone further than anyone in Drain: 5 CCD Chakra
your field of study. Select one Inversion Serum. When
you cast a Medical Ninjutsu that restores hit points, you

214
As a Bonus action, you can scan an ally creature. For the As a Bonus action, You throw a canister of Inversion
next minute you know any conditions they are under Serum that creates a no-fly zone. Select a point within
and their exact remaining hit points. 30 feet. From that spot all creatures within a 15 radius,
DISCORD AND HARMONY 30-foot-high Cylinder that tries to fly need to make a
Strength Save versus your Ninjutsu Save DC. On a
Cost: 2 Creation Points failure their fly speed is set to 0 until the end of the
Drain: 5 CCD Chakra current turn.
As a Bonus action, You throw a canister of Inversion
Serum at an enemy or ally.
B IOTIC BARRIER
If Paid with Mending: The target creature gains Cost: 8 Creation Points
the effects of Water Release: Medical Jellyfish for 1d4 Drain: 10 Maiming CCD Chakra
rounds. As a reaction to you being an ally within 15 feet being
If Paid with Maiming: the Target creature suffers targeted by an attack you drop a canister of Inversion
the effects of the Pain Genjutsu at 5th Level for the Serum meant to avoid the damage.
next 1d4 instances of damage If Paid with Mending: You create a protective
barrier that reduces the damage by 2d10.
If Paid with Maiming: You create a shockwave that
REFINED forces the triggering creature to make a Strength
WOUNDING CARNAGE saving throw. Ona failure they take 2d10 Force damage
Cost: 4 Creation Points and are knocked back 15 feet.
Drain: 5 Maiming CCD Chakra
As an action, You send out a slash of Inversion Serum
that disrupts the blood flow of enemies. Make a melee
ninjutsu attack on an enemy creature within 10 feet of
you. On a hit they gain a rank of bleeding for a number
of rounds equal to your Intelligence Modifier. When they B IOTIC GRENADE
take damage from bleeding from this ability, you heal Cost: 8 Creation Points
the amount dealt. Drain: 10 CCD Chakra
NOXIOUS A URA As a Bonus action, You throw a canister of Inversion
Serum that can either bolster your allies healing or
Cost: 4 Creation Points
Drain: 5 Maiming CCD Chakra hamper your enemies. Select a point within 30 ft
As an action, You throw a canister of Inversion Serum If Paid with Mending: All allies within 15 feet of the
that can turn the area around you into one no living selected point gain boosted healing for the next
creature can survive for long. You cast Acid String at D- minute. Whenever they would regain health they gain
Rank. It does not take a concentration slot but only lasts 1.5x the amount.
for 1d4+1 rounds. If Paid with Maiming: All enemies within 20 feet
A NATOMICAL RESTRUCTURE must make a Constitution Saving throw against your
highest save DC. On a failed save for the next 1d6
Cost: 4 Creation Points
Drain: 5 Mending CCD Chakra rounds all healing they receive is halved.
As a Bonus action, You throw a canister of Inversion
Serum at an ally that temporarily bolsters their SUPERIOR
immunoglobulins. You can target an ally within 30 feet B IOTIC ORB
and end one Physical Condition of C-Rank or lower.
Cost: 16 Creation Points
B IO LIFE PROCEDURE Drain: 15 CCD Chakra
Cost: 4 Creation Points As an Action, you throw out an orb of life or death.
Drain: 5 Mending CCD Chakra If Paid with Mending: You throw out a healing orb.
As an action, You pour your life energy into another. You You cast Aura of Life. It is not considered concentrated
can roll a number of your hit dice, up to half. and give on However it only last until the end of your next turn
that amount of hit points to an ally creature you can
touch.
WAR OR PEACE
Cost: 4 Creation Points
Drain: 5 CCD Chakra
As a Bonus action, You throw a canister of Inversion
Serum that can either induce a state of calm, or a state
of frenzy.
If Paid with Mending: You cast Song of Courage.
You can use your Intelligence modifier for this
Genjutsu.
If Paid with Maiming: You cast Song of Ancients.
You can use your Intelligence modifier for this
Genjutsu.

GREATER
SLEEP D ART
Cost: 8 Creation Points
Drain: 10 Maiming CCD Chakra
As an Action you shoot a sleep dart at an enemy
creature within 30 feet of you. Make a Ranged Ninjutsu
attack. On a hit they become incapacitated until the
start of their next turn or until they take damage,
whichever comes first.
RAVENOUS V ORTEX
Cost: 8 Creation Points
Drain: 10 Maiming CCD Chakra

215
If Paid with Maiming: You throw out a damage orb.
You cast Vitriolic Sphere. It is not considered
SCIENTIFIC NINJA TOOLS
concentrated on However it only lasts until the end of
your next turn. MINOR
B IOTIC RALLY A ERO A MPLIFIER
Cost: 16 Creation Points Cost: 2 Creation Point
Drain: 15 Mending CCD Chakra Drain: 5 CCD Chakra
As an Action, You release an aura of Inversion Serum You integrate a booster in your body that enhances your
that can bolster the defenses of your allies. You cast jutsu’s that deal wind damage. While wielding this amplifier,
Circle of Defiance, however when cast this way you when a creature takes wind damage from a jutsu you cast,
would give an ally the benefits of Circle of Defiance you you can activate this amplifier. The target creature takes
instead and give it to all allies within 20 feet of you. additional wind damage equal to your Intelligence modifier.
You can use this amplifier a number of times equal to your
VENOM M INE Intelligence modifier (a minimum of once). You regain all
Cost: 16 Creation Points expended uses when you complete a short or long rest.
Drain: 15 Maiming CCD Chakra B IOTIC AMPLIFIER
As a Bonus action, You throw down a canister of
Inversion Chakra set to go off when an enemy enters Cost: 2 Creation Point
within 15 feet. Choose one Poison of B-Rank or lower. It Drain: 5 CCD Chakra
remains active for 1 minute before going inert. If it is You integrate a booster in your body that enhances your
triggered within the time, it emits an Aerosolized version jutsu’s that deal wind damage. While wielding this
of the chosen poison in a 15-radius cloud that remains amplifier, when a creature regains Hit Points from a
for a number of rounds equal to your Intelligence jutsu you cast, you can activate this amplifier. The
Modifier. Enemies who are in the area when it appears, target creature gains additional Hit Points equal to your
ends their turn inside the cloud, or enters the cloud for Intelligence modifier. You can use this amplifier a
the first time suffers the effects of the poison, making number of times equal to your Intelligence modifier (a
their save against your Ninjutsu Save Dc or the Poisons
DC, whichever is higher.

SUPREME
NANO BOOST
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.

A NNIHILATION
Cost: 24 Creation Points
Drain: 20 Maiming CCD Chakra
As an Action you create a field of death around you. For
the next 1d4 rounds enemies who start their turns
within 30 feet of you must succeed a Constitution Saving
Throw. On a failed save they take 3d12 Necrotic
Damage and all damage they deal that turn is reduced
by an amount equal to your Intelligence Modifier. If 3
creatures fail this save in a single round, its duration is
increased by a round.

MASTERCRAFT
A MPLIFICATION M ATRIX
Cost: 32 Creation Points
Drain: 15 Maiming CCD Chakra and 15 Mending CCD
Chakra
As a Bonus action, You throw a canister of Inversion
Serum that is a mix of both worlds. A field of living
chakra energy that boosts all damage coming out and
reduces all damage coming in. You create a 20-foot
radius around you for a number of rounds equal to your
Intelligence Modifier. All damage that an ally does within
range adds an additional 2 damage die. All damage that
an ally takes within range is reduced by twice your
Intelligence modifier. You can only use this feature once
per combat.

