Naruto: Shinobi (5e Class)

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Naruto: Shinobi

Shinobi, are specialized ninja whom have gained the power of Chakra. This allows them to do amazing feats such as walking up walls, walking on water, breathing fire, among other things. These Shinobi are trained as soldiers to follow out tasks given to them by their leaders. There are multiple hidden villages that are home to shinobi, The Village Hidden in the Leaves, Sand, Mist, and Rain are but a few of them. Most shinobi come from a hidden village, and will perform missions for a fee. These missions can include: doing manual labor, acting as escorts, gathering secret information, retrieving stolen items, carrying out assassinations, etc. In times of war, ninja will come together to defend their villages and land. The clearest characteristic of a shinobi is their ability to manipulate chakra to create and use techniques known as Jutsu. Shinobi are expected to be loyal to their villages, and any defectors are considered to be missing-ninja, and will be marked for death. Jutsu are separated into three groups, Ninjutsu, Genjutsu, and Taijutsu. Ninjutsu implies performing a supernatural or beyond normal ability, the most common of which is the elemental Jutsu. These are created by the user transforming their chakra into a specific nature. The chakra types are Lightning, Earth, Fire, Wind, and Water. Other sub-types of chakra natures, such as Wood Release and Ice Release, also exist, and are created by combining two of the basic five releases. Taijutsu implies physical body techniques, which may or may not require chakra. Genjutsu manipulates the chakra in an enemy's mind and disrupts their chakra flow. Their senses get fooled which creates illusions, things that the foe believes to be real that are in fact fake.

Creating a Naruto: Shinobi

Naruto%2C_Original_Artwork.jpg
A group of shinobi in front of Kurama, Masashi Kishimoto.

When creating your character, think about why you became a ninja. Was it in preparation for a difficult task, or did you simply want to impress someone? Were you popular growing up, using the opportunity to grow your following, or was it simply to earn a little respect? During your training, did you succeed with flying colors, or did you have to retake the exam multiple times? As a result of this, are you cocky and overconfident, or cautious and pensive?

Quick Build

You can make a Naruto: Shinobi quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity, followed by Constitution, which affects chakra. The common race for a ninja is Human. Finally, choose either the Assassin or Genin/Chunin background. In addition, with your DM’s approval, you may choose Jinchuriki as your race.

Class Features

As a Naruto Shinobi you gain the following class features.

Hit Points

Hit Dice: 1d8 per Naruto Shinobi level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Naruto Shinobi level after 1st

Proficiencies

Armor: Light
Weapons: Simple weapons, shortsword
Tools: Thieves' tools
Saving Throws: Dexterity, Intelligence
Skills: Choose two from Acrobatics, History, Investigation, Nature, Perception and Stealth

Equipment

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

Table: The Naruto Shinobi

Level Proficiency
Bonus
Features Chakra Martial Arts Unarmored Movement
1st +2 Martial Arts, Unarmored Defense - 1d4 -
2nd +2 Chakra, Basic Ninjutsu, Unarmored Movement 4+Con 1d4 +10
3rd +2 Ninja Path 6+Con 1d4 +10
4th +2 Ability Score Improvement, Chakra Natures 8+Con 1d4 +10
5th +3 Extra Attack, Nindo 10+Con 2d4 +10
6th +3 Ninja Speed 12+Con 2d4 +15
7th +3 Ninja Path Enhancement, Evasion 14+Con 2d4 +15
8th +3 Ability Score Improvement 16+Con 2d4 +15
9th +4 Chakra-Infused Strikes, Ninja Speed Improvement 18+Con 2d4 +15
10th +4 Ninja Path Enhancement 20+Con 2d4 +20
11th +4 Extra Attack (2) 22+Con 3d4 +20
12th +4 Ability Score Improvement 24+Con 3d4 +20
13th +5 Scroll Upgrade 26+Con 3d4 +20
14th +5 28+Con 3d4 +25
15th +5 Ninja Path Enhancement, Chakra Natures 30+Con 3d4 +25
16th +5 Ability Score Improvement 32+Con 3d4 +25
17th +6 Additional Path 34+Con 4d4 +25
18th +6 Additional Path feature 36+Con 4d4 +30
19th +6 Ability Score Improvement, Additional Path feature 38+Con 4d4 +30
20th +6 Ninja Path Enhancement 40+Con 4d4 +30

Martial Arts

At 1st level, you are trained in hand to hand combat.

  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and weapons you are proficient with.
  • Your unarmed attacks deal 1d4 damage, this damage increases by 1d4 at 5th, 11th, and 17th levels.

Unarmored Defense

At 1st level, you have learned through fighting that you can dodge instead of being weighed down by an armor to take attacks. While not wearing armor or wielding a shield, your AC equals 10 + your Dexterity modifier + your Proficiency bonus.

Unarmored Movement

At 2nd level, while not wearing armor or using a shield, your movement is increased by 10 feet. This bonus increases to 15 at 6th, 20 at 10th, 25 at 14th, and 30 at 18th levels.

Scrolls

At 2nd level, you have learned how to store objects of medium size or smaller into scrolls. An item cannot be stored in a blank scroll, it must have a seal drawn on it with ink. You can draw an amount of scroll seals equal to your proficiency bonus during your long rest. If you try to exceed your maximum number of scroll seals, the oldest seal immediately ends, and the new one then applies. This feature requires special scrolls, they can be purchased anywhere a merchant would sell paper, ink and books. The scrolls or seals are not consumed on use, instead lasting until destroyed. If a scroll or seal is destroyed, its contents are lost until the exact same seal is drawn on another scroll - giving you access to that same dimensional space.

Small Scroll: Holds up to 3 small items (dagger, bedroll, 1 set of clothes, etc.) Costs 20 gp and weighs 2 lbs.

Medium Scroll: Holds up to 7 Small items. Costs 45 gp and weighs 8 lbs.

Large Scroll: Holds up to 12 small items or 1 medium item (Tent, folding chair longsword, bow) Costs 80 gp and weighs 15 lbs.

Weapon Scroll: Holds up to 15 Shuriken or 15 Kunai these can be summoned to hand as a bonus action. Costs 60 gp and weighs 10 lbs.

Scrolls, Handy haversacks and bags of holding cannot be stored within scrolls, if attempted, the attempt fails and the scroll, and any of its contents, is destroyed.

Chakra

At 2nd level, you begin on your journey of mastering chakra. Chakra is a form of life energy with varying types that all individuals produce to some degree. This energy is often confused with ki, but the two are different in form and control. The energy 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 generate more chakra and release it outside their bodies through pressure points called Tenketsu in order to perform Jutsu. Kekkei Genkai are Jutsu that use multiple types of chakra at once, and are often connected to bloodlines. The maximum amount of chakra you have is dictated by your Shinobi level, as shown in the Chakra column of the Shinobi class table.

The following rules apply to all Jutsu unless otherwise stated:

  • To use Jutsu, you must be able to move both of your hands.
  • All Jutsu take an action to use.
  • All Jutsu require chakra.
  • You have as much chakra as listed under the Chakra column + your Constitution modifier.
  • You regain your chakra after you finish a long rest.
  • Chakra and ki do not stack.
  • If only dice are listed for a Jutsu’s damage, you add your Dexterity modifier to the damage.

At 2nd, 8th, and 15th level, you choose a chakra nature. You also gain access to the Basic Ninjutsu nature at 2nd level. You can forego learning a nature to gain affinity in one you already know, allowing you to add your unarmed damage to any damage rolls with its Jutsu. You automatically gain affinity in one of the natures learned at 2nd level. You gain a Kekkei Genkai nature after getting both required Chakra Natures. Jutsu cast outside of combat only cost half as much Chakra so long as the Jutsu is will not damage a creature directly. The purpose of Jutsu is to use them to the advantage of the party narratively, not just as a weapon, such as lighting a campfire with fire Jutsu, or putting out a burning building with water Jutsu.

  • Your Jutsu save DC = 8 + your Intelligence modifier + your Proficiency bonus
  • Your Jutsu spell attack bonus = your Intelligence modifier + your Proficiency bonus

Ninja Path

At 3rd level, you choose what path you would like to follow, all detailed under Ninja Paths. You gain a new feature for your archetype at levels 7, 10, 15, and 20.

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.

Extra Attack

Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three at 11th level.

Nindo

At 5th level, you choose your Nindo, in other words, your “ninja way”. Nindo are detailed beneath class features.

Ninja Speed

At 6th level, you can spend 2 chakra to take the Dash, Disengage, or Hide action as a bonus action on your turn, and your jump distance is doubled for the turn.

At 9th level, you gain the ability to move along vertical surfaces during your movement.

Evasion

At 7th level, when being attacked by an area effect that lets you to make a Dexterity saving throw to take only half damage, such as fireball, you instead take no damage if you succeed on the saving throw, and only half damage if you fail the save.

Chakra-Infused Strikes

At 9th level, you channel a small amount of chakra into your strikes. Your unarmed strikes count as magical for the purpose of overcoming resistances.

Scroll Upgrade

At 13th level, you gain access to the Giant Scroll. This scroll can store 2 large items that’s individual weights do not exceed 30 pounds or 1 medium or smaller creature. However, after 10 minutes, the creature will begin to suffocate due to lack of oxygen.

Also, you gain the ability to create Explosive Seals more effectively. These Seals deal 4d6 fire damage and you can create them over the course of your long rests for no chakra cost. The number of Explosive Seals you create is equal to your Intelligence modifier (minimum of 1). These Seals work exactly the same as normal Seals, as detailed in the Basic Ninjutsu part of the class.

In addition, you gain the ability create special Explosive Tags at the base cost of 5 chakra. These tags follows the rules of the Explosive Seal Jutsu but deals 4d6 fire plus 4d6 thunder damage.

Additional Path

At 17th level, you pick an additional Ninja Path to gain the first feature of. You may choose a second and third Ninja Path or the next feature in your additional path at 18th and 19th level.

Nindo

Your Nindo, or ninja way is a guidelines you follow; your own personal mantra. This feature will add a small buff to your ninja. It is encouraged to make your own Nindo with your DM and add it to this section for others to use.

"I never go back on my word"

You follow through, no matter what, and people have seen this. You get advantage or +2 on Persuasion checks and Intimidation checks, however, if you fail to follow this Nindo, you lose the ability for 1d4 days.

"I refuse to watch my ally die"

No matter how dire the situation, you put your teammates lives above your own. As a reaction, if an ally gets hit by an attack, you move up to half your movement speed to throw yourself in the way of an attack. You reduce the damage by 1d6 + your Constitution modifier and take the rest of the damage.

"Crushing my enemies is all that matters"

Killing your enemy takes precedence over all else. If you reduce a creature to 0 hit points, you can an additional attack as part of the same action, on a different target if they are within reach of your weapon or throwing weapon. Pulling out a throwing weapon is a free action for this feature. You have three uses of this, you regain all use after you finish a long rest.

"A long life is paved with wisdom"

You're more analytical than most. You gain a +2 bonus to Insight and Investigation checks, and Passive Perception.

"Life over Glory"

When you use the Disengage action, you gain temporary hit points equal to 1d4 + your Constitution modifier. On your next turn, you have to cannot end your turn closer to any of the enemies you Disengaged from. You regain the ability to do so when you roll initiative.

"Hot blooded Spirit"

At the start of your turn, you can chose to make a charge, for the rest of the turn, you gain a +10 ft bonus to movement, +4 to hit, and -2 to AC. If you hit, the damage is increased by 1d4. If you miss, your guard drops and you run through the closest enemy reach, provoking an attack of opportunity. You have three uses of this, all of which are regained after you finish a long rest.

"Even the strongest of enemies have a weakness"

As a bonus action, you can make a Perception check against the target's Passive Perception. If you succeed, you are able to discern all of the target's Damage Vulnerabilities, if it has any. You regain the ability to do so the next time you roll for initiative.

“I stay ready”

When you are surprised, you may still take reactions and an action (on your turn), but you still can't move. You also gain Proficiency in playing card sets, as you “stay” ready.

"I will master all Jutsu!"

You gain two Chakra Natures of your choice’s basic Jutsu.

Ninja Feats

These feats can be taken instead of an ability score bonus, instead of a normal feat, or as the variant human free feat.


Body Flicker Master

Prerequisites: Dexterity of 18 or higher

  • When you use Body Flicker, you can take the Attack action as a bonus action.


Fast as Lightning

Prerequisites: You must be at least 16th level in the Shinobi class and Dexterity of 18 or higher

  • You gain an additional reaction each round.
  • You can use the Dash action as a free action. You can't use this feature again until you finish a short or long rest.


Disturbance Taijutsu: Acrobat

Requirements: 8th level

Your fighting style is more like a complex warrior's dance, pinning up to 7 light or versatile melee weapons in your hands, shoulders, armpits, elbows, knees, abdomen, and teeth. You can make one attack with each weapon when you take the attack action. You can not benefit from this and anything that increases your weapon's damage die's size or number.


Genjutsu Master

Prerequisites: The ability to use at least one kind of Genjutsu

  • Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
  • As a bonus action, while you have a creature in a Genjutsu, you can deal a number of psychic damage to it equal to your level + your Intelligence modifier.


Hidden Talent

Prerequisites: Dexterity or Intelligence of 13 or higher

  • Increase your Dexterity or Intelligence score by 1, to a maximum of 20.
  • You are able to weave hand signs with one hand. This does not grant the ability to use 2 Jutsu.
  • You gain proficiency in any two skills.


Perfected Seals

Prerequisites: Hidden Talent feat, Intelligence of 18

You have sharpened your Ninjutsu to a razor-sharp edge, allowing your chakra to flow through you without limitations. You gain he following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You are no longer required to weave hand seals to perform Jutsu. You do not gain this benefit while under the Restrained condition.
  • While grappling a creature, you can use their hands to complete a hand seal necessary to cast a Jutsu. The chakra point cost for casting the Jutsu is split equally between you and the creature at the time of casting it. If a creature does not have any chakra points, the chakra cost is not reduced. Once you use this feature, you can't use it again until the end of a short or long rest.


Multi-Shadow Clone Jutsu Master

  • The amount of shadow clones you can have at a time is no longer limited to 5.
  • Creating shadow clones only costs 2 chakra per clone. However they only start with 2 chakra.
  • When using shadow clone Jutsu, you can expend additional chakra to give one of the clones an extra 5 hit points for each chakra. You can do this for as many clones as you wish.
  • This does not grant early use of the Shadow Clone jutsu.


Multi-Summoning Jutsu Master

  • You may summon any number of creatures on a single use of the Summoning Jutsu. Summoned creatures must have at least 5 feet between one another.
  • Creatures may be summoned up to 30 feet from you.
  • This does not grant early use of the Summoning jutsu.


Tempered Chakra

You are well versed in limiting the amount of chakra you use.

  • Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
  • When determining how much chakra you have, you may replace your Constitution modifier with your Intelligence modifier.
  • You may add your proficiency bonus an additional time to Concentration saving throws for Jutsu.


Masterful Chakra Control

Prerequisites: Tempered Chakra, Intelligence 19

You have mastered your chakra control to the point that even a small drop can have explosive results.

  • When determining the amount of chakra points you have, you may add your Intelligence Modifier twice.
  • When a class feature related to chakra requires you to use Constitution as a modifier, you may instead use Intelligent.


Zen Master

Prerequisites: You must be at least 8th level in the Shinobi class and Wisdom of 13 or higher

  • When you finish a short rest, you can expend a number of hit die equal to your Constitution or Wisdom modifier (whichever is higher). Roll the hit die. You regain an amount of chakra equal to half the result (rounded down) plus your Constitution modifier. You can't use this feature again until you finish a long rest.


Overflowing Chakra

Prerequisites: Constitution of 18 or higher

Through hard training and enduring experience in combat, you have learned how to fuel your Jutsu with copious amounts of Chakra, enhancing them to a point that the elements you weave could be considered as forces of nature.

  • You gain one additional Shinobi hit die, this die is counted separately from your ordinary hit die and replenishes at the end of a long rest.
  • When determining the amount of Chakra points you have, you can add your Constitution modifier twice.
  • When a class feature, Jutsu or other feature related to your Chakra requires you to use your Intelligence as a modifier, you may instead use your Constitution.


Hashirama's Cells

You have the cells of the First Hokage implanted into your DNA. This highly sought-after, unique DNA signature grants you certain special abilities that only the First had. You gain the following benefits:

  • You learn how to use the notorious Wood Style Jutsu. You gain the ability to use the Basic Wood Style Technique as detailed under the Wood Style section of the Shinobi Class. You cannot use any other Wood Style Jutsu apart from the Basic Technique unless you meet the Chakra Nature requirements.
  • Hashirama's cells have highly regenerative properties. As a bonus action, you can regain an amount of hit points equal to 1d10 + your Constitution modifier. Once you use this feature, you can't use it again until the end of a short or long rest. Additionally, you no longer need to eat or drink.
  • As an action, you can shape your hands and tips of your fingers into wooden copies of simplistic tools that you know. You can recreate any simple tool out of wood such as a table knife, a lock pick, a hammer or some tongs. In order to recreate a more specific tool accurately, you must have proficiency with a Tool Kit that utilises that tool.


Sensor Nin

Prerequisites: 16 Wisdom, Proficiency in Perception

You can sense the presence of magic and chakra within 30 feet of you. If you sense magic or chakra in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears either or both, and you learn its school of magic or the chakra technique used, if any. This effect can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of Common metal, a thin sheet of lead, or 3 feet of wood or dirt. If you already have chakra sense, its range increases by 30 feet. You may take this feat multiple times, increasing its Wisdom requirement by +2.


Quickened Seals

Prerequisites: 20 Dexterity and proficiency in Sleight of Hands.

You've become fast and adept enough with your hand seals that you can perform them faster than the eye can see. To the point where even a Sharingan user has trouble keeping up.

  • Your Dexterity score maximum becomes 22.
  • Any technique requiring hand seals can now be done as a bonus action at an extra cost of 2 chakra.
  • Onlookers are now unable to notice you performing hand seals when done as a bonus action.

Dōjutsu Master

Requirements: 16th level, Constitution or Intelligence 16, at least one implanted dōjutsu.

Your implanted dōjutsu are not limited by implantation. You can gain all dōjutsu-based subclass features from implanted dōjutsu in the same manner as you would if you had chosen it at 3rd level.


Perfect Vessel

Requirements: 16th level, Constitution or Charisma 16

You can gain all Path of the Beast, Succession, and Permanence features as if you had taken them at 3rd level so long as you meet their creation requirements, and you no longer must be two levels higher than the listed requirement to gain these features.


Discernment

This feature replaces Evasion instead of an Ability Score Increase. When being targeted by an area effect that lets you to make a Wisdom or Intelligence 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 the save.


Endurance

This feature replaces Evasion instead of an Ability Score Increase. When being targeted by an area effect that lets you to make a Constitution 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 the save.

