The Shinobi Class Guide

by Sintendoh

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The Shinobi Class Guide

Shinobi v.2.1 - 5e

During the Warring States Period, the countries of the world were uniformly small, constantly battling each other for land, power, and opportunity. To fight these battles, countries hired one or more clans of mercenary shinobi to represent their interests, the shinobi's loyalties ultimately going to the highest bidder. The constant warfare in turn led to constant death, creating an average lifespan of only thirty years for shinobi.

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 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 Magic of Chakra

Chakra circulates throughout the body in a network called the "Chakra Pathway System", which is similar to the cardiovascular system. Certain groups, such as shinobi, have learned to release it outside their bodies through pressure points called tenketsu in order to perform jutsu.

Chakra is essential to even the most basic jutsu. Through various methods, the most common of which is hand seals, chakra can be manipulated to create an effect that would not be possible otherwise, such as walking on water, exhaling fire, or creating illusions.

Quick Build

You can make a shinobi quickly by following these suggestions. First, make Intelligence your highest ability score, followed by Dexterity. Second, choose the shinobi world background.

Table of Contents


Class Features

As a shinobi, you have the following class 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: Light armor
  • Weapons: Simple weapons, shortswords
  • Tools: Thieve's tools

  • Saving Throws: Dexterity, Intelligence
  • Skills: Choose two from Acrobatics, Athletics, Deception, Insight, Investigation, Perception, Persuasion, Sleight of Hand, and Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a shortsword or (b) any simple weapon
  • (a) a burglar’s pack or (b) an explorer’s pack
  • Flak vest, two kunai and thieve's tools

Shinobi

Level Proficiency
Bonus
Features Jutsu
Known
Jutsu
Slots
Slot
Level
1st +2 Chakra, Jutsu 2 2 1st
2nd +2 Body Flicker 2 2 1st
3rd +2 Shinobi Archetype 3 2 2nd
4th +2 Ability Score Improvement 4 2 2nd
5th +3 Uncanny Dodge 5 3 3rd
6th +3 Shinobi Archetype Feature 6 3 3rd
7th +3 Evasion 7 3 4th
8th +3 Ability Score Improvement 8 3 4th
9th +4 Chakra Improvement 9 3 5th
10th +4 Shinobi Archetype Feature 10 3 5th
11th +4 Signature Jutsu (6th) 11 4 5th
12th +4 Ability Score Improvement 11 4 5th
13th +5 Signature Jutsu (7th) 12 4 5th
14th +5 Shinobi Archetype Feature 12 4 5th
15th +5 Signature Jutsu (8th) 13 4 5th
16th +5 Ability Score Improvement 13 4 5th
17th +6 Jutsu Expert 14 5 5th
18th +6 Elusive 14 5 5th
19th +6 Ability Score Improvement 15 5 5th
20th +6 Jutsu Master 15 5 5th

Chakra

Your training allows you to harness the mystic energy of chakra. There are the seven elemental types of chakra, referred to as chakra releases. The seven chakra releases are earth, fire, ice, lightning, organic, water, and wind. Some jutsu require you to harness a specific chakra release in order to learn it (e.g., you must harness the earth chakra release to learn an earth ninjutsu). A jutsu is considered basic if it doesn't require a specific chakra release (i.e., basic ninjutsu or basic genjutsu). Basic jutsu can be learned without restriciton of chakra release.

Beginning at 1st level, you choose two of the seven chakra releases to harness within you, allowing you to learn jutsu requiring the chakra releases you have chosen.

Beginning at 9th level, you choose one additional chakra release to harness within you, allowing you to learn jutsu requiring the chakra release you have chosen.

Jutsu

Your shinobi training and the mystic power bestowed on you by your chakra have given you facility with jutsu. Jutsu work the same as spells, so see D&D 5e spellcasting for the general rules of jutsucasting and the jutsu listing in this document for the jutsu list.

Jutsu Slots

The Shinobi table shows how many jutsu slots you have to cast your jutsu of 1st through 5th level. The table also shows what the level of those slots is; all of your jutsu slots are the same level. To cast one of your jutsu of 1st level or higher, you must expend a jutsu slot. You regain all expended jutsu slots when you finish a short or long rest.

For example, when you are 5th level, you have three 3rd-level jutsu slots. To cast the 1st-level jutsu fireball, you must spend one of those slots, and you cast it as a 3rd-level jutsu.

Jutsu Known of 1st Level and Higher

At 1st level, you know two 1st-level jutsu of your choice from the jutsu list. Your jutsu options are detailed at the end of the class features.

The Jutsu Known column of the Shinobi table shows when you learn more jutsu of your choice of 1st level and higher. A jutsu you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 6th level, for example, you learn a new jutsu, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the shinobi jutsu you know and replace it with another jutsu from the shinobi jutsu list, which also must be of a level no higher than what’s shown in the table’s Slot Level column for your level.

Jutsucasting Ability

Intelligence is your jutsucasting ability for your shinobi jutsu, so you use your Intelligence whenever a jutsu refers to your jutsucasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a shinobi jutsu you cast and when making an attack roll with one.


  • Jutsu save DC = 8 + your proficiency bonus + your Intelligence modifier

  • Jutsu attack modifier = your proficiency bonus + your Intelligence modifier

Body Flicker

Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Disengage or Dash action, and your jump distance is doubled for the turn.

Shinobi Archtype

At 3rd level, you choose your shinobi archetype of your choice, which are detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 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.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Uncanny Dodge

Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Evasion

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as fireball jutsu. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Signature Jutsu (6th level)

At 11th level, choose one 6th-level or lower jutsu from the jutsu list. You can cast this jutsu once without expending a jutsu slot. You must finish a long rest before you can do so again.

At higher levels, you gain more jutsu of your choice that can be cast in this way: one 7th-level or lower jutsu at 13th level and one 8th-level or lower jutsu at 15th and 17th level. You regain all uses of your Signature Jutsu when you finish a long rest.

Signature Jutsu (7th level)

At 13th level, choose one 7th-level or lower jutsu from the jutsu list. You can cast this jutsu once without expending a jutsu slot. You must finish a long rest before you can do so again.

At higher levels, you gain more jutsu of your choice that can be cast in this way: one 8th-level or lower jutsu at 15th and 17th level. You regain all uses of your Signature Jutsu when you finish a long rest.

Signature Jutsu (8th level)

At 15th level, choose one 8th-level jutsu or lower from the jutsu list. You can cast this jutsu once without expending a jutsu slot. You must finish a long rest before you can do so again.

At 17th level, you gain an additional 8th-level or lower jutsu of your choice that can be cast in this way. You regain all uses of your Signature Jutsu when you finish a long rest.

Jutsu Expert

At 17th level, you can draw on your inner reserve of chakra to regain expended jutsu slots. You can spend 1 minute resting to regain all your expended jutsu slots. Once you regain jutsu slots with this feature, you must finish a long rest before you can do so again.

Elusive

Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No Attack roll has advantage against you while you aren't Incapacitated.

Jutsu Master

At 20th level, when you use the Jutsu Master feature, you regain all uses of the Signature Jutsu features.

Shinobi Archetypes

When you reach 3rd level, you begin to realize your shinobi archetype: Way of the Byakugan, Way of the Knuckleheaded Ninja, Way of the Medical-Nin, Way of the Puppet Master, or Way of the Sharingan. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th level.

Way of the Byakugan

Some shinobi look further inward than many, achieving a state of harmony with the world that many others can only imagine. Shinobi of the Way of the Byakugan gain advanced visual abilities and accuracy only spoken of in legend. Few of these shinobi still exist today, but those that do are regarded with equal parts awe and fear. This technique focuses chakra into the eyes to reveal the hidden truths of not only the world, but the of their enemies as well.