216
minimum of once). You regain all expended uses when You can activate this tool for a total time of 1 minute per
you complete a short or long rest rest. The lenses can magnify objects viewed to twice their
G EO AMPLIFIER size. You can have advantage on perception checks on
items within 20 ft of you. You can also instantly detect any
Cost: 2 Creation Point physical deformities
Drain: 5 CCD Chakra
You integrate a booster in your body that enhances your
ENHANCED NINJA T ABI
jutsu’s that deal Earth damage. While wielding this Cost: 2 Creation Point
amplifier, when a creature takes Earth damage from a jutsu Drain: 5 CCD Chakra
you cast, you can activate this amplifier. The target You enhanced the standard tabi given to shinobi. You can
creature takes additional Earth damage equal to your activate this tool for a total time of 1 minute per hour. As a
Intelligence modifier. You can use this amplifier a number of Bonus action you can Increase your walking speed by 10
times equal to your Intelligence modifier (a minimum of feet. Jump distance and height are doubled and use your
once). You regain all expended uses when you complete a Int score and modifier instead of Str. Whenever you take
short or long rest fall damage, you can activate this as a reaction. You
C RYO AMPLIFIER instead take 1d6 for every 20 feet instead of 10

Cost: 2 Creation Point


HOLOGRAPHIC CLOAK
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 Cold damage. While wielding this amplifier, As a reaction whenever you become incapacitated or as
when a creature takes Cold damage from a jutsu you cast, part of a Disengage action you can cast Body
you can activate this amplifier. The target creature takes Camouflage and immediately make a Stealth check.
additional Cold damage equal to your Intelligence modifier. When cast this way the jutsu remains active until the
You can use this amplifier a number of times equal to your start of your next turn or until you do anything besides
Intelligence modifier (a minimum of once). You regain all take the move action
expended uses when you complete a short or long rest VOICE CHANGER AND A MPLIFIER
You can use this amplifier a number of times equal to
your Intelligence modifier (a minimum of once). You Cost: 2 Creation Point
regain all expended uses when you complete a short or Drain: 5 CCD Chakra
long rest. If you have spent a minute or more hearing a creature
speak, you can mimic their voice unerringly. You can
ELECTRO A MPLIFIER activate this tool to say something in a voice you have
Cost: 2 Creation Point studied. A Wisdom (Insight) check vs your Ninjutsu Save DC
Drain: 5 CCD Chakra is required to discern that the voice is false. You can also
You integrate a booster in your body that enhances your increase the volume of your voice to 10 times as much.
jutsu’s that deal Lightning damage. While wielding this
amplifier, when a creature takes Lightning damage from a
jutsu you cast, you can activate this amplifier. The target
creature takes additional Lightning damage equal to your REFINED
Intelligence modifier. You can use this amplifier a number of A UTONOMOUS NINJA T OOLS
times equal to your Intelligence modifier (a minimum of
Cost: 4 Creation Points
once). You regain all expended uses when you complete a
Drain: 5 CCD Chakra
short or long rest
You learn how to craft small sentry turrets shaped like
globes that can adhere to any surface, called [Link]. As
an action or bonus action (your choice), you can spend
the Drain of this upgrade and throw a sentry to a point
you can see within 60 ft. At the end of each of your
EXPLOSIVE AMPLIFIER turns, a deployed sentry automatically targets a hostile
Cost: 2 Creation Point creature within 30 feet of it. If multiple targets are
Drain: 5 CCD Chakra available, one is chosen at random. The target must
You integrate a booster in your body that enhances your make a Dexterity saving throw. On a failed save, it takes
jutsu’s that deal fire damage. While wielding this 1d6 damage of your choice (decided when thrown)
amplifier, when a creature takes fire damage from a A.N. Ts have 1 hit point, an AC equal to your Ninjutsu
jutsu you cast, you can activate this amplifier. The Save DC, and can be repaired over the course of a long
target creature takes additional fire damage equal to rest. Each sentry lasts for 1 minute before deactivating.
your Intelligence modifier. You can use this amplifier a You can maintain a number of sentries equal to your
number of times equal to your Intelligence modifier (a Intelligence modifier. If a Sentry is destroyed until it is
minimum of once). You regain all expended uses when repaired your limit is decreased by 1 for every destroyed
you complete a short or long rest sentry.
SCUBA E QUIPMENT ENHANCED BIOTIC AMPLIFIER
Cost: 2 Creation Point Prerequisite: Biotic Amplifier
Drain: 5 CCD Chakra Cost: 4 Creation Points
You can activate this ability for a total time of 1 hour per Drain: 5 CCD Chakra
long rest. You gain a swim speed equal to your walking You fine tune your biotic amplifier. While wielding this
speed and you can breathe underwater. amplifier, when a creature gains temporary hit points
from your biotic amplifier you can spend additional CCD
C HAKRA RADAR Chakra. The target creature gains twice as many. This
Cost: 2 Creation Point amount can’t exceed the number of hit points regained.
Drain: 5 CCD Chakra ENHANCED GEO AMPLIFIER
You can activate this radar for a total time of 1 minute per
short rest. When active This tool has a sensor that begins Prerequisite: Geo Amplifier
to vibrate or glow when a chakra source similar in size to Cost: 4 Creation Points
parameters given is nearby. This can be set to also ignore Drain: 5 CCD Chakra
certain creatures' chakra and instead pick up all chakra You fine tune your Corrosive Amplifier. When you
within a 30 ft Radius. activate this amplifier, you can spend additional CCD
Chakra. The next attack roll made against that creature
SCOUT L ENS before the end of its next turn has advantage.
Cost: 2 Creation Point
Drain: 5 CCD Chakra

217
ENHANCED CRYO AMPLIFIER check to escape the grapple using Intelligence for
Athletics or Acrobatics, and on a successful escape the
Prerequisite: Cryo Amplifier triggering creature takes 3d4 fire damage and is
Cost: 4 Creation Points knocked back 15 feet.
Drain: 5 CCD Chakra
You fine tune your Cryo Amplifier. When you activate
this amplifier, you can spend additional CCD Chakra.
GREATER
The target creature gains 1 rank of Chilled. A DVANCED BIOTIC AMPLIFIER
ENHANCED EXPLOSIVE AMPLIFIER Prerequisite: Enhanced Biotic Amplifier
Cost: 8 Creation Points
Prerequisite: Explosive Amplifier
Drain: 10 CCD Chakra
Cost: 4 Creation Points
You further fine tune your biotic amplifier. While
Drain: 5 CCD Chakra
wielding this amplifier, when a creature gains temporary
You fine tune your Explosive Amplifier. When you
hit points from your biotic amplifier you can spend
activate this amplifier, you can spend additional CCD
additional CCD Chakra. they instead gain four times as
Chakra. The target creature is also ignited for 1 minute.
many. This amount can’t exceed the number of hit
At the start of each of its turns, the creature takes
points regained.
additional fire damage equal to your Intelligence
modifier and then makes a Dexterity saving throw A DVANCED GEO AMPLIFIER
against your Ninjutsu Save DC, ending this effect on a Prerequisite: Enhanced Geo Amplifier
success. If the target or a creature within 5 feet of it Cost: 8 Creation Points
uses an action to put out the flames, or if some other Drain: 10 CCD Chakra
effect douses the flames, the effect ends. You further fine tune your Corrosive Amplifier. When you
ENHANCED A ERO A MPLIFIER activate this amplifier you can spend additional CCD
Chakra, the next attack roll made by the target creature
Prerequisite: Pyro Amplifier
before the end of its next turn has disadvantage.
Cost: 4 Creation Points
Drain: 5 CCD Chakra A DVANCED CRYO AMPLIFIER
You fine tune your Aero Amplifier. When you activate this Prerequisite: Enhanced Cryo Amplifier
amplifier you can spend additional CCD Chakra. The target Cost: 8 Creation Points
creature gains 1 rank of Bleed. Drain: 10 CCD Chakra
You further fine tune your Cryo Amplifier. When you
activate this amplifier you can spend additional CCD
Chakra.. The target creature is restrained until the end
ENHANCED ELECTRO A MPLIFIER of their next turn.
Prerequisite: Electro Amplifier A DVANCED EXPLOSIVE AMPLIFIER
Cost: 4 Creation Points Prerequisite: Enhanced Explosive Amplifier
Drain: 5 CCD Chakra Cost: 8 Creation Points
You fine tune your Electro amplifier. When you activate this Drain: 10 CCD Chakra
amplifier you can spend additional CCD Chakra. The target You further fine tune your Explosive Amplifier. When a
creature gains 1 Rank of Shocked until the end of your next creature takes fire damage while ignited, you can spend
turn. If you reapply shock by this amplifier the duration is additional CCD. The creature has disadvantage on the
reset. next Dexterity saving throw it makes before the start of
C HAKRA FLOW D ISTRIBUTION D EVICE your next turn.
Cost: 4 Creation Points A DVANCED A ERO A MPLIFIER
Drain: 5 CCD Chakra Prerequisite: Enhanced Aero Amplifier
As an Action, You can make a ranged attack and throw this Cost: 8 Creation Points
device at a target within 30 feet of you. On a hit it affixes Drain: 10 CCD Chakra
to them. They can remove it as an Action by making a You further fine tune your Aero Amplifier. When you
Strength ability Check contested by your Intelligence activate this amplifier you can spend additional CCD
ability Check. While this is affixed to a target, they cannot Chakra. The target creature is Dazed until the end of their
upcast jutsu. next turn.
MINING D RILL A DVANCED ELECTRO A MPLIFIER
Cost: 4 Creation Points Prerequisite: Enhanced Electro Amplifier
Drain: 5 CCD Chakra Cost: 8 Creation Points
As an action you can activate this gadget. It can remain Drain: 10 CCD Chakra
active for a total time of 1 minute per short rest. While You further fine tune your Electro amplifier. When you
active, you gain a burrowing speed of 15 feet. You leave a activate this amplifier you can spend additional CCD
tunnel 5’ wide and as high as you are tall in your wake. Chakra. The target creature is Dazed for the duration they
ELEMENT EATER are shocked by this amplifier.
Cost: 4 Creation Points FLOATING S HOES
Drain: 5 CCD Chakra Prerequisite: Enhanced Ninja Tabi
You create a device capable of absorbing incoming Cost: 8 Creation Points
damage. You can cast Absorb Heat as a reaction to taking Drain: 10 CCD Chakra
Elemental damage, paying the CCD drain. You can spend additional CCD Chakra when you activate
LAYERED CHAKRA BARRIER Enhanced Ninja Tabi. For the same duration You can walk
or run across any liquid as if it were solid stone. Any
Cost: 4 Creation Points
damaging liquids (lava, acid, etc.) cause you 2d4 damage
Drain: 5 CCD Chakra
of the appropriate type every round you end your turn on
As a reaction to being attacked, a spherical shield
them, unless the damage amount is specified to be lower.
appears around you and moves with you. The shield has
an AC of 10+Int Mod and HP 25. It disappears at the end RICOCHETING W EAPON
of the current turn and does not regain missing HP until Prerequisite: Thrown Weapon (consumed on creation)
the end of your next long rest. Cost: 8 Creation Points
SEMTEX S ERUM Drain: 10 CCD Chakra
You create a ranged weapon engineered to ricochet of its
Cost: 4 Creation Points
targets You have proficiency in this weapon, and it has the
Drain: 5 CCD Chakra
Finesse, Thrown (30/90), and Special properties, and deals
As a reaction to being grappled you release an ooze of
2d8 bludgeoning, piercing or slashing damage (chosen at
explosive jelly around you. You immediately can make a

