Summary of Contents - Version 1.0
The Shinobi
Class Features
Nindo
Feats
Jutsu
Earth Style
Fire Style
Lightning Style
Water Style
Wind Style
Blaze Release
Explosive Release
Ice Release
Lava Release
Magnet Release
Scorch Release
Storm Release
Swift Release
Vapor Release
Wood Release
Yin-Yang Release
Ninja Paths
Path of Hatred
Path of Sight
Path of the Exalted
Path of the Celestial
Path of the Beast
Path of Youth
Path of the Shadow
Path of the Healer
Path of Permanence
Path of the Warrior
Path of the Assassin
Path of Suffering
Path of the Mind
Path of the Body
Path of Companionship
Path of the Puppet Master
Backgrounds
Credits
The Shinobi
Level | Proficiency Bonus |
Taijutsu Die |
Chakra | Jutsu Rank |
Features |
---|---|---|---|---|---|
1st | +2 | 1d4 | - | - | Taijutsu, Unarmored Defense, Scrolls |
2nd | +2 | 1d4 | 4 + Con | D | Nindo, Chakra, Jutsu, Transformation |
3rd | +2 | 1d4 | 6 + Con | D | Ninja Path, Chakra Control |
4th | +2 | 1d4 | 8 + Con | D | Ability Score Improvement |
5th | +3 | 2d4 | 10 + Con | C | Substitution |
6th | +3 | 2d4 | 12 + Con | C | Shadow Clones, Ninja Speed |
7th | +3 | 2d4 | 14 + Con | C | Ninja Path II, Evasion |
8th | +3 | 2d4 | 16 + Con | B | Ability Score Improvement |
9th | +4 | 2d4 | 18 + Con | B | Chakra-Infused Strike |
10th | +4 | 2d4 | 20 + Con | B | Ninja Path III |
11th | +4 | 3d4 | 22 + Con | A | - |
12th | +4 | 3d4 | 24 + Con | A | Ability Score Improvement |
13th | +5 | 3d4 | 26 + Con | A | Summoning |
14th | +5 | 3d4 | 28 + Con | A | Ability Score Improvement |
15th | +5 | 3d4 | 30 + Con | A | Ninja Path IV |
16th | +5 | 3d4 | 32 + Con | A | Ability Score Improvement |
17th | +6 | 4d4 | 34 + Con | S | - |
18th | +6 | 4d4 | 36 + Con | S | Ninja Path V |
19th | +6 | 4d4 | 38 + Con | S | Ability Score Improvement |
20th | +6 | 4d4 | 40 + Con | S | Sage Mode |
Life of a Shinobi
Shinobi, also known as ninja, are found throughout the large region of Nippou. In the not-so-distant past, the land was in the midst of the Warring States Period, a time when smaller states were constantly battling each other for land and power. To fight these battles, countries hired one or more clans of mercenary shinobi to represent their interests, with the shinobi's loyalties ultimately going to the highest bidder. The constant warfare led to constant death, shortening a shinobi's average lifespan to only thirty years.
That all changed, however, when two powerful shinobi clans made peace with one another. Together they made a pact with a nearby country and established a shinobi village within its borders. Other shinobi clans quickly banded together and created their own villages in response. This created a system of several large, powerful nations that each housed their own powerful shinobi villages. However, peace was only temporary, as these villages and nations quickly went to war with one another, on a scale that had never before been seen.
The Power of Chakra
Chakra circulates throughout the body in a network called the "Chakra Pathway System," a system akin to the cardiovascular system. Those known as shinobi have learned to release it outside their bodies to perform jutsu.
Hand seals are used to execute even the most basic jutsu, as they allow a shinobi to manipulate the chakra inside them. Chakra can also be used to augment a shinobi's physical abilities.
Creating a Shinobi
Think about how you became a shinobi. Were you taught in a shinobi academy inside a Hidden Village? Or raised by your clan during the Warring States Period? Did you family flee Nippou and raise you in a foreign land, teaching you how to use your abilities?
Additionally, why are you where you are today? Did you escape the country looking for a better life, or were you exiled for breaking the law? Did you undertake a secret mission in a far-off land?
Class Features
As a shinobi, you gains the following features.
Hit Points
Hit Dice: 1d8 per shinobi level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per shinobi level after 1st
Proficiencies
Armor: None
Weapons: Simple weapons, shortsword
Tools: Thieves' tools
Saving Throws: Choose any two
Skills: Choose any three
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a shortsword or (b) two simple weapons
- (a) a burglar's pack and thieves' tools or (b) a scholar's pack and one large scroll
Taijutsu
Beginning at 1st level, your practice of taijutsu ("body skill" or "body technique") gives you mastery of unarmed strikes and shinobi weapons. You gain the following benefits while unarmed or wielding only shinobi weapons:
- You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and shinobi weapons.
- You can roll your taijutsu die in place of the normal damage of your unarmed strike or shinobi weapon.
- When you use the Attack action with an unarmed strike or a shinobi weapon on your turn, you can make one unarmed strike as a bonus action.
Unarmored Defense
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
Scrolls
Beginning at 1st level, you have learned how to store objects of medium size or lower into scrolls. For an item to be stored in a blank scroll, it must have a seal drawn on it with ink. You can draw an amount of seals equal to your proficiency bonus during a long rest. Scrolls can be purchased anywhere a merchant would sell paper, ink and books. The scrolls or seals are not consumed on use, instead lasting until destroyed. If a scroll or seal is destroyed, its contents are lost until the exact same seal is drawn on another scroll.
- Small Scroll: Holds up to 3 small items. Costs 20 gp and weighs 2 lbs.
- Medium Scroll: Holds up to 7 Small items. Costs 45 gp and weighs 8 lbs.
- Large Scroll: Holds up to 12 small items or 1 medium item. Costs 80 gp and weighs 15 lbs.
- Weapon Scroll: Holds up to 15 shuriken or 15 kunai these can be summoned to hand as a bonus action. Costs 60 gp and weighs 10 lbs.
Scrolls, Handy haversacks and bags of holding cannot be stored within scrolls, if attempted, the attempt fails and the scroll, and any of its contents, is destroyed.
Nindo
At 2nd level, you choose your Nindo, in other words, your “ninja way”.
Chakra
Starting at 2nd level, your training allows you to harness the mystic energy of chakra. You have as much chakra as shown in the chakra column of The Shinobi table plus your Constitution modifier.
Chakra Regeneration
Every time you finish a short rest, you regenerate an amount of chakra equal to Your Level + Intelligence Modifier. Your chakra regenerate completely after you finish a long rest.
Chakra Exhaustion
While you a negative amount of chakra, except while at 1st level, you gain one point of exhaustion for every fifth of your chakra maximum you spend below zero points.
Jutsu
At 2nd, 5th, 8th, 11th, and 17th level, you may learn any 2 jutsu, and may also replace 1 old jutsu with a new jutsu. These jutsu must come from one of your Chakra Types or Chakra Releases and be of your current Jutsu Rank or lower, with your rank being shown in the Jutsu Rank column of The Shinobi table. They are split into 5 ranks: D, C, B, A, and S.
At 2nd, 8th and 17th level, you may begin to harness a new Chakra Type. You can use any Basic Abilities associated with any of your Chakra Types. You can forego harnessing a new Chakra Type to gain affinity in a Chakra Type you've already harnessed, allowing you to add your taijutsu die to any damage rolls for that Chakra Type. You gain affinity for your Chakra Type harnessed at 2nd level.
Spellcasting Ability
Intelligence is your spellcasting ability for your jutsu, since their power derives from your precise chakra control. You use your Intelligence whenever a jutsu refers to your spellcasting ability.
Some of your chakra features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
- Jutsu attack bonus = Intelligence modifier + Proficiency bonus.
- Jutsu save DC = 8 + Intelligence modifier + Proficiency bonus.
Spellcasting Focus
You need no focus to cast jutsu, but both of your hands must be free in order to weave hand seals for jutsu.
Outside of Battle
Jutsu cast outside of combat only cost half as much chakra so long as the jutsu will not damage a creature directly.
Transformation
Beginning at 2nd level, you can spend 1 chakra per hour as an action to transform into a person, creature or object you have seen before or have a basic idea of, and become identical visibly to that image unless you choose not to be. Creatures must make an Investigation check against your save DC to notice you aren't what you appear to be. If it saw you performing the jutsu, it automatically succeeds. Your stats remain the same. You cannot become a light source, armor, tool, or vehicle and you cannot recreate a magical effect. If you transform into a creature with a swim or fly speed, you gain such speed equal to your movement speed.
Chakra Control
Beginning at 3rd level, you can spend 1 chakra as a free action to move across any liquid surface— such as water, acid, mud, snow, or lava— as if it were harmless solid ground for one hour.
Ninja Path
At 3rd level, you begin to realize your Ninja Path. You learn various features from your path at 7th, 10th, 15th, and 18th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Substitution
Beginning at 5th level, immediately before you are hit by an attack and take damage, you can spend 6 chakra to teleport up to 15 ft in any direction to an unoccupied space. A log or generic object is left in your place. You take no damage from that attack. A creature can only be fooled by this once, after which it is immune to it from you for 24 hours.
Shadow Clones
Beginning at 6th level, you can spend 4 chakra per clone to create up to five clones as an action on your turn. The clones have 5 hit points each and they have an amount of chakra equal to 4 + how much of your chakra you decide to give them. The clones can take actions as normal; however they only have one attack each. You control them and they act on the same initiative as you. They last until they are reduced to 0 hit points, they expend all of their chakra, you dismiss them as a free action, or 24 hours pass. If the clone still has chakra when it dissipates, you regain half the chakra from the clone.
- Shadow clones have no range limit as to how far away they can be.
- A shadow clone has the same AC as you, however if the AC of the main body was effected by a spell to increase said AC, these effects do not carry over
- A shadow clone carries a copy of the main body’s weapon; however it does not carry the magical effects over from it beside a base damage bonus. (e.g., a cloned vorpal sword is just a +3 sword in the hand of a clone.)
- When a shadow clone dissipates, the main body will receive any knowledge it has gained and remember them as if they were their own experience, as well as exhaustion levels, but not negative effects like a curse, poison or anything of the like. This is useful for gaining knowledge.
Ninja Speed
Beginning at 6th level, you can spend 2 chakra to take the Dash, Disengage, or Hide action as a bonus action on your turn, and your jump distance is doubled for the turn.
Evasion
Beginning at 7th level, When being attacked by an area effect that lets you make a Dexterity Saving Throw to only take 1/2 damage, you instead take no damage if you succeed on the saving throw and only 1/2 damage if you fail.
Chakra-Infused Strikes
Beginning at 9th level, you channel a small amount of chakra into your strikes. Your unarmed strikes count as magical for the purpose of overcoming resistances.
Summoning
Beginning at 13th level, you may make a contract with a creature of your choice. For the purpose of this contract you have the ability to speak with the animal you wish to try and form the contract with. To form the contract, the creature must be of a Challenge Rating of your level or lower and be willing. Summoning a creatureF requires an amount of chakra equal to twice the CR of the creature to be summoned.
As an action, you form the correct seals, take some of your own blood, and place your hand on the ground. When done your summon appears in the space you were or a space within 5 ft of you. If the creature is of the size class of large or higher it appears in the spot where you were standing and you are teleported on top of it. For instance, if you form a contract with a young red dragon or storm giant, you would be placed on the dragons back, the storm giants shoulder, or beside your summon. Summoned creatures are able to speak common. Creating a contract with a second creature destroys your contract with the previous creature. The creature you summon cannot be a humanoid or construct.
Sage Mode
At 20th level, you have learned to harness natural energy and mix it with your own chakra, making senjutsu chakra. With enough senjutsu chakra, you enter Sage Mode. Sage Mode allows users to tap into the natural force of the world, opening up new techniques to them and allowing them to power up existing ones with the new senjutsu chakra. In Sage Mode, you gain markings around your eyes of your design. As an action, you enter Sage Mode. While in this form:
- You gain access to Yin-Yang Release.
- Your attack rolls are made with advantage.
- You deal an additional 1d10 to damage rolls.
- You gain a blindsight of 20 ft.
This form lasts for a number of minutes equal to half your Intelligence modifier (minimum 1). You can't use this feature again until you finish a long rest. If in this form while out of combat, there is no time limit, however the time limit will start on your first turn in combat.
Training for Sage Mode is often done or led to by one’s summon, and as such resembles the creature to a certain degree. You gain one of the following based on your summons’ type while in Sage Mode:
- Aberration: You gain 60 ft of darkvision.
- Beast: You are able to communicate with animals.
- Celestial: You gain resistance to radiant damage.
- Dragon: You gain flying speed equal to your movement.
- Elemental: You gain resistance to acid, cold, fire, force, lightning, psychic, or thunder damage.
- Fey: You gain advantage against being charmed.
- Fiend: You gain proficiency in Intimidation.
- Giant: You are immune to extreme heat, cold, and altitude.
- Monstrosity: You gain immunity to bludgeoning, piercing, and slashing damage from non-magical weapons.
- Ooze: You count as 1 size smaller while squeezing.
- Plant: You are able to communicate with plants.
- Undead: You gain resistance to necrotic damage.
Nindo
These nindo, or ninja way are guidelines you follow; your own personal mantra. This feature will add a small buff to your shinobi.
I never go back on my word
You follow through, no matter what, and people have seen this. You get advantage or +2 on Persuasion checks and Intimidation checks.
I refuse to watch my ally die
No matter how dire the situation, you put your teammates lives above your own. As a reaction, if an ally gets hit by an attack, you move up to half your movement speed to throw yourself in the way of an attack. You reduce the damage by 1d6 + your Constitution modifier and take the rest of the damage.
Crushing my enemies is all that matters
Killing your enemy takes precedence over all else. If you reduce a creature to 0 hit points, you can an additional attack as part of the same action, on a different target. You have three uses of this; you regain all use after you finish a long rest.
A long life is paved with wisdom
You're more analytical than most. You gain a +2 bonus to Passive Insight, Investigation, and Perception.
Life over Glory
When you use the Disengage action, you gain temporary hit points equal to 1d4 + your Constitution modifier. You regain the ability to do so when you roll initiative.
Hot Blooded Spirit
At the start of your turn, you can chose to make a charge, for the rest of the turn; you gain a +10 ft bonus to movement, +4 to attack rolls, and -2 to AC. If you hit, the damage is increased by 1d4. If you miss, your guard drops and you run through the closest enemy reach, provoking an attack of opportunity. You have three uses of this, all of which are regained after you finish a long rest.
Even the strongest have a weakness
As a bonus action, you can make a Perception check against the target's Passive Perception. If you succeed, you are able to discern all of the target's Damage Vulnerabilities, if it has any. You regain the ability to do so the next time you roll for initiative.
I stay ready
When you are surprised, you may still take reactions and an action (on your turn), but you still can't move. You also gain Proficiency in playing card sets, as you “stay” ready.
I'll be your shield
When rolling for initiative, roll an additional 1d4 and increase your AC by the result. Decrease your attack rolls by the same amount.
Feats
These feats can be taken instead of an ability score bonus, instead of a normal feat, or as the variant human free feat.
Body Flicker Master
Prerequisites: You must be at least 3rd level in the shinobi class and Dexterity of 18 or higher
When you use Body Flicker, you can take the Attack action as a bonus action.
Fast as Lightning
Prerequisites: You must be at least 16th level in the shinobi class and Dexterity of 18 or higher
Gain an additional reaction each round. You can use the Dash action as a free action. You can't use this feature again until you finish a short or long rest.
Genjutsu Master
Prerequisites: The ability to use at least one kind of genjutsu ("illusionary technique")
Increase your Intelligence or Wisdom score by 1, to a maximum of 20. As a bonus action, while you have a creature in a genjutsu, you can deal a number of psychic damage to it equal to your level + your Intelligence modifier.
Perfected Seals
Prerequisites: Hidden Talent feat, Intelligence of 18
You have sharpened your jutsu to a razor-sharp edge, allowing your chakra to flow through you without limitations. You gain he following benefits:
- Increase your Intelligence score by 1, to a maximum of 20.
- You are no longer required to weave hand seals to perform jutsu. You do not gain this benefit while restrained.
- While grappling a creature, you can use their hands to complete a hand seal necessary to cast a jutsu. The chakra cost for casting the jutsu is split equally between you and the creature at the time of casting it. Once you use this feature, you can't use it again until the end of a short or long rest.
Tempered Chakra
Increase your Intelligence or Wisdom score by 1, to a maximum of 20. When determining how much chakra you have, you may replace your Constitution modifier with your Intelligence modifier. You may add your proficiency bonus an additional time to Concentration saving throws for jutsu.
Curse Mark
Prerequisites: Constitution or Intelligence of 16 or higher
You burn your chakra into a forbidden tattoo on your neck. As a bonus action, you roll 1d12 and you gain an equal amount of chakra to the roll result up to your chakra maximum.