Jinchuriki Feats

Solid Cloak

Requirements: Shukaku's Jinchuriki

While in Initial Release, Tailed Release or Bijuu Chakra Mode, your chakra cloak bolsters itself with nearby sand and other soils, granting you +2 AC.


Claw Creation

Requirements: Matatabi's Jinchuriki

Even without tapping into your Tailed Beast's chakra, you are able to manifest a portion of its natural ability. While you have at least 1 chakra, your unarmed strikes gain an additional 10 feet of reach.


Coral Palm

Requirements: Isobu's Jinchriki

You are able to produce chakra-sapping coral on contact with another creature. As part of a successful unarmed strike, you may spend 2 chakra to decrease the targets movement speed by 5 feet until the end of their next turn.


Lava Style Infusion

Requirements: Son Gokū's Jinchuriki

You are able to manifest your Tailed Beast's mastery of lava. You gain Lava Style Chakra Mode, even if you can not use Lava Style.


Vapor Style Infusion

Requirements: Kokuō's Jinchriki

You are able to manifest your Tailed Beast's ability to produce steam. You gain Vapor Style: Unrivaled Strength.


Slippery Cloak

Requirements: Saiken's Jinchuriki

While in Tailed Release or Bijuu Chakra Mode, your cloak takes a blueish hue, and you have advantage on grappling checks, can squeeze through spaces twice as small, and you do not suffer the penalties of squeezing into a space one size smaller than you.


Flying Jinchuriki

Requirements: Chōmei's Jinchuriki

While in Tailed Release or Bijuu Chakra Mode, you can sprout a pair of wings on your back as a bonus action, granting you a flying speed of 30 feet. You must spend 2 chakra at the beginning of each of your turns to maintain this effect.


Ink Production

Requirements: Gyūki's Jinchuriki

You are able to produce reasonable amounts of squid ink from your hands and mouth. As a ranged spell attack for 1 chakra, you can attempt to launch ink into their eyes. On a hit, they are blinded until the beginning of your next turn.


Strongest Jinchuriki

Requirements: Kurama's Jinchuriki You are able to draw from your Tailed Beast's massive chakra reserves. You gain 1 additional use of Hidden Chakra, which is also regained at the end of a long rest.


Vessel of Vessels

Prerequisites: The Gedo Mazo's Jinchuriki

You automatically succeed the Constitution saving throw of Jinchūriki extraction, and doing so no longer paralyzes you or reduces your hit points to 0.


Six Paths Ten-Tails Coffin Seal

Prerequisites: Ten-Tails's Jinchuriki

You may cast the Sealing Jutsu for half as much chakra, and creatures casting the Sealing Jutsu to extract your Tailed Beasts must spend twice as much chakra.


Negative Emotion Absorption

Prerequisites: Zero-Tails’s jinchuriki

While there is a creature with the frightened condition within 45 feet of you, you regain 1 chakra point at the beginning of each of your turns. This can happen multiple times on a single turn with multiple frightened creatures.

Ninja Epic Boons

The following are Epic Boons exclusively intended to work with this class. Dōjutsu granted by Ninja Epic Boons can be implanted in the same manner as Ninja Path Dōjutsu. A DM may also consider giving limited access to another sub-class in place of a boon.


Eternal Mangekyō Sharingan

Prerequisites: Mangekyō Sharingan

By transplanting the Mangekyō Sharingan of another person biologically close to you, such as a sibling or parent, you master the final evolution of a normal Sharingan. You gain 2 additional Mangekyō abilities and you automatically succeed the Constitution saving throw from using a Mangekyō ability.


Rinnegan Manifestation

Prerequisites: Mangekyō Sharingan or Indra's Reincarnation and Hashirama’s Cells or Asura's Reincarnation

You awaken the ultimate power the sharingan by combining it with the second half of the Sage of Six Paths’s genetics, reverting it to its Primordial form. Every time you gain a level, or every time you gain 50,000 experience if you are at 20th level, you gain a Path of the Exalted feature in the same order as listed. You may also keep your sharingan and mangekyou sharingan active indefinitely, so long as you have at least 1 chakra point. In order to use, but not maintain, features from either subclass, you must be using that dōjustu. You may switch dōjutsu as a bonus action.


Rinne Sharingan

Prerequisites: Ten-Tails’s Jinchuriki

You tap into the power of the Ten-Tails, awakening the ultimate dōjutsu as a third eye in your forehead. You no longer have to switch between dōjutsu, as outlined in Rinnegan Manifestation.


Tensei Byakugan

Prerequisites: Perfected Byakugan

You awaken the power of your byakugan’s predecessor. Every time you gain a level, or every time you gain 50,000 experience if you are at 20th level, you gain a Path of the Celestial feature in the same order as listed.


Jōgan

You manifest or implant a Dōjutsu similar in origin to the Tenseigan and Byakugan, though it activates autonomously. While you are surprised, in the presence of a significantly dangerous creature as determined by the DM, or when you activate your Kama Seal, your critical range extends by 1 (20>19-20>18-20) and you may reroll any damage rolls on your turn a number of times equal to half your Intelligence or Dexterity modifier, regaining all uses at the end of a short rest.


Manual Dōjutsu

You manifest or implant a rare, clanless Dōjutsu once used by a child named Yome that enables you to manually dilate your pupils. Once per turn, you can change your eyes into one of three modes. You can only move up or down one mode per turn.

  • Mode 1: Your pupils are dilated. You have disadvantage against being blinded. You gain 60 feet of Darkvision and can double your proficiency bonus in Perception and Investigation checks using sight.
  • Mode 2: Your eyesight is normal.
  • Mode 3: Your pupils are contracted. You have immunity against being blinded. You lose all Darkvision and any bonuses to Perception and Investigation checks using sight is halved.


Anti-Dōjutsu

You manifest or implant a clanless Dōjutsu most notably used by a child named Ranmaru. You have advantage against features granted by other Dōjutsu. Features granted by other Dōjutsu that grant advantage to the user do not do so when used against you. You also gain 30 feet of blind sight.


Six Paths Sage Mode

Requirements: Sage Mode

You gain the chakra of Hagoromo, the Sage of Six Paths. While in Sage Mode, you gain the following:

  • You 30 feet of Truesights.
  • You deal an additional 1d10 damage with unarmed strikes (2d10 total).
  • You gain a flying speed equal to your movement speed.
  • You gain a damage threshold of 30.


Jashin Immortality

Through constantly being experimented upon by the Jashin religion, you have gained a form of immortality. You can not be killed by any means other than starvation. If you are reduced to 0 hit points, you are reduced to a head. In this form, you can still speak, but you can not move. Another creature can reattach your head to any headless body as an action with a DC 20 Medicine check. This check’s DC is reduced to 10 if they have weaver’s or leatherworker’s tools, after which you gain full control of said body. Attacks against yourself made by you or by other willing creatures do not reduce your hit points, but do deal damage.


Perfected Hashirama’s Cells

Prerequisites: Hashirama’s Cells feat

You perfect your connection with Hashirama Senju’s cells. Over 3 hours, you can shape a clone out of wood. It acts the same as a shadow clone, but does not count against your shadow clone limit and have half as many hit points and chakra as you do. You can have up to 3 of these “Wood Clones”. As an action for 10 chakra, you can attempt to suppress a Jinchuuriki out of any Bijuu Cloak form, contesting your Constitution save versus their Strength save + their number of tailed beasts contained + number of Bijuu Cloak form (+1 for Initial Release, +2 for Tailed, +3 for BCM or TBM, +4 for Avatar).


Ei’s Cells

Your body has been infused with the cells of Ei, the Third Raikage. You gain +5 damage reduction and damage threshold, as well as use or affinity in Lightning Style jutsu.


Kakuzu’s Cells

Your body has been infused with the threadlike cells of Kakuzu, one of the strongest in the Akatsuki. Your maximum hit points are divided by 4 (rounded up), and every time you’re maximum hit points are permanently increased, the amount is divide due by 4 (minimum 1). When you kill a humanoid creature, you may steal its heart and store it inside your body as an action to a maximum of 5 hearts. Any time you are reduced to 0 hit points, you may sacrifice a heart to return to your maximum hit points. Additionally, you may sacrifice 1 heart when you make 1 shadow clone to make its hit point maximum equal to your own. You may also reattach the limb of a creature you can touch as an action for 1 chakra point.


Kakashi’s Cells

Your body has been infused with the cells of Kakashi Hatake, one of the greatest Shinobi of all time. Your chakra point maximum is halved, and you gain half as many chakra points until 17th level. At 17th level, your chakra point maximum is doubled (effectively normal), and you gain 3 chakra points every time you gain a level past 17th level. It is suggested that a character starts with this boon, rather than gaining it later.


Dōjutsu-Acceptant Biology

You gain a portion of cells capable of having multiple Dōjutsu implanted in it. The number of Dōjutsu it can have implanted is determined by the DM. These act as any other implanted Dōjutsu, save for one thing. When using an ability reliant on a Dōjutsu, you can sacrifice one to negate any downsides, such as damage, exhaustion, permanent blindness, or other conditions.


Mysterious Peacock Method

By taking the unique chakra of a special meteor into your being, your own chakra is magnified. As a bonus action, you may sprout ethereal pink feathers similar to those of a peacock’s plume, increasing your current and maximu chakra points by 10, and you must attempt a DC 16 Constitution saving throw at the end of each of your turns until you spend 10 chakra, after which your feathers recede. On a failure, your hit point maximum is decreased by 2d8 due to radiation poisoning from the meteor’s chakra. This can be done more than once, increasing its DC by +2. It returns to 16 at the end of a short rest.


Stone of Gelel

After having an incredibly rare, blue stone implanted in your body. You no longer age, your chakra maximum increases by 5, and once per turn you may spend 1 chakra to regain hit points equal to your Constitution modifier. You may gain this boon more than once, increasing your maximum chakra points by 3 and hit points regained by 2 per additional stone.


Strength of a Hundred Seal

Requirements: Path of the Healer.

You gain a purple, diamond-shaped mark on your forhead. At will, you may store an amount of chakra into the seal up to ten times your Constitution modifier. As a bonus action, you may open the seal, gaining access to all chakra stored in the mark. This chakra is beyond your maximu. After the seal has been opened, you lose 4 chakra at the end of each of your turns. Once the seal has 0 chakra remaining, it closes and you may store chakra in it once more.


Tailed Beast Bomb Enhancement

Requirements: Path of the Beast, 20th level

When you use a jutsu that deals damage, you may add Tailed Beast Bomb’s range, damage, or half of both for 15 chakra. If you are using a variant rule that enables leveling past 20th level, this is a feat.


Indra Susano’o

Requirements: Susano’o, Rinnegan Mastered

While in your Susano’o, its armor lifts to reveal a human figure cloaked in blinding light and electricity. You regain your an amount of chakra points equal to your Intelligence modifier at the start of each of your turns. Additionally, your size becomes Gargantuan. Additionally, you may use Sage Mode and Susano’o at the same time.


Indra’s Reincarnation

The soul of the Sage of Six Paths’s eldest son, an absolute prodigy, inhabits your body. Only one person may have this boon at a time, excluding unique circumstances such as resurrection. Pick one chakra nature, subclass, or 3 class features. The level requirements for the selected features or jutsu are reduced by 3.


Asura’s Reincarnation

The soul of the Sage of Six Paths’s successor, best known for his gradual growth, inhabits your body. Only one person may have this boon at a time, excluding unique circumstances such as resurrection. Your maximum chakra points by an additional 2 points every time you gain a level. This counts for levels you have already attained as well.


Six Paths: Kunitsukami

Requirements: Six Paths Sage Mode

While in Sage Mode, you gain a flying speed equal to twice your movement speed. Additionally, your size increases by 2 size categories to a minimum of Huge.

Ninja Paths

All ninja follow one of the following paths. A Dōjutsu, which many paths grant, is a special kind of eye which certain ninja are able to manifest. If a Dōjutsu is removed from the user or blinded by a technique that blinds the user, it can only be restored by implanting another eye or with the Wish spell. Unless stated otherwise, an implanted eye can only gain class features up to 15th level.

If you gain a subclass outside of the traditional manner, such as by implantation, and your level exceeds a feature’s requirement, you must gain a level to gain a feature, save for a path’s first feature, which is automatically gained. If you are already 20th level, you must acquire 50,000 experience instead. You can gain multiple additional path features on the same level.

Path of Hatred

The Sharingan is a Dōjutsu that is acquired through emotions, not power. Whether needing the power to protect others, or having so much hate that you will kill all in your way to get what you want, the Sharingan is acquired through these immense emotions. The Sharingan allows the user to see into the future by seconds, allowing them to interpret actions before they are made.

Foresight

At 3rd level, you acquire the power of the Sharingan and can activate it as a bonus action for 1 minute. You start with 1 tomoe (eye dots), which gives you a +1 bonus to AC, advantage on Wisdom and Dexterity saving throws, and advantage on Perception checks.

While your Sharingan is active, you can sense the presence of magic and chakra within 30 feet of you. If you sense magic or chakra in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears either or both, and you learn its school of magic or the chakra technique used, if any. This effect can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of Common metal, a thin sheet of lead, or 3 feet of wood or dirt.

In addition, you automatically detect visual illusions and genjutsu and have advantage on saving throws against them.

At the end of the sharingan’s duration, you must make a DC 15 Constitution saving throw. If you fail, your eyes begin to bleed and you gain 1 level of exhaustion. On a success your sharingan stays active for another minute, after which you must repeat the saving throw. The DC increases by 1 for every success. You can end this early at will, negating the need to make the saving throw. You regain use of this feature at the end of a short or long rest.

At 10th level, you can activate the Sharingan as at will instead of a bonus action. In addition, you can have your Sharingan active a number of minutes equal to your Intelligence or Constitution modifier (minimum of 1) before needing to make your first saving throw to keep it active.

At 15th level, you have mastered your traditional sharingan. You no longer need to make the saving throw to keep your Sharingan active.

Genjustu

At 7th level, you gain the second tomoe. While your Sharingan is active, the bonus to your AC increase to +2.

In addition, while your sharingan is active, you may attempt to trap a creature within 40 feet that you can see and is not blind in genjutsu. The target must make a Wisdom saving against your Jutsu save DC. On a failure, it can only hear and see what you want it to and it is affected by one of the following of your choice, resulting in one of the following for 1 minute (concentration):

  • The target is blinded. Costs 7 chakra.
  • The target is deafened. Costs 5 chakra.
  • The target is frightened. Costs 6 chakra.
  • The target is affected by the confusion spell. Costs 8 chakra.
  • The target is restrained. Costs 8 chakra.
  • The target is paralyzed. Costs 12 chakra.

Replication

At 10th level, you have gained the third and final tomoe. While your Sharingan is active, the bonus to your AC increase to +3. Also, as a reaction, you can impose disadvantage on one attack against you. You have a number of uses for this equal to 1 + your Intelligence modifier. You regain all uses once your Sharingan ends.

In addition, you learn how to copy the actions of others. While your Sharingan is active, as a reaction, you can copy someone else's action provided you can see them. If the action is a spell with somatic components and doesn't consume a material component or require one with a price, then you can replicate it at a cost of 2 chakra per spell level using your own Chakra as spellcasting focus. If the action is a class feature, you can replicate it at a chakra cost equal to the level the feature is unlocked at. This includes Extra Attack, Flurry of Blows and Maneuvers. Class features beyond those three are up to the DM's discretion. Class Features copied in this way are memorised and can be used until the end of your next long rest. If the action is a Jutsu or Taijutsu, you can replicate it at a chakra cost equal to or more (if the Jutsu allows it) than the chakra used by the creature copied. Jutsu and Taijutsu copied in this way are permanently learned. You cannot copy or learn a Kekkei Genkai if you do not have the requirements for it (For example, Ice style can only be copied if you know the Water and Wind chakra natures). You cannot copy or learn monster abilities (such as a basilisk's Petrifying Gaze). You have a number of uses for this equal to 1 + your Intelligence modifier. You regain all uses once your Sharingan ends.

Mangekyō

At 15th level, you gain the power of the Mangekyō Sharingan. To gain this feature you have to witness someone close to you die by unnatural means. (Examples: A fellow party member, a follower, a close friend, a spouse, a long time pet.)

When you activate your Sharingan or as a bonus action while its active you trigger your Mangekyō Sharingan. Instead of having a red background with a black circle, your eyes change into a form unique to each person, normally in the shape of a pinwheel in some way. The Mangekyō allows its owner to use two of the special Jutsu listed below. After your Mangekyō Sharingan ends, you must make a DC 20 Constitution saving throw. On a failure, your eyes begin to bleed, you take 3d4 psychic damage, and you gain a level of exhaustion. If you fail this Constitution saving throw twice in one day, you are blinded for 1d10 minutes. If you fail this Constitution saving throw three times in one day, you are blinded for 1d6 hours.

You have a number of uses of your Mangekyo Sharingan equal to your Intelligence or Constitution modifier (minimum of 1).


Amaterasu

As an action, you focus your eye on a single point in your field of vision within 60 feet, creating black flames. Anything flammable near it will be engulfed in black flame. The flame never stops burning unless stopped by you, other magical means, or your Sharingan ends. If you use this on a creature, it must make a Dexterity saving throw. If it fails, it takes 2d10 fire damage and at the start of its turn, it takes 1d10 fire damage until stopped. Amaterasu can only affect one creature at a time.


Tsukuyomi

This Genjutsu is activated by looking a creature in the eyes. As an action, one creature within 60 feet becomes paralyzed. The target is trapped in an infinite dream until you loss concentration or your Sharingan ends. You can expend additional uses to cast this at higher levels. One level higher for each additional use expended. You regain all uses after you finish a long rest.


Kotoamatsukami

As an action, you cast a genjutsu at a creature that is not Undead or a construct that subtly manipulates the target’s mind. You may issue a command to that creature at least as general as “protect that village” or “ensure these negotiations go well”. It will go about doing this task to the best of their ability until it is complete or impossible to complete. You may use this once, regaining your Constitution modifier/200 of a use at the end of a long rest. If you have the Hashirama’s Cells feat, you regain twice as many uses at the end of a long rest. If you have the Perfected Hashirama's Cells Ninja Epic Boon, you regain full use at the end of a long rest.


Kamui

This Space-Time Ninjutsu enables a user to open an entrance to a pocket dimension anywhere within 100 ft of themselves. This dimension is filled with 20 ft grey cubes and is illuminated by dim light. You specifically gain two techniques of Kamui, Long-range Kamui and Short-range Kamui, each belonging to one eye.


Long-range Kamui:

As an action, you can target a sphere with a radius of up to 15 ft within your 100 ft range to attempt to warp any object or creature into the pocket dimension, the sphere cannot be targeted anywhere within 10 ft of you. Any creatures within the sphere must succeed on a Dexterity saving throw or be pulled into the pocket dimension. A willing creature can choose to fail the saving throw and instantly be bought into the pocket dimension. If used on an object or creature that is larger than the targeted area, such as the ground, only the part of the object within your range is brought into the dimension, and creatures must succeed on a Dexterity saving throw or take 6d6 force damage, or half damage on a success as their matter stretches supernaturally attempting to enter your pocket dimension.