Byakugan

Starting at 3rd level, your brain can release a special form of chakra that affects the optic nerves.

You can use a bonus action to start the Byakugan, which lasts for 1 minute. Your irides are enlarged and white and there are no distinguishable pupils while active. In addition, the increased blood flow to your eyes causes the veins near their temples to bulge. It ends early if you are incapacitated. You can also dismiss the Byakugan at any time you choose (no action required).

While your Byakugan is active, you gain the following benefits:

  • You gain darkvision out to a range of 60 feet. If you already have darkvision, the range increases by 60 feet.
  • You have advantage on Wisdom (Perception) checks that rely on sight and Wisdom Saving Throws.
  • You have advantage on ability checks to see through illusions.
  • You know how many remaining jutsu slots, spell slots, ki points, and sorcerer points an enemy creature has.

You can use this feature once, increasing to two uses at 10th level and 3 uses at 14th level. You regain all expended uses of it when you finish a long rest.

Gentle Fist

Beginning at 3rd level, you can infuse your unarmed strikes with your chakra while the Byakugan is active. Your unarmed strikes deal damage that increases based on your shinobi level: 1d4 + 2 at 3rd level; 1d6 + 3 at 6th level; 1d8 + 4 at 10th level; 1d10 + 5 at 14th level. These bonuses do not stack. This does not make your unarmed strikes magical.

Chakra Rotation

Starting at 6th level, while your Byakugan is active, you can use a reaction to surround yourself with your chakra and spin. This creates a bubble of energy that protects you from the triggering attack and any subsequent attacks until the beginning of your next turn. Any attacks made against you, magical or otherwise, are made with disadvantage, and you have advantage on saving throws made against area of effect attacks. In addition, any creature that attempts to touch you during your Chakra Rotation is pushed back 5 feet and takes 2d6 bludgeoning damage. the damage increases to 2d8 at 10th level and 2d10 at 14th level.

You can use this feature twice, increasing to three uses at 10th level. You regain all expended uses of it when you start the Byakugan.

Improved Byakugan

Starting at 10th level, your Byakugan grows stronger.

While your Byakugan is active, in addition to its previous benefits, you gain truesight out to a range of 30 feet and you have advantage on Intelligence (Investigation) checks that rely on sight.

Energy Blocking

Starting at 14th level, your precision with your Byakugan can allow your strikes to disrupt your opponent’s flow of energy. When using your unarmed strike while your Byakugan is active, you can force your opponent to make a Constitution saving throw. If your opponent fails this saving throw, you can target a number of class resources (ki points, sorcerer points, Superiority Dice, etc.) or spell slots equal to your Dexterity modifier. The targeted resource is blocked for a number of rounds equal to your Intelligence modifier. Alternatively, you can choose to block your opponent’s ability to use bonus actions and reactions for a number of rounds equal to your Intelligence modifier.

You can use this feature three times. You regain all expended uses of it when you start the Byakugan.

Way of the Knuckleheaded Ninja

There isn't enough time in your life to hear the backstory of this individual. The protagonist's past is shrouded in mystery, and you can bet this protagonist's parents were gruesomely murdered in his or her formative years.

Gloating Monologue

When you choose this archetype at 3rd level, as a bonus action on your turn you can loudly and deliberately make a long-winded monologue aimed at a creature explaining exactly how you've just gained the upper hand and have been holding back in some ridiculous and obscure way.

Make a Charisma (Intimidation) or (Performance) check contested by the target's passive Wisdom (Insight). If you succeed, you have advantage on all melee attacks you make against the target creature until the end of your current turn. You automatically fail if the target can't hear or understand you.

Haunted Yet Convenient Past

At 3rd level, you gain proficiency in Intimidation or Performance.

The Power of Friendship

Starting at 6th level, when a creature drops one of your allies to 0 hit points in sight, you go into a blind rage and attempt to REVENGE them. You have advantage on all melee attack rolls against the creature that downed your ally, and disadvantage on all attack rolls against any other target. This effect ends if you kill the target or your ally regains at least 1 hit point.

Plot Armor

Starting at 10th level, when rolling for death saving throws you only suffer one failure when rolling a 1, and you regain 1 hit point on a roll of 19 or 20.

Ridiculously Impractical Ultimate Attack

Starting at 14th level, as an Action you can make a single melee attack against a creature with extra power from your convictions and monologues. Every creature within a 40-foot radius excluding yourself must succeed on a Dexterity saving throw equal to your Jutsu Save DC, or takes 1d10 bludgeoning damage for every shinobi level you have. A target takes half as much damage on a success. If your melee attack hits, the target takes the damage as normal and makes its save against the explosion at disadvantage.

Once you use this feature, you gain a level of exhaustion. In addition, you must complete a long rest before you can use it again.

Way of the Medical-Nin

Shinobi who specialise in medical treatment use medical-oriented techniques to heal others. A medical-nin is trained to avoid getting injured in any way, for the reason that if they are injured, then there would be nobody to heal the other members of their team.

Healing Jutsu

Starting at 3rd level, you gain the ability to channel chakra to heal wounds. 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 touch, 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.

Distant Healing

Starting at 6th level, you gain the ability to heal from a distance. You can use the Healing Jutsu feature to heal a creature you can see within 60 feet of you.

Medical Resistance

Starting at 10th level, you gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your shinobi level + your Intelligence modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your shinobi level + your Intelligence modifier.

Mitotic Regeneration

Starting at 14th level, you can release a large amount of chakra at once, the body's cell division is forcibly stimulated.

You can use a bonus action to start the Mitotic Regeneration, which lasts for 1 minute. It ends early if you are incapacitated. You can also dismiss the Mitotic Regeneration at any time you choose (no action required).

While your Mitotic Regeneration is active, you gain the following benefits:

  • You gain resistance to all damage types, and immunity to bludgeoning, piercing, and slashing damage from nonmagical weapons.
  • Your unarmed strikes deal 2d8 damage and attack every creature in a 10 foot cone.
  • At the start of your turn, you can expend any number of hit die you currently have and add your Constitution modifier to each die. You regain an amount of hit points equal to the result.

Once you use this feature, you can’t use it again until you finish a long rest.

Way of the Puppet Master

Puppet Master shinobi make use of the puppet technique, a core skill of a puppeteer's fighting style, whereby they control a metal or wooden construct of their own design. Performing the Puppet Technique involves emitting chakra threads from a user's fingers to connect to a puppet, with the fingers' movements controlling the puppet's actions.

Craftsmen

Starting at 3rd level, you craft a puppet with the statistics and moves of a creature of CR 1/2 or below and has the following modifications:

  • It is a construct.
  • It cannot be charmed, frightened, or poisoned.
  • It has immunity to poison and psychic damage.
  • It adds your proficiency bonus to its AC and Strength, Dexterity, and Constitution saving throws.
  • It gains 1d8 hit points and 1d6 attack damage every shinobi level you have.
  • It can only regain hit points if you spend a least 1 hour repairing it during a short or long rest.
  • As a reaction, when you are hit by an attack, it can move up to 40 feet throwing itself in front of the attack. If possible, it becomes the target of the attack.

You can use a bonus action to take precise control of a puppet within 40 feet by attaching special strings made of chakra. If the puppet moves farther than 40 feet away from you loose control of it. It cannot attack or move while it is not attached by the chakra strings.

You can use an action to have a puppet take a turn in combat.

Expert Puppeteer

At 6th level, you create a second puppet with the statistics of a creature of CR 1 or below and the same modifications as your first puppet.