Second Stage Curse Mark
Prequisits: Curse Mark feat
Your mark envelops your body. Your hair grows slightly longer, your eyes become yellow with a black sclera, and your skin tone changes. As an action, your Dexterity, Constitution, or Intelligence increases by 2, to a maximum of 26. After 1 minute, you must make a DC 20 Wisdom saving throw or gain a short term madness.
Shadow Clone Master
Prerequisites: You must be at least 7th level in the shinobi class
The amount of shadow clones you can have at a time is no longer limited to 5. When using a clone, you can expend additional chakra to give one of the clones an extra 5 hit points for each chakra. You can do this for as many clones as you wish.
Overflowing Chakra
Prerequisites: Constitution of 18 or higher
Through hard training and enduring experience in combat, you have learned how to fuel your jutsu with copious amounts of chakra, enhancing them to a point that the elements you weave could be considered as forces of nature. You gain one additional shinobi hit die, this die is counted separately from your ordinary hit die and replenishes at the end of a long rest.
When determining the amount of chakra you have, you can add your Constitution modifier twice.
When a class feature, jutsu or other feature related to your chakra requires you to use your Intelligence as a modifier, you may instead use your Constitution.
Quickened Seals
Prerequisites: 20 Dexterity and proficiency in Sleight of Hands.
You've become fast and adept enough with your hand seals that you can perform them faster than the eye can see. To the point where even a Sharingan user has trouble keeping up.
- Your Dexterity score maximum becomes 22.
- Any technique requiring hand seals can now be done as a bonus action at an extra cost of 2 chakra.
- Onlookers are now unable to notice you performing hand seals when done as a bonus action.
Earth Style Jutsu
Basic Earth Style Ability
Range: 30 ft
Duration: Instantaneous or 1 hour
As an action, you choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
- If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 ft away. This movement doesn't involve enough force to cause damage.
- You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
- If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour
Alternatively when you cast this jutsu, you can target 1 foot of metal, or 1 inch of adamantine. This can not affect magical materials.
If you cast this jutsu multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
D Rank Jutsu
Lightweight Boulder
Cost: 2+ chakra
Range: Touch
Duration: 1 minute
As a bonus action, you can reduce the weight of an object so that it can be carried or moved. For instance, if there is a boulder in your path, you can reduce its weight to be able to push it. You reduce the weight by an amount equal to its original weight divided by the amount of chakra used
C Rank Jutsu
Fissure
Cost: 3 chakra
Range: 30 foot line, 10 foot wide
As an action, you create a large fissure up to 50 ft deep. Each creature in the area must make a Dexterity saving throw. On a failure, it falls into the fissure. A creature in the fissure can try to climb out by making an Athletics or Acrobatics check against your save DC. The fissure has an initiative of 20. At the start of its fourth turn it closes. A creature still in the fissure takes 3d6 + your Intelligence modifier force damage and is pushed to the top.
B Rank Jutsu
Stone Pillar Spears
Cost: 8 chakra
Range: 20 foot radius
As an action, you create five stone pillars in the area that protrude from the ground to skewer the targets. The pillars are 5 ft cylinders that protrude 30 ft out of the ground and pass through obstacles to reach the target. The target of each pillar must make a Dexterity saving throw or take 2d6 + your Intelligence modifier piercing damage for each pillar that hits it.
A Rank Jutsu
Rock Shelter
Cost: 15 chakra
Range: 15 foot radius
As an action, you create a hemisphere of earth using your surroundings. The wall provides total cover and has 100 hit points each. If the wall is destroyed, it shatters, dealing 2d6 bludgeoning to the creatures inside. In addition, you can cast the wall of stone spell.
S Rank Jutsu
Bedrock Coffin
Cost: 25
Range: 90 ft
As an action, you force sections of rock to crush a target in range. The target must make a Dexterity saving throw. On a failure, the target takes 20d8 + your Intelligence modifier bludgeoning damage and is restrained. Half as much on a success. While restrained in this way it has total cover. The coffin can be destroyed. It has 100 hit points. The creature can also escape by making a DC 30 Athletics check.
Fire Style Jutsu
Basic Fire Style Ability
Range: 60 ft
Duration: Instantaneous or 1 hour
As an action, you choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:
- You instantaneously expand the flame 5 ft in one direction, provided that wood or other fuel is present in the new location.
- You instantaneously extinguish the flames within the cube.
- You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.
- You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.
If you cast this jutsu multiple times, you can have up to three non-instantaneous effects created by it active at a time, and you can dismiss such an effect as an action.
Alternatively, when you cast this jutsu you can create fire, such as lighting a torch, lamp, or campfire. Flames can be produced and used in any way you see fit that does not cause direct harm to an object or creature. This includes the ability to keep warm in a cold environment.
D Rank Jutsu
Flame Whirlwind
Cost: 1 chakra
Range: 30 ft
As an action, fire erupts around your body in a spiraling manner as you launch it towards the target. Make a ranged spell attack. On a hit, the target takes 1d8 + your Intelligence modifier fire damage.
C Rank Jutsu
Exploding Flame Shot
Cost: 4 chakra
Range: 60 ft
As an action, you can create three balls of fire from your hands. Make a ranged spell attack for each. You can target a person with all three or one person with each. On a hit, the target takes 2d6 + your Intelligence modifier fire damage and is set on fire. At the start of its turn, it takes 1d6 fire damage. At the end of each of its turns, the target must make a Constitution saving throw. On a successful save, it's no longer on fire. If the target or a creature within 5 ft of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), it is no longer on fire.
B Rank Jutsu
Great Fireball
Cost: 8+ chakra
**Range:**150 ft
As an action, you expel fire from your mouth either as a massive orb of roaring flame or as a continuous flame-thrower. The size of the attack is changed by the amount of chakra used. The flames engulf the target and leave a crater in the ground. Make a ranged spell attack. On a hit, it takes 8d6 + your Intelligence modifier fire damage, +1d6 for every additional chakra expended. Each creature in a 10 foot radius of the target must make a Dexterity saving throw, taking half as much damage on a success.
If you use 4 additional chakra, it becomes a 20 foot radius or a 60 foot cone.
If you use 8 additional chakra, it becomes a 30 foot radius or a 90 foot cone.
A Rank Jutsu
Great Fire Annihilation
Cost: 14 chakra
Range: 30 foot wide, 60 foot line
Duration: Concentration, 1 minute
As an action, you expel fire from your mouth in the shape of a massive fireball. Due to its size, this technique is extremely difficult to either avoid or contain. Each creature in the area must make a Dexterity saving throw, taking 12d6 + your Intelligence modifier fire damage on a failure. Half as much damage on a success. The targets cannot benefit from Evasion. For 1 minute, as a bonus action, you can deal an additional 2d6 fire damage in the area.
S Rank Jutsu
Fire Dragon Flame Bullet
Cost: 22 chakra
Range: 150 ft line, 10 ft wide
Duration: 1 minute
As an action, each creatures in the area must make a Dexterity saving throw, taking 15d6 + Intelligence modifier fire damage and catching on fire on a failure. Half as much on a success. At the start of its turn, it takes 2d10 fire damage. At the end of each of its turns, a creature must make a Constitution saving throw. On a successful save, it's no longer on fire. If the target or a creature within 5 ft of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), it is no longer on fire.
Lightning Style Jutsu
Basic Lightning Style Ability
As a bonus action, you can increase your movement speed by 5 ft and you can produce small amounts of lightning. This lightning can be focused into a weapon or unarmed strike to give off 10 ft of bright light and deal an extra 1d4 lightning damage.
D Rank Jutsu
Thunder
Cost: 1 chakra
Range: 25 foot cone
As an action, you fire countless sparks of lightning. Each creature in the cone must make a Dexterity saving throw. On a failure, the creature takes 2d6 + your Intelligence modifier lightning damage. Half as much on a success.
C Rank Jutsu
Lightning Rod
Cost: 4 chakra
Immediately after making an attack with a metal weapon or an unarmed strike, you raise your arm into the air, generating a powerful bolt of electricity which travels through your body transferring the electricity to the body of the target. The target must make a Constitution saving throw. On a failure, it takes 3d6 + your Intelligence modifier lightning damage and be stunned until the end of its next turn. Half as much damage on a success.
B Rank Jutsu
Chidori
Cost: 8 minimum, 16 maximum
Range: 15 ft
As an action, you gather lightning into your hand; the high concentration of electricity produces a sound reminiscent of many birds chirping. You rush to the target, attempting to shove your hand into the target’s chest. Make a melee spell attack. On a hit, it takes 1d6 piercing and 4d8 + your Intelligence modifier lightning damage. You can expend additional chakra to deal an extra 1d8 lightning damage for every 2 additional chakra.
A Rank Jutsu
Lightning Cloak
Cost: 8 chakra
Duration: Concentration, 1 minute
As a bonus action, you wrap your body in a layer of lightning which, instead of being used offensively, is used to electrically stimulate their nervous system. You gain a +3 bonus to AC. When a creature makes a melee attack against you, it takes 1d6 + your Intelligence modifier lightning damage.
S Rank Jutsu
Black Panther
Cost: 25 chakra
Range: 50 ft
As an action, you generate black lightning which takes the form of a panther. The panther can run up to 60 ft, any creatures in its path must make a Dexterity saving throw. On a failure, the first target takes 25d6 + your Intelligence modifier lightning damage and the following targets take 3d6 + your Intelligence modifier lightning damage. Half as much on a success.
Kirin
Cost: 25 chakra
Range: 120 ft
Duration: 1 minute
As an action, you summon thunder clouds. As an action, up to 1 minute afterwards, you can summon a lightning bolt from the clouds. Each creature in a 15 foot radius of a point in range must make a Dexterity saving throw. On a failure, it takes 25d6 + your Intelligence modifier lightning damage. Half as much on a success. If you are outdoors in stormy conditions when you use this jutsu, it gives you control over the existing storm instead of creating a new one. Under such conditions, the damage increases by 3d6.
Water Style Jutsu
Basic Water Style Ability
Range: 30 ft
Duration: Instantaneous or 1 hour
As an action, you choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
- You instantaneously move or otherwise change the flow of the water as you direct, up to 5 ft in any direction. This movement doesn't have enough force to cause damage.
- cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
- You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
If you cast this jutsu multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
D Rank Jutsu
Water Gun
Cost: 1 chakra
Range: 20 ft
As an action, you mimic a gun shape with your hand while compressing water onto the tip of your index finger, firing a water bullet at one target. Make a ranged spell attack. On a hit, the target takes 1d8 + your Intelligence modifier piercing damage.
C Rank Jutsu
Water Prison
Cost: 4 chakra
Duration: Concentration, up to 1 minute
Range: 30 ft
As an action, you create a watery sphere and send it at a target. Make a ranged spell attack. On a hit, the target takes 1d10 + your Intelligence modifier bludgeoning damage and is restrained. At the end of each of its turns, the target can make another Strength saving throw. On a success, the target is no longer restrained.
B Rank Jutsu
Water Shark Bomb
Cost: 10 chakra
Range: 50 foot line
As an action, you shape water into the form of a large shark and sends it hurtling towards the target. Make a ranged spell attack. On a hit, the target takes 3d8 + your Intelligence modifier bludgeoning plus 2d6 cold damage and must make a Strength saving throw or be pushed back 10 ft and fall prone.
A Rank Jutsu
Water Gun: Two Gun Style
Cost: 12 chakra
Range: 30 ft
As an action, you fire two powerful shots of water simultaneously. Make a ranged spell attack for both. On a hit, the target takes 2d6 + your Intelligence modifier piercing plus 1d12 cold damage for each.
S Rank Jutsu
Super Shark Bomb
Cost: 28 chakra
Range: 10 ft wide 150 ft line
As an action, you create a gigantic shark out of water and thrust both hands forward, sending it in a 10 ft wide 150 ft line. Each creature in the area must make a Strength saving throw. On a failure, the targets take 6d8 + your Intelligence modifier cold plus 20d6 bludgeoning damage and falls prone moving to the end of the line. Half as much on a success.
Wind Style Jutsu
Basic Wind Style Ability
Range: 30
Duration: Instantaneous or 10 minutes
You seize the air and compel it to create one of the following effects at a point you can see within range:
- One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 ft away from you.
- You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 ft away from you. It isn't pushed with enough force to cause damage.
- You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters closed, or your clothing to ripple in a breeze.
Additionally, you can keep a ball of air around your head to prevent suffocation for up to 10 minutes.
D Rank Jutsu
Violent Whirlwind
Cost: 1 chakra
Range: 5 foot wide, 30 foot line
As an action, you produce a powerful stream of wind from your mouth. Each creature in the area must make a Strength saving throw, taking 1d8 + your Intelligence modifier bludgeoning damage and pushed 15 ft away on a failure.
C Rank Jutsu
Wind Wall
Cost: 3+ chakra
Range: 10 ft radius
Duration: Concentration, up to 1 minute
As an action, you summon a swirling stream of wind, encasing yourself. You and your allies gain a +2 bonus to AC and creatures attempting to attack through the wall have disadvantage. You can expend additional chakra to expand the radius by 5 ft.
B Rank Jutsu
Air Bullet
Cost: 8 chakra
Range: 5 foot wide, 15 foot line
As an action, you take in a deep breath and forcefully exhale. Each creature in the area must make a Constitution saving throw. On a failure, the creatures take 3d8 + your Intelligence modifier thunder damage and are pushed 40 ft away. If it collides with a creature or object, both take an additional 1d8 bludgeoning. Half as much on a success.
A Rank Jutsu
Rasengan
Cost: 10 chakra
Range: 5 ft
The Rasengan is a spinning ball of chakra formed and held in your palm. As an action, you thrusts your hand into the target. Make a melee spell attack. The target takes 2d10 + your Intelligence modifier bludgeoning plus 2d10 force damage. The target must make a Strength saving throw or be pushed 20 ft away. The target has a mark on its body in the shape of multiple swirls scratching its skin.
Great Task of the Dragon
Cost: 13 chakra
Range: 60 ft
Duration: Concentration, 1 minute
As an action, you alter the weather temporarily making a tornado that dissipate immediately after the jutsu ends. At the start of your next turn, the tornado drops on a point in range. All creatures in a 10 foot radius must make a Strength saving throw, taking 5d6 + your Intelligence modifier thunder damage and being swept 30 ft into the air on a failure. Half as much on a success. As an action, you can move the tornado up to 20 ft. All creatures swept up can repeat the saving throw, taking 5d6 + your Intelligence modifier thunder damage, lifting 30 ft into the air, and following the tornado on a failure. On a success, it falls and is no longer caught up in the tornado.
S Rank Jutsu
Rasenshuriken
Cost: 20 chakra
Range: Touch
As an action, you strike with a large shuriken-shaped ball of wind. On a hit, the target takes 15d4 + your Intelligence modifier thunder plus 15d4 piercing damage from the wind splintering into sharp needles that pierce your bodies. You and the target must make a Constitution saving throw, taking 2d8 piercing damage and losing the ability to cast spells or jutsu. This effect can be cured by greater restoration.
If used while in Sage Mode, this jutsu gains a range of 60 ft, and you (the user) don’t have to make a Constitution saving throw, thus avoiding damage or loss of justu use.
Blaze Release Jutsu
The blaze release is a mix of fire and lightning styles to create blazing flames. Both fire and lightning are composed of plasma, which is a much energized state of matter. To use Blaze Release, you must have the Path of Hatred feature, and your Sharigan must be active.
Basic Blaze Release Ability
Range: Self
Duration: 1 hour
As a bonus action, whenever you deal fire damage for the duration, you can treat any 1 on a damage die as a 2 and you ignore resistance to fire damage.
B Rank Jutsu
Kagutsuchi
Cost: 8 chakra
Duration: Concentration, 1 minute
As a bonus action, you wrap your body in a layer of black flames which. You gain a +3 bonus to AC and when a creature makes a melee attack against you, it takes 1d10 + your Intelligence modifier fire damage.
Amaterasu
Cost: 8 chakra
Range: 60 ft
Duration: 1 minute
As an action, you focus your chakra on a single point, creating black flames. Anything flammable near it will be engulfed in black flame. The flame cannot be put out unless you choose to, magical means, or it ends. If you use this on a creature, it must make a Dexterity saving throw. If it fails, it takes 2d10 + your Intelligence modifier fire damage and at the start of its turn, it takes 1d10 + your Intelligence modifier fire damage. Amaterasu can only affect one creature at a time.
A Rank Jutsu
Honoikazuchi
Cost: 12 chakra
Range: 15 foot radius
As a reaction, you surround yourselves with black flames shaping it into spikes, impaling anything within the area. Each creature must make a Dexterity saving throw, taking 4d10 + your Intelligence modifier fire damage on a failure. Half as much on a success.
Flame Control
Cost: 14 chakra
Range: 15 foot cone
As a bonus action, after you make a melee weapon attack, you sweep black flame out in the area. Each creature in the area must make a Dexterity saving throw, taking 6d10 + your Intelligence modifier fire damage on a failure. Half as much on a success.