218
the time you select this upgrade). You do not add any
modifiers to any damage rolls with this weapon.
Special: When this weapon is thrown you can spend
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. MASTERCRAFT
SUPER ENHANCED 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
SUPERIOR 3d12+Int Mod. If you reduce the damage to 0, you can
C HAKRA D ISINTEGRATOR spend an additional 15 CCD Chakra to reflect the projectile
back at the attacker, who must make a Dexterity saving
Cost: 16 Creation Points throw. On a failure, the attacker takes the initial full
Drain: 15 CCD Chakra damage and half on a success.
As an action, you force a target within 120ft to make
Dexterity Saving throw. If the saving throw succeeds,
SUPER ENHANCED OFFENSE PROTOCOL
the gadget has no effect. If the saving throw fails, the Cost: 32 Creation Points
target takes 8d10 Fire damage. If this damage reduces Drain: 30 CCD Chakra
the target to 0 hit points, it is disintegrated. A As a bonus action you may enhance all weapons within 30
disintegrated creature and mundane items it is wearing ft with energy from the system. Choose between acid, cold,
and carrying, are reduced to a pile of fine gray dust. fire, lightning, poison or wind. Weapon attacks deal an
additional 2d6 damage of this type for a minute. You must
FREEZE RAY pay 10 CCD Chakra at the start of your turn to maintain this
Cost: 16 Creation Points effect.
Drain: 15 CCD Chakra As an action you may shoot a chakra beam at a target
As an action, you spray a large mist of ice in a 30 ft within 30ft. Make a Ninjutsu Attack roll This attack deals
cone, all creatures in the area must make a Dexterity Force damage equal to 6d6 + your Intelligence modifier. On
Saving Throw, on a fail they will take 4d6 Cold damage a Successful attack you can spend 10 additional Chakra to
and will be restrained by ice until the start of your next force the target to make a Strength save. On a failure, it is
turn, if they take damage before then, the ice is broken sent flying back a number of feet equal to 5 x your
and they are freed. On a pass they instead take half Intelligence modifier, taking appropriate falling damage if it
damage and no additional effects. collides with an obstacle. Huge or larger creatures gain
SECONDARY CHAKRA CONTAINMENT D EVICE advantage on this saving throw and are only pushed back
half the distance.
Cost: 16 Creation Points
You gain an additional 15 CCD Chakra.

SUPREME
LIGHTWEIGHT A RTILLERY CHAKRA M ATRIX
Cost: 24 Creation Points
Drain: 20 CCD Chakra
As an action, you can cast Delayed Fire Missile.
Holding it does not cost chakra to concentrate
however If you are attacked and fail the
concentration check it goes off immediately.
NEUROADAPTABLE HEADGEAR
Cost: 24 Creation Points
Drain: 20 CCD Chakra
You gain resistance to Psychic Damage as you
modifier your head gear to resist outside
influences. You can activate this tool as a bonus
action. For the next hour, your thoughts cannot be
read, and attempts to detect your presence
through your consciousness fail. Once per long
rest while it is active, you can spend the CCD
Drain again and if you do You cast Geas as an
Action
MASS CHAKRA A BSORPTION
Cost: 24 Creation Points
Drain: 20 CCD Chakra
As an action, You can force all living creatures
within 60ft, including yourself, to make a
Constitution check, DC 15. On a Fail they lose
8d12 Chakra and your CCD absorbs half of the
rolled amount (This is not per creature). If they do
not have enough chakra to pay the cost they lose
HP instead. You can do this once per Long rest.

219
ILLUSIONIST ENTHUSIAST
Category: Archetype
Archetype: Genjutsu Specialist
Prerequisite: Illusionist Expert
You continue your training to learn more of the secrets
of Illusion, but this time specializing into a specific
Pledge. This training has culminated into you being
defined as an Enthusiast.

Select one Genjutsu Specialist Class, Genjutsu Pledge
(Subclass). You gain the 6th Level feature it has.

ILLUSIONIST SPECIALIST
Category: Archetype
Archetype: Genjutsu Specialist
Prerequisite: Illusionist Expert, Level 15+
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

HUNTER-NIN
CLASS FEATS HUNTERS TRAINING
ARCHETYPE CLASS FEATS Category: Archetype
Archetype: Hunter-Nin
Prerequisite: Level 5+, Dexterity 15+, You cannot
GENJUTSU SPECIALIST have class levels in Hunter-Nin
You have begun to training to better master the art of
ILLUSIONIST TRAINING Assassination. While training you begin to imitate your
masters, trainers or inspirations to the best of your
Category: Archetype ability. You learn how to exploit a foes distraction, drop
Archetype: Genjutsu Specialist in guard and moment of hesitation. You gain the
Prerequisite: Level 5+, Wisdom 15+, You cannot following benefits;
have class levels in Genjutsu Specialist
You have begun to train to better master the art of

You gain Proficiency in Stealth.
Genjutsu. While training you have learned how to best

You learn one Hunters Exploit that you qualify for.
enable your current Genjutsu casting abilities and bring You can use Exploits twice per rest.
them to a new level with enhanced chakra molding

You gain the Lethal Attack feature, but you instead
techniques. only deal 2d6 additional damage. You do not
increase the number of dice as you gain levels.

You gain Proficiency in Illusions.

You learn one Malleable Mirage that you qualify HUNTERS EXPERT
for, as if you were a 2nd level Genjutsu Specialist.

Select one effect granted by Real World Category: Archetype
Conversion. You gain the chosen ability. Archetype: Hunter-Nin

You gain 2 Actualization Die, which is represented Prerequisite: Hunters Training, Level 10+
as a D4, which you can spend only on effects granted You have continued to training to better master the art
by Real World Conversion or by spending 1, you of Assassination. This training has culminated into you
can increase a Genjutsu you casts DC by +1, once being defined as an expert;
per turn. You regain spent Actualization Die when 
You gain the Cunning Action feature.
you complete a rest. 
You learn one Hunters Exploit that you qualify for.