You can now use an action or bonus action to have a puppet take a turn in combat, even on the same turn.

Master Puppeteer

At 13th level, you create a second puppet with the statistics of a creature of CR 2 or below and the same modifications as your other puppet.

You can now use an action, bonus action, and reaction to have a puppet take a turn in combat, even on the same turn.

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 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. You and your puppets have advantage on attack rolls against a creature if either you or at least one of your puppets is within 5 feet of the target and isn't incapacitated. On a hit, you add your Intelligence modifier to the damage roll.

Way of the Sharingan

The Sharingan itself is comprised of tomoe, tear-shaped structures that manifest in the iris of the eye, around the pupil. A higher mastery of the Sharingan can be seen in the creation of a new tomoe, and three tomoe are typically the highest form of evolution of the Sharingan.

Insight

Starting at 3rd level, your brain releases a special form of chakra that affects the optic nerves. You acquire the first tomoe of the Sharingan.

You can use a bonus action to start the Sharingan, which lasts for 1 minute. It ends early if you are incapacitated. You can also dismiss the Sharingan at any time you choose (no action required).

While your Sharingan is active, you gain the following benefits:

  • You gain a +1 bonus to AC, provided that you aren't wearing medium or heavy armor or using a shield. This bonus increases when you reach certain levels in this class, increasing to +2 at 6th level and +3 at 10th level.
  • You have advantage on Wisdom saving throws. Additionally, you have advantage on Dexterity saving throws, provided that you aren't wearing medium or heavy armor or using a shield.
  • You gain a bonus to any Wisdom (Perception) checks. The bonus equals your Wisdom modifier (minimum of +1).

You can use this feature once at 3rd level, increasing to two uses at 10th level, and three uses at 14th level. You regain all expended uses of it when you finish a short or long rest.

Hypnotism

Starting at 6th level, you acquire the second tomoe of your Sharingan, your eyes can pierce through illusions and see the surrounding reality for what it really is. You automatically detect visual illusions and succeed on saving throws against them while your Sharingan is active.

In addition, while your Sharingan is active, you can target a humanoid within 60 feet. After making eye contact with a target, you trap it in an illusion of your design. The target must succeed on a Wisdom saving throw against your Jutsu Save DC or be paralyzed for the duration of your Sharingan. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the effect ends on the target.

You can use this feature once. You regain all expended uses of it when you start your Sharingan.

Foresight

Starting at 10th level, you acquire the third tomoe of your Sharingan. While your Sharingan is active you can predict seconds into the future, allowing you to interpret actions before they are made. When a creature you can see attacks you, you can use your reaction to impose disadvantage on the attack roll while your Sharingan is active.

You can use this feature three times. You regain all expended uses of it when you start your Sharingan.

Mangekyō

Starting at 14th level, you gain the Mangekyō sharigan. The Mangekyō Sharingan is distinguished from a normal Sharingan by its appearance, which changes the form of the tomoe. While the exact design differs for each user, all resemble pinwheels.

While your Sharingan is active, you can use an action to activate the Mangekyō Sharingan, allowing you to use one of the following features. After you use any of these features, you expend a single use of the Sharingan. If you have no additional uses beyond your current use, your Sharingan ends immediately and you gain 1 level of exhaustion.


  • Tsukuyomi. You make eye contact with a creature, the target must succeed a Wisdom saving throw equal to your Jutsu Save DC, or the target goes through a dream of your design, causing target to be frightened and is unable to move, take an action or a bonus action during their next turn. The target also takes 2d10 psychic damage.

  • Kamui. You teleport any 5-foot cube portion of a creature or object within 120 feet. The target must succeed on a Dexterity saving throw equal to your Jutsu Save DC to escape from the region, or the target gets teleported to another space in another plane of existence. On a success, the target takes no damage and moves to an unoccupied space within 10 feet of the area. After you use this feature, your Sharingan ends immediately or you gain 1 level of exhaustion.

  • Amaterasu. You create a 10-foot cube of black flame within 120 feet. Any creature in the cube must succeed on a Dexterity saving throw equal to your Jutsu Save DC, or takes 2d10 fire damage and an additional 1d6 fire damage at the start of each turn. On a success, the target takes no damage and moves to an unoccupied space within 10 feet of the area. This flame doesn't spread and can’t be removed by non-magical means. After you use this feature, your Sharingan ends immediately or you gain 1 level of exhaustion.



























Shinobi World

This background section expounds on the details that distinguish shinobi from one another. 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 your family flee 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?


Skill Proficiencies: Insight, Stealth
Equipment: A bingo book, an explosive tag, a flak jacket, and a forehead protector

Feature: Hidden Village

Shinobi generally originate from one of the shinobi hidden villages in the five great countries. They are the most powerful of all nations with each containing a powerful shinobi village. You can choose any of the countries on the map at the top of the page.

Feature: Shinobi Rank

These are the known shinobi ranks that can be obtained in the shinobi world.


  • Genin. The lowest level of shinobi and also the ones that display the most difference in power.
  • Chuunin. Those who have reached a level of maturity that consists of leadership skills and tactical prowess.





























  • Jounin. Generally highly-experienced shinobi with great individual skill who serve as military captains.
  • Kage. The leaders of the strongest hidden villages and generally the most powerful shinobi within them.

Variant Feature: Rogue-Nin

Having abandoned your people, you have become a rogue shinobi. Some rogue-nin continue wearing their village's forehead protector, carving a scratch across their forehead protectors to symbolise they have rejected their village.

Words of malice carry your name along the wind. Wherever you go, the feeling of someone hunting you is present, and you've come to trust very little. 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 others.

Rolling a Background

You may not be comfortable rolling for parts of your background, but rather have a set idea. These charts are simply for providing inspiration, you can choose which results you'd like or use none of the options provided.

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 are just a bonus for a good time.
d6 Ideal
1 Kindness. I'll help out if I can. (Good)
2 Justice. I'm the judge, jury and executioner. (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 am 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 one's "king" is my only job.
4 Life is fleeting, so I might as well take all 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 a bloodlust that can't be sated.

Shinobi Equipment

This section contains the most common shinobi item descriptions, presented in alphabetical order by the name of the item.

Bingo Book

Adventuring Gear


A book most high ranking shinobi have. It reads a list of bounties for criminals and rogue shinobi. Having the book is extremely helpful when hunting down targets. Through the graces of your connections, you can usually have it updated at information hubs with little hassle.

Explosive Tag

Adventuring Gear


A scrap of paper inscribed with special writing and infused with chakra. It can be attached to a surface or wrapped around a weapon to be thrown at an enemy. It will explode on impact, after a set amount of time, or after being ignited by flame. Each creature within 5 feet of the explosion must succeed on a DC 12 Dexterity saving throw or take 3d6 fire damage.

Flak Vest

Light Armor


Armor Class (AC): 12 + Dex Modifier
Weight: 10 lb.


An item of protective clothing popular among shinobi. It has several pockets and pouches that can be used to store and quickly access weapons and other supplies. It provide at least partial protection from damage by blunt-force trauma, shrapnel, other projectiles, and even blades.






































Forehead Protector

Adventuring Gear


Headband composed of a metal plate and a band of cloth. These are given to shinobi academy graduates and are engraved with the symbol of their hidden village. Wearing this gives you a +1 bonus to your Armor Class (AC).






Kunai

Simple Melee Weapon


Damage: 1d4 Piercing
Weight: 1 lb.
Properties: Finesse, light, thrown (range 20/60)


Black dagger with a handle wrapped in bandages and a ring-like pommel. Kunai are designed for thrusting and stabbing, but can be thrown as a projectile as well.