S Rank Jutsu
Great Dragon Fire Technique
Cost: 26 chakra
Range: 60 ft
Duration: Concentration, 1 minute
As an action, you make a dragon-shaped fireball of Amaterasu. The dragon is a 10 foot tall, 10 foot wide, 20 foot line. Each creature in the area must make a Dexterity saving throw, taking 8d10 + your Intelligence modifier fire damage on a failure. Half as much on a success. As a bonus action, for the duration, you can more the dragon up to 30 ft with in the range. Each creature that is in the area after its moved, ends its turn in the area, or enters it for the first time on its turn must make a Dexterity saving throw, taking 8d10 + your Intelligence modifier fire damage on a failure. Half as much on a success. This ignores evasion.
Explosive Release Jutsu
The explosive release combines earth and lightning style to create powerful explosions. They often use these abilities to enhance their blows.
Basic Explosive Style Ability
Range: Self
Duration: 1 hour
As a bonus action, whenever you make an unarmed strike for the duration, you can choose to deal fire or thunder damage instead of bludgeoning. You can choose to use your Intelligence modifier for unarmed strikes damage rolls instead of your Strength or Dexterity modifier. Your unarmed strikes deal double damage against objects not made of stone or metal.
D Rank Jutsu
Explosive Punch
Cost: 2 chakra
As a bonus action, after making an unarmed strike, you bolster it with an explosion at point blank range. The attack deals an additional 1d12 fire damage.
C Rank Jutsu
Feign Explosion
Cost: 5 chakra
Range: 15 foot radius
Duration: 1 minute
As a bonus action, after making an unarmed strike, you create a small explosion that releases smoke in a 15 foot radius for 1 minute. This area is heavily obscured.
B Rank Jutsu
Explosive Clay
Cost: 5 chakra and 1 handful of malleable material
As an action, you pump explosive chakra into a molded piece of malleable material. Each piece deals 1d10 + your Intelligence modifier fire damage, have the thrown (30/60) property, dealing 1d10 fire damage each.
A Rank Jutsu
Unbalancing Explosion
Cost: 14 chakra
Range: 30 foot radius
As an action, you release an explosion directly into the ground. Each creatures in the area must make a Dexterity saving throw or be knocked prone and take an amount of damage equal to your taijutsu die + your Intelligence modifier.
S Rank Jutsu
Internal Explosion
Cost: 20 chakra
As a bonus action, after an unarmed strike, you attempt to create an explosion inside your target. The target must make a Constitution saving throw or take 5d10 fire plus 5d10 + your Intelligence modifier thunder damage and become incapacitated. At the end of each of its turns, the target can make another Constitution saving throw. On a success, it is no longer incapacitated.
Ice Release Jutsu
The ice release combines water and wind chakra. It allows the user to manipulate water particles to form ice in different shapes and forms.
Basic Ice Style Ability
Range: Self
Duration: 1 hour
As a bonus action, you gain resistance to cold damage, and cold weather has no effect on you.
Also as a bonus action for the duration, you can cool an area 30 ft around you by up to 30 degrees Fahrenheit. You can shape up to 10 ft of ice and can freeze water. It melts over time, and cannot be used to harm any creature or object.
D Rank Jutsu
A Thousand Needles of Death
Cost: 6 chakra
Range: 30 ft
As an action, a large number of needle-like shards of ice surround the target fly at them. The target must make a Dexterity saving throw, taking 3d4 piercing plus 1d6 + your Intelligence modifier cold damage and have its movement speed reduced by 10 ft until the start of your next turn on a failure. Half as much damage on a success.
C Rank Jutsu
Winterized Weaponry
Cost: 3 chakra
As an action, you create any weapon from solid ice. Each weapon can lasts 10 minutes in temperatures higher than freezing and half as much in temperatures over 80 degrees Fahrenheit. Each weapon deals an extra 1d6 cold damage.
B Rank Jutsu
Ten Thousand Ice Petals
Cost: 12 chakra
Range: 30 ft cone
As an action, a frigid cold pours from your mouth. Every creature in the area is engulfed in frigid mist, and must make a Constitution saving throw. On a failure, the target takes 4d6 + your Intelligence modifier cold damage and its movement speed is halved. Half as much damage on a success.
A Rank Jutsu
Crystal Ice Mirrors
Cost: 24 chakra
Duration: 1 minute
As an action, you create a 30 ft dome of mirrors made of ice. At the start of its turn, a creature inside takes 1d8 + your Intelligence modifier cold damage. As an action, you of the jutsu can step into a mirror and throw yourself between them at high velocity. You can make one attack each round. This attack is made with a +5 bonus to the attack and damage rolls. While within the mirror, you have total cover. A creature can enter the dome freely; however when trying to leave, it must make either break one of them with a Strength or Dexterity saving throw. On a failure, you can make an attack of opportunity. This doesn’t use your reaction. While this lasts, you cannot use other jutsu.
S Rank Jutsu
Wolf Fang Avalanche
Cost: 32 chakra
Range: 40 ft cube
As an action, an avalanche of snow pours out from your ft that reaches high into the air before falling onto all creatures in the area. The snow forms into wolf-like apparitions. The target’s must make a Constitution saving throw. On a failure, it takes 20d8 + your Intelligence modifier cold damage and are restrained until it uses an action and all of its movement to dig itself out. Half as much damage on a success.
Lava Release Jutsu
The lava release is a combination of earth and fire chakra used to superheat the ground beneath the user to form volcanic materials such as rubber or lava.
Basic Lava Style Ability
Range: Self
Duration: 1 hour
As a bonus action, you gain the ability to walk on lava as if you were walking on water and take no damage. You also reduce any fire damage taken you take by 1d12 + your Constitution modifier
D Rank Jutsu
Melting Apparition
Cost: 1 chakra
Range: 10 ft
As an action, you manipulate a strong acidic mud flow capable of corroding flesh. Make a ranged spell attack. On a hit, the target takes 2d6 + your Intelligence modifier acid damage. You can use this to melt locks or doors that are no more than 3 inches thick or made of adamantine.
C Rank Jutsu
Quicklime Congealing
Cost: 4 chakra
Range: 25 ft
As an action, you expel a large quantity of quicklime from your mouth. Make a ranged spell attack. On a hit, the target takes 2d4 + your Intelligence modifier bludgeoning damage and be restrained. The target can use an action to make a Strength saving throw. On a success, it’s no longer restrained.
B Rank Jutsu
Rubber Defense
Cost: 8 chakra
Range: Touch
Duration: 1 minute
As an action, you create a short tube of vulcanized rubber on yourself or an ally. The target gains a +5 bonus to AC and immunity to lightning damage. It cannot make an attack from inside it and your movement speed is decreased by 5 ft.
A Rank Jutsu
Scorching Rocks
Cost: 18 chakra
Range: 50 ft
As an action, you expel a large amount of lava from your mouth which quickly solidifies into multiple boulders of molten rock that are fired towards the target with tremendous force. You fire four boulders. Make a ranged spell attack for each. On a hit, the target takes 4d6 + your Intelligence modifier fire plus 2d4 bludgeoning damage.
S Rank Jutsu
Crimson Flame
Cost: 30 chakra
Range: 60 ft
As an action, you gather lava chakra in your hand and fire a series of projectiles. The projectiles explode in red fiery blasts in 10 foot radius. Each creature in the area must make a Dexterity saving throw. On a failure, it takes 8d10 + your Intelligence modifier fire damage plus 7d8 force damage and is pushed 30 ft away. Half as much damage on a success.
Magnet Release Jutsu
The magnet release is the fusion of wind and earth chakra. It allows the user to manipulate magnetic metals like gold and iron. Gold dust and iron sand are formed automatically for attacks, but disperse after the attack.
Basic Magnet Style Ability
Range: 30 ft
As an action, you can pull any magnetic object within range 10 ft towards you. You can also manifest dust and create small jewelry that disintegrates when you are no longer within 5 ft of it. You gain advantage on Persuasion checks with nobles and traders while wearing such jewelry.
D Rank Jutsu
Gold Spear
Cost: 2 chakra
Range: 10 ft
As an action, you create a spear of gold and send it at a target. Make a ranged spell attack. On a hit, the target takes 1d8 piercing plus 1d8 + your Intelligence modifier force damage.
C Rank Jutsu
Iron Needle Bomb
Cost: 4 chakra
Range: 30 foot radius
As an action, you create an orb of iron sand and then forcefully disperses it into needles in a circle around you. All other creatures in the area must make a Dexterity saving throw. On a failure, the creatures take 2d10 + your Intelligence modifier piercing damage.
B Rank Jutsu
Iron Sand Drizzle
Cost: 8 chakra
Range: 40 ft line
As an action, you release gunshot-like particles of Iron Sand. Each creature in the line must make a Dexterity saving throw. On a failure, it takes 5d8 piercing plus 2d4 + your Intelligence modifier force.
A Rank Jutsu
Magnet Rise
Cost: 15 chakra
Duration: Concentration, 1 minute
Range: Touch
As a bonus action, you’re able to magnetize anything you touch. As a bonus action, while concentrating on this, you can magnetize an additional object or creature. If a creature is magnetized, you can make attack rolls against the creature with metal weapons and have advantage or disadvantage (your choice). Magnetized objects can be moved 10 ft per round.
Creation
Cost: 4 chakra
Range: Touch
As an action, you can form weapons out of iron and gold dust. The weapons are not structurally sound and will shatter back into dust after two strikes. You can make six kunai, senbon, or shuriken, two shortswords, one longsword, or one greatsword. You are proficient with weapons you make
S Rank Jutsu
Gold Dust Imperial Funeral
Cost: 32 chakra
Range: 100 foot radius
As an action, the ground around you overflows with gold dust covering every creature of your choice, and you are lifted into the air by a cloud of gold dust. Each creature must make a Constitution saving throw. On a failure, it takes 20d10 + your Intelligence modifier bludgeoning damage, is paralyzed until the end of your next turn. Half as much damage on a success.
Scorch Release Jutsu
The scorch release is the fusion of wind and fire chakra. While it can be seen as normal fire jutsu, it's on a completely different level. The flame from this Chakra Release is enough to evaporate the moisture inside of someone's body from the outside. These attacks deal damage through objects, so cover doesn't make affect Scorch Style jutsu. It can also melt most wooden objects on impact.
Basic Scorch Style Ability
Range: Self or 120 ft (for the fog cloud)
Duration: 1 hour
As an bonus action, you enter a state of super heating and increase the temperature surrounding your body drastically. As a reaction when hit with a nonmagical melee weapon, you can expend 5 chakra, to super heat it. The target must make a Constitution saving throw. On a failure, it takes 1d10 + your Intelligence modifier fire damage and drops the weapon.
Alternatively, as an action for the duration, you can target up to 5 cubic ft of water within range and evaporate it in the blind of an eye. You create a 20-foot-radius sphere of fog centred at the source of water. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
D Rank Jutsu
Demon Lantern
Cost: 1 chakra
Range: 30 ft
As an action, you summon an orb of fire that takes the shape of a skull. Make a ranged spell attack. On a hit, the target takes 1d10 + your Intelligence modifier fire damage.
C Rank Jutsu
Bomb Blast Dance
Cost: 5 chakra
Range: 30 foot cone
As an action, you expel fire from your mouth in a large stream. Each creature in the area must make a Constitution saving throw. On a failure, a creature takes 2d6 + your Intelligence modifier fire damage. Half as much damage on a success.
B Rank Jutsu
Incinerating Flare
Cost: 12 chakra
Range: 40 ft
As an action, you form a large ball of heat as bright as the sun. You throw it at a point in range, violently exploding on impact. Each creature in a 10 ft radius of the point must make a Constitution saving throw, taking 5d8 + your Intelligence modifier fire damage and a level of exhaustion on a failure. Half as much damage on a success.
A Rank Jutsu
Great Blaze Ball
Cost: 20 chakra
Range: 100 ft
As an action, you exhale a meteor-sized sphere of fire that carries the enemy away and causes a massive explosion on impact. Make a ranged spell attack. On a hit, the target takes 15d10 + your Intelligence modifier fire damage and must make a Constitution saving throw. On a failure, its movement speed is reduced to 0 until the end of its next turn due to most of the moisture in its body evaporating.
S Rank Jutsu
Extremely Steaming Murder
Cost: 32 chakra
Duration: Concentration, 1 minute
Range: 100 ft
As an action, you create three flaming orbs that resemble small suns. These orbs rotate around you. As an action, you can send one of these at a creature within range. Make a ranged spell attack. On a hit, the target takes 10d10 + your Intelligence modifier radiant damage and two exhaustion levels. A creature reduced to 0 hit points by this dies as all the water inside its body evaporates, leaving it a mummified corpse and disintegrating all of its equipment is unless it is magical. Each orb dissipates after hitting two targets or when you lose concentration.
Storm Release Jutsu
The storm release is a natural combination of water and lightning. These two combine to make a lightning that flows with fluidity like water.
Basic Storm Style Ability
Time: 24 hours
Range: Self (5-mile radius)
Duration: Concentration, up to 8 hours
You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this jutsu. Moving to a place where you don't have a clear path to the sky ends the jutsu early.
When you use the jutsu, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 × 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the jutsu ends, the weather gradually returns to normal.
Additionally, if cast during a lightning storm, you can concentrate on redirecting lighting up to 200 ft away from you.
D Rank Jutsu
Light Fang
Cost: 1 chakra
Range: 10 foot line
As an action, you generate a sharp thin stream of light from your mouth. Each creature in the area must make a Constitution saving throw, taking 1d10 + your Intelligence modifier piercing or radiant damage on a failure.
C Rank Jutsu
Light Pillar
Cost: 4 chakra
Range: 15 foot radius
Duration1 minute
As an action, you make an extremely bright light that appears to emanate from your body. Each creature in the area must make a Constitution saving throw or be blinded for 1 minute. At the end of each of its turns, a creature can repeat the Constitution saving throw. On a success, it is no longer blinded.
B Rank Jutsu
Thunder Cloud Inner Wave
Cost: 10 chakra
Range: 15 foot radius
Duration: Concentration, 1 minute
As an action, you generate a thunder cloud in the radius around you that follows you. Each creature that ends its turn within the cloud or enters the cloud for the first time on a turn takes 2d6 + your Intelligence modifier lightning damage. This cloud heavily obscures the area for any creature other than you.
A Rank Jutsu
Demon Lightning Storm
Cost: 16 chakra
Duration: Concentration, 1 minutes
Range: 40 foot radius
As an action, you create a large thunder cloud 40 ft in the air covering a 40 ft radius. Any lightning damage dealt to a creature other than you under the cloud deals an additional 2d6 lightning damage. As an action, you can also summon a bolt of lightning. Each creature in a 10 ft radius of a point under the cloud must make a Dexterity saving throw, taking 10d6 + your Intelligence modifier lightning damage (already includes additional 2d6) on a failure. Half as much damage on a success.
S Rank Jutsu
Laser Circus
Cost: 26 chakra
Range: 90 ft
As an action, you create eight beams of concentrated lightning and shoot them at a creature. Each beam can hit up to two creatures. Each creature must make a Dexterity saving throw, taking 10d8 + your Intelligence modifier lightning or radiant damage on a failure. Half as much damage on a success. If you target a creature with more than one beam, it has disadvantage on the saving throws.
Swift Release Jutsu
The swift release is a combination of wind and lightning styles to enhance the user's physical abilities and speed. Users of this style are rare, but often legendary for their amazing speeds.
Basic Swift Style Technique
Range: Self
Duration: 1 minute
As a bonus action, you can increase your movement speed by 30 ft.
You can also permanently use your Unarmored Movement feature while wearing armor.
D Rank Jutsu
Surge
Cost: 6 chakra
Duration: 1 minute, concentration
Your perception of the world slows down as lightning surges through your body, enhancing your processing speed.
Your speed doubles for the duration and you gain an additional action and bonus action, gain a +1 bonus to AC as well as having advantage on dexterity saving throws. A wave of lethargy sweeps over you as soon as the jutsu ends: you are unable to move or take any actions until the end of your next turn.
C Rank Jutsu
Shadowless Flight
Cost: 3 chakra
This technique requires Surge to be active. You move at instantaneous speeds, rapidly striking your target at various angles while avoiding any opposition regardless of the target's speed or strength.
As an action, choose a target within melee range and roll 4d6. The target takes the result in damage of the same damage type as your chosen weapon. This counts as an attack with your chosen weapon for the purposes of resistance and immunities.
B Rank Jutsu
Unseen Passage
Cost: 2 chakra
This technique requires Surge to be active. You analyze the path of perception of the people around you and move in their blindspots.
As a bonus action used to cast this jutsu, you take the Hide action with advantage. For the remainder of Surge's duration you remain Hidden even after attacking. On your turn, you can replace your current stealth roll with another as an action still at advantage.
A Rank Jutsu
Crowd Control
Cost: 6 chakra
This technique requires Surge to be active. This version of Shadowless Flight is modified to target multiple targets.
As an action, you can target any creature in a cone or circle the size of half of your current speed. Each creature of your choice in range must roll a dexterity saving throw and suffer the effects of Shadowless Flight. On a success, they take half damage.