Short-range Kamui:

As an action, or as part on your attack action, you can slowly transfer yourself or another creature into the pocket dimension. When you target a creature with an unarmed strike you can forgo the damage in order to apply the effects of your Kamui to your strike. The creature hit by this attack is transported safely into your pocket dimension at the end of your turn. A willing creature does not need to be hit with an unarmed strike and is instead simply transported to your pocket dimension. When you target yourself with your Short-range Kamui, you are only transported at Initiative count 20, otherwise, if you aren't in combat, you are transported 6 seconds later. Additionally, when you use your Short-range Kamui on yourself and you haven't used it or your Long-range Kamui before during this turn, you can spend 5 chakra to transport yourself instantly.

Additionally, as a bonus action, you can summon anything from the dimension to an empty space up to 15 ft from you. You can travel long distances by emerging miles away from where you originally entered your pocket dimension, as an action you can spend 5 chakra per 10 miles you want to travel, you emerge from your pocket dimension at at a point of choosing within the distance equivalent to the chakra spent. When you emerge, you are placed in a empty space as close to the point of your choosing as possible. Also, you are able to increase the targeted area of your Kamui by 5 ft per 5 chakra points spent for the purpose of bringing in larger structures or creatures.

While inside the dimension, creatures do not need to eat or drink and do not age. If something is removed from the dimension, creatures inside it can make a Dexterity saving throw against your Spell save DC to try to escape to a space within 15 ft of you.


Phase

As a bonus action or reaction, you make your body and all items you are carrying intangible. You must spend 1 chakra at the beginning of each of your turns to continue this effect. During this time, you can not receive damage or any effect (spell effect, conditions, etc.), you can pass through objects, and must spend 2 chakra to take an action, 1 chakra to take a bonus action, and you can not take reactions.


Telekinesis

As an action, you may choose any amount of objects that total no more than 100 pounds within 100 feet for 1 minute. During this duration, you may move them up to 30 feet so long as they are within 100 feet, and as an action or bonus action, you may make a thrown attack using up to two objects.


Disorientation

As a reaction, when a creature you can see takes an action or bonus action, it must succeed a Wisdom saving throw. On a failure, it hallucinates, slightly shifting their speech and movements. The action or bonus action does not occur. If it was a spell, the target loses one spell slot of the level below the spell (minimum of 1st level). Or the target loses one use of the spell if it doesn't have spell slots. If it used chakra or ki, it loses half of the cost.


Complete-Body Susanoo

When you are in your Susanoo form, you may make 2 additional attacks when you take the attack action and you gain a flying speed of 60 feet. Additionally, you may give a creature other than yourself the benefits of Susanoo instead, granting them the previously stated bonus as well. Its weapons are still determined by your alignment. This does not grant early use of Susanoo.


Yata Mirror

Once per turn when you are in your Susanoo form, you may designate a single damage type or chakra nature to be immune to. This must be wielded in place of one of your Susanoo’s weapons, but you may choose to replace a weapon with the Yata Mirror as a bonus action. This does not grant early use of Susanoo.


Totsuka Blade

When you make a melee attack while in your Susanoo form, you may spend 15 chakra to force them to make a Dexterity saving throw. On a failure, their body and everything they are wearing is sucked into a large gourd from which your weapon was sourced from. They are trapped as per the minimus containment variant of the Imprisonment spell, save for the fact that they can not be perceived, and they trapped in a genjutsu in which they experience “drunken dreams”. This does not grant early use of Susanoo.


Additional Nature

You gain use of an additional chakra nature of your choice. This can be a basic nature or a Kekkei Genkai that you lack the requirements of, not including Yin-Yang Style. This nature can fulfill one of the requirements for a Kekkei Genkai.


Custom Jutsu

Due to the unique nature of the Mangekyō Sharingan, you can create your own Jutsu for this. Consult your DM and work together to decide what it does and how it works. As a general guideline, it should be no more powerful than a 5th level spell. If much less powerful than a 5th level spell, consider allowing it to be used multiple times.

Susanoo

At 20th level, you have attained the pinnacle of power from your Sharingan, the Susanoo. This form allows you to cover yourself in a protective aura. When first acquired you can only use the first form of Susanoo. You can use your Intelligence modifier for Susanoo weapons and unarmed strikes instead of your Strength or Dexterity modifier.

As an action, you activate the form is a skeletal structure. Your increases by 1 category to a minimum of Large, you gain a +3 bonus to AC. Your unarmed strikes deal 2d10 magical bludgeoning damage with a reach of 10 ft. If you hit with a melee weapon attack, you can use a bonus action to attempt grapple the target with advantage. While grappling a creature in this way, you can attempt to crush it. It must make a Constitution saving throw. On a failure, it takes 4d8 magical bludgeoning damage and its restrained until the end of your next turn. This form lasts for 1 minute. You can't use this feature again until you finish a long rest.

After using your Susanoo 7 - your Intelligence modifier times, you are able to manifest the next phase of your Susanoo, the armored Susanoo. The form looks like an armored human body with a mask of your choosing. In this form, your size increases by 1 additional category to a minimum of Huge, you gain a +5 bonus to AC, and your reach with any weapon is increase by 10 ft (15 ft total for weapons without the reach property). You are placed at the center of the Susanoo's head and cannot be pulled from it. You can allow an ally into it causing any attack that would target them to target you, however the ally cannot effect anything outside of it from within. This form lasts for a number of minutes equal to half your Intelligence or Constitution modifier (rounded up, minimum of 1). When it ends you must attempt a DC 18 Intelligence or Constitution saving throw, gaining two levels of exhaustion on a failure or one on a success. You can't use this feature again until you finish a long rest.

In addition, you gain one of the following weapons while in Susanoo:

  • If you have a good alignment, you gain a green lance that has a reach of 30 ft. The lance deals 4d10 magical piercing damage. As an action, you can shoot a bundle of 50 needles in a 15 ft wide and 60 ft line. Each creature in the area must make a Dexterity saving throw, taking 3d6 magical piercing damage. Taking half as much on a success. You can't use this feature again until you finish a long rest.
  • If you have an evil alignment, you gain a bright orange long sword. It has a reach 15 ft and deals 3d12 magical slashing damage plus 1d8 fire damage.
  • If you have a neutral alignment, you gain a large purple bow which sits across the Susanoo's arm. This bow has disadvantage at a range of 20 ft or closer. It has normal range of 80 ft and a long range of 300 ft. The bow deals 3d8 piercing and 2d6 cold, fire, or lightning damage.
  • If you have a chaotic alignment, you gain two dark blue shortswords. They have a reach of 10 ft and deal 3d6 slashing damage. When you take the Attack action, you can make two additional attacks.
  • If you have a lawful alignment, you gain 30 light blue Mangekyō shaped Shuriken. They have a thrown range of 60/120, and do not have disadvantage when used at 5 feet. They deal 2d8 magical slashing damage. Each creatures hit by these Shuriken must make a Dexterity saving throw or be moved to an open space within 60 feet of you of your choice.

At 20th level, you also gain the following Jutsu:

Onyx Chidori

Cost: 10-40 chakra

Range: 15 feet

While appearing and functioning similarly to the standard Chidori, the Onyx Chidori was created exclusively to pierce through even the strongest armor. As an action, you make a melee spell attack, dealing 4d10 magical piercing plus 4d10 lightning damage on a hit. This Jutsu ignores immunity, resistance, and vulnerability. For every 5 additional chakra, which can be added before or after a hit, you deal an additional 1d10 magical piercing plus 1d10 lightning damage.

Path of Sight

The Byakugan, also known as the all seeing white eye, is a Dōjutsu possessed by those of the Hyūga clan who are born with their pupils and irises replaced with a white circle contained in a very thin black line. Through this path, you gain access to the Gentle Fist style of combat.

Byakugan

At 3rd level, you gain a +5 bonus to Perception, this is also added to your Passive Perception, and you can not be surprised while conscious. As a bonus action, you can activate your Byakugan. You gain 30 feet of truesight. You can also see in 360 degree vision in a 15 foot radius. You must have your Byakugan activated to perform certain Jutsu detailed later in this class. After 1 hour of having your Byakugan activated, you must succeed a DC 15 Constitution saving throw, otherwise the Byakugan deactivates and you gain 1 level of exhaustion. On a success your Byakugan stays active for another hour, after which you must repeat the saving throw. The DC increases by 1 with every success. You can end this early at will, negating the need to make the saving throw.

Chakra Disruption

At 7th level, while Byakugan is active, when you hit a creature with your unarmed strike. You can spend 2 chakra to force the target to make a Constitution saving throw. On a failure, the target cannot cast spells of 1st level or higher or use any Jutsu feature that uses chakra until the end of your next turn. However, it may continue to concentrate on spells or Jutsu that it cast before being affected by Chakra Disruption. In addition, you gain access to the following Jutsu while your Byakugan is active.

Focused Byakugan

Cost: 2 chakra

Duration: 1 hour

As an action, you have darkvision out to a range of 120 feet, you can see invisible creatures, and your sight is not hindered by highly obscured areas(including spells such as darkness).

Rotation

Cost: 3 chakra per turn/9 if used as a reaction

Duration: Until the beginning of your next turn.

As an action or a reaction (if you are targeted by a range attack), you rapidly spin while pulsating your chakra. Rotation affects a 10 ft sphere around you. If a creature is in that area, they must make a Strength saving throw or be pushed back 10 ft and knocked prone. If a creature touches the rotation, they must succeed a Dexterity saving throw or take 1d8 + your Intelligence modifier force damage. Ranged attacks that must pass within the sphere have disadvantage, and you gain resistance to nonmagical bludgeoning, piercing, and slashing damage.

Air Palm

Cost: 4-7 chakra

Duration: Instantaneous

As an action, you send a blast of wind through your palm with a range of 60 feet. Make a ranged spell attack. The target takes 2d12 thunder damage on a hit. Whether or not it hits, the targeted creature must make a Strength saving throw. On a failure, it is pushed back 10 ft. As a bonus action, you can use 3 more chakra to do make an unarmed strike with advantage.

10th level Byakugan Jutsu

At 10th level, you gain the following Jutsu while your Byakugan is active:

Heavy Palm

Cost: 1 chakra

Range: Unarmed strike reach

As a bonus action, after making an unarmed attack, you can attempt to stun the creature. It must succeed a Constitution saving throw or be stunned until the end of your next turn.

Eight Trigrams Sixteen Palms

Cost: 8 chakra

Range: Unarmed strike reach

As an action, you can make an unarmed strike against a single target, precisely striking them 16 times. This attack does 4d8 force damage, and the target must make a Constitution saving throw. On a failure, its stunned until the end of your next turn.

Gentle Step Twin Lion Fist

Cost: 12 chakra

Range: Unarmed strike reach

As an action, make a spell attack, you strike your opponent along their chakra network. It takes your unarmed die damage and must succeed a Constitution saving throw. On a failure, it loses 1d4 of its lowest spell slots, 1d6 ki, or 1d12 chakra points.

Perfect Sight

At 15th level, while your Focused Byakugan is active, you can see through walls unless your vision is blocked by more than 2 feet of stone, 6 inches of metal, or 6 feet of wood or dirt. There is no color beside the chakra network inside of living creatures. Everything else is black and white.

Eight Trigrams 64 Palms

At 20th level, you gain the following Byakugan Jutsu.

Cost: 40 chakra

As an action, you make an unarmed strike against a target, precisely striking them 64 times. The target takes 16d10 force damage, and the opponent must make a Constitution saving throw. On a failure, it is stunned and paralyzed for 1 minute. It can remake the saving throw at the end of its turn.

Byakugan Implantation

The Byakugan can be stolen and implanted into another person's eye(s), granting them the use of the basic Byakugan at 5th level, Focused Byakugan at 10th level, and Perfect Sight at 17th level.

Path of the Exalted

Those following this path make use of the Rinnegan. This eye consists of a purple base with ripples emanating out from it. It is the last of the 3 great Dōjutsu, and is often revered as a myth. One who wields it takes up the mantle as either a “God of Creation,” bringing peace to warring nations, or as a “God of Destruction,” destroying all in their wake, reducing the realm to ashes. The only way to obtain this eye is to receive the chakra of its original user, Hagoromo Ōtsutsuki, recreating it through the chakra of his sons, or to steal the eye entirely.

Chakra Detection

At 3rd level, you can sense the flow of chakra in all living things. You gain expertise in Arcana. As a bonus action, you can attempt an Arcana check (DC 10 + the target's bonus to Deception) to learn how many spell slots, ki points, chakra, and other such things that a creature has. The DC to discover hit points in this manner is 10 + the target's Constitution Modifier.

In addition, you can sense the presence of magic and chakra within 100 feet of you. If you sense magic or chakra in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears either or both, and you learn its school of magic or the chakra technique used, if any.

This effect can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of Common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Furthermore, you have 120 feet of truesight.

Six Paths Technique

The Six Paths Technique is the origin of the unique techniques bestowed by the Rinnegan. Those who wield the Rinnegan have access to each of these techniques. Despite its name, there are actually seven of these techniques that grant the user powerful and near god-like abilities.

At 7th level, you gain access to all 7 of those paths but not all of their abilities. You must also choose one path to gain affinity to. Each path will have a different affinity bonus fitting their abilities.

  • Deva Path Affinity: You gain an optional 30 feet base range with all Deva Path abilities.
  • Asura Path Affinity: You can have a number of transformations active equal to your spellcasting modifier.
  • Human Path Affinity: You gain the option to use Absorption Soul Technique at a range of 30 feet.
  • Animal Path Affinity: The cost of summoning a creature is lowered to the the CR of the creature.
  • Preta Path Affinity: You add your spellcasting modifier to the chakra absorbed. Additionally, the dice increases to 3d6 at 15th level and 4d6 at 20th level.
  • Naraka Path Affinity: You add your insight bonus to both DCs of Jugokudo
  • Outer Path Affinity: You can create a number of Black Recievers equal to twice your spellcasting modifier + your proficiency bonus. Additionally, you can make a number of Demonic Statue Chains attacks equal to your spellcasting modifier + your proficiency bonus in a single cast.
Deva Path

The Deva Path grants the user the ability to manipulate attractive and repulsive forces with objects and people.


Shinra Tensei

Cost: 5+ chakra

Range: 5 foot radius

As an action, each creature within range must succeed a strength saving throw or take 2d6 force damage and be pushed to the edge of this jutsu’s range. You can add an additional 1d6 damage and 5 feet to the affected radius and the distance the target is pushed for every additional chakra point spent. If more than 20 chakra is spent, the ground and buildings within range take double damage.


Banshō Ten'in

Cost: 2+ chakra

Range: 5 foot radius

As an action, any creature of your choice within range must succeed on a strength saving throw or be pulled towards you. You can increase the range at which you can target creatures by 5 feet feet for every additional chakra point spent. You can stop pulling a creature at any range (ie. stop them 10 feet from you instead of 5 feet).

Asura Path

The Asura Path grants the user the ability to augment their own body to summon mechanised armour and various ballistic and mechanical weaponry.


Four-Armed Asura

Cost: 2 Chakra

Range: Self

As an action, you summon up to 4 additional arms. These arms are fully prehensile and act exactly as your existing arms do. These arms disappear after 1 minute.


Weaponsmith Asura

Cost: 2+ Chakra

Range: Self

As an action, you shape your flesh in a manner which causes a new weapon to emerge from your limbs. You recreate a perfect copy of a weapon that you are proficient in. You cannot be disarmed of this weapon and it only disappears if you dismiss it at will or you are Incapacitated. You can spend an additional 1 chakra at the time of summoning this weapon to extend its reach by 5 ft.


Flaming Arrow of Amazing Ability

Cost: 5 Chakra

Range: 60 feet

You compress chakra at the base of your wrist in order to propel your fist outwards at stupendous speeds. Make a ranged spell attack against a creature within 60 ft, on a hit, the target takes 3d8 magical bludgeoning damage. As your rocket-propelled wrist is protected with chakra, your hand suffers no damage. Hit or miss, your fist returns to your arm after the attack is complete. Whenever you hit a structure or object with this Jutsu, the hit is a critical hit.

Six Paths Extended

As you gain a higher chakra count, you also learn how to use your newfound Rinnegan abilities.

At 10th level, your knowledge of the Six Paths is extended.

Asura Path

Reinforced Asura

Cost: 5 Chakra

Range: Self

You create protective pads along your arms and legs, increasing your protection. For 1 minute, you gain a +2 to your AC.


Chakra Propulsion Cannon

Cost: 10 Chakra

Range: 100 foot line

You open one of your limbs to reveal a mechanical cannon, charged and ready to fire. You fire a beam of pure chakra energy in a direction of your choosing. Each creature inside the effected area must succeed on a Dexterity saving throw. A target takes 4d6 force damage on a failed save, or half as much damage on a successful one.

Preta Path

The Preta Path grants the user the ability to absorb chakra in any form.


Seal Jutsu Absorption

Range: Touch

You gain the ability to absorb chakra and add it to your own reserves. As an action, you touch a shinobi within reach and use your Rinnegan to absorb their own chakra reserves. The targeted shinobi must succeed on a Constitution saving throw. On a fail, their total chakra points are reduced by 2d6, and you regain a number of chakra points equal to the amount absorbed. Alternatively, you can use your reaction to absorb some of the brunt of other offensive Jutsu when you are targeted by a Jutsu attack or area effect. You can conjure a defensive barrier that surrounds you, the damage you take from the attack is reduced by 2d6 + your Constitution modifier, regaining half as many chakra points. If you reduce the damage to 0, you disperse the Jutsu entirely and end its effect.

Outer Path

The Outer Path grants the wielders of the Rinnegan the power to control life and death. With this power, the user is able to revive the dead, transmit their chakra into black receivers, and manifest chakra chains.


Black Receivers

Cost: 10 Chakra

Range: 120 feet

Black Receivers are black rods that function as demodulators for high-frequency chakra signals. You can create those black recievers from anything sharing your Rinnegan (ie. your Animal Path summons). As an action, make a ranged spell attack for each black reciever. On a hit, the target takes 1d6 magical piercing damage per black reciever.

You can create a number of recievers equal to your spellcasting modifier + your proficiency bonus.

The black recievers stay in their target until destroyed. Each Reciever has an AC of 23 and 5 HP. They can be destroyed instantly by the original rinnegan user who created the recievers.

As a bonus action, you can deal damage to a target with a black reciever imbedded in them by sending your own chakra through the recievers. This causes the recievers to heat up, dealing 1d4 fire damage per chakra point spent, and reduces the target's movement speed by 20% per reciever inside them until the beginning of their next turn. This has no range limit.