Shuriken

Simple Ranged Weapon


Damage: 1d4 Piercing
Weight: 1/4 lb.
Properties: Finesse, thrown (range 20/60)


Sharpened, four-pronged metal stars, useful for throwing. They have an open circle in the centre, useful for grabbing with a finger, to avoid cutting oneself, or to put thread through.






























Jutsu List

This section lists all the jutsu, organized by chakra release. The jutsu level is in parenthesis next to each listing. Each jutsu links to its descritpion.

Basic


Fire


Earth


Ice




































Jutsu Descriptions

This section contains jutsu descriptions, presented in alphabetical order by the name of the jutsu.

Air Current Dance

2nd-level wind ninjutsu


  • Casting Time: 1 action
  • Range: 60 feet
  • Duration: Concentration, up to 1 minute

Choose an unoccupied 5-foot cube of air that you can see within range. A spiraling air current appears in the cube and lasts for the jutsu’s duration. Any creature that ends its turn within 5 feet of the air current must make a Strength saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away. On a successful save, the creature takes half as much damage and isn’t pushed.

As a bonus action, you can move the air current up to 30 feet in any direction. If the air current moves over sand, dust, loose dirt, or small gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area.

At Higher Levels. When you cast this jutsu using a jutsu slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Ash Pile Burning

8th-level fire ninjutsu


  • Casting Time: 1 action
  • Range: 150 feet
  • Duration: Concentration, up to 1 minute

You spew a cloud of chakra-infused ash from your mouth, which surrounds a 20-foot-radius sphere centered on a point within range. The cloud spreads around corners and 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.

When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the jutsu’s area for the first time on a turn or ends its turn there.

The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns.

Black Panther

7th-level lightning ninjutsu


  • Casting Time: 1 action
  • Range: Self (60-foot cone)
  • Duration: Instantaneous

After generating black lightning from your body, you releases it in the form a panther to shock anyone that comes into contact with it. Its quick movement allows it to be used to take out multiple targets.

Each creature in a 60-foot cone must make a Dexterity saving throw. The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.

Chidori

1st-level lightning ninjutsu


  • Casting Time: 1 action
  • Range: Touch
  • Duration: Instantaneous

An aura of crackling, blue energy envelopes your hand. The high concentration of electricity produces a sound reminiscent of many birds chirping. Make a melee jutsu attack against that creature. On a hit, the target takes 1d12 lightning damage.

At Higher Levels. When you cast this jutsu using a jutsu slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st.

Chidori Spear

3rd-level lightning ninjutsu


  • Casting Time: 1 action
  • Range: Self (100-foot line)
  • Duration: Instantaneous

A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.

The lightning ignites flammable objects in the area that aren't being worn or carried.

At Higher Levels. When you cast this jutsu using a jutsu slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Clone

2nd-level basic genjutsu


  • Casting Time: 1 action
  • Range: Self
  • Duration: 1 minute

Three illusory duplicates of yourself appear in your space. Until the jutsu ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates.

Each time a creature targets you with an attack during the jutsu’s duration, roll a d20 to determine whether the attack instead targets one of your duplicates.

If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The jutsu ends when all three duplicates are destroyed.

A creature is unaffected by this jutsu if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

Crystal Body

2nd-level ice ninjutsu


  • Casting Time: 1 action
  • Range: Self
  • Duration: Concentration, up to 10 minutes

Until the jutsu ends, crystalized ice rimes your body, and you gain the following benefits:

  • You are immune to cold damage and have resistance to fire damage.
  • You can move across difficult terrain created by ice or snow without spending extra movement.
  • The ground in a 10-foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you.
  • You can use your action to create a 15-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.

Crystal Globe

6th-level ice ninjutsu


  • Casting Time: 1 action
  • Range: 300 feet
  • Duration: Instantaneous

A frigid globe of cold energy streaks from your fingertips to a point of your choice within range, where it explodes in a 60-foot-radius sphere. Each creature within the area must make a Constitution saving throw. On a failed save, a creature takes 10d6 cold damage. On a successful save, it takes half as much damage.

If the globe strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a Strength check against your jutsu save DC to break free.

You can refrain from firing the globe after completing the jutsu, if you wish. A small globe about the size of a sling stone, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to the sling’s normal range). It shatters on impact, with the same effect as the normal casting of the jutsu. You can also set the globe down without shattering it. After 1 minute, if the globe hasn’t already shattered, it explodes.

At Higher Levels. When you cast this jutsu using a jutsu slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.

Crystal Wall

6th-level ice ninjutsu


  • Casting Time: 1 action
  • Range: 120 feet
  • Duration: Concentration, up to 10 minutes

You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a Sphere with radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the Duration.

If the wall cuts through a creature's space when it appears, the creature within its area is pushed to one side of the wall and must make a Dexterity saving throw. On a failed save, the creature takes 10d6 cold damage, or half as much damage on a successful save.

The wall is an object that can be damaged and thus breached. It has AC 12 and 30 Hit Points per 10-foot section, and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 Hit Points destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a Constitution saving throw. The creature takes 5d6 cold damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this jutsu using a jutsu slot of 7th level or higher, the damage the wall deals when it appears increases by 2d6, and the damage from passing through the sheet of frigid air increases by 1d6 for each slot level above 6th.

Dragon Flame

2nd-level fire ninjutsu


  • Casting Time: 1 action
  • Range: 30 feet
  • Duration: Instantaneous

You spit a roaring flame 30 feet long and 5 feet wide from from your mouth that, like a dragon's, quickly travels forward in a straight direction. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this jutsu using a jutsu slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Dragon Vine

4th-level organic ninjutsu


  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Duration: Concentration, up to 1 minute

You conjure a dragon-like entanglement of vines from the ground in an unoccupied space of your choice that you can see within range. When you cast this jutsu, you can direct the vine to lash out at a creature within 30 feet of it that you can see. That creature must succeed on a Dexterity saving throw or be pulled 20 feet directly toward the vine.

Until the jutsu ends, you can direct the vine to lash out at the same creature or another one as a bonus action on each of your turns.

Earth Flow River

5th-level earth ninjutsu


  • Casting Time: 1 action
  • Range: 120 feet
  • Duration: Instantaneous

You choose an area of stone or mud that you can see that fits within a 40-foot cube and is within range, and choose one of the following effects.

Transmute Rock to Mud. Nonmagical rock of any sort in the area becomes an equal volume of thick, flowing mud that remains for the jutsu’s duration.

The ground in the jutsu’s area becomes muddy enough that creatures can sink into it. Each foot that a creature moves through the mud costs 4 feet of movement, and any creature on the ground when you cast the jutsu must make a Strength saving throw. A creature must also make the saving throw when it moves into the area for the first time on a turn or ends its turn there. On a failed save, a creature sinks into the mud and is restrained, though it can use an action to end the restrained condition on itself by pulling itself free of the mud.

If you cast the jutsu on a ceiling, the mud falls. Any creature under the mud when it falls must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one.

Transmute Mud to Rock. Nonmagical mud or quicksand in the area no more than 10 feet deep transforms into soft stone for the jutsu’s duration. Any creature in the mud when it transforms must make a Dexterity saving throw. On a successful save, a creature is shunted safely to the surface in an unoccupied space. On a failed save, a creature becomes restrained by the rock. A restrained creature, or another creature within reach, can use an action to try to break the rock by succeeding on a DC 20 Strength check or by dealing damage to it. The rock has AC 15 and 25 hit points, and it is immune to poison and psychic damage.