S Rank Jutsu
Superstorm
Cost: 22 chakra
Range: 40 foot radius
Duration: 1 minute, concentration
As an action, you summon a super storm concentrated in a 40 foot radius that follows you for 1 minute.
Creatures of your choice inside the super storm have their movement speed halved and must roll a constitution saving throw at the start of each turn they spend inside the super storm. On a failure, they suffer a level of exhaustion.
While this jutsu is active, you can concentrate on both Surge and Swift Release: Superstorm and must roll the concentration saving throws independently of each other.
Vapor Release Jutsu
The vapor style release combines fire and water chakra to weaponize steam.
Basic Vapor Style Ability:
Cost: 1 chakra
Duration: 1 minute
As a bonus action, you can spend 1 chakra. For the next minute your long jump and high jump distances are doubled.
D Rank Jutsu
Steam Jet
Cost: 1 chakra
Range: 10 foot cone
As an action, you release a stream of steam from your mouth. Each creature in the area takes 1d12 + your Intelligence modifier fire damage.
C Rank Jutsu
Radiant Steam
Cost: 5 chakra
Range: 30 foot radius
As an action, you radiate steam from your entire body. Each creature in the area must make a Constitution saving throw, taking 2d10 + your Intelligence modifier fire damage on a failure. Half as much damage on a success.
B Rank Jutsu
Corrosive Jet
Cost: 8 chakra
Range: 60 foot line
As an action, you release a more powerful and corrosive jet of steam. Each creature in the area must make a Constitution saving throw, taking 10d8 + your Intelligence modifier acid damage on a failure. Half as much damage on a success.
A Rank
Petrifying Steam
Cost: 14 chakra
**Range: **60 ft
As an action, you make a blast of steam. A creature in range must make a Constitution saving throw, becoming petrified for 1 minute on a failure.
S Rank Jutsu
Corrosive Explosion
Cost: 20 chakra
Range: 90 ft
As an action, you make an explosion of corrosive steam. Each creature in a 60 foot radius of a point in range must make a Constitution saving throw, taking 8d8 + your Intelligence modifier acid damage, pushing the creature to the edge of the radius, and falling prone on a failure. Half as much damage on a success.
Wood Release Jutsu
The wood release is made up of techniques that mix earth and water chakra to create wood. flowering trees.
Passive Wood Style Ability
Cost: 0-10 chakra
Range: 30 ft
As an action, you can summon small trees and poles of wood from the earth as well as your body to create one of the following effects within a 5 foot cube:
- You cause the newly grown wood to form into simple shapes and animate at your direction.
- You envelop the targeted area with irregularly grown roots and branches and cause the area to become difficult terrain. Alternatively, you can cause the branches to clear a path and turn it into normal terrain if it is already difficult terrain.
- You create a barrage of branches and trees that shoot up and fill the targeted area. A creature standing behind this wall of wood can use it as cover.
You can return any wood you create back into the earth as a bonus action. Wood created this way cannot be used to deal damage directly, however it can be used to block paths and bar off areas. Your wooden creations have an AC of 11 and a number of hit points equal to your level plus your Intelligence modifier. You can spend additional chakra at the time of using this jutsu to increase the targeted area by 5 ft per 2 chakra spent.
D Rank Jutsu
Four-Pillar House
Cost: 5-20 chakra
As an action, you use your wood style to create a square house. The house has an AC of 14 and a number of hit points equal to 40 + your Intelligence modifier. The house can be empty or furnished (strictly wood and earth) and provide cover from the elements. Each floor is one room, and a balcony surrounds the second floor.
- 20 ft by 20 ft by 30 ft. Single floor. Empty. Can hold 4 medium creatures comfortably. 5 chakra.
- 20 ft by 20 ft by 30 ft. Single floor. Furnished. Can hold 4 medium creatures comfortably. 10 chakra.
- 30 ft by 30 ft by 60 ft. 2 floors. Empty. Can hold 8 medium creatures comfortably. 10 chakra.
- 30 ft by 30 ft by 60 ft. 2 floors. Furnished. Can hold 8 medium creatures comfortably. Creatures who spend an entire long rest in this house gain 1d6 + your Intelligence modifier temporary hit points. 15 chakra.
- 40 ft by 40 ft by 80 ft. 3 floors. Empty. Can hold 12 medium creatures comfortably. 15 chakra.
- 40 ft by 40 ft by 80 ft. 3 floors. Furnished. Can hold 12 medium creatures comfortably. Creatures who spend an entire long rest in this house gain 2d4 + your Intelligence modifier temporary hit points and increases its movement speed by 10 ft until it finishes a long rest. 20 chakra.
If the house is destroyed, all creatures inside takes 2d10 bludgeoning damage.
Stocks
Cost: 1 chakra
Range: 30 ft
As an action, you make a set of stocks that form around the target. The target must make a Strength saving throw. On a failure, it is restrained. To break out, the restrained target can use its action to repeat the Strength saving throw. On a success, the target escapes and is no longer restrained.
C Rank Jutsu
Wood Dome
Cost: 5 chakra
Duration: 5 minutes
As an action, you manipulate the roots in the ground to create a 10 ft radius wooden dome. This dome provides total cover from the front. It has 100 hit points and an AC of 16. It is vulnerable to fire and magical slashing damage. At the start of your turn, it regains 1d6 hit points, unless it has taken fire damage this round.
B Rank Jutsu
Wood Dragon
Cost: 10 chakra Duration: Concentration, 1 minute Range: 60 ft As an action, you create a huge wooden dragon. The dragon has 60 hit points. If destroyed, as an action, you can reform the hand signs to reform it with 60 hit points. As a reaction, when a creature targets you with an area of effect or attack, you can move the dragon in the way, it’s targeted instead. You can make the dragon action as a free action. It has the following statistics and the same ability scores and save DC as you:
- Speed 60 ft fly
- Multiattack. It can make one bite attack and two claw attacks.
- Bite deals 1d8 piercing damage
- Claw deals 1d6 slashing damage
- Grapple. The dragon uses the grapple attack.
- Breath Weapon (5-6 recharge). Each creature is a 20 ft cone must make a Dexterity saving throw. On a failure, it takes 2d8 bludgeoning damage.
- Self-Destruct. The wood dragon can be sacrificed, ramming itself into a target at high speeds. Make a ranged spell attack. The target is pushed 40 ft away and takes 4d8 bludgeoning damage.
A Rank Jutsu
Deep Forest Emergence
Cost: 20
Range: 40 ft radius, 20 ft high
As an action, you force a small plant to grow into a forest in an instant. The trees to grow in a dense 40 ft radius, 20 ft high forest around you. You and creatures you choose are lifted by a root into the air. All other creatures in the area must make a Dexterity saving throw, taking 5d12 + your Intelligence modifier bludgeoning damage. Half as much damage on a success. The forest is difficult terrain to all creatures but you. As a bonus action, you can spend 4 chakra to make a large branch from the forest attack one creature. Make a melee spell attack. On a hit, it takes 3d12 piercing or bludgeoning damage.
S Rank Jutsu
Great Spear Tree
Cost: 32 chakra
Range: 50 ft radius, 60 ft high
Duration: 1 minute
As an action, you summon a tangle of roots that surround you. Each creature other than you the area must make a Dexterity saving. On a failure, it takes 20d8 + your Intelligence modifier piercing damage and is restrained by the dome. Half as much damage on a success. If a creature is reduced to 0 hit points by this damage it dies. The body is crushed and the blood seeps into the roots giving them a red tinge. To break out, the restrained target can use its action to make a Strength saving throw. On a success, the target escapes and is no longer restrained. As an action, you can make a spell attack against a creature in the area. The target takes one of the following of your choice.
- Vine: On a hit, the target is knocked prone and takes 2d8 + your Intelligence modifier bludgeoning damage.
- Branch: On a hit, the target takes 4d8 + your Intelligence modifier piercing damage.
- Log: The target must make a Dexterity saving throw, taking 8d8 + your Intelligence modifier bludgeoning damage. Half as much damage on a success. This can only be used once every other round.
Yin-Yang Release Jutsu
This release can only be used while in Sage Mode. It is the manipulation of Yin chakra, the energy of the spiritual world, and Yang chakra, the energy of the physical world.
Basic Yin-Yang Release Technique
Cost: 0 or 7 chakra
Range: Touch
Duration: 1 minute (on self) or 1 round (on other creatures)
As a bonus action, you gain advantage on rolls to avoid the frightened condition. Alternatively, you can spend 7 chakra to grant this benefit to another creature withing range until the start of your next turn.
Yin Enhancement
Cost: Half the cost of the Jutsu
As a bonus action, when you use a jutsu, you make attack rolls with advantage, you can re-roll damage rolls, or you double the range for that jutsu.
Genjutsu Communication
Cost: 10 chakra
Range: Unlimited
Duration: Concentration, up to 1 minute
As an action, if you know the location of your target down to a 30 foot range. You project an image of yourself in front of the target, enabling you to converse with it. You can see and hear through this mirage, but you can not interact with the world around it.
Sound Release
Cost: 6 chakra
Range: 30 foot cone
As an action, each creature in the area must make a Constitution saving throw. On a failure, a creature has disadvantage on attack rolls until the end of its next turn.
Bringer of Darkness
Cost: 10 chakra
Range: 50 ft
Duration: Concentration, up to 1 minute
As an action, a target within range must make a Constitution saving throw. On a failure, its blinded until the jutsu ends. As an action, the target can repeat the saving throw.
Temple of Nirvana
Cost: 32 chakra
Range: 150 ft
As an action, every creature within range, other than you, sees white feathers falling from the sky and must make an Intelligence saving throw. On a failure, it falls unconscious. If the creature is CR or level 5 or lower it automatically fails. Creatures of CR or level 15 or higher have advantage. As a bonus action, you can end the effect on individual creatures. Dispel Magic or a similar effect can dispel it on individual creatures.
Path of Hatred
The Sharingan is an eye technique possessed by those of the Uchiha clan that is acquired through emotions, not power. Whether needing the power to protect others, or having so much hate that you will kill all in your way for what you want.
Foresight
At 2nd level, you acquire the power of the Sharingan and can activate it as a bonus action. You start with 1 tomoe, and you gain the following features while it's active:
- You gain a +1 bonus to AC.
- You have advantage on Wisdom and Dexterity saving throws.
- You have advantage on Perception checks.
The Sharingan lasts for 1 minute. At the end of which you must make a DC 15 Constitution saving throw. If you fail, you gain 1 level of exhaustion. On a success your Sharingan stays active for another minute, after which you must repeat the saving throw. The DC increases by 1 for every success. You can end this early at will, negating the need to make the saving throw. You regain use of this feature at the end of a short or long rest.
Illusion
At 5th level, your Sharingan gains a second tomoe. While your Sharingan is active, you gain the following features:
- The bonus to your AC increases to +2.
- As a reaction, you can impose disadvantage on one attack against you. You have a number of uses for this equal to 1 + your Intelligence modifier. You regain all uses once your Sharingan ends.
- You automatically detect visual illusions and genjutsu and succeed on saving throws against them. This effect can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of Common metal, a thin sheet of lead, or 3 ft of wood or dirt.
Replication
At 9th level, you have gained the third and final tomoe. You can now activate the Sharingan as a free action instead of a bonus action. In addition, you can use your Sharingan a number of times equal to your Intelligence or Constitution modifier (minimum of 1). While your Sharingan is active, you gain the following benfits:
- The bonus to your AC increase to +3.
While your Sharingan is active, as a reaction, you can copy someone else's action provided you can see them. If the action is a spell with somatic components and doesn't consume a material component or require one with a price, then you can replicate it at a cost of 2 chakra per spell level using your own chakra.
If the action is a class feature, you can replicate it at a chakra cost equal to the level the feature is unlocked at. This includes Extra Attack, Flurry of Blows and Maneuvers. Class features beyond those three are up to the DM's discretion. Class Features copied in this way are memorized and can be used until the end of your next long rest.
If the action is a jutsu or taijutsu, you can replicate it at a chakra cost equal to or more (if the Jutsu allows it) than the chakra used by the creature copied. Jutsu and taijutsu copied in this way are permanently learned.
You cannot copy or learn a Chakra Release Jutsu if you do not have the required Chakra Types for it (e.g., Ice Release Jutsu can only be copied if you know both the Water and Wind Chakra Types). You cannot copy or learn monster abilities (such as a basilisk's Petrifying Gaze).
You have a number of uses for this equal to 1 + your Intelligence modifier. You regain all uses once your Sharingan ends.
Mangekyō
At 13th level, you have mastered your traditional Sharingan. You have unlimited uses of your Sharingan. You also gain the power of the Mangekyō Sharingan if you witness someone close to you die by unnatural means. When you activate your Sharingan, or as a bonus action while it’s active, you activate your Mangekyō Sharingan. Instead of having a red background with a black circle, your eyes change into a form unique to each person, normally in the shape of a pinwheel in some way.
The Mangekyō allows its owner to use one of the special jutsu listed below:
Kamui
This Space-Time jutsu enables a user to open an entrance to a pocket dimension anywhere within 100 ft of themselves. This dimension is filled with 20 ft gray cubes and is illuminated by dim light. You specifically gain two techniques of Kamui, Long-range Kamui and Short-range Kamui, each belonging to one eye.
Long-range Kamui
As an action, you can target a sphere with a radius of up to 15 ft within your 100 ft range to attempt to warp any object or creature into the pocket dimension, the sphere cannot be targeted anywhere within 10 ft of you. Any creatures within the sphere must succeed on a Dexterity saving throw or be pulled into the pocket dimension. A willing creature can choose to fail the saving throw and instantly be bought into the pocket dimension. If used on an object or creature that is larger than the targeted area, such as the ground, only the part of the object within your range is brought into the dimension, and creatures must succeed on a Dexterity saving throw or take 6d6 force damage, or half damage on a success as their matter stretches supernaturally attempting to enter your pocket dimension.
Short-range Kamui
As an action, or as part on your attack action, you can slowly transfer yourself or another creature into the pocket dimension. When you target a creature with an unarmed strike you can forgo the damage in order to apply the effects of your Kamui to your strike. The creature hit by this attack is transported safely into your pocket dimension at the end of your turn. A willing creature does not need to be hit with an unarmed strike and is instead simply transported to your pocket dimension. When you target yourself with your Short-range Kamui, you are only transported at Initiative count 20, otherwise, if you aren't in combat, you are transported 6 seconds later. Additionally, when you use your Short-range Kamui on yourself and you haven't used it or your Long-range Kamui before during this turn, you can spend 5 chakra to transport yourself instantly.
Additionally, as a bonus action, you can summon anything from the dimension to an empty space up to 15 ft from you. You can travel long distances by emerging miles away from where you originally entered your pocket dimension, as an action you can spend 5 chakra per 10 miles you want to travel, you emerge from your pocket dimension at at a point of choosing within the distance equivalent to the chakra spent. When you emerge, you are placed in a empty space as close to the point of your choosing as possible. Also, you are able to increase the targeted area of your Kamui by 5 ft per 5 chakra spent for the purpose of bringing in larger structures or creatures.
While inside the dimension, creatures do not need to eat or drink and do not age. If something is removed from the dimension, creatures inside it can make a Dexterity saving throw against your Spell save DC to try to escape to a space within 15 ft of you.
Tsukuyomi
This genjutsu is activated by looking a creature in the eyes. As an action, choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed in an infinite dream until you lose concentration or your Sharingan ends. You can cast this jutsu an amount of times equal to the amount of eyes you have. You regain all uses after you finish a long rest.
Izanagi
You apply a Kinjutsu, or forbidden jutsu, to yourself known as the Izanagi. As a reaction when you would die, you instead form the hand seals and fade away from existence for a moment only to reappear at any point within 15 ft of your original position at full hit points with any previously missing limbs or organs. This causes the used Sharingan to go blind.
Susanoo
At 17th level, you have attained the pinnacle of power from your Sharingan, the Susanoo. This form allows you to cover yourself in a protective aura. As an action, you activate the form of a skeletal structure and gain the following features:
- Your size becomes large
- You gain a +3 bonus to AC
- Your unarmed strikes deal 2d10 magical bludgeoning damage with a reach of 10 ft.
If you hit with a melee weapon attack, you can use a bonus action to attempt grapple the target with advantage. While grappling a creature in this way, you can attempt to crush it. It must make a Constitution saving throw. On a failure, it takes 4d8 magical bludgeoning damage and it’s restrained until the end of your next turn. This form lasts for 1 minute. You can't use this feature again until you finish a long rest.
Perfect Susanoo
After using your Susanoo a number of times equal to your Intelligence modifier, you acquire the final form of your Susanoo. The form looks like an armored human body with a mask of your choosing. In this form, your size becomes Huge, you gain a +5 bonus to AC, you gain a 60 ft fly speed, and your reach with any weapon is increase by 10 ft (15 ft for weapons without the reach property). You are placed at the center of the Susanoo's head and cannot be pulled from it. You can allow an ally into it causing any attack that would target them to target you, however the ally cannot effect anything outside of it from within. This form lasts for a number of minutes equal to half (rounded up) your Intelligence or Constitution modifier (minimum of 1). When it ends you gain two levels of exhaustion. You can't use this feature again until you finish a long rest.