Your Lethal Attack bonus damage increases to 4d6.
ILLUSIONIST EXPERT
Category: Archetype HUNTERS ENTHUSIAST
Archetype: Genjutsu Specialist Category: Archetype
Prerequisite: Illusionist Training, Level 10+ Archetype: Hunter-Nin
You have continued to train to better master the art of Prerequisite: Hunters Expert
Genjutsu. This training has culminated into you being You continue your training to learn more of the secrets
defined as an Expert. of Assassination, but this time specializing into a

You gain 1 additional Actualization Die. specific Creed. This training has culminated into you

You learn one Malleable Mirage that you qualify being defined as an Enthusiast.
for, as if you were a 5th level Genjutsu Specialist. 
Select one Hunter-Nin Class, Hunters Creed

Select one effect granted by Real World (Subclass). You gain the 3rd Level Proficiency
Conversion. You gain the chosen ability. feature. You do not gain its 10th level advancement.

220
HUNTER SPECIALIST Archetype: Intelligence Operative
Prerequisite: Operative Expert, Level 15+
Category: Archetype
You have continued to training to better master the art
Archetype: Hunter-Nin
of Assassination. This training has culminated into you
Prerequisite: Hunter Expert, Level 15+
being defined as a specialist.
You have continued to training to better master the art
of Assassination. This training has culminated into you

You gain the Tactical Scheme class feature.
being defined as a specialist.

You gain the Exploit Weakness class feature. You
do not gain the 7th level advancement.

You gain the Primary Target class feature. You 
You learn 1 Plan from the Intelligence Operative list
cannot mark a creature as part of your initiative roll.
of plans. You cannot change this plan once known.

You learn one Hunters Exploit that you qualify for.
Increase the number of exploits you can use per rest,
by 1.

Your Lethal Attack bonus damage increases to 6d6.

MEDICAL-NIN
MEDICAL TRAINING
Category: Archetype
Archetype: Medical-Nin
Prerequisite: Level 5+, Intelligence or Wisdom 15+,
You cannot have class levels in Medical-Nin
INTELLIGENCE OPERATIVE You have begun to training to better master the art of
medicine. While training you begin to imitate your
OPERATIVE TRAINING masters, trainers or inspirations to the best of your
ability. You learn how to both heal and harm in a
Category: Archetype
beautiful display of medicine. You gain the following
Archetype: Intelligence Operative
benefits;
Prerequisite: Level 5+, Intelligence 13+, Wisdom
13+, You cannot have class levels in Intelligence

You gain Proficiency in Medicine.
Operative

You gain the Medical keyword, and the ability to
You have begun to training to better master the art of cast jutsu with the Medical keyword, up to C-Rank.
strategy and planning. While training you begin to

You gain the Rejuvenating class feature as if you
imitate your masters, trainers or inspirations to the were a 2nd level Medical-Nin. You do not gain any
best of your ability. You learn how to analyze a target benefits as a result of being higher level.
and develop plans to defeat them. You gain the
following benefits; MEDICAL EXPERT

You gain Proficiency in Investigation. Category: Archetype

You gain 2 Brave Orders, which you can only spend Archetype: Medical-Nin
to activate Plans. You regain spent Brave orders Prerequisite: Medical Training, Level 10+
when you complete a rest. You have continued to training to better master the art

You learn 1 Plan from the Intelligence Operative list of medicine. This training has culminated into you
of plans. You cannot change this plan once known. being defined as an expert;

You gain the Chakra Scalpel feature as if you were
OPERATIVE EXPERT a 3rd level Medical-Nin. You gain 3 charges per long
Category: Archetype rest.
Archetype: Intelligence Operative

You can learn jutsu with the Medical keyword, up to
Prerequisite: Operative Training, Level 10+ B-Rank.
You have continued to training to better master the art

You gain the Preserve/Take Life class feature as if
of strategy and planning. This training has culminated you were a 5th level Medical Nin. You do not gain any
into you being defined as an expert; benefits as a result of being higher level. You can use
this feature, twice per rest.

You gain the Helpful Operative feature.

You gain 1 Brave Order.

You learn one Plan.
MEDICAL ENTHUSIAST
Category: Archetype
OPERATIVE ENTHUSIAST Archetype: Medical-Nin
Prerequisite: Medical Expert
Category: Archetype
You continue your training to learn more of the secrets
Archetype: Intelligence Operative
of medicine, but this time specializing into a specific
Prerequisite: Operative Expert
Tenet of Medicine. This training has culminated into
You continue your training to learn more of the secrets
you being defined as an Enthusiast.
of strategy and planning, but this time specializing into
a specific Strategy. This training has culminated into

Select one Medical-Nin Class, Tenet of Medicine
you being defined as an Enthusiast. (Subclass). You gain their first 6th level Preserve
Life or Take Life feature. You do not gain any

Select one Intelligence Operative Class, Master
higher-level advancements it may present.
Strategy (Subclass). You gain their first 3rd Level
Additionally, you cannot gain the benefits of the
feature. You do not gain any higher-level
Shaman subclass.
advancements it may present. Additionally, you
cannot gain the benefits of the Grave Controller or
Shadowhand subclasses.
MEDICAL SPECIALIST
Category: Archetype
OPERATIVE SPECIALIST Archetype: Medical-Nin
Prerequisite: Medical Expert, Level 15+
Category: Archetype

221
You have continued to training to better master the art
of Medicine. This training has culminated into you
being defined as a specialist.

You gain the 7th level benefits of the Chakra Scalpel
class feature.

You gain one doctrine from the Medical Doctrine
class feature. NINSHOU ENTHUSIAST

You can learn jutsu with the Medical keyword, up to Category: Archetype
A-Rank. Archetype: Ninjutsu Specialist
Prerequisite: Ninshou Expert
You continue your training to learn more of the secrets
of Ninshou, but this time specializing into a specific
NINJUTSU SPECIALIST Focus. This training has culminated into you being
defined as an Enthusiast.
NINSHOU TRAINING 
Select one Ninjutsu Specialist Class, Ninjutsu Focus
Category: Archetype (Subclass). You gain the 6th Level Molding feature it
Archetype: Ninjutsu Specialist has. The Alternate Cost of this Molding is increased
Prerequisite: Level 5+, Intelligence 15+, You cannot to 10.
have class levels in Ninjutsu Specialist
You have begun to training to better master the art of NINSHOU SPECIALIST
Ninjutsu. While training you have learned how to best
Category: Archetype
enable your current Ninjutsu casting abilities and bring
Archetype: Ninjutsu Specialist
them to a new level with enhanced chakra molding
Prerequisite: Ninshou Expert, Level 15+
techniques.
You continue your training to master more of the

You gain Proficiency in Ninshou. secrets of Ninshou. This training has culminated into

Select one Ninjutsu you know, this Ninjutsu becomes you being defined as a Specialist.
Refined for you. A Ninjutsu you have Refined 
Ninjutsu you have Refined has its damage die
increases its Damage die by +1, once per casting.
increased by +2, instead of +1, once per casting.
You can switch Ninjutsu you have Refined over the 
Once per rest, when you would cast a Ninjutsu you
course of a long rest.
have Refined, you can half the Ninjutsu’s cost..

Select one Efficient Molding between the following, 
Efficient Moldings you have gain 1 additional use per
you gain the chosen Molding and can use it once at
rest.
no cost per rest; 
Select one Efficient Molding, you do not currently
o Careful Ninjutsu
have between the following, you gain the chosen
o Distant Ninjutsu
Molding;
o Doubled Ninjutsu
o Careful Ninjutsu
o Heightened Ninjutsu
o Distant Ninjutsu
o Quickened Ninjutsu
o Doubled Ninjutsu
o Subtle Ninjutsu
o Heightened Ninjutsu
o Widened Ninjutsu
o Quickened Ninjutsu
o Subtle Ninjutsu
NINSHOU EXPERT o Widened Ninjutsu
Category: Archetype
Archetype: Ninjutsu Specialist
Prerequisite: Ninshou Training, Level 10+
You continue your training to learn more of the secrets
of Ninshou. This training has culminated into you being
defined as an Expert.