Earth Wave Bomb

3rd-level earth ninjutsu


  • Casting Time: 1 action
  • Range: 120 feet feet
  • Duration: Instantaneous

Choose a point you can see on the ground within range. You slams your palms onto the surface below your feet, making it move the ground on that point, akin to waves. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.

At Higher Levels. When you cast this jutsu using a jutsu slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.

Earthquake

8th-level earth ninjutsu


  • Casting Time: 1 action
  • Range: 500 feet
  • Duration: Concentration, up to 1 minute

You create a seismic disturbance at a point on the ground that you can see within range. For the Duration, an intense tremor rips through the ground in a 100-foot- radius circle centered on that point and shakes creatures and structures in contact with the ground in that area.

The ground in the area becomes Difficult Terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature's Concentration is broken.

When you cast this jutsu and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone.

This jutsu can have additional Effects depending on the terrain in the area, as determined by the GM.

Fissures. Fissures open throughout the jutsu's area at the start of your next turn after you cast the jutsu. A total of 1d6 such fissures open in locations chosen by the GM. Each is 1d10 x 10 feet deep, 10 feet wide, and extends from one edge of the jutsu's area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure's edge as it opens. A fissure that opens beneath a structure causes it to automatically collapse (see below).

Structures. The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the jutsu and at the start of each of your turns until the jutsu ends. If a structure drops to 0 Hit Points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure's height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The GM can adjust the DC higher or lower, depending on the Nature of the rubble. On a successful save, the creature takes half as much damage and doesn't fall prone or become buried.

Fireball

3rd-level fire ninjutsu


  • Casting Time: 1 action
  • Range: 150 feet
  • Duration: Instantaneous

A massive orb of rotating fire is expelled from your mouth to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.

At Higher Levels. When you cast this jutsu using a jutsu slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Fissure

1st-level earth ninjutsu


  • Casting Time: 1 action
  • Range: 10 feet
  • Duration: Instantaneous

You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.

At Higher Levels. When you cast this jutsu using a jutsu slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Flame Wall

4th-level fire ninjutsu


  • Casting Time: 1 action
  • Range: 120 feet
  • Duration: Concentration, up to 1 minute

You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.

When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.

One side of the wall, selected by you when you cast this jutsu, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.

At Higher Levels. When you cast this jutsu using a jutsu slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

Furious Current

5th-level water ninjutsu


  • Casting Time: 1 action
  • Range: 120 feet
  • Duration: Concentration, up to 1 minute

A swirling mass of 5-foot-deep water appears in a 30-foot radius centered on a point you can see within range. The point must be on the ground or in a body of water. Until the jutsu ends, that area is difficult terrain, and any creature that starts its turn there must succeed on a Strength saving throw or take 6d6 bludgeoning damage and be pulled 10 feet toward the center.

Great Fireball

7th-level fire ninjutsu


  • Casting Time: 1 action
  • Range: 150 feet
  • Duration: Concentration, up to 1 minute

A beam of orange-colored light with enveloping black flames flashes from your mouth, then condenses to linger at a chosen point within range as a glowing bead for the duration. When the jutsu ends, either because your concentration is broken or because you decide to end it, the bead blossoms with a low roar into an explosion of black flame that spreads around corners. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one.

The jutsu's base damage is 12d6. If at the end of your turn the bead has not yet detonated, the damage increases by 1d6.

If the glowing bead is touched before the interval has expired, the creature touching it must make a Dexterity saving throw. On a failed save, the jutsu ends immediately, causing the bead to erupt in flame. On a successful save, the creature can throw the bead up to 40 feet. When it strikes a creature or a solid object, the jutsu ends, and the bead explodes.

The fire damages objects in the area and ignites flammable objects that aren't being worn or carried.

At Higher Levels. When you cast this jutsu using a jutsu slot of 8th level or higher, the damage increases by 1d6 for each slot level above 7th.

Great Dragon Flame

5th-level fire ninjutsu


  • Casting Time: 1 action
  • Range: 60 feet
  • Duration: Instantaneous

You compress a large amount of chakra built up inside your body and change it into a dragon-shaped fireball. You then skillfully manipulate that great fire, and unleash it on the target. Even outside of the attack range, its power and reliability are stressed. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this jutsu using a jutsu slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.

Great Fire Annihilation

7th-level fire ninjutsu


  • Casting Time: 1 action
  • Range: 150 feet
  • Duration: Instantaneous

A literal sea of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a Dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one.

The fire damages objects in the area and ignites flammable objects that aren't being worn or carried. If you choose, plant life in the area is unaffected by this jutsu.

Great Mud Wall

5th-level earth ninjutsu


  • Casting Time: 1 action
  • Range: 120 feet
  • Duration: Concentration, up to 10 minutes

A nonmagical wall of solid earten material springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least on other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.

If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its Reaction to move up to its speed so that it is no longer enclosed by the wall.

The wall can have any shape you desire, though it can't occupy the same space as a creature or object. the wall doesn't need to be vertical or Resting on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus you can use this jutsu to bridge a chasm or create a ramp.

If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on.

The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 Hit Points per inch of thickness. Reducing a panel to 0 Hit Points destroys it and might cause connected panels to collapse at the GM's discretion.

If you maintain your Concentration on this jutsu for its whole Duration, the wall becomes permanent and can't be dijutsued. Otherwise, the wall disappears when the jutsu ends.

Great Task of the Dragon

7th-level wind ninjutsu


  • Casting Time: 1 action
  • Range: 300 feet
  • Duration: Concentration, up to 1 minute

A whirlwind howls down to a point that you can see on the ground within range. The whirlwind is a 10-foot-radius, 30-foot-high cylinder centered on that point. Until the jutsu ends, you can use your action to move the whirlwind up to 30 feet in any direction along the ground. The whirlwind sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone.

A creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the jutsu ends. When a creature starts its turn restrained by the whirlwind, the creature is pulled 5 feet higher inside it, unless the creature is at the top.

A restrained creature moves with the whirlwind and falls when the jutsu ends, unless the creature has some means to stay aloft. A restrained creature can use an action to make a Strength or Dexterity check against your jutsu save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6 × 10 feet away from it in a random direction.

Great Wind Investiture

6th-level wind ninjutsu


  • Casting Time: 1 action
  • Range: Self
  • Duration: Concentration, up to 10 minutes

Until the jutsu ends, wind whirls around you, and you gain the following benefits:

  • Ranged weapon attacks made against you have disadvantage on the attack roll.
  • You gain a flying speed of 60 feet. If you are still flying when the jutsu ends, you fall, unless you can somehow prevent it.
  • You can use your action to create a 15-foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube.

Hail of Thorns

1st-level organic ninjutsu


  • Casting Time: 1 bonus action
  • Range: Self
  • Duration: Concentration, up to 1 minute

The next time you hit a creature with a ranged weapon attack before the jutsu ends, this jutsu creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this jutsu using a jutsu slot of 2nd level or higher, the damage increases by 1d10 (to a maximum of 6d10) for each slot level above 1st.

Hallucinatory Terrain

4th-level basic genjutsu


  • Casting Time: 10 minutes
  • Range: 300 feet
  • Duration: 24 hours

You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, Equipment, and creatures within the area aren't changed in appearance.

The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the Illusion. If the difference isn't obvious by touch, a creature carefully examining the Illusion can attempt an Intelligence (Investigation) check against your jutsu save DC to disbelieve it. A creature who discerns the Illusion for what it is, sees it as a vague image superimposed on the terrain.

Hidden Mist

1st-level water ninjutsu


  • Casting Time: 1 action
  • Range: 120 feet
  • Duration: Concentration, up to 1 minute

You create a 20-foot-radius sphere of fog centered on a point within range. 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.