In addition, you gain one of the following weapons while in Susanoo:
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If you have a good alignment, you gain a green lance that has a reach of 30 ft. The lance deals 4d10 magical piercing damage. As an action, you can shoot a bundle of 50 needles in a 15 ft wide and 60 ft line. Each creature in the area must make a Dexterity saving throw, taking 3d6 magical piercing damage. Taking half as much on a success. You can't use this feature again until you finish a long rest.
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If you have an evil alignment, you gain a bright orange long sword. It has a reach 15 ft and deals 3d12 magical slashing damage plus 1d8 fire damage.
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If you have a neutral alignment, you gain a large purple bow which sits across the Susanoo's arm. This bow has disadvantage at a range of 20 ft or closer. It has normal range of 80 ft and a long range of 300 ft. The bow deals 3d8 piercing and 2d6 cold, fire, or lightning damage.
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If you have a chaotic alignment, you gain two dark blue shortswords. They have a reach of 10 ft and deal 2d6 slashing damage. When you take the Attack action, you can make two additional attacks.
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If you have a lawful alignment, you gain 30 light blue Mangekyō shaped shuriken. They have a thrown range of 60/120, and do not have disadvantage when used at 5 ft. They deal 2d8 magical slashing damage. Each creatures hit by these shuriken must make a Dexterity saving throw or be moved to an open space within 60 ft of you of your choice.
Sharingan Implantation
The Sharingan can be stolen and implanted into another person's eye(s), granting them the use of the basic Sharingan up to 13th level.
Path of Sight
The Byakugan is a Dōjutsu possessed by those of the Hyuga clan who are born with their pupils and irises replaced with a white circle contained in a very thin black line. Through this path, you gain access to the Gentle Fist style of combat.
Byakugan
At 2nd level, you gain a +5 bonus to Perception, this is also added to your Passive Perception, and you cannot be surprised while conscious. As a bonus action, you can activate your Byakugan. You gain 30 ft of blind sight. You can also see in 360 degree vision in a 15 foot radius. You must have your Byakugan activated to perform certain jutsu detailed later in this class. After 1 hour of having your Byakugan activated, you must succeed a DC 15 Constitution saving throw, otherwise the Byakugan deactivates and you take 1d6 psychic damage. Your Byakugan can be activated or deactivated at will.
Chakra Disruption
At 5th level, while Byakugan is active, when you hit a creature with your unarmed strike. You can expend 2 chakra to force the target to make a Constitution saving throw. On a failure, the target cannot cast spells of 1st level or higher or use any jutsu feature that uses chakra until the end of your next turn. However, it may continue to concentrate on spells or jutsu that it cast before being affected by Chakra Disruption.
You gain access to the following while Byakugan is active:
Focused Byakugan
Cost: 2 chakra
Duration: 1 hour
As an action, you have darkvision out to a range of 120 ft, you can see invisible creatures, and your sight is not hindered by highly obscured areas(including spells such as darkness).
Rotation
Cost: 3 chakra per turn or 9 if used as a reaction
Duration: Until the beginning of your next turn
As an action or a reaction (if you are targeted by a range attack), you rapidly spin while pulsating your chakra. Rotation affects a 10 ft sphere around you. If a creature is in that area, they must make a Strength saving throw or be pushed back 10 ft and knocked prone. If a creature touches the rotation, they must succeed a Dexterity saving throw or take 1d8 + your Intelligence modifier force damage. Ranged attacks that must pass within the sphere have disadvantage, and you gain resistance to nonmagical bludgeoning, piercing, and slashing damage.
Air Palm
Cost: 4-7 chakra
Duration: Instantaneous
As an action, you send a blast of wind through your palm with a range of 60 ft. Make a ranged spell attack. The target takes 2d12 thunder damage on a hit. Whether or not it hits, the targeted creature must make a Strength saving throw. On a failure, it is pushed back 10 ft. As a bonus action, you can use 3 more chakra to do make an unarmed strike with advantage.
9th Level Byakugan Jutsu
At 9th level, you gain the following jutsu while your Byakugan is active:
Heavy Palm
Cost: 1 chakra
Range: Unarmed strike reach
As a bonus action, after making an unarmed attack, you can attempt to stun the creature. It must succeed a Constitution saving throw or be stunned until the end of your next turn.
Eight Trigrams Sixteen Palms
Cost: 8 chakra
Range: Unarmed strike reach
As an action, you can make an unarmed strike against a single target, precisely striking them 16 times. This attack does 4d8 force damage, and the target must make a Constitution saving throw. On a failure, its stunned until the end of your next turn.
Gentle Step Twin Lion Fist
Cost: 12 chakra
Range: Unarmed strike reach
As an action, make a spell attack, you strike your opponent along their chakra network. It takes your unarmed die damage and must succeed a Constitution saving throw. On a failure, it loses 1d4 of its lowest spell slots, 1d12 of its ki or chakra, or 1d4 from an ability score of your choice. It takes an extra 1d4 necrotic damage for each spell slot, ki or chakra, or ability score reduction it takes. This reduction lasts until the creature finishes a short or long rest.
Perfect sight
At 13th level, while your Focused Byakugan is active, you can see through walls unless your vision is blocked by more than 2 ft of stone, 6 inches of metal, or 6 ft of wood or dirt. There is no color beside the chakra network inside of living creatures. Everything else is black and white.
Eight Trigrams 64 Palms
At 17th level, you gain the following jutsu while your Byakugan is active.
Eight Trigrams 64 Palms
Cost: 40 chakra
As an action, you make an unarmed strike against a target, precisely striking them 64 times. The target takes 16d10 force damage, and the opponent must make a Constitution saving throw. On a failure, it is stunned and paralyzed for 1 minute. It can remake the saving throw at the end of its turn.
Byakugan Implantation
The Byakugan can be stolen and implanted into another person's eye(s), granting them the use of the basic Byakugan up to 13th level.
Path of the Exalted
Those following this path make use of the Rinnegan. This eye consists of a purple base with ripples emanating out from it. It is the last of the 3 great Dōjutsu, and is often revered as a myth. One who wields it takes up the mantle as either a “God of Creation,” bringing peace to warring nations, or as a “God of Destruction,” destroying all in their wake, reducing the realm to ashes. The only way to obtain this eye is to receive the chakra of its original user, Hagoromo Ōtsutsuki, recreating it through the chakra of his sons, or to steal the eye entirely.
Chakra Detection
At 2nd level, you can sense the flow of chakra in all living things. You gain expertise in Arcana. As a bonus action, you can attempt an Arcana check (DC 10 + the target's bonus to Deception) to learn how many spell slots, ki, chakra, and other such things that a creature has. The DC to discover hit points in this manner is 10 + the target's Constitution Modifier.
In addition, you can sense the presence of magic and chakra within 100 ft of you. If you sense magic or chakra in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears either or both, and you learn its school of magic or the chakra technique used, if any.
This effect can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of Common metal, a thin sheet of lead, or 3 ft of wood or dirt.
Furthermore, you have 120 ft of truesight.
Chakra Chain
At 5th level, you can form physical chains out of chakra. As an action, you expend 5 or more chakra. The chains last for 10 minutes. Each chain created has a number of hit points equal to your Constitution modifier plus your level. As an action, you can use them to capture creatures within 60 ft. The target must succeed a Dexterity saving throw or be restrained. In order to escape, the chains binding it must be destroyed. Each creature can have any number of chains binding it. You create a number of chains equal to two plus one for every 2 additional chakra you expend.
Alternatively, you can attach chains to your arms, extending your unarmed strike reach by 10 ft. You can use a bonus action or reaction to divert any damage taken to your chains until your next turn.
Black Receivers
At 9th level, you can create up to five conduits for your chakra. When implanted into a living creature, they can use your jutsu. Both you and the implanted creatures can draw from each other’s chakra and known jutsu. If a creature does not have chakra or know jutsu, you gain 4+their Constitution modifier chakra per creature. When implanted in a dead body, it becomes a CR 2 or less NPC, as outlined on MM 342, under your control.
Rinnegan Ability
Every Rinnegan user has a different, unique ability. At 13th level, you gain one of the following:
Limbo
When you create shadow clones, you can make them invisible.
Space Shift
Cost: 5 chakra
Range: 500 ft
As an action, you teleport yourself to a space in range. You have to be able to see, visualize, or know the distance and direction, of the space. You can bring objects along if the weight doesn't exceed your carrying capacity.
You can also bring one willing creature within 5 ft of you, of your size or smaller. If the space is occupied, its occupants are teleported to your previous location.
You have a number of uses equal to your Wisdom modifier (minimum of 1), regaining all uses after you finish a long rest.
Escalation
Cost: 10 chakra
As a reaction, when you are targeted by a spell or jutsu that deals damage, you absorb it with one eye and as a bonus action, on a subsequent turn, you send it back with your other eye. If the spell would have hit creatures other than you, they are also not effected. The spell or jutsu uses the spell attack modifier and save DC of the original caster. When you roll for damage, you add your unarmed strike damage.
Shinra Tensei
Cost: 10+ chakra
Range: 5 foot radius
As an action, each creature within range must succeed a Dexterity saving throw or take 1d4 force damage and be pushed 5 ft away. You can add an additional 1d4 damage and 5 ft to the radius for every additional chakra expended. After 20 chakra, the ground and buildings within range take double damage.
Reviving the Dead
At 17th level, you completely master the Outer Path. You can spend 5 chakra, to cast the true resurrection spell. When cast in this way it does not have the 200 year time limit. You can expend 5 additional chakra, up to 45 total, to cast it on an additional creature for each 5 chakra, as part of the same action. The creatures are under your control as per the dominate person spell. Even so these creatures retain their knowledge and personality, and the body you create retains their physical abilities. It appears as any age you desire. If you wish you can sacrifice a humanoid creature before you cast it. If you don't, you must succeed a DC 25 Constitution saving throw or be killed instantly.
Rinnegan Implantation
The Rinnegan’s god-like status leads to it being a prime target to be stolen. When artificially implanted, the character gains Rinnegan abilities up to 15th level.
Path of the Celestial
Those who walk this path make use of the Tenseigan, which take the form of a pale blue eye with a white floral pattern surrounding the pupil. This Dōjutsu evolved into the Byakugan within one generation, and was exclusively wielded, save for a few rare cases, by one of the two progenitors of chakra, Hamura Ōtsutsuki. Hamura’s bloodline split into two clans, the Hyūga clan, that made use of the Byakugan, and the Ōtsutsuki, who lacked Dōjutsu. If the two are united, through Byakugan implantation or otherwise, they manifest a Tenseigan.
Partial Tenseigan
At 2nd level, you gain partial control over your Tenseigan. You gain a +5 bonus to Perception, this is also added to your Passive Perception, and you cannot be surprised while conscious. You gain a blindsight of 5 ft.
Dream-Speak
At 5th level, you can telepathically enter people's dreams. This also grants you the ability to telepathically communicate with creatures within 250 ft.
Banshō Ten'in
At 9th level, as an action, you can expend 10 chakra to make two creatures, huge or smaller in size, within 80 ft of you move against their will. You can use one of the following options:
- The creatures must make a Strength saving throw. If a creature fails it is moved to an unoccupied space within 5 ft of you and knocked prone.
- The creature must make a Dexterity saving throw. On a failure, a creature is moved to a space within 5 ft of each other. If they both fail, they are moved to a space half way between each other. If one or both is moved to the other, they both take 12d6 bludgeoning damage
Mastered Tenseigan
At 13th level, you gain total control of your Tenseigan. You can see up to 4 miles away clearly. Rain, fog, and dim light do not affect your sight. In addition, when you use a jutsu, you can expend a number of chakra up to your Passive Perception score. For every 5 chakra expended the range of the jutsu is doubled. For example, a justu with a range of 10 ft becomes 20 ft at 5, 40 ft at 10, 80 ft at 15, and 160 ft at 20.
Truth-Seeking Orbs
At 17th level, you gain the ability to summon various black, hand sized balls called Truth-Seeking Orbs as a bonus action. You can also dismiss them using a bonus action, turning them invisible and intangible.
These orbs are sleek and matte black and while active, they idly float behind your back, in a circular formation. These orbs are composed of all five basic Chakra Types and are shaped and moved accordingly to your will.
You have a maximum of 3 orbs. While in Sage Mode, you have a maximum of 6. While in Tailed Beast Avatar or Tenseigan Chakra Mode, you have a maximum of 9.
Whenever you're hit with a ranged or melee attack, you may weave your orbs in the trajectory of the attack, effectively blocking it. As a reaction, you can use your orbs to absorb the damage that the triggering attack would have otherwise dealt to you.
You also learn how to weave your orbs into weapons momentarily, arming yourself with useful tools where you would otherwise be unarmed. Whenever you make an attack with your unarmed strikes, you can use your orbs to increase the range of your attack by 10 ft. Every time you land one of these attacks, your orbs receive 1/4 of the damage dealt.
Each orb has 50 hit points. If an orb is bought down to 0 hit points, it is destroyed and disappears. All of your orbs regenerate at the end of a long rest.
Tenseigan Chakra Mode
At 17th level, you can infuse your body with your Tenseigan's unique chakra. When you enter Sage Mode, your gain a flying speed equal to your movement speed. In addition, while in Sage Mode, you gain the following jutsu:
Silver Tensei Baku
Cost: 40 chakra and 1 Truth-Seeking Orb
Range: 5 ft
As an action, you make a ranged spell attack against up to three targets in range, with a Truth-Seeking Orb surrounded by Tenseigan chakra. On a hit, you deal 20d10 force damage. The damage is divided by the number of targets hit and distributed equally among them. The targets must make a Strength saving throw. On a failure, it's pushed back 60 ft.
Golden Tensei Baku
Cost: 40 chakra and 1 Truth Seeking
Range: 150 ft
As a bonus action, you cloak an orb in golden chakra. Then, as an action, you extend it into a blade and make a range spell attack on a single creature. On a hit, it must make a Dexterity saving throw. On a failure, it takes 16d10 radiant damage or lose one limb of your choice. It takes half as much damage on a success.
Tenseigan Manifestation
The only way to acquire the Tenseigan is for a member of the Ōtsutsuki clan to implant a Byakugan into their own eyes. Manifesting a Tenseigan is extremely painful, paralyzing someone for 1d12 days. If a Tenseigan is removed from its owner’s eye or the owner dies, it fades into a Byakugan.
Path of the Beast
To walk this path, you must choose Jinchuriki for your Background. These shinobi draw their power from the incredibly powerful creatures contained inside them.
A Jinchuriki’s Tailed Beast can be removed from their body. If this happens, you must make a DC 20 Constitution saving throw or be killed instantly. If you succeed, you are reduced to 0 hit points, but stable, and you are paralyzed for 1d12 days. After which you can no longer have access to your subclass features.
Initial Release
At 5th level, as bonus action, you access a fraction of the power within to activate the Bijuu Cloak's Initial Release. Entering into this state reveals you as a Jinchuuriki to anyone that can see you and anyone who can detect magic or see chakra may make an Insight check. The DC equals the Jinchuuriki's Wisdom score to detect what creature they contain. While in this state, your appearance becomes feral, almost demonic and you gain the following benefits:
- All jutsu you know are reduced in chakra costs by 1, except for jutsu that only cost 1 chakra.
- Your movement speed is increased by 10 ft.
- At the start of your turn, you regain a number of hit points equal to your Constitution modifier.
- You have advantage on Strength and Dexterity check and saving throws.
This state ends at will or if you are knocked unconscious. If you use the feature for more than 1 minute in a row or more times than your Constitution modifier without resting, you must make a DC 20 Wisdom saving throw. On a failure, you lose control and you're forced into a Tailed Release (detailed below). The tailed beast inside you is now in control of your actions. This ends when you are knocked unconscious or if the tailed beast ends it willingly.
Tailed Release
At 9th level, while in Initial Release, as an action, you access a greater portion of the power to activate the Bijuu Cloak's Tailed Release. This resets the time limit. While in this state, your appearance shifts from feral to almost beast-like, and you are covered in translucent red energy that takes the shape of the tailed beast, becoming more defined and solid as the form stays active. They gain the following benefits in addition to the benefits of your Initial Release:
- Your unarmed strikes deal an additional 1d4 damage. This damage’s type is determined by their Bijuu (at the DM’s discretion).
- Your movement speed increases by an additional 5 x your Dexterity modifier ft.
- At the start of your turn, the amount of hit points you regain is equal to twice your Constitution modifier.
You can remain in this form for 1 minute, after which you must make the Wisdom saving throw as per Initial Release. You regain the ability to use this feature after a long rest.
Full Release
At 13th level, as an action, you access to the Tailed Beast’s full power. If you use this form without first defeating your beast in combat or earning its allegiance, can only use this form for a number of rounds equal to your Constitution modifier, after which your hit points are reduced to 0 and the beast is released onto the plane of existence you died on. Otherwise, you can enter and leave any form of the Kyuubi Cloak at will, as a bonus action, and you no longer have to make the Wisdom saving throw. While in this form, you gain the benefits of Initial Release and Tail Release, in addition to the following:
- Your size becomes large.