Demonic Statue Chains

Cost: 15 Chakra

Range: 100 feet

Duration: 1 minute (Concentration)

You summon a cursed chakra chain from the palm of your hand and launch it at a creature in range. Make a ranged spell attack, on a hit the target takes 5d8 psychic damage and is Grappled by you. Jinchuriki grappled by this Jutsu are not able to access their Subclass features for as long as they're under the effect of this Justu. Likewise, Tailed Beasts that are affected by this Jutsu are Paralyzed for the duration. On each of your turns for the duration, you can use your action to deal 2d8 psychic damage to affected creatures automatically.

A grappled creature can use its action to attempt to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your Spellsave DC. A Tailed Beast can still attempt to escape this, despite being Paralyzed, but it makes the check at disadvantage.

Casting this Jutsu again on a different creature while concentrating on it does not break your concentration, however, concentrating on multiple instances of this Jutsu counts as one for the purpose of maintaining concentration.

Six Paths Mastered

At 15th level, you finally master the Six Paths Technique and all of its abilities.

Deva Path

Chibaku Tensei

Cost: 30+ Chakra

Range: 1 mile

The ultimate ability of the Deva Path. You create a black sphere between your hands that you can then hurl within 1 mile of your position. When the sphere is activated, it generates a powerful gravitational pull, attracting everything in the vicinity to it until a large satellite is created; you control how large the satellite becomes but it cannot cover more than 160 feet. The satellite has its own gravity well.

Any creatures within 60 feet of the sphere upon creation must succeed a Strength saving throw or be pulled into it and be restrained and unable to breath. They may retry this saving throw at the end of each of their turns they are within 10 feet of the satelite’s surface, even if they are not subject to the effect. The range can be increased by 5 feet for every additional chakra point spent. Chibaku Tensei takes a full round (6 seconds) to complete, after which the sphere will stop pulling and the satellite will be formed.

You can move the sphere and satellite up to 1 mile to a new spot within range as a bonus action, or cause it and the satellite to impact at high speeds against a surface within 1 mile of it as an action.

Upon impact, creatures inside the Chibaku Tensei must succeed a Strength saving throw or take 8d6 bludgeoning damage, while creatures within 60 feet of the satellite’s edge must pass a Dexterity saving throw or take 10d6 bludgeoning damage from the impact. On a success, creatures take half damage.

Chibaku Tensei can be dispelled by rendering the user unconscious or destroying the black sphere. The user can also dispel the technique as a bonus action, causing no harm from the falling debris. The sphere has an AC of 26 and has 30 HP. It is immune to Psychic damage but vulnerable to force damage.

Human Path

The Human Path grants a Rinnegan user the ability to read the mind of any target by placing their hand on the target's head or chest and yanking the soul out of the body.


Absorption Soul Technique

Cost: 20 Chakra

Range: Touch

You place your hand on a creature and begin to rip their deepest secrets from their mind. The targeted creature must succeed on a Wisdom saving throw or take 4d8 psychic damage on a failed save, and half as much on a success. On a failure, you learn a portion of the creature's deepest secrets, as determined by your DM. Constant usage of this technique can be fatal. A creature reduced to 0 hit points by this technique dies instantly.

Animal Path

The Animal Path grants a Rinnegan user the ability of summoning various animals and creatures to aid it in battle.


Summoning Rinnegan

Cost: An amount of chakra equal to twice the CR of the creature (minimum of 1)

As the Rinnegan bearer, you gain the ability to summon forth obscure creatures of the animal world by using a more advanced alternative to the traditional Summoning Jutsu. You gain the service of up to 5 creatures of your choosing. Work with your DM to determine the origin of these creatures. The rules of Summoning follow the same as that of the Summoning Jutsu, with the exception of the following:

You do not need to form any seals or sacrifice any blood to summon these creatures. Creatures summoned this way do not have a will of their own and follow your absolute command without question. They also cannot speak. Creatures summoned this way contain copies of your Rinnegan. This allows you to see throw their eyes as if they were your own. You can choose a new creature and swap it with one of your current summoning creatures as part of your long rest. Whenever you summon a creature, their size becomes Huge regardless of their original size. Their hit die also increase to a d12 instead of their original die size. A willing humanoid can be set as Summoning Creature. For this purpose, the humanoid is not under your control and does not follow any of the Summoning rules, but it still requires a chakra cost to summon. If summoned, the humanoid is simply transported to the location it was summoned to. The creature's individual CR cannot exceed that of CR 10, with the exception of the humanoid summoning.

Naraka Path

The Naraka Path grants the user two main abilities: interrogation and restoration, by using the King of Hell.


Jigokudo

Cost: 25 Chakra

Duration: 1 minute

Range: Touch or Self (10 feet radius)

You summon a large disfigured head that sprouts from the ground amidst a vortex of purple flames known as the King of Hell and target all creatures you currently have grappled. The creatures must succeed on a Wisdom saving throw or become paralysed. While the creature is paralysed, you may question it at will. After the creature answers, the King of Hell unzips its mouth to release tendril-like arms and draws out an apparition of the creature's life force energy in the form of an enlarged tongue. If the creature lied during its interrogation, it must succeed on a DC 18 Deception check. On a failure, the King of Hell would remove the target's "tongue" and consume it, dealing 6d8 psychic damage to the creature and ending the effect on them. If the creature answered truthfully, the effect ends and the creature instead gains 1 level of exhaustion. A creature reduced to 0 hit points by this technique dies instantly. A creature that does not share a language proficiency with you is immune to this effect.

Alternatively when you cast this Jutsu, you can target a wounded creature within 10 feet of you. The King of Hell ingests the creature with its tendril-like arms. After 1 round, the creature regains 70 hit points and any conditions that were previously affecting it end. Any lost limbs are regained and the creature is otherwise returned to a perfect physical state. The creature then reemerges from the King of Hell's mouth. This Jutsu has no effect on undead.

Outer Path

Gedo Art of Rinne Rebirth

The Gedo Art of Rinne Rebirth is a reincarnation ninjutsu used through the Outer Path, which can infuse new life into the bodies of the dead in exchange for the user's own life.

When this technique is activated, the King of Hell emerges from the ground and releases the souls of the deceased from its mouth. These souls may be recalled from even the crossroad between life and the afterlife, and are then returned to their rejuvenated bodies. This counts as casting the True Resurrection spell without the 200 year limit.

This technique can also be used to transform the corpse vessel of an individual revived by Summoning: Impure World Reincarnation into a real body of living flesh and blood.

This technique has no limit to the amount of people you can resurrect, however once the technique is finished the user invariably dies and can only be brought back through the Wish spell or a similar technique.

Rinne Six Paths

You learn to raise the dead through the Black Receivers. When using this technique, you can instead target an amount of corpses equal to the amount of recievers you have available. After which, you can control each corpse at will -or under your own initiative during combat at a cost of 5 chakra per minute. This ability requires concentration to avoid the bodies being incapacitated. The corpses gain a copy of your rinnegan and affinity to a single path, and can only use jutsus from that chosen path.

Rinnegan Mastered

You have mastered the Rinnegan, and with that mastery comes additional jutsus. Choose two from the list as your 20th level Jutsus.


Jutsu Mastery

Your experience with the Rinnegan allowed you to easily master any Jutsu and Nature Transformations. You gain the ability to use all basic Chakra Natures, not including Yin Style or Yang Style. This does not allow you to gain any additional Kekkei Genkai.


Limbo: Border Jail

When you create shadow clones, you can send them to the ethereal plane with the special ability to affect the same plane as yours. Those shadow clones can decide whether or not to be affected by anything not on the Ethereal Plane as a bonus action or reaction to being affected by anything.


Reign of the High Emperor

Cost: 5 chakra

As a reaction, when you are targeted by a spell or Jutsu that deals damage, you absorb it with one eye and as a bonus action, on a subsequent turn, you send it back with your other eye. If the spell would have hit creatures other than you, they are also not effected. The spell or Jutsu uses the spell attack modifier and save DC of the original caster. When you roll for damage, you can increase the damage die by 1 for every additional chakra spent.


Amenotejikara

Cost: 5 Chakra

Range: 500 feet

As a bonus action or reaction to being targeted or being in the target range of an attack or spell effect, you teleport yourself to a space in range. You have to be able to see, visualize, or know the distance and direction, of the space.

You can bring objects along if the weight doesn't exceed your carrying capacity. You can also bring one willing creature within 5 feet of you, of your size or smaller.

If the space is occupied, its occupants are teleported to your previous location.


Kaimon

Cost: 25 chakra

Range: 30 feet

You create a 5 foot wide swirling hole in space anywhere within 30 feet of you. An amount of creatures equal to your spellcasting modifier + Proficiency bonus can travel through the Kaimon to any precise location in any dimension or plane of existence that you know. You can also travel to a specific creature that you know of through this ability.


Origami Replacement Technique

Cost: 5+ Chakra

You can replace substitution jutsu with this ability. While subsituting, the user will disperse into dozens of red energy origami. During which, the user's chakra signature is completely masked, letting the user move unnoticed while reforming anywhere within 30 feet of your original position.


Temporal Rewind

Cost: 7 chakra

You experience the next six seconds and then revert time using your Rinnegan. You gain advantage on any attack rolls and saving throws you make until the beginning of your next. Users of this ability often have blue Rinnegan.


Chakra Edible Creation

As an action, you may convert the body of a dead creature into a crimson, pill to baseball sized, heart-like fruit. After eating it, you regain a number of chakra equal to twice the creature’s CR. You may divide one edible into multiple edibles.


Tengai Shinsei

The base cost of Chibaku Tensei is decreased to 20 chakra. When you cause a Chibaku Tensei to impact, you may cause another meteor to collide with it for 20 chakra. Every creature within range of the original must retry the saving throw with disadvantage. On a failure, they take an additional 6d6 bludgeoning damage.


Custom Jutsu

Due to the unique nature of the Rinnegan, you can create your own Jutsu for this. Consult your DM and work together to decide what it does and how it works. As a general guideline, it should be no more powerful than a 9th level spell. If much less powerful than a 9th level spell, consider giving it a chakra cost.

Path of Blood

Those who walk this path possess the Ketsuryūgan, a powerful dōjutsu originally wielded by the Chinoiki clan. It is capable of manipulating a person’s blood, among other strange and rare abilities.

Basic Ketsuryūgan

At 3rd level, you awaken your Ketsuryūgan. As a bonus action, you can activate your Ketsuryūgan. You gain 30 feet of truesight and you can sense the presence of magic and chakra within 30 feet of you. If you sense magic or chakra in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears either or both, and you learn its school of magic or the chakra technique used, if any. This effect can penetrate most barriers, but is blocked by 6 inches of stone, 1/2 inch of Common metal, a thin sheet of lead, or 1.5 feet of wood or dirt. You must have your Ketsuryūgan activated to perform certain Jutsu detailed later in this subclass. After 1 minute of having your Ketsuryūgan activated, you must succeed a DC 15 Constitution saving throw, otherwise the Ketsuryūgan deactivates and you gain 1 level of exhaustion. On a success your Ketsuryūgan stays active for another minute, after which you must repeat the saving throw. The DC increases by 1 with every success. You can end this early at will, negating the need to make the saving throw.

When you make an unarmed attack against a creature that is not a Construct or Elemental while your Ketsuryūgan is active, you may expend 1 chakra to make them attempt a Constitution saving throw. On a failure, they are stunned until the end of their next turn.

Genjutsu Trap

At 7th level, when a creature attempt to cast an Illusion spell or use a genjutsu on you that does not rely on sound while your Ketsuryūgan is active, you may force them to attempt an Intelligence or Charisma saving throw for 3 chakra, their choice. On a failure, they are trapped in a genjutsu in which they are trapped in a sea of blood with Ketsuryūgan in the sky above them for 1 minute, during which they are considered incapacitated. They may retry this saving throw at the end of each of their turns.

Enhanced Blood Manipulation

At 10th level, you gain greater control over your ability to control blood. As an action, you may spend 4 chakra to make an unarmed strike against a creature, granting 1 creature within 30 feet an amount of hit points equal to the damage dealt.

Additionally, you may spend 8 chakra to stabilize a creature that is at 0 hit points and is not a Construct or Elemental. Once a creature has been effected by this, you may spend 3 chakra as an action to cause their eyes to become red and force them to either walk in a specific direction or harm themselve, and they gain the benefits of Genjutsu Trap. If they take 5 damage, they explode at the beginning of their next turn, causing all creatures in a radius to succeed a Dexterity saving throw, taking an amount of damage on a failure.

  • If the creature is Tiny, all creatures within 5 feet take 2d4 acid damage.
  • If the creature is Small, all creatures within 10 feet take 2d6 acid damage.
  • If the creature is Medium, all creatues within 10 feet take 2d8 acid damage.
  • If the creature is Large, all creatures within 15 feet take 2d10 acid damage.
  • If the creature is Huge, all creatures within 20 feet take 2d12 acid damage.
  • If the creature is Gargantuan, all creatures within 20 feet take 4d6 acid damage.

Complete Control

At 15th level, you can completely control another creature’s blood. As an action for 20 chakra, you may force another creature that is not a Construct or Elemental to attempt a Constitution saving throw. On a success, you regain half the chakra spent. On a failure, they become charmed by you for 5 minutes. They may reattempt this saving throw at the end of each of their turns. If they are reduced to 0 hit points, the explode as per Enhanced Blood Manipulation.

You may also expand a creature by swelling their body with blood for 5 chakra. An unwilling creature must fail a Wisdom saving throw to avoid this effect. Their size increases by 1 category, they have disadvantage on Dexterity saving throws and attack rolls, and advantage on Constituti saving throws not related to the Ketsuryūgan. They may end this effect by taking 3 damage that is not fire, cold, or bludgeoning.

Mastered Ketsuryūgan

At 20th level, you have mastered your dōjutsu. You must no longer spend Chakra to activate your Ketsuryūgan. You also gain the following jutsu:

Blood Dragon Ascension

Cost: 10 chakra

Duration: Concentration, 1 minute

Range: 60 feet

As an action, you can form a dragon from the blood of a dead creature that is medium or larger. You can form and control up to 3 dragons at a time. Beyond being large, vulnerable to fire damage, immune to non-magical damage, not being able to move, and having 90 hit points and 18 AC, it has the same statistics as you. It acts on your initiative and has the following actions:

  • Multiattack. It can make one bite attack and two claw attacks.
    • Bite deals 1d8 piercing damage
    • Claw deals 1d6 slashing damage
  • Grapple. The dragon uses the grapple attack. While grappled in this manner, a creature can not breath.
  • Steam Breath (5-6 recharge). Every creature is a 30 ft cone must make a Dexterity saving throw. On a failure, it takes 2d8 acid damage.
  • Self Destruct. The dragon can be sacrificed, ramming itself into a target at high speeds as a ranged spell attack. The target is pushed 40 ft away and takes 4d8 bludgeoning damage on a successful hit.

Path of the Celestial

Those who walk this path make use of the Tenseigan, which take the form of a pale blue eye with a white floral pattern surrounding the pupil. This Dōjutsu evolved into the Byakugan within one generation, and was exclusively wielded, save for a few rare cases, by one of the two progenitors of chakra, Hamura Ōtsutsuki. Hamura’s bloodline split into two clans, the Hyūga clan, that made use of the Byakugan, and the Ōtsutsuki, who lacked Dōjutsu. If the two are united, through Byakugan implantation or otherwise, they manifest a Tenseigan.

Partial Tenseigan

At 3rd level, you gain partial control over your Tenseigan. You can sense the presence of magic and chakra within 100 feet of you. If you sense magic or chakra in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears either or both, and you learn its school of magic or the chakra technique used, if any.

This effect can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of Common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Furthermore, you have 120 feet of truesight and can not be surprised while conscious.

Dream-Speak

At 7th level, you can telepathically enter people's dreams. This also grants you the ability to telepathically communicate with creatures within 250 feet.

Tenseigan Deva Path

At 10th level, you gain a variant of one of your brother dōjutsu’s techniques. You may designate another creature within range to be the center of these jutsu’s ranges.

Shinra Tensei

Cost: 5+ chakra

Range: 15 foot radius

As an action, each creature within range must succeed a Strength saving throw or take 2d6 force damage and be pushed to the edge of this jutsu’s range. You can add an additional 1d6 damage and 5 feet to the effected radius and the distance the target is pushed for every additional chakra point spent. If more than 20 chakra is spent, the ground and buildings within range take double damage.


Banshō Ten'in

Cost: 2+ chakra

Range: 15 foot radius

As an action, any creature of your choice within range must succeed on a Strength saving throw or be pulled towards you. You can stop pulling a creature at any range (ie. stop them 10 feet from you instead of 5 feet). If they collide with an object or another creature, they take 2d4 bludgeoning damage. You can add an additional 1d4 damage and 5 feet to the effected radius for every additional chakra point spent.

Mastered Tenseigan

At 15th level, you gain total control of your Tenseigan. You can see up to 4 miles away clearly. Rain, fog, and dim light do not effect your sight. In addition, when you use a Jutsu, you can expend a number of chakra up to your Passive Perception score. For every 5 chakra expended the range of the Jutsu is doubled. For example, a Justu with a range of 10 ft becomes 20 ft at 5, 40 ft at 10, 80 ft at 15, and 160 ft at 20.

Tenseigan Chakra Mode

At 20th level, you can infuse your body with your Tenseigan's unique chakra. As an action. You cloak your body in turquoise light for 1 minute, during which you gain the following. This can be done once, regaining use at the end of a long rest.

  • You gain a damage reduction of 3.
  • You gain a flying speed of 60 feet.
  • At the start of your turn, you regain a number of chakra equal to your Constitution modifier.
  • You may gift a creature you can touch an amount of chakra equal to your Constitution modifier as a bonus action.
  • You shed bright light for 10 feet and dim light for another 10 feet.

You also gain the following jutsu:

Silver Tensei Baku

Cost: 40 chakra

Range: 15 feet

As an action, you make a ranged spell attack against up to three targets in range, with an orb of Tenseigan chakra. On a hit, you deal 20d10 force damage. The damage is divided by the number of targets hit and distributed equally among them. The targets must make a Strength saving throw. On a failure, they’re pushed back 60 feet.


Golden Tensei Baku

Cost: 40 chakra

Range: 150 feet

As a bonus action, you create an orb of golden chakra. Then, as an action before the end of your next turn, you extend it into a blade and make a range spell attack on a single creature. On a hit, it must make a Dexterity saving throw. On a failure, they take 16d10 radiant damage or lose one limb of your choice. They take half as much damage on a success.


Localized Tensei Baku

Cost: 40 chakra

Range: 5 feet

One creature must attempt a Constitution saving throw. On a success, they are unconscious until the end of their next turn. On a failure, they are unconscious for 1 minute and their hit point maximum is halved. They may retry this saving throw at the end of each of their turns, becoming conscious on a success.

Tenseigan Manifestation

The only way to acquire the Tenseigan is for a member of the Ōtsutsuki clan to implant a Byakugan into their own eyes. Manifesting a Tenseigan is extremely painful, paralyzing someone for 1d12 days. If a Tenseigan is removed from its owner’s eye or the owner dies, it fades into a Byakugan.