At Higher Levels. When you cast this jutsu using a jutsu slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.

Hypnotic Pattern

3rd-level basic genjutsu


  • Casting Time: 1 action
  • Range: 120 feet
  • Duration: Concentration, up to 1 minute

You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this jutsu, the creature is incapacitated and has a speed of 0.

The jutsu ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.

Ice Shard

1st-level ice ninjutsu


  • Casting Time: 1 action
  • Range: 60 feet
  • Duration: Instantaneous

You create a shard of ice and fling it at one creature within range. Make a ranged jutsu attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage

At Higher Levels. When you cast this jutsu using a jutsu slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Kirin

6th-level lightning ninjutsu


  • Casting Time: 1 action
  • Range: 150 feet
  • Duration: Instantaneous

You draw natural lightning directly from the sky to create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one.

At Higher Levels: When you cast this jutsu using a jutsu slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th.

Laser Circus

4th-level lightning ninjutsu


  • Casting Time: 1 action
  • Range: 150 feet
  • Duration: Concentration, up to 1 minute

A 20-foot-radius sphere of whirling air springs into existence centered on a point you choose within range. The sphere remains for the jutsu’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain.

Until the jutsu ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged jutsu attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage.

Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen.

At Higher Levels. When you cast this jutsu using a jutsu slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.

Lightning Arrow

3rd-level lightning ninjutsu


  • Casting Time: 1 bonus action
  • Range: Self
  • Duration: Concentration, up to 1 minute

The next time you make a ranged weapon attack during the jutsu’s duration, the weapon’s ammunition, or the weapon itself if it’s a thrown weapon, transforms into a bolt of lightning. Make the attack roll as normal, The target takes 4d8 lightning damage on a hit, or half as much damage on a miss, instead of the weapon’s normal damage.

Whether you hit or miss, each creature within 10 feet of the target must make a Dexterity saving throw. Each of these creatures takes 2d8 lightning damage on a failed save, or half as much damage on a successful one.

The piece of ammunition or weapon then returns to its normal form.

At Higher Levels. When you cast this jutsu using a jutsu slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

Lightning Bane

4th-level lightning ninjutsu


  • Casting Time: 1 action
  • Range: 90 feet
  • Duration: Concentration, up to 1 minute

Choose one creature you can see within range. The target must succeed on a Constitution saving throw or be affected by the jutsu for its duration. The first time each turn the affected target takes damage of the chosen type, the target takes an extra 2d6 lightning damage. Moreover, the target loses any resistance to that damage type until the jutsu ends.

At Higher Levels. When you cast this jutsu using a jutsu slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creature must be within 30 feet of each other when you target them.

Lightning Storm

3rd-level lightning ninjutsu


  • Casting Time: 1 action
  • Range: 120 feet
  • Duration: Concentration, up to 10 minutes

A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see within range directly above you. The jutsu fails if you can't see a point in the air where the storm cloud could appear (for example, if you are in a room that can't accommodate the cloud).

When you cast the jutsu, choose a point you can see under the cloud. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the jutsu ends, you can use your action to call down lightning in this way again, targeting the same point or a different one. If you are outdoors in stormy conditions when you cast this jutsu, the jutsu gives you control over the existing storm instead of creating a new one. Under such conditions, the jutsu's damage increases by 1d10.

At Higher Levels. When you cast this jutsu using a jutsu slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.

Mayfly

5th-level organic ninjutsu


  • Casting Time: 1 action
  • Range: Self
  • Duration: Concentration, up to 1 minute

You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered.

You can use this transportation ability once per round for the duration. You must end each turn outside a tree.

Major Image

3rd-level basic genjutsu


  • Casting Time: 1 action
  • Range: 120 feet
  • Duration: Concentration, up to 10 minutes

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the Duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte's stench).

As long as you are within range of the Illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the Illusion to make different sounds at different times, even making it carry on a conversation, for example.

Physical interaction with the image reveals it to be an Illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an Illusion with a successful Intelligence (Investigation) check against your jutsu save DC. If a creature discerns the Illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.

At Higher Levels. When you cast this jutsu using a jutsu slot of 6th level or higher, the jutsu lasts until ended, without requiring your Concentration.

Moving Earth Core

6th-level earth ninjutsu


  • Casting Time: 1 action
  • Range: 120 feet
  • Duration: Concentration, up to 2 hours

Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area’s elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can’t exceed half the area’s largest dimension. So, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square’s elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete.

At the end of every 10 minutes you spend concentrating on the jutsu, you can choose a new terrain to affect.

Because the terrain’s transformation occurs slowly, creatures in the area can’t usually be trapped or injured by the ground’s movement.

This jutsu can’t manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse.

Similarly, this jutsu doesn’t directly affect plant growth. The moved earth carries any plants along with it.

Mud Wall

3rd-level earth ninjutsu


  • Casting Time: 1 action
  • Range: 60 feet
  • Duration: Concentration, up to 10 minutes

You conjure up a wall of earthen material from the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 10 feet thick, and it vanishes when the jutsu ends. It blocks line of sight but not movement. A creature is blinded while in the wall’s space and must spend 3 feet of movement for every 1 foot it moves there.

Organic Entanglement

1st-level organic ninjutsu


  • Casting Time: 1 action
  • Range: 90 feet
  • Duration: Concentration, up to 1 minute

Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the Duration, these Plants turn the ground in the area into Difficult Terrain.

A creature in the area when you cast the jutsu must succeed on a Strength saving throw or be Restrained by the entangling Plants until the jutsu ends. A creature Restrained by the Plants can use its action to make a Strength check against your jutsu save DC. On a success, it frees itself.

When the jutsu ends, the conjured Plants wilt away.

Organic Expansion

3rd-level organic ninjutsu


  • Casting Time: 1 action or 8 hours
  • Range: 150 feet
  • Duration: Instantaneous

This jutsu channels vitality into plants within a specific area. There are two possible uses for the jutsu, granting either immediate or long-term benefits.

If you cast this jutsu using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.

You can exclude one or more areas of any size within the jutsu's area from being affected.

If you cast this jutsu over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.

Plant Speak

3rd-level organic ninjutsu


  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Duration: 10 minutes

You imbue Plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question Plants about events in the jutsu's area within the past day, gaining information about creatures that have passed, weather, etc.

You can also turn Difficult Terrain caused by Plant Growth (such as thickets and undergrowth) into ordinary terrain that lasts for the Duration. Or you can turn ordinary terrain where Plants are present into Difficult Terrain that lasts for the Duration, causing vines and branches to hinder pursuers, for example.

Plants might be able to perform other tasks on your behalf, at the GM's discretion. The jutsu doesn't enable Plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks.

If a plant creature is in the area, you can communicate with it as if you shared a Common language, but you gain no magical ability to influence it.

This jutsu can cause the Plants created by the Entangle jutsu to release a Restrained creature.

Phoenix Flower

2nd-level fire ninjutsu


  • Casting Time: 1 action
  • Range: 30 feet
  • Duration: Instantaneous

You create a volley of three small fireballs, which are sent flying in an unpredictable manner assaulting the target. You can hurl them at one target or several.

Make a ranged jutsu attack for each ray. On a hit, the target takes 2d6 fire damage.

At Higher Levels. When you cast this jutsu using a jutsu slot of 3rd level or higher, you create an additional fireball for each slot level above 2nd.

Raging Waves

3rd-level water ninjutsu


  • Casting Time: 1 action
  • Range: 120 feet
  • Duration: Instantaneous

Water gushes out from your mouth like a waterfall and crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it, and then it vanishes.