- At the start of your turn, you regain a number of chakra equal to your Constitution modifier.
Tailed Beast Avatar
At 17th level, when enter Full Release or Sage mode, you can activate both simultaneously. This form lasts as long as Sage Mode, and counts as its use. You gain the features of both forms and your size becomes Huge. While in this form, you also gain the following jutsu:
Tailed Beast Ball
Cost: 20
As an action, you gather a huge amount of chakra into your mouth and fire it in either a 10 ft wide 60 ft line or a 20 foot radius sphere. Each creature in the area must make a Dexterity saving throw, taking 10d10 force damage, being pushed to the edge of the area, and knocked prone on a failure. Half as much damage on a success. This jutsu ignores evasion.
Path of Youth
You have learned to harness and open chakra control points inside the body. These points in the body are called Gates. There are eight total gates inside the body, each one being more powerful, but also more detrimental as you open them. While attacking in any of the eight gates forms, you can only use unarmed attacks. The gates require a bonus action to unlock. The buffs are the number stated on the gate, not cumulative. If you enter a gate higher than first, this still counts as entering the gates prior to it, meaning if you enter the 5th gate that expends a use of the 1st and 3rd gate, however only the negative effects of the 5th gate set in.
- Your DC for any Path of Youth technique = 8 + your Dexterity modifier + your Proficiency bonus
Power of Youth
At 2nd level, you gain the Dynamic Entry jutsu.
Dynamic Entry
Cost: 4 chakra
Range: 40 ft
As an action, you do either a standing or running jump towards an enemy using one leg to kick them with intense speed and force. Make an unarmed strike attack. If the attack hits, the target takes 1d8 + your Dexterity modifier bludgeoning plus 2d4 force damage and must make a Dexterity saving throw. On a failure, it is pushed 20 ft away. If Dynamic entry is used when the target is unaware of you, you have advantage on the attack roll and the damage increases to 2d6 force.
1st Gate
At 2nd level, as an action, you can open the first gate, the gate of opening. This form lasts for 1 minute. When it ends, you are stunned until the start of your next turn. You have three uses, all of which are regained after you finish a long rest. While the first gate is open, you gain the following bonuses:
- You gain a +1 bonus to AC.
- You gain a +10 bonus to your movement speed.
- You gain a +3 bonus to attack and damage rolls.
Front Lotus
As an action, you hit one creature, forcing it to make a Dexterity saving throw. If it fails, it is pushed 20 ft into the air and it's stunned until the end of your next turn. On your next turn, you can use your action to moving behind them, grappling them, then pile driving them into the ground. It takes 2d10 force damage. If this attack misses, you can make an unarmed strike as a bonus action. A creature hit by this is immune to it for 24 hours.
3rd Gate
Starting at 5th level, as an action, you can open up to the 3rd gate, the gate of life. Upon opening this gate, your skin turns red from the blood rushing through your body. This form lasts 1 minute. You can use this twice. You regain all uses after you finish a long rest. You gain the following benefits:
- You regain an amount of hit points equal to your shinobi level + your Constitution modifier + your Proficiency bonus.
- You gain a +2 bonus to AC.
- You gain a +20 bonus to your movement speed.
- You gain a +5 bonus to attack rolls and a +4 bonus to damage rolls.
Reverse Lotus
As an action, you can execute a powerful kick against a creature. The target must make a Dexterity saving throw. If it fails, its pushed 20 ft into the air and its stunned until the end of your next turn. On your next turn, you can jump into the air and take the Attack action against it. As a bonus action, after the attack, you make a final diving attack into them, knocking you both to the ground dealing a 2d8 bludgeoning plus 2d8 force damage. After you use this technique the form ends immediately, you are knocked prone, and stunned until the start of your next turn. When you use this technique on a creature it is immune to it 24 hours.
5th Gate
At 9th level, as an action, you open the 5th gate, the gate of limit. This form lasts for 1 minute. When the form ends you gain a level of exhaustion and take 2d10 necrotic damage. You can't use this feature again until you finish a long rest. You gain the following benefits:
- You gain a +3 bonus to AC.
- You gain a +40 bonus to your movement speed.
- You gain a +7 bonus to attack rolls and a +5 bonus to damage rolls.
Great Dynamic Entry
Cost: 10 chakra
Range: 50 ft
Duration: Instantaneous
As an action, you do either a standing or running jump towards a creature using both legs to kick them with intense speed and force. Make a melee attack roll. If the attack hits, it takes 2d10 bludgeoning plus 3d6 force damage and must make a Dexterity saving throw. If it fails the save, it is pushed 50 ft away.
Morning Peacock
Cost: 20
As an action, you charge forward up to your movement speed and make five unarmed strikes against a single creature. Each attack that hits deals 2d8 bludgeoning damage plus 2d4 fire damage. The fire damage does not benefit from any gate form’s damage bonus. As the air is super-heated and flames fly out the back of the target, any creature behind it in a 20 ft cone must make a Dexterity saving throw, taking 3d6 fire damage on a failure. Half as much damage on a success.
7th Gate
At 13th level, you are a taijutsu expert able to unlock up to the 7th gate, the gate of Wonder. Unlocking this gate unlocks your bodies near full potential. Your blood flow increases giving you red skin, your veins begin to bulge, and you begin to sweat profusely, but with your body heat it evaporates the moment it leaves your body giving off the look of being covered in an aura of green energy. As an action, you open the gate. This form lasts 30 seconds. After the transformation ends, your muscle fibers are torn to shreds making moving and being touched painful. When this form ends, you gain three levels of exhaustion, fall prone, and if anyone tries to move you, and you take a 1d6 necrotic damage from the pain. You can open the 7th gate once; you can't use this feature again until you finish a long rest.
- You gain a +5 bonus to AC.
- You gain a +60 bonus to your movement speed.
- You gain a +9 bonus to attack rolls and a +7 bonus to damage rolls.
Hirudora
Cost: 30 chakra
As an action, you place one hand forward with the palm out you take your opposite hand, tapping the center of your palm, creating a massive amount of air pressure. Then punching forward, you form the symbol of a tiger’s head, sending the pocket of air outward and condensing onto a single point. Each creature in a 30 foot radius must make a Dexterity saving throw, taking 6d12 force damage. Half as much damage on a success.
Leaf Guillotine
Cost: 20 chakra
As an action, you move at high speed and appear above the target, slamming your heel into the back on its neck. Make an unarmed strike. The target takes 3d12 force damage and must make a Constitution saving throw. If it fails, it’s paralyzed and prone until the end of your next turn.
8th Gate
At 17th level, you are a taijutsu master, and have gained access to the eighth gate, the gate of Death. Upon opening this gate your body's blood flow is pushed to the max, heating you to the point that the sweat that is pouring out of your body evaporates fast enough that it becomes a red colored aura. If you end this form with 6 or more levels of exhaustion, your body begins to burn from the inside out, shortly after this process begins, you die.
As an action, you open the 8th gate. You can't use this feature again until you finish a long rest. While in this form, you gain two levels of exhaustion at the end of each of your turns. You can end this form as a free action. The downside to this path is the extreme strain it puts on the body. When this form ends, you take 8d12 necrotic damage. If this reduces you to 0 hit points, you are stable. If still conscious you are paralyzed for 1 minute. If you die from the 8 gates, you can only be brought back with the wish spell. You gain the following benefits while the 8th gate is released:
- You gain a +9 bonus to AC.
- You gain a +90 bonus to your movement speed.
- You gain a +15 bonus to attack rolls and a +8 bonus to damage rolls
Burning Youth, No holds barred, Full Power Dynamic Entry
Cost: 20 chakra
Range: 90 ft
As an action, you do either a standing or running jump towards a creature, using both legs to kick them with intense speed and force. Make an unarmed strike. If the attack hits, the target takes 4d10 + Dexterity modifier bludgeoning plus 5d6 force damage and must make a Dexterity saving throw. On a failure, it's pushed 80 ft away.
Evening elephant/ Sekizo Assault
Cost: 30 chakra
As an action, you land a series of four punches that increase in speed one after another using air pressure to injure the enemy, each punch deals 2d6 force damage and increases by 1d6 after each hit (max 5d6). The punch is strong enough to create a tunnel in the ground 1 mile deep, however this technique is only able to be used once. You can't use this feature again until you finish a long rest.
Night Guy
Cost: 45 Chakra or 6 levels of Exhaustion
Range: 70 ft
The Night Guy is considered to be the most powerful move a taijutsu master can obtain from eight gates released transformation. As an action, you enter a sprinters stance. In the stance, your aura gathers around you forming a dragons head in a 10 ft area around you. You launch yourself at a target within range. The kick is hard enough that if there is a wall behind the target, they crash through it. You and the target move in a 100 ft line from your starting location. The target takes 60d6 force damage. For this damage, immunity is reduced to resistance. After this attack, you leave the form.
Path of the Shadow
Users of this technique learn how to manipulate their shadows into deadly tools for their use. A user may use their shadow to paralyze a creature in place and force them to copy the user's movements.
Possession
At 2nd level, you can use Shadow Possession.
Shadow Possession
Cost: 5 chakra
Duration: Concentration, up to 10 minutes
Range: 30 ft in bright light, 60 ft in dim light
As an action, your shadow attaches to another creature, freezing it in place and causing them to mimic your actions. The target is restrained. To break out, the restrained target can make a Strength saving throw at the end of its turn. On a success, the target escapes and is no longer restrained.
Strangle
At 5th level, you can use Shadow Strangle.
Shadow Strangle
Cost: 4 chakra
As an action, while a creature is under the effects of Shadow Possession jutsu, you can create an additional shadow that forms into a hand and creeps up to the target’s neck, beginning to strangle it. At the start of its turn, it takes 1d10 + your Intelligence modifier force damage. The technique ends if shadow possession ends.
Piercing
At 9th level, you can use Shadow Piercing.
Shadow Piercing
Cost: 2 chakra
Range: 30 ft in bright light, 60 ft in dim light
As a bonus action, while Shadow Possession jutsu is active. Any creature who enters the range of this technique must make a Dexterity saving throw. On a failure, black spikes emerge from your shadow dealing 1d10 + your Intelligence modifier necrotic damage.
Imitation Field
At 13th level, you can use Shadow Imitation Field.
Shadow Imitation Field
Cost: 15 chakra
Duration: Concentration, up to 5 minutes
Range: 30 ft radius in bright light, 60 ft radius in dim light
As an action, you expand your shadow in a wide radius around you, ensnaring all creatures surrounding you by possessing their shadows. All creatures that start their turn on or enter the affected range are placed under the effect of Shadow Possession jutsu for the duration or until they leave the affected range.
Gathering
At 17th level, you can use Shadow Gathering.
Shadow Gathering
Cost: 2 minimum, 20 maximum
Duration: Up to 10 minutes
Range: 30 ft in bright light, 60 ft in dim light
You weave your shadow into a materialized black tendril that emerge from the ground, this tendril follows your command. For every 2 chakra spent beyond the initial cost, a new tendril materializes, to a max of 10 tendrils. All the tendrils act in unison during your initiative count.
The tendrils can stretch out to a range of 10 ft from their source and move anywhere within your shadows on your turn, including the shadows of creatures under your Shadow Possession jutsu. Small objects may be carried and manipulated as though the tendrils had half your Strength score, with fine manipulations, such as lock-picking or untying knots, possible at disadvantage to the roll in question. When you take the attack action, you can choose to have one of the tendrils deliver the attack in your stead, make a spell melee attack with reach of 10 ft, on a hit the target takes 1d10 + your Intelligence modifier piercing damage. A target hit this way must also succeed in a Dexterity saving throw or be placed under the effect of your Shadow Possession jutsu.
As an action, for 5 chakra, you can control all of your tendrils in unison to place a coordinated attack onto a creature within range, the creature must succeed on a Dexterity saving throw or take 1d10 + your Intelligence modifier piercing damage per tendril on a failed save and half as much on a success. Alternatively, you can arm your tendril with several items, such as kunai or paper bombs in order to deal a more lethal or strategic attack. In the instance of a weapon being used, the damage die for the coordinated attack is the same as the weapon's. In the instance of a specific item being used, each tendril holding said item activates the effect individually, if several of the same types of saving throws are required, the target makes only one per type of saving throw.
Path of the Healer
You have learned to maximize your control over chakra to heal yourself and others. The mastery of this path will have many chasing after you, either to learn or steal your secrets. Beware, for even healers can be treacherous.
Healing Novice
At 2nd level, you gain the ability to heal using your chakra, however it is somewhat inefficient. As an action, you can spend an amount of chakra up to or equal to twice your shinobi level. A creature you touch regains an amount of hit points equal to the amount of chakra you spent.
Chakra Control
At 2nd level, you can control your chakra to use it more efficiently. As a bonus action, you can reduce the chakra cost of the next jutsu you use before the end of the turn by an amount equal to 1/4 your shinobi level (rounded down (minimum 1)). The minimum chakra you can expend on a justu using this is 1. This can be used for the Healing Novice feature.
Healing
At 5th level, you have learned to focus your chakra to the point of being able to more effectively heal yourself and others. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your shinobi level.
As a bonus action, you can heal one creature you can see within 60 ft of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Intelligence modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.
Your pool regains all expended dice when you finish a long rest.
Chakra Pills
At 9th level, you learn how to make three types of pills that restore chakra. All pill deal an amount of necrotic damage equal to the amount of chakra regained. A creature can take pill as a bonus action. If you have access to Alchemist's supplies, a Herbalism kit, or a Healer's kit, you can make a number of pills during a long rest equal to your Intelligence modifier.
- Red Pill: The creature regains an amount of chakra equal to 1d6 + your Intelligence modifier.
- Green Pill: The creature regains an amount of chakra equal to half the creatures maximum chakra.
- Blue Pill: The creature regains all of its chakra. In addition, it gains a level of exhaustion.
- Yellow Pill: The creature gains the effects of Greater Restoration. Creating 1 of these pills counts as 2 regular pills.
Enhanced Strength
At 13th level, you are a master of refined chakra control. By focusing your chakra around your hands or ft your strength is quadrupled. Your Strength increases by 4 and your maximum Strength increase to 24.
Surgical Precision
Cost: 8 chakra
Duration: Concentration, 1 minute
As a bonus action, you make a scalpel out of pure chakra, the scalpel looks like a light blue aura covering your hand. This scalpel has the ability to bypass armor and skin to hit muscle and organs. It was originally meant to be used in surgery, since it could cut without leaving a scar. While this is active when you make unarmed strikes, it deals an extra 1d6 force damage. The target must make a Constitution saving throw. On a failure, its muscle are cut. It has disadvantage on attack rolls and your choice of saving throws or checks that involve Dexterity or Strength. This lasts until it finishes a long rest or the greater restoration spell is cast on it, or something of a similar effect.
Mitotic Regeneration
At 17 level, your melee attacks deals double damage to objects and structures. In addition, you have mastered the art of fine chakra control and have achieved the ultimate goal of a medical ninja, the Mitotic Regeneration jutsu. As an action, you activate it. This jutsu lasts for 10 minutes. Once you use this feature, you must finish a long rest before you can use it again. You gain the following benefits:
- You gain resistance to all damage.
- You gain immunity to bludgeoning, piercing, and slashing damage from non-magical weapons.
- At the start of your turn, you regain 10 hit points.
- At the start of your turn, you can expend a number of hit die equal to your Constitution modifier. Add your Constitution modifier to each die. You regain an amount of hit points equal to the result.
Path of Permanence
In very rare cases, a lost loved one can live on. In these rare cases, it possesses an amount of their innately controllable material. The following features take the form of whatever nature you have affinity in first (a jug of sand for earth and magnet, lightning in your veins for lightning and storm, etc.). In a situation that your material is destroyed, a sufficient amount can be made over 1 week.
Bound Element
At 2nd level, when you use a jutsu of the same nature as your material, you deal additional damage equal to your unarmed strike damage. Additionally, you can halve such a jutsu’s cost (minimum 1 chakra) or double its cost and range by infusing some of your element into it, but you must reclaim it as an action to do so again.
Elemental Armor
At 5th level, you form a layer of defense. As a reaction or a bonus action, you can expend 2 or more chakra; you gain 10 temporary hit points for every 2 chakra.
Elemental Shield
At 9th level, your element automatically protects you. You gain +5 AC. On a 16 or lower, you regain your reaction. This can be used once per round.
Elemental Coffin
At 13th level, you can use the Elemental Coffin Jutsu.
Elemental Coffin
Cost: 8 chakra
Range: 90 ft
Duration: Concentration, up to 1 minute
Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be encasing the target in your element, paralyzing the target for the duration. While affected, the target has total cover and as a bonus action, you can cause the target to take 3d10 force damage. This spell has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
Spiritual Fusion
At 17th level, the spirit inside your element binds itself to your Sage Mode. When you enter Sage Mode, you gain a fly speed equal to half your movement speed and one shadow clone made of your element with half your maximum hit points and chakra. Reclaiming no longer requires an action.