Path of the Beast

Those who walk the path of the beast heifer a difficult life. To walk this path, you must choose Jinchuriki for your race or have a Tailed Beast sealed within you using the Sealing Jutsu. These shinobi draw their power from the incredibly powerful creatures contained inside them. A Jinchūriki can have more than one Bijū (contained beast), causing them to become more powerful and at risk for an escape.

Hidden Chakra

At 3rd level, when you have less than half your chakra, you can use an action to regain a number of special chakra equal to your level times the number of tailed beast sealed inside you. These special chakra are counted separately from your normal chakra. You can use all these chakra on one Jutsu, or you can spread them across multiple. You can’t also spend your normal chakra on these the Jutsu; you can spend only the special points gained from this feature. When you finish a long rest, you lose any of these special points that you haven’t spent. You can't use this feature again until you finish a long rest.

Initial Release

At 7th level, as bonus action, you access a fraction of the power within to activate the Bijū Cloak's Initial Release. Entering into this state reveals you as a Jinchūriki to anyone that can see you and anyone who can detect magic or see chakra may make an Insight check. The DC equals the Jinchūriki's Wisdom score to detect what creature they contain. While in this state, your appearance becomes feral, almost demonic and you gain the following benefits:

  • All Jutsu you know are reduced in chakra costs by 1, except for Jutsu that only cost 1 chakra.
  • Your movement speeds are increased by 10 feet.
  • At the start of your turn, you regain a number of hit points equal to your Constitution modifier.
  • You have advantage on Strength and Dexterity check and saving throws.

This state ends at will or if you are knocked unconscious.

If you use the feature for more than 1 minute in a row or more times than your Constitution modifier without resting, you must make a DC 20 Wisdom saving throw. On a failure, you lose control and you're forced into a Tailed Release (detailed below). The tailed beast inside you is now in control of your actions. This ends when you are knocked unconscious or if the tailed beast ends it willingly.

Tailed Release

At 10th level, while in Initial Release, as an action, you access a greater portion of the power to activate the Bijuu Cloak's Tailed Release. This resets the time limit. While in this state, your appearance shifts from feral to almost beast-like, and you are covered in translucent red energy that takes the shape of the tailed beast, becoming more defined and solid as the form stays active. They gain the following benefits in addition to the benefits of your Initial Release:

  • Your unarmed strikes deal an additional 1d4 damage. This damage’s type is determined by their Bijū (at the DM’s discretion).
  • Your movement speeds increase by an additional 5 x your Dexterity modifier feet.
  • At the start of your turn, the amount of hit points you regain is equal to twice your Constitution modifier.
  • You can activate Hidden Chakra as a bonus action. You can use this chakra in tandem with your own, and doing so can extend your chakra points beyond your maximum while in this form. Any chakra points above your maximum are lost when you leave this form.

You can remain in this form for 1 minute, after which you must make the Wisdom saving throw as per Initial Release. You regain the ability to use this feature after a long rest.

Biiju Chakra Mode

At 15th level, as an action, you access to the Tailed Beast’s ultimate Release. If you use this form without first defeating your beast in combat or earning its allegiance, can only use this form for a number of rounds equal to your Constitution modifier, after which your hit points are reduced to 0 and the beast is released onto the plane of existence you died on. Otherwise, you can enter and leave any form of the Biiju Cloak at will, as a bonus action, and you no longer have to make the Wisdom saving throw. While in this form, you gain the benefits of Initial Release and Tail Release, in addition to the following:

  • You gain a damage reduction of 3.
  • At the start of your turn, you regain a number of chakra equal to your Constitution modifier.
  • You may gift a creature you can touch an amount of chakra equal to your Constitution modifier as a bonus action.
  • You shed bright light for 10 feet and dim light for another 10 feet.

Alternate Feature: Tailed Beast Mode

At 15th level, as a full turn action, you can transform into your Biiju or back into your normal form. You gave the same percentage of your hit points remaining. If you are reduced to 0 hit points, you return to your normal form. You keep your features, chakra points, and chakra point maximum while in this form. If you use this form without first defeating your beast in combat or earning its allegiance, can only use this form for a number of rounds equal to your Constitution modifier, after which your hit points are reduced to 0 and the beast is released onto the plane of existence you died on.

Tailed Beast Avatar

At 20th level, you fully master your tailed beast’s power. You gain the 15th level feature you did not take. You may enter any Release and Tailed Beast Mode or Sage Mode at the same time. While in any trnasformation granted by this path, you also gain the following Jutsu:

Tailed Beast Ball

Cost: 20 chakra

As an action, you gather a huge amount of chakra into your mouth and fire it in either a 10 ft wide 60 ft line or a 20 foot radius sphere 60 feet from you. Each creature in the area must make a Dexterity saving throw, taking 10d10 force damage, being pushed to the edge of the area, and knocked prone on a failure. Half as much damage on a success. This Jutsu ignores evasion.

Jinchūriki Creation

A Jinchūriki’s Tailed Beast can be removed from their body using a Jutsu identical to the Sealing Jutsu, but with the opposite outcome. If this happens, you must make a DC 20 Constitution saving throw or be killed instantly. This DC is decreased by 2 if the beast is allied with you. If you succeed, you are reduced to 0 hit points, but stable, and you are paralyzed for 1d12 days. After which you can no longer have access to your subclass features.

If you later have a Tailed Beast sealed inside you after taking a different class or subclass, you can only gain features up to Tailed Release, and you must be two levels higher than the listed requirement.

Path of the Cursed

Originally used by a long-dead clan, the Cursed Mark allows one's body to channel natural energy similar to the Path of the Sage. However, whereas Sage Mode requires meditation to gain a raw physical buff, the Cursed Mark sets a tap of sorts, continuously channeling natural energy to varying degrees.

Cursed Mark

At 3rd level, as a bonus action, you can call upon your Cursed Mark, reducing your maximum hit points by 1d12 and you gain an equal amount of chakra. Your hit point maximum returns to normal after you finish a long rest.

Second Stage

At 7th level, as an action, your mark envelops your body. Your hair grows slightly longer, your eyes become yellow with a black sclera, and your skin tone changes. While in this form, your Dexterity, Constitution, or Intelligence increases by 2, to a maximum of 26 for 1 minute. The chosen ability can not be changed. You may use this once, regaining use at the end of a long rest. Additionally, while outside of Second Stage, your Dexterity, Constitution, or Intelligence maximum is increased to 24.

Diversified Second Stage

At 10th level, while you are in Second Stage, you gain one of the following:

Spider's Curse

You gain the following jutsu:

Produce Webbing

Cost: 3 chakra

Range: 15 feet

Duration: 1 minute

As an action, you produce dense webbing from your transformed body as a spell attack. On a hit, they become restrained. As an action, they may attempt to make melee attacks against the webbing. It has an AC of 18 and 35 hit points.


Armor of Sticky Gold

Cost: 3 chakra

Duration: 1 minute

As an action or reaction, you produce the same material your webs are made of en masse from your pores. You gain +2 AC, but your movement speed is decreased by 15. You may end this effect early as a bonus action or reaction, regaining 1 chakra point.


Spider’s Bow

Range: 120 feet

As a spell attack with disadvantage, you fire a massive bow and arrow formed from your webs. On a hit, the target takes 3d8 piercing damage.

Ogre's Curse

You gain the following jutsu:

Sphere of Graves

Cost: 20 Chakra

Range: 120 ft.

You use your immense strength to tear up a massive piece of earth from the ground. The ground in a 30 ft. radius around you becomes difficult terrain, and creatures on it must succeed a DC 14 Dexterity saving throw or be knocked prone. At the beginning of your next turn, you throw the boulder anywhere within range. All creatures in a 30 ft. radius must attempt a Dexterity saving throw, taking 20d10 force damage and becoming restrained on a failure, and taking half as much and not being restrained on a success. They may retry this saving throw at the end of each of their turns. Another creature within 15 ft. may repeat this saving throw for them as a bonus action unless they are also restrained. This may only be used once, regaining use at the end of a long rest.

Parasite's Curse

You gain the following jutsu:

Parasite Demon Demolition Technique.

Cost: 20 chakra

As an action, you can force another creature within 5 feet to make a Dexterity saving throw. On a failure, you invade their body. While you are in their body, you can do nothing or use your action to leave their body. You take an equal amount of damage as they do. Once per turn, you can grant the creature you have invaded disadvantage on any d20 roll. If they become subject to greater restoration, you automatically leave their body. If you remain inside their body for more than 1 hour, they die instantly.

Crowned Curse

You gain the following jutsu:

Illusiory Warriors Manipulating Melody

Cost: 12 Chakra

Duration: Concentration, 1 minute

You manipulate the bodies of the dead with chakra-infused song. You can target an amount of corpses equal to half your Intelligence modifier, rounded up. They act on your turn, and can not cast spells or jutsu that you do not know. They draw from your chakra points and spell slots when casting spells and jutsu. You can not move or take actions while concentrating on this jutsu.


Revolt of the Demon World

Cost: 8 Chakra

Duration: 1 minute

The creatures you are controlling with Illusory Warriors Manipulating Melody release many-mouthed snakelike spirits from their mouths. They have a flying speed of 10 feet, move on your turn, and are immune to all magical and non-magical effects. They will move toward the closest living creature that is not you. If you lose concentration on your Illusory Warriors, this jutsu immediately ends. If a spirit passes through another creature, they must succeed a Constitution saving throw. On a failure, they lose 3d6 chakra points. If they do not have any chakra points, they gain 1 level of exhaustion.

Smoke's Curse

You gain the following:

  • Your size becomes Large
  • You may pass through any opening
  • Creatures may pass through your space without penalty
  • Your attack rolls gain +2
  • You are vulnerable to thunder damage.
Tiger's Curse

You gain the following:

  • Your movement speed increases by 20 ft.
  • Your unarmed strikes deal an additional 1d4 damage and deal slashing damage.
Hawk's Curse

You gain a flying speed of 30 ft. and the following jutsu if you know the Chidori.

Chidori Lament

Cost: 8 minimum, 16 maximum

Range: 15 feet

As an action, you gather lightning into your hand; the high concentration of electricity produces a sound reminiscent of many birds chirping. You rush to the target, attempting to shove your hand into the target’s chest. Make a melee spell attack. On a hit, it takes 1d6 piercing and 4d8 + your Intelligence modifier lightning damage. You can expend additional chakra to deal an extra 1d8 lightning damage for every additional chakra points, rather than the standard chidori's 2.

Founder's Curse

You gain the following:

  • You gain one charge of "jet thrusters", which you regain at the end of your next turn.
  • You may spend one charge of jet thrusters to gain a flying speed of 60 feet until the end of your turn.
  • You may spend one charge of jet thrusters as part of an unarmed strike to move 15 ft., and deal fire damage or an additional 1d4 bludgeoning damage.

Partial Sage Transformation

At 15th level, you begin to unlock the powers of a true sage. While in Second Stage, you may gain one of the following in addition to the first effect listed:

  • You must attempt a DC 18 Wisdom saving throw at the beginning of each turn, becoming unable to speak and needing to attack the closest creature to you on a failure.
  • You gain 120 feet of truesight, and can not be effected by illusions or genjutsu that rely on sight or blinded.
  • You shed bright light in a 20 foot radius, and dim light for another 20 feet. You also gain +2 AC.
  • You gain one additional Diversified Second Stage effect.

Sage Transformation

At 20th level, you can push your Cursed Mark's limit to the max. While you are in Second Stage, you gain the following:

  • You may attack an additional time when you take the Attack action.
  • You may use Cursed Mark without reducing your maximum hit points (recharge 5-6)
  • You gain all the effects of Partial Sage Transformation.
Cursed Mark Sealing

A creature that has mastered the Sage Transformation may grant it to another creature. If you gain a Cursed Mark after taking a different class or subclass, you must have the following jutsu used on you to access Second Stage or any Path of the Cursed features after it, and you must be two levels higher than the listed requirement.

Four Black Fogs

Cost: 40 chakra

Components: One Small barrel

You and up to four other creatures target a willing creature with the Cursed Seal feat and the barrel within 15 feet. Each creature may contribute any amount of chakra so long as the total amount contributed equals its cost. After 24 hours, they gain the Second State jutsu. If they are released from the barrel before then or if the barrel is destroyed, they die instantly.

Path of Succession

Those on this path bear the Kāma seal, a sealing jutsu marking its bearer as a “vessel” for the chakra of the Ōtsutsuki clan, the celestial beings who were the first to wield chakra. When activated, a geometric design spreads from the mark. Doing so takes a great toll on the wielder’s body.

Reactive Seal

At 3rd level, as a reaction after taking damage that results in you being below half your maximum hit points, you may activate your Kāma seal, which lasts until the end of combat. This can not be used again until you complete a long rest. While this is active, you gain the following:

  • Your AC increases by +2
  • Your movement speed increase by +15 feet
  • Your unarmed attack and damage rolls are increased by +4.
  • You can not spend chakra.

Absorbing Seal

At 7th level, you may spend charka while your seal is active. Additionally, you may absorb chakra. When you are targeted by magical damage, you gain a number of chakra points equal to the number of damage die rolled. If you are targeted by jutsu, you gain half as much chakra as its cost. You have a number of uses equal to your Constitution saving throw bonus. If an effect increases your Constitution modifier. You regain all uses at the end of a long rest.

Mastered Seal

At 10th level, you perfect your Kāma seal. You may activate it as a reaction or bonus action, and you no longer need to be below half your hit point maximum to use it. It lasts for 1 minute, after which you must succeed a DC 16 Constitution saving throw. On a failure, your body overheats as you gain 1 level of exhaustion and you become unconscious for 1 minute. On a success, this DC increases by 1 and your seal may stay active for 1 minute. You may end the effect early to avoid the saving throw.

Ascended Form

At 15th level, while Mastered Seal and you are below half your maximum hit points, you may spend an action to push your seal to the limit. You take on the form of an Ōtsutsuki as your skin pales and you gain at least one horn. This lasts until the end of combat, during which you gain the following:

  • Your Strength, Dexterity, and Constitution increase by +4, as do their maximum.
  • You gain proficiency, or expertise if you already have proficiency, in Strength, Dexterity, and Constitution saving throws.

Perfect Ōtsutsuki

At 20th level, you embody the Ōtsutsuki clan completely. You may use Mastered Seal indefinitely, and may activate Ascended Form as an action regardless of your current hit points. It lasts for 1 minute, after which you must succeed a DC 18 Constitution saving throw. On a failure, your body overheats as you gain 1 level of exhaustion and you become unconscious for 1 minute. On a success, this DC increases by 1 and you may stay in your Ascended Form for 1 minute. You may end the effect early to avoid the saving throw.


Rasengan: Unison

Cost: 20 chakra

While in Perfect Ōtsutsuki, you channel your chakra into a massive Rasengan. Every creature in a 20 foot radius area centered 20 feet from you. Every creature must succeed a Constitution saving throw, taking 10d10 force damage and pushing them 10 feet away from the center of the radius on a failure, taking half as much damage and being pushed half as far on a success.

Kāma Creation

A creature that has mastered their Ascended Form may grant it to another creature. If you gain a Kāma seal after taking a different class or subclass, you can only gain features up to Mastered Seal, and you must be two levels higher than the listed requirement.

Path of Permanence

In very rare cases, a lost loved one can live on. In these rare cases, it possesses an amount of their innately controllable material. The following features take the form of the nature you gain affinity in first (a jug of sand for earth and magnet, lightning in your veins for lightning and storm, etc). In a situation that your material is destroyed, a sufficient amount can be regained at the end of a long rest.

Bound Element

At 3rd level, when you use a Jutsu of the same nature as your material, you deal additional damage equal to your unarmed strike damage. Additionally, you can halve such a jutsu’s cost (minimum 1 chakra) or double its cost and range by infusing some of your element into it, but you must reclaim it as an action to do so again.

Elemental Armor

At 7th level, you form a permanent layer of defense. As a reaction or a bonus action, you gain 10 temporary hit points for every 2 chakra points spent. While your element is reclaimed, your unarmed strikes have +5 feet of reach.

Elemental Shield

At 10th level, your element automatically protects you. As a reaction, you roll a d20. On a 17 or higher, you gain +5 AC. On a 16 or lower, you regain your reaction. This can be used once per round.

Elemental Coffin

At 15th level, you can cast hold monster for 8 chakra. Encasing the target in your element. While effected, the target has total cover and as a bonus action you can crush the target, causing them to take 3d10 force damage.

Spiritual Fusion

At 20th level, the spirit inside your element binds itself to your Sage Mode. When you enter Sage Mode, you gain a fly speed equal to half your movement speed and one shadow clone made of your element with half your maximum hit points and chakra. Reclaiming no longer requires an action.

Everlasting Love

At a DM’s behest, a fallen creature can continue to protect a player. If This happens after they have taken a different class or subclass, they can only gain features up to Elemental Shield, and you must be two levels higher than the listed requirement.

Path of Youth

You have learned to harness and open chakra control points inside the body. These points in the body are called Gates. There are eight total gates inside the body, each one being more powerful, but also more detrimental as you open them. While attacking in any of the eight gates forms, you can only use unarmed attacks. The gates require a bonus action to unlock. The buffs are the number stated on the gate, not cumulative. If you enter a gate higher than first, this still counts as entering the gates prior to it, meaning if you enter the 5th gate, that expends a use of the 1st and 3rd gate, however only the negative effects of the 5th gate set in.

  • Your DC for any Path of Youth technique = 8 + your Dexterity modifier + your Proficiency bonus.

Power of Youth

At 3rd level, you gain the Dynamic Entry jutsu.

Dynamic Entry

Cost: 4 chakra

Range: 40 feet

As an action, you do either a standing or running jump towards an enemy using one leg to kick them with intense speed and force. Make an unarmed strike attack. If the attack hits, the target takes 1d8 + your Dexterity modifier bludgeoning plus 2d4 force damage and must make a Dexterity saving throw. On a failure, it is pushed 20 feet away. If Dynamic entry is used when the target is unaware of you, you have advantage on the attack roll and the damage increases to 2d6 force.

First Gate

At 3rd level, as an action, you can open the first gate, the gate of opening. This gate unlocks your mind’s inhibitions. You may close the first gate as a bonus action. While the first gate is open, you gain the following bonuses:

  • You gain a +1 bonus to AC.
  • You gain a +10 bonus to your movement speed.
  • You gain a +3 bonus to attack and damage rolls.
  • You lose 1d6 hit points at the end of each of your turns.
  • You gain the Front Lotus technique.

Front Lotus

As an action, you hit one creature, forcing it to make a Dexterity saving throw. If it fails, it is pushed 20 feet into the air and it's stunned until the end of your next turn. On your next turn, you can use your action to moving behind them, grappling them, then pile driving them into the ground. It takes 2d10 force damage. If this attack misses, you can make an unarmed strike as a bonus action. A creature hit by this is immune to it for 24 hours.