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

222
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+,
ability scores must be 14+ (Strength, Intelligence, You 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
You have begun to training to better Generalize your Mixed Martial Arts. While training you have learned how
skills. While training you begin to imitate your masters, to fight in ways you couldn’t prior. You gain the
trainers or inspirations to the best of your ability. You following benefits;
learn how become a jack of all, master of none. You 
You gain Proficiency in Martial Arts.
gain 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 
You gain 1 Martial Die, which is a d4. You regain
the scouting technique chosen. You cannot choose spent 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 MARTIAL ARTS EXPERT
Superiority 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 3rd level Scouting Technique
Category: Archetype
feature. You do not gain any higher-level
Archetype: Taijutsu Specialist
advancements it may present. If the gained Scout-
Prerequisite: Martial Arts Expert
Nin Class feature scales based on your class level,
You continue your training to learn more of the secrets
you are 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 3rd Level Martial
Techniques.
Category: Archetype
Archetype: Scout-Nin
Prerequisite: Scout Expert
MARTIAL ARTS SPECIALIST
You continue your training to learn more of the secrets Category: Archetype
of Assassination, but this time specializing into a Archetype: Taijutsu Specialist
specific Technique. This training has culminated into Prerequisite: Martial Arts Expert, Level 15+
you being defined as an Enthusiast. You have continued to train to better master the art of
Taijutsu. This training has culminated into you being

You gain the 6th level Scouting Technique feature.
defined as a Specialist.
You do not gain any higher-level advancements it
may present.

You gain 1 additional Martial Die.

You gain 1 additional Martial Technique.
SCOUT SPECIALIST 
You gain the Evasion or Chakra Enhanced Strikes
class 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.
WEAPON SPECIALIST
WEAPON ARTS TRAINING
Category: Archetype

223
Archetype: Weapon Specialist You have studied in the ways of Esoterica, the Witch
Prerequisite: Level 5+, Strength or Dexterity 15+, covens unique form of Ninshou. While studying you
You cannot have class levels in Weapon Specialist have found new ways to utilize free flowing chakra
You have begun to train to better master the art of particles often called mana in the land of Cackles;
Bukijutsu. While training you have learned how to fight 
You gain Proficiency in Nature.
in ways you couldn’t prior. You gain the following 
Select three Ninjutsu or Genjutsu of C-Rank or lower.
benefits; These jutsu gain the Spell keyword and are treated

You gain Proficiency in Martial Arts. as spells for other features and abilities from the

Select one Weapon Stance located in Chapter 13: Witch Archetype line of feats.
Customization Options. You cannot take a Weapon 
You gain the Witches Training feature, and an
Stance more than once. enhanced effect from one of the following 4 schools

You gain a Flurry die, represented as a d4. of Esoterica from within the land of Cackles.

Select one Flurry Technique from the 2nd level o School of Psionics. You learn to manifest
Weapon Flurry class feature. You gain the ability to mana into a destructive bolt of pure energy
use the chosen Flurry Technique. called a Witch Bolt. In place of an attack made
with the attack action, you can attack with your
WEAPON ARTS EXPERT Witch Bolt. It has the following statistics.
Ranged Ninjutsu Attack: Reach 60ft, Hit.
Category: Archetype
1d6+Ninjutsu ability modifier force damage.
Archetype: Weapon Specialist
This damage increases by +1d6 at 8th and 12th
Prerequisite: Weapon Arts Training, Level 10+
character levels.
You have continued to train to better master the art of
o School of Blades. You learn to manifest mana
Bukijutsu. This training has culminated into you being
defined as an Expert. into a solid weapon for melee combat called a
Witch Weapon. In place of an attack made

Select one Flurry Technique from the 2nd level with the attack action, you can attack with your
Weapon Flurry class feature that you did not select Witch Bolt. It has the following statistics.
prior. You gain the ability to use the chosen Flurry Melee Ninjutsu Attack: Reach 5ft, Hit.
Technique. 1d8+Ninjutsu ability modifier force damage.

Select one weapon type you have proficiency with This damage increases by +1d8 at 8th and 12th
such as Katana’s, Short Swords, etc. The chosen character levels.
weapon becomes your Weapon Focus. Your o School of Shadows. You learn to concentrate
Weapon Focus gains a +1 bonus to attack and mana into yourself enhancing your mobility,
damage rolls, if it doesn’t already. gaining a new form of special movement called

Select one Weapon Trait found on the chart under Witch Walk.
the Weapon Focus class feature. Your Weapon Witch Walk. You can teleport between
Focus gains the chosen trait, following the set areas currently affected by jutsu, either
requirements. hostile or allied. By spending half of your
movement, select a space you can see that
WEAPON ARTS ENTHUSIAST is currently affected by a Jutsu or is chakra
Category: Archetype enhanced. (Ex. Such as by an area of effect
Archetype: Weapon Specialist maintained by a creature, or a supernatural
Prerequisite: Weapon Arts Expert environmental effect.) You can teleport into
You continue your training to learn more of the secrets a space within 5 feet of the chosen effect.
of Bukijutsu, but this time specializing into a specific o School of Enhancements. You learn to
Form. This training has culminated into you being concentrate mana into another creature, aiding
defined as an Enthusiast. or hindering them slightly. You learn to
manifest an esoteric aura called Witches Aura

Select one Weapon Specialist Class, Weapon Form
as an action. Once manifested you must
(Subclass). You gain one of its 3rd level Flurry
maintain concentration on this aura as if it were
Techniques.
a C-Rank Genjutsu.

Select one Weapon Specialist Class, Weapon Form
Witches Aura. All creatures in a 10ft radius
(Subclass). You one of its 3rd level Styles.
of you are under the effects of this aura. If
an ally, they gain a +1 bonus to their saving
WEAPON ARTS SPECIALIST throws. If an enemy they gain a -2 penalty
Category: Archetype to their attack rolls.
Archetype: Weapon Specialist
Prerequisite: Weapon Arts Expert, Level 15+
You have continued to train to better master the art of
PUPPET MASTER
Bukijutsu. This training has culminated into you being
defined as a Specialist.
PUPPETEER TRAINING (CHANGED)
Category: Archetype

Increase the size of your Flurry die to a d6. Archetype: Puppet Master

Select one Flurry Technique from the 2nd level Prerequisite: Strength or Dexterity 15 & Intelligence
Weapon Flurry class feature that you did not select 15, Level 5+, You cannot have levels in the Puppet
prior. You gain the ability to use the chosen Flurry
Technique.
Spell. Jutsu with this keyword are treated as spells for
the Witch Archetype. These jutsu can be cast without
WITCH ARCHETYPE [NEW] handsigns (HS)

WITCHES TRAINING [NEW] Witches Training: Your training with Esoterica have
Category: Archetype learned you the ways of occult type Ninjutsu and
Archetype: Witch Genjutsu. Twice per rest, when you would cast a Spell,
Prerequisite: Level 4+, Intelligence 14+, Wisdom 14+ you can spend your reaction to enhance its effects.
When you do, it gains its upcasted effects as if it were
upcasted 2 ranks higher than its base rank.
224
Master Class. You have begun to study under the work shall be recorded to aid in training the next
ancient scholars of the Puppet Master technique from generation of curious shinobi such as yourself. Your
the outskirts of the Sunagakure and do your best to training has culminated into you being defined as a
adopt their knowledge of puppetry into your current specialist.
skill set. 
You gain one Puppet Upgrade of Gold tier or lower.