Rasengan

4th-level wind ninjutsu


  • Casting Time: 1 action
  • Range: Touch
  • Duration: Instantaneous

You produce a spinning ball of rotating chakra in the palm of your hand.

Make a melee jutsu attack against the target. On a hit, the target takes 6d10 bludgeoning damage and is pushed back 10 feet.

At Higher Levels. When you cast this jutsu using a jutsu slot of 5th level or higher, the damage increases by 1d6 and you push the target back 5 extra feet for each slot level above 4th.

Rasenshuriken

7th-level wind ninjutsu


  • Casting Time: 1 action
  • Range: 60 feet
  • Duration: Instantaneous

Your chakra begins rotating furiously in the palm of your hand, resembling a large rotating fūma shuriken. The chakra consists of countless microscopic wind-blades that severely damage the body on a cellular level. The technique gives off a loud screech-like noise during and after its formation.

Make a ranged jutsu attack against the target in range. On a hit, the target must make a Dexterity saving throw. The target takes 6d6 piercing damage and 6d6 bludgeoning damage on a failed save, or half as much damage on a successful one.

Shadow Clone

7th-level basic genjutsu


  • Casting Time: 1 action
  • Range: 500 miles
  • Duration: Concentration, up to 1 day

You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the jutsu ends.

You can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.

You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your jutsu save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.

Silence

2nd-level basic genjutsu


  • Casting Time: 1 action
  • Range: 120 feet
  • Duration: Concentration, up to 10 minutes

For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a jutsu that includes a verbal component is impossible there.

Silent Image

1st-level basic genjutsu


  • Casting Time: 1 action
  • Range: 60 feet
  • Duration: Concentration, up to 10 minutes

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects.

You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your jutsu save DC. If a creature discerns the illusion for what it is, the creature can see through the image.

Sleet Storm

3rd-level ice ninjutsu


  • Casting Time: 1 action
  • Range: 150 feet
  • Duration: Concentration, up to 1 minute

Until the jutsu ends, freezing rain and sleet fall in a 20-foot-tall Cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused.

The ground in the area is covered with slick ice, making it Difficult Terrain. When a creature enters the jutsu's area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone.

If a creature is concentrating in the jutsu's area, the creature must make a successful Constitution saving throw against your jutsu save DC or lose Concentration.

Spiky Path

2nd-level organic ninjutsu


  • Casting Time: 1 action
  • Range: 150 feet
  • Duration: Concentration, up to 10 minutes

The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.

The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the jutsu is cast must make a Wisdom (Perception) check against your jutsu save DC to recognize the terrain as hazardous before entering it.

Snowball Swarm

2nd-level ice ninjutsu


  • Casting Time: 1 action
  • Range: 90 feet
  • Duration: Instantaneous

A flurry of chakra-infused snowballs erupts from a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d6 cold damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this jutsu using a jutsu slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Stone Plate Coffin

2nd-level earth ninjutsu


  • Casting Time: 1 action
  • Range: 30 feet
  • Duration: Concentration, up to 1 minute

You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted stone rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the jutsu’s duration.

As an action, you can cause the hand to crush the restrained target, who must make a Strength saving throw. It takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one.

To break out, the restrained target can use its action to make a Strength check against your jutsu save DC. On a success, the target escapes and is no longer restrained by the hand.

As an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either.

Stone Pillar Spears

6th-level earth ninjutsu


  • Casting Time: 1 reaction
  • Range: 120 feet
  • Duration: Instantaneous

You cause up to six pillars of stone to burst from places on the ground that you can see within range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The ground where a pillar appears must be wide enough for its diameter, and you can target the ground under a creature if that creature is Medium or smaller. Each pillar has AC 5 and 30 hit points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of difficult terrain with a 10-foot radius that lasts until the rubble is cleared. Each 5-foot-diameter portion of the area requires at least 1 minute to clear by hand.

If a pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save.

If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 6d6 bludgeoning damage and is restrained, pinched between the pillar and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check (the creature’s choice) against the jutsu’s save DC. On a success, the creature is no longer restrained and must either move off the pillar or fall off it.

At Higher Levels. When you cast this jutsu using a jutsu slot of 7th level or higher, you can create two additional pillars for each slot level above 6th.

Stoneskin

4th-level earth ninjutsu


  • Casting Time: 1 action
  • Range: touch
  • Duration: Instantaneous

This jutsu makes your flesh as hard as stone. Until the jutsu ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.

Substitution

1st-level basic ninjutsu


  • Casting Time: 1 reaction
  • Range: Self
  • Duration: 1 round

The instant before you are to be struck by an attack, you attempt to replace yourself with a block of wood or something similar. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

Summoning

3rd-level basic ninjutsu


  • Casting Time: 1 action
  • Range: 60 feet
  • Duration: Concentration, up to 1 hour

You summon creatures in unoccupied spaces that you can see within range. Choose one of the following options for what appears:

  • One beast of challenge rating 2 or lower
  • Two beasts of challenge rating 1 or lower
  • Four beasts of challenge rating 1/2 or lower
  • Eight beasts of challenge rating 1/4 or lower

Each beast disappears when it drops to 0 hit points or when the jutsu ends.

The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

The GM has the creatures' statistics.

At Higher Levels. When you cast this jutsu using certain higher-level jutsu slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot.

Super Exploding Water Shockwave

8th-level water ninjutsu


  • Casting Time: 1 action
  • Range: Sight
  • Duration: Concentration, up to 6 rounds

A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration.

When the wall appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 6d10 bludgeoning damage, or half as much damage on a successful save.

At the start of each of your turns after the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take 5d10 bludgeoning damage. A creature can take this damage only once per round. At the end of the turn, the wall’s height is reduced by 50 feet, and the damage creatures take from the jutsu on subsequent rounds is reduced by 1d10. When the wall reaches 0 feet in height, the jutsu ends.

A creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful Strength (Athletics) check against your jutsu save DC in order to move at all. If it fails the check, it can’t move. A creature that moves out of the area falls to the ground.

Ten Thousand Ice Petals

4th-level ice ninjutsu


  • Casting Time: 1 action
  • Range: 300 feet
  • Duration: Instantaneous

You unleash a barrage of ice darts to the ground in a 20-foot-radius, 40-foot-high Cylinder centered on a point within range. Each creature in the Cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.

Hailstones turn the storm's area of Effect into Difficult Terrain until the end of your next turn.

At Higher Levels. When you cast this jutsu using a jutsu slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

Transformation

1st-level basic genjutsu


  • Casting Time: 1 action
  • Range: Self
  • Duration: 1 hour

You make yourself--including your clothing, armor, weapons, and other belongings on your person--look different until the jutsu ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this jutsu fail to hold up to physical inspection. For example, if you use this jutsu to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this jutsu to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your jutsu save DC.

Tree Wall Barrier

6th-level organic ninjutsu


  • Casting Time: 1 action
  • Range: 120 feet
  • Duration: Concentration, up to 10 minutes

You create a wall of tough, pliable, tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the Duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight.

When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 7d8 piercing damage, or half as much damage on a successful save.

A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of Movement. Furthermore, the first time a creature enters the wall on a turn or ends its turn there, the creature must make a Dexterity saving throw. It takes 7d8 slashing damage on a failed save, or half as much on a successful save.

At Higher Levels. When you cast this jutsu using a jutsu slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.

Unending Fear

3rd-level basic genjutsu


  • Casting Time: 1 action
  • Range: Self (30-foot cone)
  • Duration: Concentration, up to 1 minute

You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.

While frightened by this jutsu, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the jutsu ends for that creature.