3rd Gate

At 7th level, as an action, you can open up to the 3rd gate, the gate of life. This gate unlocks your mind and spinal cord’s limitation of the chakra network, reddening your skin, bulging your veins, and making your pupils disappear. You may close the 3rd gate as a bonus action, or all gates as an action. You gain the following benefits:

  • You gain an amount of temporary hit points equal to your Shinobi level + your Constitution modifier + your Proficiency bonus. You lose these temporary hit points when you close the 3rd gate.
  • You gain a +2 bonus to AC.
  • You gain a +20 bonus to your movement speed.
  • You gain a +5 bonus to attack and damage rolls.
  • You lose 2d6 hit points at the end of each of your turns.
  • You gain the Reverse Lotus technique.

Reverse Lotus

As an action, you can execute a powerful kick against a creature. The target must make a Dexterity saving throw. If it fails, its pushed 20 feet into the air and its stunned until the end of your next turn. On your next turn, you can jump into the air and take the Attack action against it. As a bonus action, after the attack, you make a final diving attack into them, knocking you both to the ground dealing a 2d8 bludgeoning plus 2d8 force damage. After you use this technique the form ends immediately, you are knocked prone, and stunned until the start of your next turn. When you use this technique on a creature it is immune to it 24 hours.

5th Gate

At 10th level, as an action, you open the 5th gate, the gate of limit. This gate pushes your muscles to the limit, often causing tearing and nosebleeds. You may close the 5th gate as a bonus action, or this gate and any lower gates as an action. You gain the following benefits:

  • You gain a +3 bonus to AC.
  • You gain a +40 bonus to your movement speed.
  • You gain a +7 bonus to attack and damage rolls.
  • You lose 3d6 hit points at the end of each of your turns.
  • You gain the Great Dynamic Entry and the Morning Peacock techniques.

Great Dynamic Entry:

Cost: 10 chakra

Range: 50 feet

Duration: Instantaneous

As an action, you do either a standing or running jump towards a creature using both legs to kick them with intense speed and force. Make a melee attack roll. If the attack hits, it takes 2d10 bludgeoning plus 3d6 force damage and must make a Dexterity saving throw. If it fails the save, it is pushed 50 feet away.

Morning Peacock

Cost: 20 chakra

As an action, you charge forward up to your movement speed and make five unarmed strikes against a single creature. Each attack that hits deals 2d8 bludgeoning damage plus 2d4 fire damage. The fire damage does not benefit from any gate form’s damage bonus. As the air is super-heated and flames fly out the back of the target, any creature behind it in a 20 ft cone must make a Dexterity saving throw, taking 3d6 fire damage on a failure. Half as much damage on a success.

7th Gate

At 15th level, you are a Taijutsu expert able to unlock up to the 7th gate, the gate of Wonder. Unlocking this gate unlocks your bodies near full potential. Your blood flow increases giving you red skin, your veins begin to bulge, and you begin to sweat profusely, but with your body heat it evaporates the moment it leaves your body giving off the look of being covered in an aura of green energy. As an action, you open the gate. You may close the 7th gate as a bonus action, or this gate and any lower gates as an action. While in the 7th gate, you gain the following:

  • You gain a +5 bonus to AC.
  • You gain a +60 bonus to your movement speed.
  • You gain a +9 bonus to attack and damage rolls.
  • You lose 4d6 hit points at the end of each of your turns.
  • You gain the Leaf Guillotine and the Hirudora techniques.

Hirudora

Cost: 30 chakra

As an action, you place one hand forward with the palm out you take your opposite hand, tapping the center of your palm, creating a massive amount of air pressure. Then punching forward, you form the symbol of a tiger’s head, sending the pocket of air outward and condensing onto a single point. Each creature in a 30 foot radius must make a Dexterity saving throw, taking 6d12 force damage. Half as much damage on a success.

Leaf Guillotine

Cost: 20 chakra

As an action, you move at high speed and appear above the target, slamming your heel into the back on its neck. Make an unarmed strike. The target takes 3d12 force damage and must make a Constitution saving throw. If it fails, its paralyzed and prone until the end of your next turn.

8th Gate

At 20th level, you are a Taijutsu master, and have gained access to the eighth gate, the gate of Death. Upon opening this gate as an action by puncturing your heart with your thumb, your body's blood flow is pushed to the max, heating you to the point that your sweat and blood evaporate into a red aura. If you end this form with 6 or more levels of exhaustion, your body begins to burn from the inside out, shortly after this process begins, you die.

You can end this form as an action. When you close this gate, you take 8d12 necrotic damage. If this reduces you to 0 hit points, you are stable, otherwise you are paralyzed for 1 minute. If you die from the 8 gates, you can only be brought back with the wish spell. You gain the following benefits while the 8th gate is released:

  • You gain a +9 bonus to AC.
  • You gain a +90 bonus to your movement speed.
  • You gain a fly speed equal to half your movement speed (rounded down), as you kick the air hard enough to gain lift.
  • You gain a +15 bonus to attack and damage rolls.
  • You gain 2 levels of exhaustion at the end of each of your turns.
  • You gain the Burning Youth, No holds barred, Full Power Dynamic Entry, the Evening elephant/Sekizo Assault, and the Night Guy techniques.

Burning Youth, No holds barred, Full Power Dynamic Entry

Cost: 20 chakra

Range: 90 ft

As an action, you do either a standing or running jump towards a creature, using both legs to kick them with intense speed and force. Make an unarmed strike. If the attack hits, the target takes 4d10 + Dexterity modifier bludgeoning plus 5d6 force damage and must make a Dexterity saving throw. On a failure, it's pushed 80 feet away.

Evening Elephant/ Sekizo Assault

Cost: 30 chakra

As an action, you land a series of four unarmed strikes that increase in speed one after another using air pressure to injure the enemy, each punch deals 2d6 force damage and increases by 1d6 after each hit (max 5d6). The punch is strong enough to create a tunnel in the ground 1 mile deep, however this technique is only able to be used once. You can't use this feature again until you finish a long rest.

Night Guy

Cost: 45 Chakra or 6 levels of Exhaustion.

Range: 70 feet

The Night Guy is considered to be the most powerful move a Taijutsu master can obtain from eight gates released transformation. As an action, you enter a sprinters stance. In the stance, your aura gathers around you forming a dragons head in a 10 ft area around you. You launch yourself at a target within range. The kick is hard enough that if there is a wall behind the target, they crash through it. You and the target move in a 100 feet line from your starting location. The target must succeed a Constitution saving throw, taking 60d6 force damage on a failure, or half as much on a success. For this damage, immunity is reduced to resistance, resistance is ignored, and creatures without resistance gain vulnerability. After this attack, you leave the form. This action ignores Endurance.

Path of The Healer

You have learned to maximize your control over chakra to heal yourself and others. The mastery of this path will have many chasing after you, either to learn or steal your secrets. Beware, for even healers can be treacherous.

Healing Jutsu

At 3rd level, you gain the ability to heal using your chakra to form a white orb, however it is somewhat inefficient. As an action, you can spend an amount of chakra points up to or equal to twice your Shinobi level. A creature you touch regains an amount of hit points equal to the amount of chakra points you spent.

Chakra Control

At 3rd level, you can control your chakra to use it more efficiently. As a bonus action, you can reduce the chakra cost of the next Jutsu you use before the end of the turn by an amount equal to 1/4 your shinobi level (rounded down (minimum 1)). The minimum chakra you can expend on a justu using this is 1. This can be used for the Healing Novice feature.

Mystical Palm Jutsu

At 7th level, you have learned to focus your chakra into a green glow, allowing you to more effectively heal yourself and others. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your Shinobi level.

As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Intelligence modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.

Your pool regains all expended dice when you finish a long rest.

Chakra Pills

At 10th level, you learn how to make three types of pills that restore chakra. All pill deal an amount of necrotic damage equal to the amount of chakra regained. A creature can take pill as a bonus action. If you have access to Alchemist's supplies, a Herbalism kit, or a Healer's kit, you can make a number of pills during a long rest equal to your Intelligence modifier.

  • Red Pill: The creature regains an amount of chakra equal to 1d6 + your Intelligence modifier.
  • Green Pill: The creature regains an amount of chakra equal to half the creatures maximum chakra.
  • Blue Pill: The creature regains all of its chakra. In addition, it gains a level of exhaustion. Creating 1 of these pills counts as 2 regular pills.
  • Blood Increasing Pill: The creature gains the effects of Greater Restoration. Creating 1 of these pills counts as 2 regular pills.

Enhanced Strength

At 15th level, you are a master of refined chakra control. By focusing your chakra around your hands or feet your strength is quadrupled. Your Strength increases by 4 and your maximum Strength increase to 24.

In addition, you learn the surgical precision Jutsu.

Surgical Precision

Cost: 8 chakra

Duration: Concentration, 1 minute

As a bonus action, you make a scalpel out of pure chakra, the scalpel looks like a light blue aura covering your hand. This scalpel has the ability to bypass armor and skin to hit muscle and organs. It was originally meant to be used in surgery, since it could cut without leaving a scar. While this is active when you make unarmed strikes, it deals an extra 1d6 force damage. The target must make a Constitution saving throw. On a failure, its muscle are cut. It has disadvantage on attack rolls and your choice of saving throws or checks that involve Dexterity or Strength. This lasts until it finishes a long rest or the greater restoration spell is cast on it, or something of a similar effect.

Mitotic Regeneration Jutsu

At 20th level, your melee attacks deals double damage to objects and structures. In addition, you have mastered the art of fine chakra control and have achieved the ultimate goal of a medical ninja, the Mitotic Regeneration Jutsu. As an action, you activate it. This Jutsu lasts for 10 minutes. Once you use this feature, you must finish a long rest before you can use it again. You gain the following benefits:

  • You gain resistance to all damage.
  • You gain immunity to bludgeoning, piercing, and slashing damage from nonmagical weapons.
  • At the start of your turn, you regain 10 hit points.
  • At the start of your turn, you can expend a number of hit die equal to your Constitution modifier. Add your Constitution modifier to each die. You regain an amount of hit points equal to the result.


Cherry Blossom Impact

Cost: 20 chakra

As a bonus action, you focus chakra into your fists. Until the end of your turn, your unarmed strikes deal twice as much damage and attack every creature in a 10 foot cone.

Path of the Warrior

Certain Shinobi forego their traditional training to master swordplay. These Ronin are formidable opponents, mastering techniques possibly out dating even the oldest Jutsu.

Warrior of Steel

At 3rd level, your training begins. You gain proficiency in medium and heavy armor, shields, and martial weapons. Your melee weapons benefit from your martial arts feature.

Combat Expertise

At 3rd level, you gain proficiency in the Athletics skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: Acrobatics, Intimidation, Medicine, or Stealth.

Your proficiency bonus is doubled for any ability check you make that uses Athletics. You receive this benefit regardless of the skill proficiency you gain from this feature.

Iaidō

At 7th level, you begin your studies in Iaidō, a weapon style focusing on drawing a weapon and swiftly striking. On your first turn, or if you did not deal damage on your previous turn, your first attack roll is made with advantage. Drawing and stowing weapons no longer take your interaction and can be done as a free action.

Mastering the Basics

At 7th level, you master the basics of Ninjutsu. You gain affinity in the Basic Ninjutsu nature. If you already have affinity in it, you gain affinity in another Chakra nature you know.

In addition, you gain an additional Chakra nature.

Refined Warfare

At 10th level, you continue your studies in Iaidō. Once per turn, you can increase your weapon’s damage die by 1 size (d4s become d6s, d6s become d8s, d8s become d10s, d10s become d12s, d12s become 2d6, 2d6 become 2d8, etc.) for one attack.

Chakra-Infused Weapons

At 10th level, you channel a small amount of chakra into your strikes. Your weapons count as magical for the purpose of overcoming resistances.

Halting Strike

At 15th level, you attack faster than your opponent can act. As a bonus action, you can make one melee weapon attack.

In addition, as a reaction, when you see a creature attempting to cast a spell or use a Jutsu, you can move up to half your movement speed and make a melee weapon attack. If you hit, the target's hand signs are interrupted, it fails to use the Jutsu or cast the spell and it immediately ends its turn.

Execution

At 20th level, you master Iaidō. Your attack rolls score a critical hit on a roll of 18-20. If your attacks already score a critical hit on a roll of 18-20, it increases to 16-20, etc.

In addition, if your attack roll is a critical hit, your target is stunned until the end of its turn and gains a lingering injury. See DMG. pg. 272.

Path of the Assassin

A Shinobi capable of silent and efficient kills whilst being able to go undetected.

Proficient Assassin

At 3rd level, you gain proficiency with Poisoner’s tools and the Deception skill. In addition, once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

This damage increases to 2d6 at level 7, 3d6 at level 12, and 4d6 at level 18.

Hidden Mist Jutsu

At 7th level, you gain control over water vapor and learns the Hidden Mist Jutsu. You have an amount of uses equal to 2 + your Constitution modifier, regaining all uses after you finish a long rest. As an action, you create a cloud of mist 40 ft by 40 ft. For any creature that doesn't have this feature, beyond 5 ft, this area is considered heavily obscured. This mist lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

Deadly Blade

At 10th level, you come into possession of a scroll containing a legendary weapon from the ninja world, one of the Seven Deadly Swordsmen's blades. Each possesses its own unique abilities. Your DM chooses which. The weapon requires attunement and grants proficiency in it while attuned. All of them are +1 magic weapons with the finesse property.

Hiramekarei: This greatsword is large and flat, and resembles a flounder in its shape, it possesses two handles and has earned the name "twin sword". While being wielded you can spend 10 chakra to infuse the blade with one of the following for 5 minutes. You can only use one at a time.

  • Increase its size, giving it the reach property.
  • Increase its hitting power, increasing the damage to 2d8.
  • You when you make an attack with it, you can target two enemies within 5 ft. Making an attack rolls against both, however the second attack made with disadvantage.

Kabutowari: This is a two handed weapon consisting of an axe and hammer, they are connected by a metal rope at the base of each handle, known as the Helmsplitter, this weapon is particular effective at shredding armor off an enemy. This weapon deals 1d8 slashing or 1d8 bludgeoning damage.

When used together the weapon does 2d6 slashing and chips away at the targets armor. The target must make a Strength saving throw. On a failure, its AC is reduced by -2, permanently damaging the armor. This ability can only be on a creature once, after which the creature is immune to it for 24 hours.

Kiba: This is a set of twin short swords, they are identical in every way and have two protruding smaller blades near the top and base of the blade. They have gained the nickname "the fangs." As a bonus action, both blades become infused with the power of lightning. Both blades deal an extra 1d6 lightning damage for 10 minutes. After the 10 minutes is up, you cannot use this feature again until you finish a short or long rest. You can also expend 10 chakra to activate for an additional 10 minutes. In addition, when you use a Jutsu that deals lightning damage, the range increases by 10 feet and it deals an additional 1d6 lightning damage.

Kubikiribōchō: A large blade in the shape of a butchers knife, this weapon has a hole toward the top of the weapon which has a bladed interior,and is usable to decapitate the wielders foe, which is how in earned the nickname "The Executioner’s blade." This greatsword deals 2d8 slashing damage.

Due to its shear size, the weapon can also be used as if it was a shield. As a reaction, you can gain a +2 to AC until the start of your turn, placing the blade between you and the attack. When you do so, if the attack misses the attacker still rolls for damage. If the damage is 20 or more, you and the attacker must make contesting Athletics checks. If the attacker wins, the blade is broken. When the blade is broken, the attacker takes 1d8 magical piercing damage as iron shrapnel flies back at them. The sword then becomes a +1 longsword. This blade repairs itself using the iron in blood those hit by it. Killing a target or successfully hitting a target threes times completely reforms the blade.

Nuibari: This needle-like longsword has a strand of wire contained inside it and deals piercing damage instead of slashing. You can choose one of the following effects if the target no more than one size category larger than you:

  • The target is knocked prone.
  • You pierce through the target. On your next attack, if you hit, you can "sew" them together, pulling them to adjacent spaces and giving them disadvantage on attack rolls until they use an action to escape making (DC 8 + your Dexterity modifier + your proficiency bonus) Strength saving throw.
  • As an action, you spend 10 chakra and throw the blade forward in a 30 ft line. All targets within that line must make a Dexterity saving throw taking 1d8 piercing damage and the targets are effected by "sewing" as outlined above.

Samehada: This greatsword is covered in metal scales that shred at the target. This weapon deals an additional 1d6 necrotic damage or decreases the target's chakra by 1d6 points, their choice, as it sucks the life force from its target. You gain a number of temporary hit points or chakra points equal to the rolled number. You can do so twice, regaining all uses of this feature after you finish a short or long rest.

Shibuki: More like a club than a blade, this weapon is covered in explosive tags. This greatclub deals 2d6 bludgeoning damage. The weapon has an amount of explosive tags inside it equal to half your level (rounded down), you can expend the tags using the options below:

  • When you hit with an attack, you can expend up to two tags to deal an extra 1d6 thunder or fire damage for each tag.
  • When you hit with an attack, 6d10 hit points of creatures within 30 feet, starting with the ones with the lowest hit points ignoring unconscious creatures, are blinded for 1 minute. You may increase the number of hit points effected by 1d10 per additional tag spent.

Vanish

At 15th level, you can't be tracked by non-magical means, unless you choose to leave a trial. In addition, while lightly obscured, you can expend 2 chakra to become invisible. You remain invisible until you are no longer lightly obscured, take the attack action, or cast a jutsu.

Water Clone Jutsu

At 20th level, when you use shadow clone Jutsu, you can choose for the clones to be water clones. Water clones use the same statistics as a shadow clone, except they have 30 hit points and an amount of chakra equal to 10 + your Constitution modifier. When a water clone is destroyed, it explodes. Each creature in a 10 ft radius must make a Constitution saving throw, taking 5d6 cold damage on a failure. Half as much on a success. Water clones only last for 6 hours. You can't use this feature again until you finish a long rest.

Path of Suffering

Those who walk this path make use of a physical Kekkei Genkai known as Shikotsumyaku to enhance their Taijutsu. This Kekkei Genkai is used to manipulate bone growth and density to attack their enemies with “dances”. They feel physical pain while using these techniques, however they show no signs of this to enemies.

Shoulder Blade

At 3rd level, your bones become as hard as adamantine. Your bones cannot be broken and your unarmed attacks count as adamantine. As a bonus action, you can produce an adamantine shortsword made of your bone and you take 1d8 psychic damage. While wielding it, you add your martial arts die to the damage.

In addition, you can use your Constitution modifier instead of your Dexterity modifier when determining your AC.

Dance of the Camellia

At 7th level, you learn your first dance. You strike multiple times at different angles, changing your bone’s shape to increase their unpredictability. When you make the Attack action, you make one additional attack.

In addition, at the start of your turn, you can expend half your movement to make your first attack with advantage.