You gain proficiency in Crafting. 
You gain the 15th level advancement for the Puppet

You gain the Puppet Tool feature of the Puppet Tool feature.
Master class. Use your character level as your Puppet 
You gain the second 6th level feature of your chosen
Master level for your Puppet Tool’s hit points. The Puppet Technique. You do not gain any higher-
range of your Puppet’s Bound feature by half. You level advancements it may present.
do not gain this feature’s 6th level benefit. You also
do not gain Mending. SCIENCE-NIN
o This Puppet increases one ability score by +2, or
two ability scores by +1. This occurs again for
each Puppet Master Archetype feat you acquire.
SCIENTIST TRAINING

You gain two Wood tier Puppet Upgrades. You can Category: Archetype
exchange any number of upgrades with 1 week of Archetype: Science-Nin
downtime. Prerequisite: Level 5+, Intelligence 15+, You cannot

Select one Puppet Master class, Puppet Technique have class levels in Science-Nin
(Subclass). You gain the 2nd second level feature of You have begun to enhance your understanding of the
your chosen Puppet Technique. You qualify as your universe. While studying you have found new ways to
chosen Puppet Master technique for all Puppet utilize chakra in and out of combat. You gain the
Master Archetype feats and for any Puppet following benefits;
Upgrades you acquire. You cannot select the 
You gain Proficiency in Crafting.
Weaver Puppet Technique. 
You gain the Chakra Containment Device feature.
It can instead hold your level x 5, in CCD Chakra..
PUPPETEER EXPERT (CHANGED) 
You gain the Scientific Ninja Tool feature.
Category: Archetype 
You gain 10 Creation Points
Archetype: Puppet Master
Prerequisite: Puppeteer Training, Level 10+ SCIENTIST EXPERT
You religiously dedicate your free time to studying the
Category: Archetype
meticulous string movements needed to control your
Archetype: Science-Nin
puppet. This training has culminated into you being
Prerequisite: Scientist Training, Level 10+
defined as an Expert.
You have delved deeper into the wonders of chakra.

You gain one Puppet Upgrade of Bronze tier or This training has culminated into you being defined as
lower. an Expert.

You gain the other 2nd level feature of your chosen 
You gain the Yhprum’s Law feature.
Puppet Technique. 
You gain the 3rd level features of 1 Scientific Inquiry

You gain the 6th and 9th level advancements for your
(Subclass)
Puppet Tool feature. 
You gain 10 more Creation Points

Your Puppet Tool gains 5 slots for Enhancement
Seals.
SCIENTIST ENTHUSIAST
PUPPETEER ENTHUSIAST (CHANGED) Category: Archetype
Category: Archetype Archetype: Science-Nin
Archetype: Puppet Master Prerequisite: Scientist Expert
Prerequisite: Puppeteer Expert You have given your life to the pursuit of the future.
You learn more of the history of how the Puppet Master This training has culminated into you being defined as
form developed. Multiple generations of masters an Enthusiast.
defined under various color-based techniques passing 
You gain the Calculated Response feature
down their work so that the next generation can 
You gain Infused Genius feature.
continue. You decide to study the secrets of a
particular Technique. This training has culminated
into you being defined as an Enthusiast.

You gain one Puppet Upgrade of Silver tier or
lower.

You gain the first 6th level feature of your chosen
Puppet Technique. You do not gain any higher-
level advancements it may present. You also gain
one Puppet Upgrade exclusive to your Puppet
Technique of the highest tier available to you (The SCIENTIST SPECIALIST
highest tier of upgrade available to you is Category: Archetype
determined by the tier of upgrade each Puppet Archetype: Science-Nin
Master Archetype grants you in ascending order). Prerequisite: Scientist Expert, Level 15+
The universe sings to you, and you must study tis
PUPPETEER SPECIALIST (CHANGED) opera in great detail. This training has culminated into
Category: Archetype you being defined as an Expert.
Archetype: Puppet Master
Prerequisite: Puppeteer Expert, Level 15+

You gain 10 more Creation Points.
Your study under the elders of the Sunagakure's

You can select two Scientific Ninja Tools that cost 8
renowned Puppet Masters has come to a close, and Creation Points or lower and make them your favored
what you have accomplished in such a short span of tools. Their Creation Point cost is reduced by 2 and
time is exemplary. Though not a true Puppeteer, your their CCD Chakra Drain is reduced by 5.

225
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,
GENJUTSU SPECIALIST you instead increase the die used by the jutsu by
1 step.
ACTUALIZE REALITY 
You cannot have the Altered, Refinement Y feat.
Category: Class 
You cannot have the Altered, Refinement Z feat.
Prerequisite: 4+ levels in Genjutsu Specialist
You learn to manipulate Reality by spending your pool ALTERED, REFINEMENT Y
of creativity to bend it to your whim. You gain the Category: Class
following benefits; Prerequisite: At least 8+ levels in Ninjutsu Specialist
You learn to refine ninjutsu in such a way that it

You gain 1 additional Actualization Die.
becomes almost unrecognizable when compared to

You gain a pool of abilities called; Reality
other, similar casters. You gain the following benefits;
Inceptions. These Reality Inceptions grant you
additional options that you can use by spending 
Jutsu that are benefiting from your Refined
Actualization Die as fuel to manifest them. You gain Ninjutsu class feature, no longer increases their
the following; Save DC.

Jutsu that are benefiting from your Refined
o Now You See Me (1 Die): As an action select
Ninjutsu class feature reduces their damage die by
one creature you can see. You become invisible to 1 Step down to a D4, but increase their damage die
that creature until the end of the next turn. by an additional +2 and always add your Ninjutsu
o If Only You Knew (2 Die): As a bonus action ability modifier to the damage dealt/healing applied.
when you cast a Genjutsu that affects a hostile o When your Refined Ninjutsu class feature
creature, that Genjutsu gains the Unaware would increase the your Refined jutsu’s save DC,
Keyword you instead increase the bonus die by +2.
o And For My Next Trick… (X Die): As an Action, 
You cannot have the Altered, Refinement X feat.
you can select two different Genjutsu of the same 
You cannot have the Altered, Refinement Z feat.
rank that you know. You spend a number of Die
equal to their Rank. You cast them
simultaneously, in the same action. These jutsu
ALTERED, REFINEMENT Z
Category: Class
count as both being cast at the same time with
Prerequisite: At least 8+ levels in Ninjutsu Specialist
neither taking hold before the other. A creature
You learn to refine ninjutsu in such a way that it
makes a single save against both Jutsu, passing or
becomes almost unrecognizable when compared to
failing both depending on the result. The jutsu
other, similar casters. You gain the following benefits;
cast cannot benefit from cost reduction, by any
means, excluding cost reduction granted by the

Jutsu that are benefiting from your Refined
Genjutsu Specialist Class. (D-Rank: 2, C-Rank: Ninjutsu class feature, no longer adds additional
4, B-Rank: 6, A-Rank: 8, S-Rank: 10.) damage die.

Jutsu that are benefiting from your Refined
MIRAGE EXHIBITION Ninjutsu class feature can now benefit from up to
Category: Class two Efficient Moldings at once, ignoring the
Prerequisite: At least 2+ levels in Genjutsu Specialist moldings restriction, if 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

You cannot have the Altered, Refinement Y feat.
to manifest them into a more permanent form. You
gain the following benefits; REFINED, REFINEMENT
Category: Class

You gain 1 Additional Malleable Mirage that you
Prerequisite: At least 4+ levels in Ninjutsu Specialist
qualify for.
You learn to refine ninjutsu in such a way that it

You gain an additional Malleable Mirage at 5 th, 9th,
becomes almost unrecognizable when compared to
13th, and 17th Genjutsu Specialist levels.
other, similar casters. You gain the following benefits;

You can Refine 1 additional Ninjutsu.

You can Refine additional Ninjutsu at 12th and 20th
Ninjutsu Specialist levels.

NINJUTSU SPECIALIST INTELLIGENCE OPERATIVE


COURAGEOUS ORDERS
ALTERED, REFINEMENT X Category: Class
Category: Class Prerequisite: At least 2+ levels in Intelligence
Prerequisite: At least 8+ levels in Ninjutsu Specialist Operative
You learn to refine ninjutsu in such a way that it You learn from your peers how to manage and utilize
becomes almost unrecognizable when compared to more plans mid battle in different ways, allowing you to
other, similar casters. You gain the following benefits; become more flexible in your thinking and in how you

Jutsu that are benefiting from your Refined respond to danger. You gain the following benefits;
Ninjutsu class feature, no longer increases their 
You gain 1 Additional Brave order.
Save DC. 
You gain an additional Brave Order at 11th and 17th

Jutsu that are benefiting from your Refined Intelligence Operative levels.
Ninjutsu class feature instead increases their

226
EXPLOIT KNOWLEDGE Prerequisite: Medical-Nin, Level 4+
Category: Class You learn from your peers how to manage your chakra,
Prerequisite: At least 4+ levels in Intelligence allowing you to better utilize your healing potential,
Operative allowing you to become more flexible in your
After countless hours of studying, researching and restorative techniques. You gain the following benefits;
using your investigative Skill, you develop a well of 
Your Rejuvenating Rest class feature, healing die is
knowledge that most other operative wish they had. increased to d10’s.
You gain the following benefits; 
Jutsu with the Medical Keyword that would benefit