Unsealing

6th-level basic ninjutsu


  • Casting Time: 1 minute
  • Range: Touch
  • Duration: Until dijutsued

You touch an object weighing 10 pounds or less whose longest dimension is 6 feet or less. This jutsu leaves an invisible mark on its surface.

At any time thereafter, you can use your action to have the item instantly appears in your hand regardless of physical or planar distances, and the jutsu ends.

If another creature is holding or carrying the item, the jutsu doesn’t transport the item to you, but instead you learn who the creature possessing the object is and roughly where that creature is located at that moment.

Dispel magic or a similar effect ends this jutsu’s effect.

Vacuum Wave

2nd-level wind ninjutsu


  • Casting Time: 1 action
  • Range: Self (60-foot line)
  • Duration: Concentration, up to 1 minute

A line of strong wind 60 feet long and 10 feet wide blasts from your mouth in a direction you choose for the jutsu's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.

Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.

The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.

As a bonus action on each of your turns before the jutsu ends, you can change the direction in which the line blasts from you.

Violent Whirlwind

2nd-level wind ninjutsu


  • Casting Time: 1 action
  • Range: Self
  • Duration: Concentration, up to 10 minutes

You produce a powerful stream of wind (20 miles per hour) from your mouth around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the jutsu’s duration.

The wind has the following effects:

  • It deafens you and other creatures in its area
  • It extinguishes unprotected flames in its area that are torch-sized or smaller.
  • The area is difficult terrain for creatures other than you.
  • The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.
  • It hedges out vapor, gas, and fog that can be dispersed by strong wind.

Water Control

4th-level water ninjutsu


  • Casting Time: 1 action
  • Range: 300 feet
  • Duration: Concentration, up to 10 minutes

Until the jutsu ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following Effects when you cast this jutsu. As an action on Your Turn, you can repeat the same Effect or choose a different one.

Flood: You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing. The water level remains elevated until the jutsu ends or you choose a different Effect. If this Effect produced a wave, the wave repeats on the start of your next turn while the flood Effect lasts.

Part Water: You cause water in the area to move apart and create a Trench. The Trench extends across the jutsu's area, and the separated water forms a wall to either side. The Trench remains until the jutsu ends or you choose a different Effect. The water then slowly fills in the Trench over the course of the next round until the normal water level is restored.

Redirect Flow: You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the jutsu's area, it resumes its flow based on the terrain Conditions. The water continues to move in the direction you chose until the jutsu ends or you choose a different Effect.

Whirlpool: This Effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your jutsu save DC. When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the jutsu ends. On a successful save, the creature takes half damage, and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so. The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage, this damage occurs each round it remains in the vortex.

Water Prison

4th-level water ninjutsu


  • Casting Time: 1 action
  • Range: 90 feet
  • Duration: Concentration, up to 1 minute

You conjure up a sphere of water with a 5-foot radius at a point you can see within range. The sphere can hover but no more than 10 feet off the ground. The sphere remains for the jutsu’s duration.

Any creature in the sphere’s space must make a Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space of the creature’s choice outside the sphere. A Huge or larger creature succeeds on the saving throw automatically, and a Large or smaller creature can choose to fail it. On a failed save, a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns, a restrained target can repeat the saving throw, ending the effect on itself on a success.

The sphere can restrain as many as four Medium or smaller creatures or one Large creature. If the sphere restrains a creature that causes it to exceed this capacity, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it.

As an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, a cliff, or other drop-off, it safely descends until it is hovering 10 feet above the ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw.

When the jutsu ends, the sphere falls to the ground and extinguishes all normal flames within 30 feet of it. Any creature restrained by the sphere is knocked prone in the space where it falls. The water then vanishes.

Water Walk

3rd-level basic ninjutsu


  • Casting Time: 1 action
  • Range: 30 feet
  • Duration: 1 hour

This jutsu grants the ability to move across any liquid surface—such as water, acid, mud, snow, quicksand, or lava—as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.

If you target a creature submerged in a liquid, the jutsu carries the target to the surface of the liquid at a rate of 60 feet per round.

Water Upheaval

1st-level water ninjutsu


  • Casting Time: 1 action
  • Range: 30 feet
  • Duration: Instantaneous

You either create or destroy water.

Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.

Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.

At Higher Levels. When you cast this jutsu using a jutsu slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.

Water Wall

3rd-level water ninjutsu


  • Casting Time: 1 action
  • Range: 60 feet
  • Duration: Concentration, up to 10 minutes

You conjure up a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the jutsu ends. The wall’s space is difficult terrain.

Any ranged weapon attack that enters the wall’s space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Jutsu and spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall’s water doesn’t fill it.

Weapon Control

3rd-level basic ninjutsu


  • Casting Time: 1 action
  • Range: Self (60-foot cone)
  • Duration: Instantaneous

You throw a nonmagical weapon or fire a piece of nonmagical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Each creature in a 60-foot cone must succeed on a Dexterity saving throw. A creature takes 3d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon or ammunition used as a component.

Wind Control

5th-level wind ninjutsu


  • Casting Time: 1 action
  • Range: 300 feet
  • Duration: Concentration, up to 1 hour

You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you cast the jutsu. The effect lasts for the jutsu’s duration, unless you use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the effect or to restart one you’ve halted.

Gusts. A wind picks up within the cube, continually blowing in a horizontal direction you designate. You choose the intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that enter or leave the cube or pass through it have disadvantage on their attack rolls. If the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved.

Downdraft. You cause a sustained blast of strong wind to blow downward from the top of the cube. Ranged weapon attacks that pass through the cube or that are made against targets within it have disadvantage on their attack rolls. A creature must make a Strength saving throw if it flies into the cube for the first time on a turn or starts its turn there flying. On a failed save, the creature is knocked prone.

Updraft. You cause a sustained updraft within the cube, rising upward from the cube’s bottom side. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than normal.

Wind Wall

3rd-level wind ninjutsu


  • Casting Time: 1 action
  • Range: 120 feet
  • Duration: Concentration, up to 1 minute

A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.

When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one.

The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can't pass through it.

Wolf Fang Avalanche

5th-level ice ninjutsu


  • Casting Time: 1 action
  • Range: Self (60-foot cone)
  • Duration: Instantaneous

You create a mountain of snow and have it avalanche takes the form of a pack of wolves to attack the opponent. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this jutsu using a jutsu slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

Disclaimer

The Shinobi Class Guide is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

Based on the original series by Masashi Kishimoto. ©Masashi Kishimoto. ©SHUEISHA Inc.

We do not claim ownership of anything related to Naruto or Dungeons and Dragons. Please support the original sources.

No profits are made from the release of this supplement.

Credits

Shinobi text and The Magic of Chakra text are credited to Narutopedia via Warring States Period and Chakra respectively.

The Shinobi Archetypes are modified versions of pre-existing subclasses, both official and homebrewed. They are credited as follows:

Way of the Byakugan via CoachSean,
Way of the Knuckleheaded Ninja via Turk,
Way of the Medical-Nin via Warlock: The Celestial,
Way of the Puppet Master via D&D Wiki, and
Way of the Sharingan via CoachSean.

The Jutsu in this supplement are either based on or near copies of spells from D&D Beyond to help ensure a balanced experience.

Cover and Page Art: @HidekiR_L via u/ll--L--ll.

World Map Art: @vpierrev via xpierrex.

Equipment Art: @maxiuchiha22z via maxiuchiha22.

Special Thanks to my girlfriend 💖 for introducing me to the inner workings of Dungeon & Dragons, and for pushing me to finish this project. Also to @basicsadbtch for my avatar!

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