Ten-Fingers Drilling Bullets

At 10th level, you gain one of the few ranged attacks Shikotsumyaku has to offer. When you take the Attack action, you can replace one of the attacks with this ranged attack. You take 2d6 psychic damage and launch the first digit of your finger bones at a target up to 75 feet away. Make a ranged spell attack. On a hit, it takes 3d8 piercing damage.

Resilience

At 10th level, due to the strength of your bones and your mental fortitude you are more durable. At the start of your turn you gain an amount of temporary hit points equal to 1 + your Constitution modifier (minimum 1).

In addition, your limbs cannot be severed.

Dance of the Clematis

At 15th level, as an action, you can increase the length of your spine and remove the tail-like excess bone. You take 3d8 psychic damage and can now use your spine as a weapon.

Your spine counts as a magical melee weapon with a reach of 15 feet. Whenever you hit a creature with your spine you deal 3d10 magical piercing damage and the creature is grappled. You cannot use your spine until you release the grapple creature, which you can do at will, or until it escapes your grapple.

You must return your spine to your back within 1 hour of removing it or become Paralysed until it is placed back.

While you have a creature grappled in your spine, you can commence a devastating attack with your off-hand. As an action, you can spend 5 chakra points to envelop your free hand in a spear-like formation that covers your forearm and make a melee attack roll against the grappled creature. On a hit, the target takes 8d10 magical piercing damage. Hit or miss, the bone growth on your arm dissipates after the attack.

Dance of the Larch

At 15th level, you gain resistance to bludgeoning damage from nonmagical weapons. As a reaction when a creature succeeds on a melee attack against you, you may spend 1 chakra point and take 1d4 psychic damage to the creature takes 1d6 piercing damage.

Dance of the Seedling Fern

At 20th level, you can weaponize every bone in your body. As an action, you drop to 0 hit points. All creatures in a 120 foot radius must attempt a Dexterity saving throw as 50 ft. tall bone spikes erupt from the ground, dealing 15d12 magical slashing damage on a failure, or half as much on a success. This feature ignores Evasion. You can't use this feature again until you finish a long rest.

Path of the Mind

Those who walk this path make use of mind-altering Ninjutsu and Genjutsu. Despite, or possibly due to, their lack of Dōjutsu to aid them, their Jutsu are often incredibly unique and bizarre.

Chakra Sense

At 3rd level, you learn how to detect chakra in a rudimentary fashion. You gain proficiency, or expertise if you already have proficiency, in Arcana. You can attempt a DC 15 Arcana check to locate living creatures that are not constructs within 60 feet. You can locate creatures through walls that do not contain lead or a heavier metal (i.e. adamantine).

Mind Body Switch Jutsu

At 7th level, you can expend 4 chakra to force a creature within 120 ft. to attempt a Dexterity saving throw. On a failure, you become paralyzed and the creature is charmed by you for 1 minute, or until you lose concentration or end the effect as an action.

Genjutsu

At 10th level, you gain the ability to use Genjutsu. As an action, you can create an illusion that only one creature within 20 feet can perceive. This range can be increased to 70 feet for 3 additional chakra. You may change this range to a radius for 2 additional chakra, making it an audible genjutsu, and thus ineffective to deafened creatures. The target must make a Wisdom saving against your Jutsu save DC. On a failure, it can only hear and see what you want it to and it is affected by one of the following of your choice, resulting in one of the following for 1 minute (concentration):

  • The target is blinded. Costs 7 chakra.
  • The target is deafened. Costs 5 chakra.
  • The target is frightened. Costs 6 chakra.
  • The target is affected by the confusion spell. Costs 8 chakra.
  • The target is restrained. Costs 8 chakra.
  • The target is paralyzed. Costs 12 chakra.

Mind Body Disturbance Jutsu

At 15th level, when you use Mind Body Switch, you may spend 8 additional chakra to not become paralyzed.

Mind Clone Switch Jutsu

At 20th level, you master Mind Body Switch Jutsu. When you use Mind Body Switch, you can cast it on an additional creature for 6 additional chakra. In addition, when you use any feature granted by this subclass, you can expend 5 chakra to increase your DC by 3.

Path of the Body

Those who follow this path focus on reinforcing their body. While it is often seen as laughable, underestimating disciples of this path spells absolute death.

Storage

At 3rd level, you can store food inside your body. You can store an additional day’s worth of food which can be consumed at will. As an action, you can use this stored food to regain an amount of chakra equal to your level. You cannot do so again until you finish a long rest.

Meat Shield

At 3rd level, as a bonus action, you gain a number of temporary hit points equal to twice your level + your Constitution modifier. You cannot do so again until you finish a long rest.

In addition, your hit point maximum increases by 3 and increases by 1 again whenever you gain a level in this class.

Human Bullet Tank

At 7th level, you can expand your body. As a bonus action, you can spend 5 chakra to enter the Human Bullet Tank form for 1 minute. During this time, you can not cast Jutsu and you gain the following benefits:

  • Your martial arts die increases from d4s to d6s.
  • Your movement speed increases by 10 feet.
  • When you hit a creatures with a melee attack, it must make a Strength saving throw or be knocked prone.

Sharp Hair

At 10th level, you learn to harden and weaponize your hair. While in Human Bullet Tank form, you gain the following benefits:

  • Your unarmed strikes deal an extra 1d6 slashing damage.
  • You gain a +2 bonus to AC.
  • When a creature hits you with a melee attack, it takes 2d6 slashing damage.

Endurance

At 10th level, when being attacked by an area effect that lets you to make a Constitution saving throw to take only half damage, such as cone of cold, you instead take no damage if you succeed on the saving throw, and only half damage if you fail the save.

Multi-Size

At 15th level, you can expand individual parts of your body. As a bonus action, you can spend 5 chakra to expand one part of your body. You can only expand on part at a time and it lasts for 1 minute.

  • Expanding your arms gives your unarmed strikes a reach of 10 feet.
  • Expanding your legs gives you a +10 feet bonus to your movement speed.
  • Expanding your torso gives you advantage on Constitution saving throws.

You also gain the following Jutsu:

Calorie Control

Cost: 1 level of exhaustion or 1 days worth of food that has been consumed within the last 24 hours.

Duration: 1 minute

This technique uses Yang chakra to convert calories directly into chakra. As an action, you activate this Jutsu. At the start of your turn, you regain an amount of chakra equal to your Constitution modifier.

Total Expansion

At 20th level, you master the Multi-Size Jutsu. As an action, you can expand your body. You gain the following benefits for 1 minute, in addition to the benefits of Human Bullet Tank:

  • Your size becomes Huge.
  • Your unarmed strikes deal an additional 2d6 damage.
  • You gain a +3 bonus to your AC
  • Your movement speed increases by 15 feet.

When this form ends you are paralyzed until the end of your next turn. You can't use this feature again until you finish a long rest.

Path of Companionship

Those rare few Shinobi who form an unbreakable bond with a creature walk this path.

Companionship

At 3rd level, choose one willing creature or swarm of creatures, such as a swarm of insects as your eternal companion. This creature must be a medium or smaller beast with a CR no higher than 1/2. It can occupy the same space as you. If your companion dies, you must wait 2d4 days before you can choose another. You may retroactively apply Ability Score Increases to any new companions at the end of a long rest.

Your companion gains all the benefits of your Companion's Bond ability. You can have only one animal companion at a time.

Companion's Bond

Your animal companion gains a variety of benefits while it is linked to you.

  • The companion loses its Multi-attack action, if it has one.
  • The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own.
  • Your companion uses your proficiency bonus rather than its own for attacks and skills which it is proficient in, as well as its unarmored AC.
  • Your companion gains proficiency in two skills of your choice, as well as one common (Dexterity, Constitution, Charisma) and uncommon (Strength, Intelligence, Wisdom) saving throw if it does not already.
  • For each level you gain after 3rd, your companion gains an additional hit die and increases its hit points accordingly.
  • Whenever you gain the Ability Score Improvement feature, you may increase your companion's ability scores in the same manner.

Coordinated Attack

At 7th level, when you use the Attack action on your turn, if your companion can see you, it can use its reaction to make a melee attack against any creature within range.

In addition, as a bonus action, after it uses the Attack action, it can use the Shove attack.

Mimicry

At 10th level, you gain a powerful Jutsu for your companion. As an action, your companion becomes identical to you. This form lasts for 2d6 hours. You cannot use this feature again until you finish your long rest. While in this form, you and your companion gain the following benefits:

  • You gain a +2 bonus to AC.
  • You gain a +1 to attack and damage rolls.
  • You gain the benefits of the Coordinated Attack feature.
  • You can use the Combined Attack Jutsu.

Combined Attack

Cost: 7 chakra

Range: 120 foot line

As an action, you and your companion combine powers. Every creature in the line must make a Dexterity saving throw, taking 5d12 bludgeoning, piercing, or slashing damage on a failure. Half as much on a success. You and your companion end at the opposite end of this line.

Alternate Feature: Hive Body

At 10th level, instead of gaining Mimicry, your body becomes a hive for swarms of companions. You may have 2 additional companions, but they must be swarms of Tiny creatures. Your companions can occupy the same space as you, but are considered unconscious while doing so. You may only have 1 swarm outside of your body at a time. You may switch which swarm is outside of your body as a bonus action while the swarm that is already outside is within 5 feet of you.

Enhanced Mimicry

At 15th level, your mimicry becomes more powerful. While in Mimicry, you and your companion have advantage on checks and saving throws with one ability score of your choice and your movement speeds increase by 10 feet.

Alternate Feature: Organized Swarms

At 15th level, instead of gaining Enhanced Mimicry, you may manipulate the size of your swarms. You may increase their size to a maximum of Large or decrease their size to a minimum of Small. Additionally, you may communicate telepathically with your swarms.

Keen Senses

At 15th level, you have advantage on Wisdom (Perception) checks while your companion is within 30 feet of your.

Fused Form

At 20th level, you and your companion can combine your powers. On your turns, you must both of use your action. On your next turn, you both become a single large CR 20 or less creature of your choice. This lasts 1 minute. You can't use this feature again until you finish a long rest.

Alternate Feature: Enhanced Companion

At 20th level, in place of gaining Fused Form, you learn to master even greater creatures. The maximum CR for your companions is increased to 3.

Path of the Puppet Master

Puppet Masters are shinobi that use the Puppet Technique/Puppet Master Jutsu, which involves using chakra threads to control a metal or wooden construct of their own design.

Craftsmen

At 3rd level, you gain proficiency in tinker's tools and either smith's tools or carpenter's tools. In addition, you make a puppet. The puppet has the statistics of a creature of CR 1/2 or below. It has the following modifications:

  • It is a construct.
  • It cannot be charmed, frightened, or poisoned.
  • It has immunity to poison and psychic damage.
  • It has the same proficiency bonus as you.
  • It adds its proficiency bonus to its AC, damage rolls, and Strength, Dexterity, and Constitution saving throws.
  • As a reaction, when you are hit by an attack, it can move up to 30 feet throwing itself in front of the attack. It is the target of the attack instead.
  • It can only regain hit points if you spend a least 1 hour repairing it during a short or long rest.
  • When you gain a level, it gains an additional hit die and hit points as appropriate.
  • It is incapacitated and prone while you aren't controlling it.

Chakra Threads

At 3rd level, you can create threads of chakra. These threads of chakra have a range of 30 feet. When you take the Attack action, you can replace an attack with a grapple check against a creature large or smaller in size.

As a bonus action, you control your puppet with the threads. You can use your reaction to make it use a reaction.

While chakra threads are active, you have to concentrate on them. Chakra threads have a number of hit points equal to your Intelligence modifier and immunity to all damage except magical slashing.

Expert Puppeteer

At 7th level, you gain double proficiency in the tools you are proficient in. In addition, you create an additional puppet. This puppet has the statistics of a creature of CR 1 or below. You can control all of your puppets as one bonus action. It has the following modifications:

  • It is a construct.
  • It cannot be charmed, frightened, or poisoned.
  • It has immunity to poison and psychic damage.
  • It has the same proficiency bonus as you.
  • It adds its proficiency bonus to its AC, damage rolls, and Strength, Dexterity, and Constitution saving throws.
  • As a reaction, when you are hit by an attack, it can move up to 30 feet throwing itself in front of the attack. It is the target of the attack instead.
  • It can only regain hit points if you spend a least 1 hour repairing it during a short or long rest.
  • When you gain a level, it gains an additional hit die and hit points as appropriate.
  • It is incapacitated and prone while you aren't controlling it.

Improved Chakra Threads

At 10th level, your chakra threads have a range of 60 feet. When you grapple a creature with them, it can be huge or smaller in size, it is restrained, and it can be an Arcana check instead of an Athletics check.

While chakra threads are active, you no longer have to concentrate on them.

Your chakra threads have a number of hit points equal to your shinobi level.

Master Puppeteer

At 15th level, you create an additional puppet. This puppet has the statistics of a creature of CR 2 or below. You can control all of your puppets as one bonus action. It has the following modifications:

  • It is a construct.
  • It cannot be charmed, frightened, or poisoned.
  • It has immunity to poison and psychic damage.
  • It has the same proficiency bonus as you.
  • It adds its proficiency bonus to its AC, damage rolls, and Strength, Dexterity, and Constitution saving throws.
  • As a reaction, when you are hit by an attack, it can move up to 30 feet throwing itself in front of the attack. It is the target of the attack instead.
  • It can only regain hit points if you spend a least 1 hour repairing it during a short or long rest.
  • When you gain a level, it gains an additional hit die and hit points as appropriate.
  • It is incapacitated and prone while you aren't controlling it.

Self Destruct

At 15th level, you place multiple explosive tags on the inside of your puppets. When it is reduce to 0 hit points, you can make it explode (no action required). If it explodes, every creature in a 20 foot radius must make a Dexterity saving throw, taking 6d6 fire plus 6d6 thunder damage on a failure. Half as much on a success. If exploded in this way, you need 8 hours to repair the puppet. You cannot benefit from a long rest during that 8 hours.

Automaton

At 20th level, using your craftsmanship you make yourself into a construct. You gain the following benefits:

  • You are a construct.
  • You cannot be charmed, frightened, or poisoned.
  • You have immunity to poison and psychic damage.
  • You add your proficiency bonus to your AC, damage rolls, and Strength, Dexterity, and Constitution saving throws.
  • You can only regain hit points if you spend a least 1 hour repairing yourself during a short or long rest.

Alternative Feature: Master Strategist

At 20th level, you have mastered the coordination of your puppets, yourself, and your allies. You, your puppets, and your allies have advantage on an attack rolls against a creature if you or at least one of your allies or puppets is within 5 feet of the creature and the ally isn't incapacitated. On a hit, it adds your Intelligence modifier to the damage roll.

In addition, when a creature is restrained by your chakra threads, as an action, you can make the creature move up to 60 feet and take an action. For this action, it is not considered restrained. This action cannot be an action you cannot take. For example, it can be a Jutsu you know, but not a spell you don't know.

Path of the Shikigami

Shikigami, or Formula Paper, is a term used to describe techniques in which the user creates and manipulates paper using their chakra. While often overlooked due to its weakness, even paper can become a deadly weapon when fully mastered.

Dance of the Shikigami

At 3rd level, you can use your chakra to turn you and every item you are wearing or holding into paper. As an action for 5 chakra, you gain the following for 1 minutes or until you dismiss it.

  • You may use Shuriken Shadow Clone Jutsu at will without spending chakra.
  • As a bonus action, you may disperse yourself. In this form, you can not take actions, you occupy a 15 foot cube area in which other creatures may exist, you may squeeze through gaps of any size, and any attacks made against you have disadvantage. You may reform in a unoccupied space as a bonus action.

Suffocating Containment

At 7th level, when you reform, as described in Dance of the Shikigami, you may do so in another creature’s space. You must initiate a grappling check with advantage. On a success, they must succeed a Dexterity saving throw or begin suffocating. If they successfully leave this grapple, they are no longer suffocating.

Paper Clones

At 10th level, you may create Shadow Clones at half their base cost. Additionally, you and any clones you create have a flying speed equal to half your total movement speed.

Improved Paper Projectiles

At 15th level, when you use the Shuriken Shadow Clone Jutsu, you may turn any of the clone projectiles into Explosive Seals without material components.

Sacred Paper Emissary Jutsu

At 20th level, you can create an object no larger than a 450 foot cube for 45 chakra, decreasing in cost by 1 chakra for every 10 cubic feet not created. As a bonus action, you can move any amount of this created object up to 30 feet in any direction. Any creature within the object's path must succeed a Dexterity saving throw once per turn, taking 10d10 force damage on a failure. This object appears any way you will it to, and is not revealed to be paper unless successfully attacked. Each 5 foot cube has an AC of 19 and 15 hit points. You may create an Explosive Seal on any part of this object without any material components at any range.

Path of Sealing

Versatile Training

Your training in versatility finally pays off. At 3rd level, you gain proficiency in all types of weapons. Your melee and ranged weapons benefit from your martial arts feature.

Animal Covering

You have studied the art of mimicking animals, sealing the technique into a Small scroll. At 3rd level, you learn the Ninja Art: Animal Cloak technique. As an action, you unravel the scroll containing this technique and cover yourself in chakra. The chakra forms an aura around you, shaping itself into your chosen animal's form. You gain that animal's actions, features (such as a crab's Amphibious trait), skills, senses and movement speed (such as flight); you can choose to forgo any trait of the animal if yours are better. The creature's CR cannot be higher than 1/2 and must be a beast. You can only have 3 animal seals per scroll and can only have one animal cloak active at a time.

This technique costs 3 chakra, requires concentration and lasts until dispelled.

Scroll Specialist

You have dedicated your life to training in the unorthodox art of Fūinjutsu. At 7th level, you no longer have a total limit to the number of scroll seals you can draw, and the amount you can draw per long rest increases to your proficiency bonus is doubled. Additionally, you must decide either the Covering Specialist or the Nature Sealing Technique ability as your own, disregarding the one not chosen.

Covering Specialist

Your understanding of the animal kingdom allows you to mimic stronger creatures. The maximum CR for creatures used in the Animal Covering Jutsu is increased to 4.

Nature Sealing Technique

Your mastery of Fūinjutsu and further training in Ninjutsu enables you to seal Nature Elements into a scroll. The amount sealed cannot exceed twice the weight of the scroll. Alternatively, you can seal jutsu using Nature Elements into your scrolls. For this sake, jutsus with a chakra cost of:

  • 15 or lower count as size small.
  • 30 or lower count as size medium.
  • 31 or higher count as size large.

You can release said Nature Element and Jutsu from the scroll, this counts as casting the jutsu and uses the same action, bonus action or reaction as the original jutsu.

Efficient Sealing Technique

At 10th level, your enhanced knowledge of Fūinjutsu has given you better insight into space–time ninjutsu, allowing you to work more efficiently and do more with your seals. Taking anything out of the scrolls no longer costs an object interaction, instead being done at will.