Creatures who you have Analyzed can be further from your Channeled Healing class feature heals
scrutinized. As an action, you can end your Exploit additional hit points equal to your Ninjutsu ability
Weakness class feature on an analyzed creature. modifier, if it doesn’t already.
When you do, make an Intelligence (Investigation) or
(History) check vs a DC 8 + The creatures Level. On
a success, based on the severity of the success, you
MARTIAL CLASS FEATS
gain the Meets or Exceeds result and 1 of the
following pieces of information if you Exceed the DC HUNTER-NIN
by 5 or more;
EXPLOITING EXPLOITS
Category: Class
EXPLOIT KNOWLEDGE T ABLE Prerequisite: Hunter-Nin, Level 2+
Success Severity Learned Information (Offensive) You learn to draw on the wide array of Exploits
available to you. You gain the following benefits;
Meets or Exceeds DC Creatures Rank, Role, Level 
You gain 1 Additional Hunters Exploit.
Exceeds DC by +5 Unarmed Attack Bonus 
You gain an additional Hunters Exploit at 7 th and 15th
Weapon Attack Bonus Hunter-Nin levels.
Ninjutsu Attack Bonus
Genjutsu Attack Bonus SWIFTER RESPONSE
Taijutsu Attack Bonus Category: Class
Prerequisite: Hunter-Nin, Level 4+
Ninjutsu Save DC
You learn from your peers how to move in an
Genjutsu Save DC excessively swift way. You gain the following benefits;
Taijutsu Save DC. 
You have Advantage on Initiative Checks.
Exceeds DC by +10 Strength Save Bonus 
During the first round of initiative, increase your
Dexterity Save Bonus speed by 15 feet.
Constitution Save Bonus 
During the first round of initiative, you have a +1
Intelligence Save Bonus bonus to your first attacks critical threat range
against all creatures who have not acted yet.
Wisdom Save Bonus 
If you score a hit against a creature who has yet to
Charisma Save Bonus
act in the initiative during the first round of combat,
Exceeds DC by +15 General Traits (If any) you can trigger Sneak attack ignoring its normal
Role Traits (If any) activation requirements.
Clan Traits (If any)
# Of Tenacity Die. (If any)
# Of Legendary Resistances. (If any)

SECONDARY TARGET
Category: Class
Prerequisite: Hunter-Nin, Level 4+
You aren’t like other Hunter’s, you can split your focus,
killing two birds with one stone. You gain the following
benefits;
MEDICAL-NIN 
When you end a rest, you may mark your
Secondary Target so long as you know their name
BAD MEDICINE and/or how they look. You may also a Reaction on
Category: Class your turn mark a creature you can see within 90 feet
Prerequisite: Medical-Nin, Level 8+ of you using this feature. Until your next rest, you
You take the more combative aspects of medical gain the following benefits:
ninjutsu to heart as you focus on trying to take down o You gain the same benefits against creatures
your enemies faster than they can harm your allies. marked by Secondary Target as you would
You gain the following benefits; against your Primary Target.

The first Hunters Exploit you use against your

Your Chakra Scalpel class feature gains +2
Primary or Secondary Target(s) does not count
additional uses, per long rest.
against your use limit.

Your Take Life class feature now deals additional
damage equal to 5+ Three times your Medical-Nin
level. SCOUT-NIN
FOCUSED HEALING SCOUTING ADEPT
Category: Class Category: Class

227
Prerequisite: At least 4+ levels in Scout-Nin 
Bukijutsu without a Range of Self, that you cast may
Unlike other Scouts, you have pushed your Martial gain the benefit of Flurry Techniques as if you had
prowess toa new level, evolving, becoming more adept made a Weapon attack.
in your style of combat. You gain the following benefits;

You learn two maneuver that you qualify for. PUPPET MASTER

You gain 1 Superiority Die.
TOOLS TO CARRY ON A LEGACY
SCOUTING VETERAN Category: Class
Category: Class Prerequisite: At least 4+ levels in Puppet Master
Prerequisite: At least 8+ levels in Scout-Nin To carry on the legacy of the Puppet Masters who came
Your time and experience in the Art of Scouting has before you, you must strive to make your armament
granted you valuable knowledge in how to handle stronger and better. You are able to push your
yourself both in and out of Combat. You gain the creations one step further, fitting more in, more
following benefits; efficiently. You gain the following benefits;

You gain 2 Superiority Die. 
You gain one Wood tier upgrade.

You learn two maneuvers that you qualify for. 
You gain an additional Bronze tier upgrade at 9th
Level of Puppet Master.
TAIJUTSU SPECIALIST 
You gain an additional Silver tier upgrade at 14th
Level of Puppet Master.
You gain an additional Gold or Platinum tier upgrade
COMBO EXPERT

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 THE MOMENT I UNDERSTOOD
Category: Class
of Stamina. You gain the following benefits;
Prerequisites: At least 8+ Levels in Puppet Master

Reduce the cost of Taijutsu with the Combo keyword Through necessity or drive you’ve found that your body
by 1. can no longer upkeep with what you need of it, by

When you would cast a Taijutsu with the Finisher adding or outright replacing body parts with chakra
Keyword after casting one with the Combo keyword enhanced items you’ve opened the path that very few
reduce the cost of the Cost of that finisher by -2. (Min puppet masters have. You gain the following benefits;
1.) 
While you have at least 1 hit point at the start of your
turn, you may spend a hit die and regain hit points
MARTIAL OFFENSE equal to the result + your Constitution modifier. If
Category: Class
you have 0 hit points, you may use this feature at the
Prerequisite: Taijutsu Specialist, Level 8+
end of your turn.
You take your teachings of Martial Defense and convert 
You may now integrate any Upgrade with the
them into an offensive tool. You gain the following
Techniques: Perfect tag on it into yourself. These
benefits;
upgrades count you as a puppet and utilize you for

When you would gain the benefits of the Martial any calculations asked for. You can always take
Defense class feature while grants you Guard Slots, Upgrades with the Perfect tag, even from Puppet
you can choose to instead of adding Armor Seals, Techniques you do not have.
add Weapon seals to your Guard slots, with the same 
You can choose to delegate half of the seal slots you
Rank and slot limitations that Guard slots have. would gain for your Puppet Tool with your Chakra
Enhanced Retrofit feature to yourself instead.
WEAPON SPECIALIST
THE CERTAINTY OF STEEL
EXPANDED FOCUS Category: Class
Category: Class Prerequisites: At least 12+ Levels in Puppet Master,
Prerequisite: At least 4+ levels in Weapon Specialist The Moment I Understood class feat, 16+
You become able to focus on more than your current Constitution
limitation of weapon focuses. You gain the following You’ve finally managed it, a way to be unending, by
benefits; sealing your heart and soul into a container your body
will no longer ever be a detriment to you. You’ve

Select one weapon type, such as Katana’s or Kunai,
become a living puppet. You gain the following
that you have not already marked as a Weapon
benefits;
Focus. This chosen weapon becomes known as your
Weapon Focus granting it a +1 bonus to Attack and

You gain 2 additional upgrades that can be up to
Damage rolls and a trait. Silver tier. These upgrades must be fitted into

A Weapon Focus can only have a +3 bonus to yourself as specified in The Moment I
Attack and Damage rolls as a result of being a Understood.
Weapon Focus.

You no longer need to eat, breathe, drink, or sleep,

You can take this Feat more than once, selecting and are immune to suffocation and poison.
either a new weapon type, or the same weapon you

When you would receive healing from a medical
previous selected with this Feat. jutsu, you may use the first bullet of The Moment I
Understood and spend hit die to regain hit points
FREE FLOWING STYLE immediately as part of regaining hit points.
Category: Class

When taking a short rest, you regain a number of hit
Prerequisite: At least 8+ levels in Weapon Specialist dice equal to 1/4th your maximum number of hit
You learn to meld your Flurry Techniques with your dice.
Bukijutsu. You gain the following benefits;

You learn one Style that you qualify for.