Path of the Warrior
Certain shinobi forego their traditional training to master swordplay. These Ronin are formidable opponents, mastering techniques possibly out dating even the oldest jutsu.
Warrior of Steel
At 2nd level, your training begins. You gain proficiency in medium and heavy armor, shields, and martial weapons. All your melee weapons benefit from your Taijutsu feature.
Combat Expertise
At 2nd level, you gain proficiency in the Athletics skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: Acrobatics, Intimidation, Medicine, or Stealth. Your proficiency bonus is doubled for any ability check you make that uses Athletics. You receive this benefit regardless of the skill proficiency you gain from this feature.
laidō
At 5th level, you begin your studies in Iaidō, a weapon style focusing on drawing a weapon and swiftly striking. On your first turn, or if you did not deal damage on your previous turn, your first attack roll is made with advantage. Drawing and stowing weapons no longer take your interaction and can be done as a free action.
Refined Warfare
At 9th level, you continue your studies in Iaidō. Once per turn, you can increase your weapon’s damage die by 1 size (d4s become d6s, d6s become d8s, d8s become d10s, d10s become d12s, d12s become 2d6, 2d6 become 2d8, etc.) for one attack.
Chakra-Infused Weapons
At 9th level, you channel a small amount of chakra into your strikes. Your weapons count as magical for the purpose of overcoming resistances.
Halting Strike
At 13th level, you attack faster than your opponent can act. As a bonus action, you can make one melee weapon attack. In addition, as a reaction, when you see a creature attempting to cast a spell or use a jutsu, you can move up to half your movement speed and make a melee weapon attack. If you hit, the target's hand signs are interrupted, it fails to use the jutsu or cast the spell and it immediately ends its turn.
Execution
At 17th level, you master Iaidō. Your attack rolls score a critical hit on a roll of 18-20. If your attacks already score a critical hit on a roll of 18-20, it increases to 16-20, etc. In addition, if your attack roll is a critical hit, your target is stunned until the end of its turn and gains a lingering injury.
Path of the Assassin
A shinobi capable of silent and efficient kills whilst being able to go undetected.
Proficient Assassin
At 2nd level, you gain proficiency with Poisoner’s tools and the Deception skill, or expertise if you are already proficient.
You are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that has not taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.
In addition, once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 ft of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. This damage increases to 2d6 at level 9, 3d6 at level 13, and 4d6 at level 17.
Death Strike
At 5th level, you are a master of instant death. When you attack and hit a creature that is surprised, it must succeed on a Constitution saving throw (DC 8 + your Dexterity modifier + Proficiency bonus). If it fails, double the damage of the attack against that creature.
Deadly Blade
At 9th level, you come into possession of a scroll containing a legendary weapon from the ninja world, one of the 7 deadly swordsmen blades. Each possesses its own unique abilities. Your DM chooses which.
Hiramekarei
This greatsword is large and flat, and resembles a flounder in its shape, it possesses two handles and has earned the name "twin sword". While being wielded you can spend 10 chakra to infuse the blade with one of the following for 5 minutes. You can only use one at a time.
- Increase its size, giving it the reach property.
- Increase its hitting power, increasing the damage to 2d8.
- When you make an attack with it, you can target two enemies within 5 ft. Making an attack rolls against both; however the second attack made with disadvantage.
Kabutowari
This is a two handed weapon consisting of an axe and hammer, they are connected by a metal rope at the base of each handle, known as the Helmsplitter, this weapon is particular effective at shredding armor off an enemy. This weapon deals 1d8 slashing or 1d8 bludgeoning damage. When used together the weapon does 2d6 slashing and chips away at the targets armor. The target must make a Strength saving throw. On a failure, its AC is reduced by -2, permanently damaging the armor. This ability can only be on a creature once, after which the creature is immune to it for 24 hours.
Kiba
This is a set of twin short swords; they are identical in every way and have two protruding smaller blades near the top and base of the blade. They have gained the nickname "the fangs." As a bonus action, both blades become infused with the power of lightning. Both blades deal an extra 1d6 lightning damage for 10 minutes. After the 10 minutes is up, you cannot use this feature again until you finish a short or long rest. You can also expend 10 chakra to activate for an additional 10 minutes. In addition, when you use a jutsu that deals lightning damage, the range increases by 10 ft and it deals an additional 1d6 lightning damage.
Kubikiribōchō
A large blade in the shape of a butchers knife, this weapon has a hole toward the top of the weapon which has a bladed interior, and is usable to decapitate the wielders foe, which is how in earned the nickname "The Executioner’s blade." This greatsword deals 2d8 slashing damage. Due to its sheer size, the weapon can also be used as if it was a shield. As a reaction, you can gain a +2 to AC until the start of your turn, placing the blade between you and the attack. When you do so, if the attack misses the attacker still rolls for damage. If the damage is 20 or more, you and the attacker must make contesting Athletics checks. If the attacker wins, the blade is broken. When the blade is broken, the attacker takes 1d8 magical piercing damage as iron shrapnel flies back at them. The sword then becomes a +1 longsword. This blade repairs itself using the iron in blood those hit by it. Killing a target or successfully hitting a target three times completely reforms the blade.
Nuibari
This needle-like longsword has a strand of wire contained inside it and deals piercing damage instead of slashing. You can choose one of the following effects if the target no more than one size category larger than you:
- The target is knocked prone.
- You pierce through the target. On your next attack, if you hit, you can "sew" them together, pulling them to adjacent spaces and giving them disadvantage on attack rolls until they use an action to escape making (DC 8 + your Dexterity modifier + your proficiency bonus) Strength saving throw.
- As an action, you spend 10 chakra and throw the blade forward in a 30 ft line. All targets within that line must make a Dexterity saving throw taking 1d8 piercing damage. As a bonus action, you can attempt to "sew" them together. Making a contested Athletics check against the last target in the line with advantage. If you succeed all the targets are restrained.
Samehada
This greatsword is covered in metal scales that shred at the target. This weapon deals an additional 1d4 necrotic damage as it sucks the life force from its target. You gain a number of temporary hit points equal to necrotic damage + your Constitution modifier. You can do so twice, regaining all uses of this feature after you finish a short or long rest.
Shibuki
More like a club than a blade, this weapon is covered in explosive tags. This greatclub deals 2d6 bludgeoning damage. The weapon has an amount of explosive tags inside it equal to half your level (rounded down), you can expend the tags using the options below:
- When you hit with an attack, you can expend up to two tags to deal an extra 1d6 thunder or fire damage for each tag.
- When you hit with an attack, you can expend a tag to cast the color spray spell. You can expend additional tags to cast it one level higher for each additional tag
Vanish
At 13th level, you can't be tracked by non-magical means, unless you choose to leave a trail. In addition, while lightly obscured, you can expend 3 chakra to become invisible. You remain invisible until you are no longer lightly obscured.
Great Clone Explosion
At 17th level, when you use shadow clone jutsu, your clones have 30 hit points and an amount of chakra equal to 10 + your Constitution modifier. When a shadow clone is destroyed, it explodes. Each creature in a 10 ft radius must make a Constitution saving throw, taking 5d6 cold damage on a failure. Half as much on a success. Your shadow clones last for 6 hours. You can't use this feature again until you finish a long rest.
Path of Suffering
Those who walk this path make use of Shikotsumyaku to enhance their taijutsu. This is used to manipulate bone growth and density to attack their enemies with “dances”. They feel physical pain while using these techniques, however they show no signs of this to enemies.
Shoulder Blade
At 2nd level, your bones become as hard as adamantine. Your bones cannot be broken and your unarmed attacks count as adamantine. As a bonus action, you can produce an adamantine shortsword made of your bone and you take 1d8 psychic damage. While wielding it, you add your taijutsu die to the damage.
Dance of the Camellia
At 5th level, you learn your first dance. You strike multiple times at different angles, changing your bone’s shape to increase their unpredictability. When you make the Attack action, you make an additional attack. In addition, at the start of your turn, you can expend half your movement to make your first attack with advantage.
Ten-Fingers Drilling Bullets
At 9th level, you gain one of the few ranged attacks Shikotsumyaku has to offer. When you take the Attack action, you can replace one of the attacks with this ranged attack. You take 2d6 psychic damage and launch the first digit of your finger bones at a target up to 75 ft away. Make a ranged spell attack. On a hit, it takes 3d8 piercing damage.
Dance of the Clematis
At 15th level, as an action, you can increase the length of your spine and remove the tail-like excess bone. You take 3d8 psychic damage and can now use your spine as a weapon.
Your spine counts as a magical melee weapon with a reach of 15 ft. Whenever you hit a creature with your spine you deal 3d10 magical piercing damage and the creature is grappled. You cannot use your spine until you release the grapple creature, which you can do at will, or until it escapes.
You must return your spine to your back within 1 hour of removing it or become Paralysed until it is placed back.
While you have a creature grappled in your spine, you can commence a devastating attack with your off-hand. As an action, you can spend 5 chakra to envelop your free hand in a spear-like formation that covers your forearm and make a melee attack roll against the grappled creature. On a hit, the target takes 8d10 magical piercing damage. Hit or miss, the bone growth on your arm dissipates after the attack.
Dance of the Seedling Fern
At 17th level, you can weaponize every bone in your body. As an action, you drop to 0 hit points. Bone spikes erupt from the ground in a 120 foot radius zone dealing 15d12 magical slashing damage to all creatures in the area. Each spike is 50 ft tall. You can't use this feature again until you finish a long rest.
Path of the Mind
Those who walk this path make use of mind-altering jutsu and genjutsu. Despite, or possibly due to, their lack of Dōjutsu to aid them, their jutsu are incredibly unique and bizarre.
Chakra Sense
At 2nd level, you learn how to detect chakra in a rudimentary fashion. You gain proficiency, or expertise if you already have proficiency, in Arcana. You can attempt a DC 15 Arcana check to locate living creatures that are not constructs within 60 ft. You can locate creatures through walls that do not contain lead.
Crown of Madness
At 5th level, you can use Mind Body Disturbance jutsu.
Mind Body Disturbance
Cost: 4 chakra
Range: 120 ft
Duration: Concentration, up to 1 minute
As an action, one humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration.
While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes.
The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach.
On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.
Genjutsu
At 9th level, you gain the ability to use genjutsu. As an action, you can create an illusion that only one creature within a 20 ft can perceive. This range increases to 70 ft and cost by 3 chakra if the genjutsu is auditory. The target must make a Wisdom saving against your jutsu save DC. On a failure, it can only hear and see what you want it to and it is affected by one of the following of your choice, the cost of the jutsu depending on the condition:
- The target is blinded. Costs 7 chakra.
- The target is deafened. Costs 5 chakra.
- The target is frightened. Costs 6 chakra.
- The target is affected by the confusion spell. Costs 8 chakra.
- The target is restrained. Costs 8 chakra.
- The target is paralyzed. Costs 12 chakra.
The genjutsu lasts up to 1 minute. You must concentrate on it as if concentrating on a spell.
Dominate Monster
At 13th level, you can use Mind Body Switch.
Mind Body Switch
Cost: 20 chakra
Range: 60 ft
Duration: Up to 1 hour
You attempt to beguile a creature that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.
While the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.
You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.
Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.
Mind Clone Switch
At 17th level, you master Mind Body Switch jutsu. When you use Mind Body Disturbance or Mind Body Switch, you can use it on an additional creature. In addition, when you use one of these jutsu, you can spend 5 additional chakra to increase your DC by 3.
Path of the Body
Those who follow this path focus on reinforcing their body. While it is often seen as laughable, underestimating disciples of this path spells absolute death.
Storage
At 2nd level, you can store food inside your body. You can store one day’s worth of food which can be consumed at will. As an action, you can use this stored food to regain an amount of chakra equal to your level. You cannot do so again until after a long rest.
Meat Shield
At 2nd level, as a bonus action, you gain a number of temporary hit points equal to twice your level + your Constitution modifier. You cannot do so again until you finish a long rest.
Human Bullet Tank
At 5th level, you can expand your body. As a bonus action, you can spend 5 chakra to enter the Human Bullet Tank form for 1 minute. You cannot cast jutsu and you gain the following benefits:
- Your taijutsu die increases from d4s to d6s.
- Your movement speed increases by 10 ft.
- When you hit a creatures with a melee attack, it must make a Strength saving throw or be knocked prone.
Sharp Hair
At 9th level, you can weaponize your hair. While in Human Bullet Tank, you gain the following benefits:
- Your unarmed strike deals an extra 1d6 slashing damage.
- You gain a +2 bonus to AC.
- When a creature hits you with a melee attack, it takes 2d6 slashing damage.
Multi-Size
At 13th level, you can expand individual parts of your body. As a bonus action, you can spend 5 chakra to expand one part of your body. You can only expand on part at a time and it lasts for 1 minute.
- Expanding your arms gives your unarmed strikes a reach of 10 ft.
- Expanding your legs gives you a +10 ft bonus to your movement speed.
- Expanding your torso gives you advantage on Constitution saving throws.
Calorie Control
Cost: 1 level of exhaustion or 1 days’ worth of food that has been consumed within the last 24 hours.
Duration: 1 minute
As an action, you activate this jutsu. At the start of your turn, you regain an amount of chakra equal to your Constitution modifier.
Total Expansion
At 17th level, you master the Multi-Size jutsu. As an action, you can expand your body. You gain the following benefits for 1 minute, in addition to the benefits of Human Bullet Tank:
- Your size becomes Huge.
- Your unarmed strikes deal an additional 2d6 damage.
- You gain a +3 bonus to your AC
- Your movement speed increases by 10 ft.
- Your unarmed strikes have a reach of 10 ft.
- You have advantage on Constitution saving throws.
When this form ends you are paralyzed until the end of your next turn. You can't use this feature again until you finish a long rest.
Path of Companionship
Those rare few shinobi who form an unbreakable bond with a creature walk this path.
Companionships
At 2nd level, choose one willing creature or swarm of creatures as your eternal companion. This creature must be a medium or smaller beast with a CR no higher than ½. It can occupy the same space as you. If your companion dies, you must wait 2d4 days before you can choose another. Your companion gains all the benefits of your Companion's Bond ability. You can have only one animal companion at a time.
Companion's Bond
Your companion gains the following benefits:
- The companion loses its Multi-attack action, if it has one.
- The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own.
- Your companion uses your proficiency bonus rather than its own for attacks and skills which it is proficient in.
- An animal companion also adds your proficiency bonus to its AC and to its damage rolls.
- Your animal companion gains proficiency in two skills of your choice.
- It also becomes proficient with all saving throws.
- For each level you gain after 3rd, your companion gains an additional hit die and increases its hit points accordingly.
- Whenever you gain the Ability Score Improvement feature, your companion's abilities also improve.
Coordinated Attack
At 5th level, when you use the Attack action on your turn, if your companion can see you, it can use its reaction to make a melee attack against any creature within range. As a bonus action, after the Attack action, it can use the Shove attack.
Mimicry
At 9th level, you gain a powerful jutsu for your companion. As an action, your companion becomes identical to you. This form lasts for 2d6 hours. You cannot use this feature again until you finish your long rest. While in this form, you and your companion gain the following benefits:
- You gain a +2 bonus to AC.
- You gain a +1 to attack and damage rolls.
- You can use the Comined Attack jutsu
Combined Attack
Cost: 7 chakra
Range: 120 foot line
As an action, you and your companion combine powers. Every creature in the line must make a Dexterity saving throw, taking 5d12 bludgeoning, piercing, or slashing damage on a failure. Half as much on a success. You and your companion end at the opposite end of this line.
Enhanced Mimicry
At 13th level, your mimicry becomes more powerful. While in Mimicry, you and your companion have advantage on checks and saving throws with one ability score of your choice and your movement speeds increase by 10 ft.
Keen Senses
At 13th level, you have advantage on Wisdom (Perception) checks.
Fused Form
At 17th level, you and your companion can combine your powers. On your turns, you must both of use your action. On your next turn, you both become a single large CR 20 or less creature of your choice. This lasts 1 minute. You can't use this feature again until you finish a long rest.
Path of the Puppet Master
Puppet Masters are shinobi that use the puppet master jutsu, which involves using chakra threads to control a metal or wooden construct of their own design.
Craftsmen
At 2nd level, you gain proficiency in tinker's tools and either smith's tools or carpenter's tools. In addition, you make a puppet. The puppet has the statistics of a creature of CR 1/2 or below. It has the following modifications:
- It is a construct.
- It cannot be charmed, frightened, or poisoned.
- It has immunity to poison and psychic damage.
- It has the same proficiency bonus as you.
- It adds its proficiency bonus to its AC, damage rolls, and Strength, Dexterity, and Constitution saving throws.
- As a reaction, when you are hit by an attack, it can move up to 30 ft throwing itself in front of the attack. It is the target of the attack instead.
- It can only regain hit points if you spend a least 1 hour repairing it during a short or long rest.
- When you gain a level, it gains an additional hit die and hit points as appropriate.
- It is incapacitated and prone while not controlling it.