228
BACKUP PLAN (NEW!) the Armor Chasis as your standard Puppet
[BECAUSE PEOPLE WOULDN’T STOP Armor, nor can it possess the same upgrade
chosen through Purple Technique Proficiency.
ASKING FOR IT LOL] [HAVE FUN WEST Your Backup Armor possess half as many
MARCHES] upgrades as your Standard Puppet Armor, but
Category: Class cannot gain upgrades of Silver Tier or Higher.
Prerequisites: At least 10+ Levels in the Puppet Lastly, you cannot use your Backup Armor
Master class alongside your standard Puppet Armor.
Your primary way of fighting relies heavily on complex o White:
external tools, meaning that if you were to ever lose You craft a single extra Weaver Glove,
access to your tools, you would be a sitting duck in known as the Spare Weaver Glove. You may
battle. As such, you decide to repurpose unfinished craft your Spare Weaver Glove by spending 1
creations and prototypes to make a less powerful but charge of a Weaponsmith or Armorsmith kit on
reliable rendition of your existing toolkit to use for a full rest, or 1 charge of both kits on a long
emergencies. You gain the following benefits; rest, or 2 charges of both kits on a short rest.

Increase your maximum bulk by half your Puppet Your Spare Weaver Glove cannot be used
Master class level. alongside your normal Weaver Gloves. Your

Depending on your chosen Puppet Technique Spare Weaver glove have access to half as
(Subclass), you gain the following; many upgrades that you normally possess, but
o Black/Blue/Green/Red: cannot gain upgrades of Gold or Higher. You
On a full rest, you spend 1 charge of either can only have one Prototype Weaver Glove at a
Armorsmith or Weaponsmith kit to create a time.
Prototype Puppet Tool, which is stored in a
special scroll. You may also use one charge of SCIENCE-NIN
both kits, or two charges, to craft a Prototype
Puppet on a long or short rest respectively. SECONDARY STORAGE DEVICE
Prototype Puppet Tools have the same number Category: Class
of ability score improvements as a normal Prerequisite: At least 4+ levels in Science-Nin
puppet, though they do not receive the You learn to create a Secondary Storage device, or
benefits of Chakra Enhanced Retrofit. You may SSD, for your tools. You gain the following benefits;
possess up to two Prototype Puppets at a time
before you must scrap an existing to create

You gain an additional 5 CCD chakra per Science-Nin
another. level.
Prototype Puppet Tools share their own

You gain an additional 8 creation Points.
distinct upgrade pool, but Prototype Puppet
Tools only have access to the amount (and tier A TOOL FOR EVERY OCCASION
rank) of upgrades you would possess as a 10th Category: Class
level Puppet Master. Puppet Master Prerequisite: At least 8+ levels in Science-Nin
features/feats that grant specific upgrades or You make sure you have the right tool for the right job,
upgrade slots, increase the upgrade pool of the first rule of being the smartest in the room. You
your Prototype Puppets as normal. gain the following benefits;
You cannot use a Prototype Puppet 
You can spend a Full Turn Action, to swap a
Tool alongside one of your standard Puppets. Scientific Ninja Tool for another. You can do this
As a reaction to one of your Puppets being twice per rest.

When you would use Calculated Response on an
allied creature, you can also use a Scientific Ninja
EXTRA CONTENT: CRIMSON TECHNIQUE ~ SOUL CONTAINER tool as part of the same action.
Many veterans of Naruto 5e will remember the Soul Container (also
known as Soul Crafter) subclass that was a prominent fan favorite RENAISSANCE SHINOBI
option for Puppet Master. Due to changes in creative direction, we Category: Class
Prerequisite: At least 12+ levels in Science-Nin
have officially decided to remove the Soul Container subclass and
You want to learn the other paths of science, not just
instead represent it through The Moment I Understood and The
your own major. You gain the following benefits;
Certainty of Steel. This being said, alongside the development of
the official class, Witheredgnome86 has taken Soul Container and

You can select one other Scientific Ninja Tool from
another subclass, that you do not have, of Creation
updated it to work with this update. If you are interested in a more
point cost 8 or lower, gaining access to it. You cannot
fleshed out experience for the Soul Container archetype, feel free
change this choice, once made.
to check out his subclass here. 
You can take this feat multiple times, selecting a
different subclass and Scientific Ninja tool with each
selection..
destroyed, you may open one of your
Prototype Puppet Scrolls and begin
immediately commanding your Prototype
Puppet.
o Purple:
You craft an additional set of Puppet Armor
known as your Backup Armor. You may craft
your Backup Armor by spending 1 charge of a
Weaponsmith or Armorsmith kit on a full rest,
or 1 charge of both kits on a long rest, or 2
charges of both kits on a short rest.
Your Backup Armor cannot be used as a
traditional puppet and can only be used as
armor. Your Backup Armor also cannot be the of

229
LEGACY CONTENT Chakra Enhanced Blows. You channel Chakra into your
hands enhancing your blows even further. You can
spend 1 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
supported by normal means. I and the team did not
want to remove them to give people the ability to play 8 INNER GATES
them, but they have not been updated and will no Starting at 6th Level, you learn how to access the 8 inner
longer be updated by myself, but instead placed here gates. This is an extremely dangerous technique but the
for historical reasons. benefits sure balance out with the risks. You gain the
Developers and other people can take this concepts ability to unlock 3 gates of the 8 that exist. You learn to
and do what they wish. The original creators of these unlock more gates at 10th, 14th, and 17th Levels.
subclasses or classes will have links appended to them Each Gate is released on its own, and provides its own
pointing to their current most recent version where benefits and detriments. Each Inner gate has a maximum
their creative vision can be seen without any input from duration of 1 minute after which you immediately end the
myself. gates activation and gain any detriments you would
normally gain.
While active you cannot cast or maintain concentration
PASSIONATE YOUTH [LEGACY on any Ninjutsu or Genjutsu.
CONTENT] Please Refer to the 8 Inner Gate Chart to See which Gates
are unlocked at which levels and the benefits/detriments
Taijutsu Specialists who blend their style with the Passion
they bring with each gate.
of Youth exude a level of charisma unmatched by most in
Benefits and detriments stack both while active and
the world of Taijutsu, but they also have a level of
upon ending the forms. You can end the activation of any
dedication that overshadows most. With the Conviction to
gate but the 8th gate as a bonus action, taking on
master the 8 Gates, the Passion of Youth is never to be
accumulated exhaustion from each previous gate all at
underestimated.
once.
When you would end the 8th gate of Death, you turn to
FISTS OF IRON
ash, unable to be revived by any means.
When you choose this Style starting at 3rd level, you focus
all of your effort on mastering hardening your fists, elbows,
and other parts of your body until they feel like Iron while IRON HEART FORTITUDE
in combat. Once per turn, your Unarmed Strike deal an Beginning at 10th Level, while gaining the benefits of your
additional die of damage. This damage increases as you 8 Inner gates feature, and you are in the 3rd Gate of Life
gain levels in this class based on the Fists of Iron Strike or above, you are immune to the Effects of Exhaustion,
damage chart. Weakened and Slowed. You suffer the effects whenever
you are no longer gaining the benefits of the 8 Inner gates.
Also, at 10th level, as a Full Turn Action, and by
FIST OF IRON BONUS DAMAGE CHART
reducing your movement speed to 0, you can immediately
Level damage Die assume up to the 5th gate, gaining all previous gates
benefits and detriments as well. You can do this twice per
3rd 1d8
long rest.
6th 1d10
10th 1d12 PASSIONATE NAPS
Beginning at 14th Level, when you would take a short rest,
17th 2d6 you recover 1 rank of exhaustion, Weakened and Slowed.
You gain the benefit of this feature twice, before you need
ENHANCED FLURRY [LEGACY UPDATE] a long rest.
Also, you learn to accomplish powerful attacks
through a series of Martial Techniques, unique to you TRIED AND TRUE RESTS
and your style of combat. You learn the following two Beginning at 17th level, when you would gain the benefit
Martial Techniques. of a long rest, you recover up to two ranks of exhaustion,
Slowed, and Weakened instead of one.
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.

8 INNER GATES
Level Gates Casting Time Benefit
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
10th 4th Gate of Pain Action CON +2, Speed +10
10th 5th Gate of Limit Bonus Action STR +4, Speed +10, AC+1, Extra Action
14th 6th Gate of View Action STR +6, Con +2
14th 7th Gate of Wonder Bonus Action STR +6, AC +1
17th 8th Gate of Death Action STR +6, Con +2, Double Speed, AC +2, Ext
Action.

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