Chakra Threads
At 2nd level, you can create threads of chakra. These threads of chakra have a range of 30 ft. When you take the Attack action, you can replace an attack with a grapple check against a creature large or smaller in size.
As a bonus action, you control your puppet with the threads. You can use your reaction to make it use a reaction. While chakra threads are active, you have to concentrate on them. Chakra threads have a number of hit points equal to your Intelligence modifier and immunity to all damage except magical slashing.
Expert Puppeteer
At 5th level, you gain double proficiency in the tools you are proficient in. In addition, you create an additional puppet. This puppet has the statistics of a creature of CR 1 or below. You can control all of your puppets as one bonus action. It has the following modifications:
- It is a construct.
- It cannot be charmed, frightened, or poisoned.
- It has immunity to poison and psychic damage.
- It has the same proficiency bonus as you.
- It adds its proficiency bonus to its AC, damage rolls, and Strength, Dexterity, and Constitution saving throws.
- As a reaction, when you are hit by an attack, it can move up to 30 ft throwing itself in front of the attack. It is the target of the attack instead.
- It can only regain hit points if you spend at least 1 hour repairing it during a short or long rest.
- When you gain a level, it gains an additional hit die and hit points as appropriate.
- It is incapacitated and prone while not controlling it.
Improved Chakra Threads
At 9th level, your chakra threads have a range of 60 ft. When you grapple a creature with them, it can be huge or smaller in size, it is restrained, and it can be an Arcana check instead of an Athletics check. While chakra threads are active, you no longer have to concentrate on them. Your chakra threads have a number of hit points equal to your shinobi level.
Master Puppeteer
At 13th level, you create an additional puppet. This puppet has the statistics of a creature of CR 2 or below. You can control all of your puppets as one bonus action. It has the following modifications
- It is a construct.
- It cannot be charmed, frightened, or poisoned.
- It has immunity to poison and psychic damage.
- It has the same proficiency bonus as you.
- It adds its proficiency bonus to its AC, damage rolls, and Strength, Dexterity, and Constitution saving throws.
- As a reaction, when you are hit by an attack, it can move up to 30 ft throwing itself in front of the attack. It is the target of the attack instead.
- It can only regain hit points if you spend a least 1 hour repairing it during a short or long rest.
- When you gain a level, it gains an additional hit die and hit points as appropriate.
- It is incapacitated and prone while not controlling it.
Self-Destruct
At 13th level, you place multiple explosive tags on the inside of your puppets. When it is reduce to 0 hit points, you can make it explode (no action required). If it explodes, every creature in a 20 foot radius must make a Dexterity saving throw, taking 6d6 fire plus 6d6 thunder damage on a failure, half as much on a success. If exploded in this way, you need 8 hours to repair the puppet. You cannot benefit from a long rest during that 8 hours.
Automaton
At 17th level, using your craftsmanship you make yourself into a construct. You gain the following benefits:
- You are a construct.
- You cannot be charmed, frightened, or poisoned.
- You have immunity to poison and psychic damage.
- You add your proficiency bonus to your AC, damage rolls, and Strength, Dexterity, and Constitution saving throws.
- You can only regain hit points if you spend a least 1 hour repairing yourself during a short or long rest.
Master Strategist
At 17th level, you have mastered the coordination of your puppets, yourself, and your allies. You, your puppets, and your allies have advantage on an attack rolls against a creature if you or at least one of your allies or puppets is within 5 ft of the creature and the ally isn't incapacitated. On a hit, it adds your Intelligence modifier to the damage roll.
Ninja Academy Background
You were born into a society of great ninjas, raised there to become a shinobi. As a child, you were trained and shaped by the influence of others around you in the hopes that you would become a great ninja. Whether you choose to follow that lifestyle is your own choice. You have memories of both the good and bad times with your teammates. Memories like these are something you may cherish or despise. Regardless, you are and will always be a shinobi at heart.
Skill Proficiencies: Stealth and Acrobatics
Equipment: two kunai, eight shuriken, bingo book
Bingo book
A bingo book is a book most high ranking ninja have. It reads a list of bounties of criminals and rogue ninja, having it is extremely helpful when hunting down targets. Through the graces of your connections, you can usually have it updated at information hubs in most towns with little hassle.
Optional: Rogue-Nin
Having abandoned your people, you have become a rogue ninja. Words of malice carry your name along the wind. Wherever you go, the feeling of someone hunting you is present in the back of your mind, and as a result, you've come to trust very little. Due to this, you may find "book-keepers"(bounty placers), other rogue-nin, and less than pleasant people in your circle. In small towns and slums, you may locate an area you can bed for the night, update bounties, and prepare for the next journey while avoiding the prying eyes of other.
Suggested Characteristics
d6 | Personality Trait |
---|---|
1 | I judge people by their actions, not their words |
2 | I never go back on a promise |
3 | I’m not a hero, but I might lend a hand |
4 | It’s best to avoid a conflict I’m not prepared for |
5 | I just need a name, a face and my pay |
6 | The rewards just a bonus for a good time |
d6 | Ideal |
---|---|
1 | Kindness. I’ll help out if I can. (Good) |
2 | Justice. I’m the executioner, it’s the role I’ve been given. (Law) |
3 | Lax. I’ll get to it when I get to it. (Chaotic) |
4 | Twisted. I take great pleasure in each outing. (Evil) |
5 | Honest. I’m what I am for better or worse. (Neutral) |
6 | Dutiful. Get the job done. (Any) |
d6 | Bond |
---|---|
1 | My family is my treasure and I will guard that treasure. |
2 | I can’t afford to lose what I love most. |
3 | To protect ones “king” is my only job. |
4 | Life is fleeting, so I might as well take what I can. |
5 | I must kill a certain someone. |
6 | I’d rather die than break my bond. |
d6 | Flaw |
---|---|
1 | I’m prone to breaking commitments as I don’t feel indebted to keep them. |
2 | I will commit any sin as long as I can survive. |
3 | I will protect what I love, no matter who else suffers. |
4 | I’m the best and can’t be convinced otherwise. |
5 | Despite my best efforts I still feel worthless. |
6 | I have bloodlust that can’t be sated. |
Jinchuriki
In addition to your background, with your DM’s approval, you may choose Jinchuriki as an additional background.
Physical Description
Jinchuriki are creatures used as vessels or living prisons for powerful entities. A jinchuriki typically appears larger and healthier than a creature of their background normally would but is otherwise indistinguishable from others of their race. In fact, aside from a subtle aura of unease or otherworldliness that they can project, the only distinguishing features a jinchuriki will possess will be a mark of the being they hold (typically a birthmark or other atypical physical feature) and the arcane mark employed to seal the entity they contain. For example, they may have oddly colored eyes or marks that look like whiskers on their skin. These qualities will become more pronounced with rage and can be passed down to offspring.
Cursed Past
Jinchuriki literally means "the power of human sacrifice." They were first used as a means to contain demons and other evil spirits that could not be properly destroyed or banished. It was later discovered that a host could channel a fraction of their tenant's power and many sought to weaponize jinchuriki. It is unclear how much of their tenant's power a host can actually wield but it is clear that the level of hostility between the jinchuriki and the creature they contain directly impacts their ability to safely use their power. Over the course of history, nations prized and sought these jinchuriki, often committing horrendous experimental acts to try and replicate them even. Jinchuriki are commonly thus referred to as the property of the state militia where they were born.
They are usually made into vessels from birth and are designated so for their synergy with the beast or their inherent abilities to control and pacify them. Countries keep them like military secrets and they are not well treated in many societies, who call them cursed beings. The creature sealed in them is often one of great destruction and jinchuriki carry that stigma around with them. Most jinchuriki thus never know what true love or compassion is and further isolate themselves.
Jinchuriki in Society
Most jinchuriki grow up in normal society and are usually kept close to people in power or those loyal to them in order to keep an eye on them; it is not uncommon for a jinchuriki to be raised as part of a military. Whatever the case, a wise leader will go to great lengths to ensure a jinchuriki is raised in a way to foster the jinchuriki's loyalty. However, due to the great power and potential danger to society that a typical jinchuriki containing a malevolent spirit can pose should the seal fail or the host loses control, they are generally feared and tend to become isolated from their people. Even the wisest and most dedicated leaders struggle to endear their people to a jinchuriki and less diligent leaders often find themselves with a dysfunctional jinchuriki of questionable loyalty (if they haven't wandered off entirely). Sadly, it is not uncommon for a jinchuriki to suffer severe abuse or other discrimination in their youth and become volatile, unpredictable, and extremely dangerous as a result.
Building and Playing a Jinchuriki
Luckily for adventuring parties (and dungeon masters), this means that jinchuriki rarely have deep ties or loyalties to places and don't need overly much convincing to wander off if they aren't doing so already. In most cases, the average jinchuriki makes an excellent frontline fighter as their abilities lend themselves to dealing and receiving damage while making an excellent distraction; to speak nothing of the destructive power they can bring to bear should they earn the favor of their inner beast. However, under the right circumstances, a jinchuriki can be just about anything. A high constitution and a disciplined upbringing would allow a jinchuriki to be one hell of a spell caster; some of the beings within the jinchuriki might even be convinced to regenerate ki or provide enough power to give their host additional spell slots. Still, other beasts are decidedly vain and may strive to make their host a vision of perfection, which can be quite the boon for a charisma focused character.
Base Race
Jinchuriki are not a species unto themselves but members or an existing race who were forever changed when they were used in a ritual to imprison a creature of great power. This leaves some room for interpretation as to how the traits or the base race and those of the jinchuriki should interact.
Jinchuriki Traits
Jinchuriki are creatures of uncanny strength and constitution who function as a living prison or vessel for a powerful entity.
Ability Score Increase. Your Strength or Constitution score increases by 2, and your Wisdom score increases by 1.
Age. Jinchuriki come of age according to their base race but age noticeably slower. The stronger the entity they contain and the less hostile it is to its host, the longer they will live.
Alignment. Jinchuriki have no set alignment. However, fear or reverence of the entity they contain can greatly influence this and should be accounted for during character creation.
Size. A normal Jinchuriki is between 5'2" and 6'0". Weight may vary with race. Your size is Medium.
Speed. Your base walking speed is 30 ft.
Darkvision. You can see in dim light within 60 ft of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Aura. No mortal magic is strong enough to fully contain the terrible power held within, lending a jinchuriki an aura of power that can make those around them uncomfortable. You are proficient in the Intimidation skill and when a creature targets you they must make a Wisdom save or be frightened until the start of their next turn. The DC for this saving throw is equal to 8 + your Charisma modifier + your proficiency bonus. On success, they cannot be frightened this way for the next 24 hours.
Subrace. Jinchuriki come in various forms dependent on the tailed beast within. Pick one from Shuukaku, Matabi, Isobu, Son Gokū, Kokuō, Saiken, Chōmei, Gyūki, or Kurama.
The Tailed Beasts
These are taken straight from the Naruto series to be options for your Creature Within trait. However, you are not limited to them and can make your own, as detailed toward the bottom of the race description. Be creative and bold!
Shuukaku
A one-tailed sand spirit Shuukaku takes the form of a gargantuan tanuki with arcane blue markings spider webbing the entirety of its body.
Innate Spellcasting. You are the embodiment for a hardy creature of the sand. You know the resistance cantrip. When you reach 3rd level, you gain more weathered powers in creation to your affinity for winds and can cast the fog cloud spell once at will. You need to finish a long rest before you can cast it again. When you reach 5th level, you can cast the gust of wind spell at will once, regaining use after you finish a long rest. Wisdom is your spellcasting ability for these spells.
Sand Spirit. You are attuned to the winds and sands, meaning your eyes do not suffer as others do from the buffers. You have advantage on saving throws against being blinded.
Matatabi
The two-tailed nekomata Matatabi is an enormous spirit creature composed of blue and black flames that are said to originate from the Infernal Plane.
Innate Spellcasting. The jinchuriki who hosts this creature gains an affinity for fire. You know the control flames cantrip. When you reach 3rd level, you can cast the hellish rebuke spell at will once, regaining use after you finish a long rest. When you reach 5th level, you can also cast the flame blade spell at will once, regaining use after you finish a long rest. Wisdom is your spellcasting ability for these spells.
Flame Wrought. You are used to the burning and searing qualities of heat. You are resistant to fire damage.
Isobu
The three-tailed kyodaigame, Isobu, is a Giant shark-like turtle demon covered in deadly thorn-like spikes.
Innate Spellcasting. Jinchuriki hosting Isobu gain an affinity for water. You know the ray of frost cantrip. When you reach 3rd level, you can cast the shield spell at will once, regaining use after you finish a long rest. When you reach 5th level, you can also cast the barkskin spell at will once, regaining use after you finish a long rest. Wisdom is your spellcasting ability for these spells.
Natural Armor. While unarmored your Armor Class is equal to 12 + your Constitution modifier. You may use a shield and still gain this benefit.
Son Gokū
The four-tailed saru, Son Gokū, takes the shape of a giant red furred green skinned primate physically resembling a gorilla.
Innate Spellcasting. Those who host him gain a fire affinity, though less so than Matabi. You know the produce flame cantrip. When you reach 3rd level, you can cast the burning hands spell at will once, regaining use after you finish a long rest. When you reach 5th level, you can also cast the branding smite spell at will once, regaining use after you finish a long rest. Wisdom is your spellcasting ability for these spells.
Ape Arms. Gokū is an ape with powerful physical prowess which imprints on his host. You gain a climbing speed of 30 ft.
Kokuō
The five-tailed irukauma, Kokuō, is a demonic horse-dolphin hybrid that favors water-based abilities.
Innate Spellcasting. As a result of housing the aquatic beast, you know the shape water cantrip. When you reach 3rd level, you can cast the ice knife spell at will once, regaining use after you finish a long rest. When you reach 5th level, you can also cast the misty step spell at will, regaining use after you finish a long rest. Wisdom is your spellcasting ability for these spells.
Swimmer. You gain a swim speed equal to your base walking speed.
Saiken
The six-tailed namekuji, Saiken is a gargantuan blue slug that leaves a trail of acid in its wake.
Innate Spellcasting. You know the acid splash cantrip. When you reach 3rd level, you can cast the grease spell at will, regaining use after you finish a long rest. When you reach 5th level, you can also cast the melf's acid arrow spell once and need to finish a long rest before you can cast it again. Wisdom is your spellcasting ability for these spells.
Fluid Defense. Saiken secretes acid normally from his skin, but he himself is unaffected. You are resistant to acid damage.
Chōmei
The seven-tailed kabutomushi, Chōmei resembles an armored rhinoceros beetle and 6 wings in place of his siblings' tails.
Innate Spellcasting. Hosts to Chōmei have an affinity for insects as a result of housing the beast. You know the infestation cantrip. When you reach 3rd level, you can cast the snare spell at will, regaining use after you finish a long rest. When you reach 5th level, you can also cast the levitate spell at will, regaining use after you finish a long rest. Wisdom is your spellcasting ability for these spells.
Sap Sipper. Chōmei has an excellent scent for plants and their edibility. Whenever you make Intelligence (Nature) check related to plants and their properties, you are considered proficient in the Nature skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Gyūki
The Eight-Tailed Oni-Ushi. The strangest shaped of the creatures is Gyūki, It possesses 8 octopus-like tentacles, humanoid-shaped torso and arms as well as an ox's head.
Innate Spellcasting. Those whom host Gyūki don't gain an affinity as a result of housing the beast. You know the poison spray cantrip. When you reach 3rd level, you can cast the color spray spell at will, regaining use after you finish a long rest. When you reach 5th level, you can also cast the spider climb spell at will, regaining use after you finish a long rest. Wisdom is your spellcasting ability for these spells.
Amphibious. You can breathe both water and air.
Kurama
The Nine-Tailed Kitsune. Kurama is a red fox larger than most castles with razor sharp teeth and claws whose tails are said to be strong enough to sunder mountains and cause tsunami's.
Innate Spellcasting. Those whom host Kurama gain no affinity as a result of housing the beast. You know the primal savagery cantrip. When you reach 3rd level, you can cast the hunter's mark spell once and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the scorching ray spell once and need to finish a long rest before you can cast it again. Wisdom is your spellcasting ability for these spells.
Empathy. Kurama allows their host to tune into the much energy around them to sense the living. You are proficient in the Perception skill.
Based on the orginal series by Masashi Kishimoto. I do not claim ownership of anything related to Naruto. Please support the original source material. No profits are made from the release of this supplement. All images, inspiration and ideas are credited below.
I take credit only for the hours of time and thought I put into arranging and tweaking the various works of others into what I hope is a cohesive, balanced Naruto experience for the world's greatest roleplaying game!
Artwork - Twitter: @HidekiR_L, Reddit: u/ll--L--ll
Nearly all Jutsu, Paths, Nindo, Shinobi Feats, and Backgrounds: Naruto: Shinobi (5e Class) - D&D Wiki. This document would not have been possible without this resource.
Life of a Shinobi, The Power of Chakra, and Creating a Shinobi Descriptive Text: Shinobi | GM Binder. It's their words, not mine.
Class Design Philosophy: Class Design 101: A fundamental guide to 5th edition classes.