In addition, your mastery of space–time ninjutsu allows you to seal things more efficiently: the properties of each scroll type is altered as long as it contains your seal on it.

  • Small Scroll: Holds up to 5 small items or 1 medium item.
  • Medium Scroll: Holds up to 10 Small items or 2 medium items.
  • Large Scroll: Holds up to 15 small items or 3 medium items.
  • Weapon Scroll: Holds up to 30 Shuriken or 30 Kunai, these can be summoned to hand at will.
  • Giant Scroll: This scroll can store 5 large items, 10 medium items or 30 small items that’s individual weights do not exceed 30 pounds or any large or smaller creatures. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. This does not grant early use of giant scrolls.

Scroll Proficiency

mocked, praised or trained. The path you took may have opened your eyes to different opinions, but you've persevered. At 10th level, you gain Proficient Covering if you chose Covering Specialist or Manipulated Tools: Binding Meteor if you chose Nature Sealing Technique at 7th level; again disregarding the other option.

Proficient Covering

Your proficiency of the art of animal mimicry is outstanding. The maximum CR for creatures used in the Animal Covering Jutsu is increased to 6.

Manipulated Tools: Binding Meteor

You begin to develop a special summoning technique designed to disable opponents with a quick succession of weapon summonings. As a bonus action for 2 chakra points, you can quickly summon a 30 ft. chain with a weight attached to each end. This chain lasts for 1 minute or until dismissed as a bonus action. You are proficient with this weapon. As an action, you can make a melee weapon attack with the chain. On a hit the target takes 2d8 bludgeoning damage and must succeed on a Strength saving throw or be restrained and fall prone. You can only restrain 2 creatures at a time with the chain. If two creatures are already restrained, you cannot attack with the chain. Huge or larger creatures are not restrained, but instead simply fall prone.

On a subsequent turn you can use your action to spend 10 chakra points and perform one of the two following deadly techniques against a restrained creature:

  • You focus your chakra into your arms and throughout the chain, periodically reinforcing your strength and the chain's resilience. Make a Strength (Athletics) check contested by the targeted creature's Strength (Athletics) check. If you succeed, you lift the creature into the air and slam them back down onto the ground in a location within 30ft of you, dealing 10d8 bludgeoning damage.
  • You take advantage of your opponent's defenselessness and target them with a barrage of summoned weapons. Make a ranged attack against the creature with a range of 40/80. On a hit, the target takes 12d8 damage of your choice from bludgeoning, piercing or slashing as you throw countless weapons in quick succession. This ranged weapon attack does not suffer disadvantage due to the target being prone.

Scroll Expertise

You've gotten this far, training through an underated and mostly mocked art of scrolls and seals. Choose between Expert Covering if you chose Covering Specialist or Unsealing Technique: Segmented Iron Dome if you chose Nature Sealing Technique at 7th level; once again disregarding the other option.

Expert Covering

You are considered an expert in the the animal kingdom, and are now able to mimic most if not all animals.The maximum CR for creatures used in the Animal Covering Jutsu is increased to 10. You now also gain proficiency in Nature and Animal Handling, or expertise if you were already proficient in them. In addition, any checks made in relation to the same creature you are currently shaped into is made with Advantage.

Unsealing Technique: Segmented Iron Dome

Throughout your adventures, you found or crafted a segmented dome with a design of your choosing. This dome is made of Iron, but with your DM's approval can instead be made of a different material. At 15th level, this dome can be summoned from a separate special scroll. The dome, when summoned, takes up 15 foot radius area.

As a reaction to taking damage, you can summon this dome in your space. It gives you and anyone else in range complete cover, potentially negating the damage received. No creature can go in or out of the dome by non-magical means. The dome is invulnerable to damage, and can be re-sealed by its summoner as a bonus action. It otherwise stays in its summoned spot permanently.

Scroll Mastery

At 20th level, you finalize your most powerful ability. Choose between Covering Prowess if you chose Covering Specialist or Twin Rising Dragon if you chose Nature Sealing Technique at 7th level; for the last time disregarding the other option.

Covering Prowess

The maximum CR for creatures used in the Animal Covering Jutsu is increased to 13. Activating the ability now takes either an action or a bonus action. The creature type is also no longer limited to Beasts.

Twin Rising Dragons

At 20th level, you've mastered the art of blending weapon fighting techniques together and invented a powerful technique that utilizes everything you know. As an action, you spend 30 chakra points to enter the form of a deadly art known as the Twin Rising Dragons. You simultaneously open 2 scrolls that summon various weapons synchronously, the smoke that is generated from all of the summonings covers a 15ft radius around you. You can immediately move up to 60 ft. in any direction as you shoot towards the sky, surrounded by circling scrolls. This form lasts for 1 minute or until you dismiss it as a bonus action. You regain use of this form at the end of a long rest.

Additionally, you gain access to a number of simple weapons of your choice equal to 10 + your Intelligence modifier. These weapons float around you as long as the form is active. These weapons gain the thrown (30/60) property for as long as the form is active if they did not already have it. While in this form you can use your action to perform one of the following actions. If the action is an attack, you can target a creature within 60 ft. of you:

  • You swing your arms forward, launching several weapons towards an opponent, choose how many of the weapons received from this form you use make a ranged weapon attack. Each weapon deals 1d10 damage if it did not already deal more. The thrown weapons do not return to you at the end of the attack.
  • You launch two of your weapons towards a creature within range. The creature must make a Strength saving throw or be restrained for 1 minute. A restrained creature can repeat the saving throw as an action at the end of each of their turns, ending the condition on a success. The thrown weapons do not return to you at the end of the attack.
  • You place 3 explosive tags in your possession onto your weapons. An explosive weapon deal an additional 2d8 fire damage. You must have prepared the tags previously to taking on this form, otherwise you cannot take this action. If a creature fails the Strength saving throw on the above action when performed with these weapons, they take 2d8 fire damage.
  • You reel in some of your thrown weapons using hidden strings attached to them. Half your maximum weapons used in previous attacks are now replenished and can be used again.

Alternate Feature: Custom Technique

At 20th level, discuss with your DM and create a custom ability of your choice fitting this subclass' theme.

Path of the Sage

While many high-ranking shinobi have acquired Sage Mode, very few have been able to truly master the primordial technique. Those that do are often among the most terrifying shinobi to ever live. While the following can be used as a subclass, a DM may also want to use the following features as epic boons.

Partial Sage Mode

At 3rd level, you begin to understand how to harness natural energy and mix it with your own chakra, thus making Senjutsu chakra. You pick one creature to be your Sage Creature, which taught you how to learn Sage Mode. This creature can be changed when you meet another creature with the same ability. When you gain the Summoning Jutsu, this creature is one of your summons. You may focus your Senjutsu chakra as an action to enter Partial Sage Mode. While in this form, you gain tattoo-like markings around your eyes, as well as surface-level similarities to your Sage Creature. This form lasts for a number of minutes equal to half your Intelligence modifier (rounded up, minimum of 1). You can't use this feature again until you finish a long rest. In addition, while out of initiative, this time limit is doubled. While in this form, you gain the following:

  • You gain 20 feet of truesight.
  • You deal an additional 1d10 damage with unarmed strikes.
  • You gain one of the following based on your summon’s type while in Sage Mode (those with the “Passive” tag are also active outside of Sage Mode):


Aberration (Passive)

You gain a darkvision of 60 feet. If you already have a darkvision you increase it by 60 feet.

Beast (Passive)

You are able to communicate with animals.

Celestial

You gain resistance to radiant damage.

Dragon

You gain a flying speed equal to half your movement speed.

Elemental

You gain resistance to acid, cold, fire, force, lightning, psychic, or thunder damage.

Fey

You gain advantage against being charmed.

Fiend (Passive)

You gain proficiency in Intimidation.

Giant (Passive)

You are immune to extreme heat, cold, and altitude.

Monstrosity

You gain immunity to bludgeoning, piercing, and slashing damage from nonmagical weapons.

Ooze

You count as 1 additional size smaller while squeezing.

Plant (Passive)

Your daily food requirement is halved.

Undead

You gain resistance to necrotic damage.

Sage Art

At 7th level, you may infuse a jutsu with senjutsu. You may double the range or damage of, grant a creature disadvantage against, or grant yourself advantage on a jutsu that you use while in Sage Mode. Doing so shortens the duration of Sage Mode by 1 minute. You may spend multiple uses on multiple effects on the same jutsu.

Sage Meditation

At 10th level, you may meditate for a number of minutes up to your maximum, after which you gain an equal amount of additional time in Sage Mode. While meditating, you are considered blind and prone. You lose the benefits of meditating at after 24 hours or at the end of a long rest.

Clone Meditation

At 15th level, you may have your shadow clones meditate as well. When a clone is dispelled after meditating, but its benefits are halved. Additionally, you gain 5 temporary hit points and 2 chakra points, which can extend beyond your maximum, for every minute you have meditated when you enter Sage Mode and when a shadow clone that has meditated is dispelled.

If you have creatures controlled by Rinne Six Paths, you may have them meditate as well. You gain the benefits of meditation while they are meditating, even if you are not.

Perfected Sage Mode

At 20th level, you have mastered Sage Mode, reducing its visual effects to only the pigmentation around your eyes. The amount of time in Sage Mode you gain from meditating is doubled. Additionally, you gain the following while in Sage Mode:

  • 1 Sage Creature effect of your choice, as well as proficiency, or expertise if you already have proficiency, in 2 saving throws of your choice while in Sage Mode. You may change which 2 saving throws are as a full turn action.
  • Advantage on attack rolls.
  • Use or Affinity in Yin-Yang jutsu.

Alternate Feature: Sage Transformation

At 20th level, instead of gaining Perfected Sage Mode, your senjutsu mastery mutates your body into an inhuman form. While in Sage Mode, you gain the following:

  • 1 Sage Creature effect of your choice.
  • You may attack an additional time when you take the Attack action.

You also gain one of the following, which you may switch between as a bonus action.

  • You gain 120 feet of truesight, and can not be effected by illusions or genjutsu that rely on sight or blinded.
  • You gain a flying speed of 60 feet. After using this flying speed, you can not use it again until the end of your next turn.
  • You shed bright light in a 20 foot radius, and dim light for another 20 feet. You also gain +2 AC.

Path of Totality

Originally wielded by the Sage of Six Paths, Truth-Seeking Orbs are among the most versatile Weapons a shinobi could ever wield. However, due to how difficult they are to attain, very few wield them whatsoever, much less master them. Whether through a Kekkei Genkai trading back to the first three generations of shinobi or simply by exclusive study and training, you have gained this mighty weapon. Similarly to the Path of the Sage, the following can be used as Epic Boons instead.

Truth-Seeking Orbs

At 3rd level, you gain various sleek, black, hand sized balls called Truth-Seeking Orbs. You can make them being invisible and intangible as a bonus action. While active, they idly float behind you in a circular formation. These orbs are composed of all five basic Chakra natures and are shaped and moved accordingly to your will.

You have a maximum of 3 orbs. While in Sage Mode, your maximum increases by 3. While in Six-Paths Sage Mode or Tenseigan Chakra Mode, your maximum increases by 6.

Whenever you would take damage, you may weave your orbs between you and the source, diverting it as a reaction, reducing the damage you take by the amount of damage your orbs took.

You can also weave your orbs into weapons momentarily, arming yourself with useful tools where you would otherwise be unarmed. Whenever you make an attack with your unarmed strikes, you can use your orbs to increase the range of your attack by 10 feet. Every time you land one of these attacks, your orbs receive 1/4 of the damage dealt rounded down.

Each orb has 50 hit points. If an orb is reduced to 0 hit points, it is destroyed and disappears. All of your orbs regenerate at the end of a long rest. If your orb maximum increases, you instantly gain an amount equal to the increase to your maximum. Any orbs above your maximum are immediately dispersed.

Manipulation

At 7th level, you can shape your orb into any mundane object with an area no larger than a 3 foot cube, including weapons. Alternatively, you can shape it into a flat surface up to 10x10x0.04 feet in size. Due to its density, pushing, dragging, or lifting your orb requires 600 lbs of force. They may be manipulated up to 60 feet from you, has an AC of 18, and have a movement speed of 60 feet. Orbs can not occupy the same space as a creature. If such a situation occurs, they must attempt a Dexterity saving throw. On a failure, they are pushed to the closest edge of the orb, take 3d10 force damage, and are knocked prone. On a success, they are pushed to the closest edge of the orb.

Truth-Seeking Jutsu

At 10th level, you may add 1 truth-seeking orb to a jutsu you cast that deals damage. To do so, the orb must be within 5 feet of you. The jutsu’s damage and ranges are increased by half. The orb takes half as much damage as the jutsu deals.

Improved Orb

At 15th level, your truth-seeking orbs can be as large as a 15 foot radius sphere. You and any creatures of your choosing may pass through them. Additionally, they each have 100 hit points. Additionally, your number of orbs increases by 3.

Sword of Nunoboko

At 20th level, you may shape 3 truth-seeking orbs into the Sage of Six Paths’ double helix Sword of Nunoboko. While wielding this weapon in one hand, you unarmed strikes attack every creature in a 20 foot cone, using the same attack and damage rolls, and deal force damage. You also gain the Truth-Seeking Orb Execution jutsu.

Alternate Feature: Expansive Truth-Seeking Orb

At 20th level, instead of gaining Sword of Nunoboko, you can create the ultimate truth-seeking orb. As an action, you can spend at least 2 chakra to create a truth-seeking orb that can cover an area equal to 2.5 times the amount of chakra spent with 20 times the amount of chakra spent hit points. You may do this once, regaining use at the end of a long rest. You also gain the Truth-Seeking Orb Execution jutsu.


Truth-Seeking Orb Execution.

Range: Touch

Duration: Concentration, 3 turns

Cost: 5 Chakra per turn, 1 Truth-Seeking Orb

In place of your action, bonus action, reaction, and your entire movement speed, you place your hand on a creature’s head, shaping an orb into a needle that slowly burrows into their brain. This lasts for 3 turns. If the targeted creature doesn’t move and you do not lose concentration, they take 10d8 force damage.

Path of Adequacy

Not all Shinobi gain the powers of primordial beings, ancestral talent, or supernatural talent. Many instead simply hone their natural skills to be the best ordinary Shinobi they can be. While not extraordinary in their own right, these Shinobi are still capable of achieving greatness.

Design Note: This is intentionally underpowered. It is suggested to pair this path with a Ninja Epic Boon, feat, and/or additional chakra nature.

Skill

At 3rd level, you gain proficiency in two tools or skills, of your choice. In addition, you gain a unique jutsu.

Aptitude

At 7th level, you gain proficiency in one type of weapon (i.e. Martial Melee) or armor (i.e. Heavy).

Development

At 10th level, you gain proficiency in one saving throw of your choice. Alternatively, you gain one unique jutsu of your choice. Discuss this with your DM, it should be middling in power, the definition of which depends on the campaign itself.

Refinement

At 15th level, you gain proficiency, or expertise if you already have proficiency, in one tool or skill of your choice.

Mastery

At 20th level, you may add half your proficiency bonus rounded up to all checks and saves you are not proficient in. Alternatively, you can gain one unique jutsu of your choice. Discuss this with your DM, it should be relatively powerful.

Chakra Natures

Shinobi can gain access to numerous Jutsu. Certain Jutsu are restricted to only being used after you have reached 4th, 8th, 12th, and 16th level as indicated directly above it.

Basic Ninjutsu

Seals can be created on any surface, however special material (such as Chakra Tags and Elemental Ink) will have added benefits. They can be removed with a successful Strength saving throw and can be hijacked by any Chakra user with a successful Intelligence (Arcana) check contested by your spell save DC, which is increased by 1 for every additional chakra point spent on the seals.

A created seal remains inactive until you place it as an action, kick starting its described effect and beginning the countdown of its duration. A seal remains effective for 24 hours, at the end of which it looses its magical properties and dissipates. You can carry an amount of drawn seals equal to your Intelligence modifier (minimum of 1) at any one time.


Basic Ninjutsu Technique

Cost: 1 chakra

Duration: 10 minutes

As a bonus action, you gain 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).

If you cast this Jutsu while submerged in a liquid, the Jutsu carries you to the surface of the liquid at a rate of 60 feet per round.


Shuriken Jutsu

Cost: 1-3 chakra

Range: 60 ft

As an action, you throw multiple simple thrown weapons. At 1 chakra, you throw two. For every additional chakra, you throw one more. Make a separate thrown weapon attack for each projectile. Only the first attack that hits adds your Dexterity or Strength modifier to damage (minimum 1). All additional thrown attacks deal +1 piercing damage as their damage modifier.


Explosive Seal

Cost: 1 Chakra + 2 for every additional damage die

Casting Time: 60 seconds plus 10 for every 2 chakra spent (stacks with damage cost)

Range: 10 feet radius

Duration: 1 minute + 1 for every additional chakra spent (stacks with damage cost)

Material Component: Requires Ink or calligrapher's tools to draw the seal

You draw an explosive seal on your chosen surface then infuse it with Chakra. The seal explodes after 1 minute of being placed, unless triggered by you as a bonus action. The seal can also be given a vague condition (such as being touched) after which it will explode.

Any creature within range must pass a Dexterity saving throw and take 2d6 fire damage plus 1d6 for every 2 chakra spent to a maximum of 4d6 and is pushed back 10 feet; on a successful save, a creature takes half damage and isn't pushed back. A creature touching the seal as it detonates must make a Constitution saving throw at disadvantage.


4th Level Jutsu

Transformation

Cost: 1 chakra

Duration: 1 hour per chakra point spent

As an action, you transform into a person, creature or non-magical object you have seen before or have a basic idea of, and become identical visibly to that image unless you choose not to be. Creatures must make an Investigation check against you save DC to be notice you aren't what you appear to be. If it saw you performing the Jutsu, it automatically succeeds. Your statistics remain the same. You can not become a light source, armor, tool, or vehicle and you can not recreate a magical effect.

At 6th level, if you transform into a creature with a swim or fly speed, you gain the speed equal to your movement speed, however you do not gain any of the other characteristics of the creature.


Body Flicker

Cost: 3 chakra

As an action, your movement speed increases by half its total (rounded down). This movement does not provoke attacks of opportunity.

Paralysis Seal

Cost: 2 Chakra

Casting Time: 60 seconds plus 10 for every 2 chakra spent (stacks with range cost)

Range: Touch + 2 for every additional 5 feet

Material Component: Requires Ink or calligrapher's tools to draw the seal

You draw a paralysis seal on your chosen surface then infuse it with Chakra. The seal triggers when any creature other than you gets within range of the seal. When triggered, each creature other than you within range must pass a Constitution saving throw or be paralyzed for 1 minute. A creature touching the seal as it triggers must make a Constitution saving throw at disadvantage. At the end of each of its turns, the affected creature can make another Constitution saving throw. On a success, the creature is no longer affected by the seal.


6th Level Jutsu

Substitution

Cost: 3+ chakra

As a reaction, when you are hit by an attack and would take damage, you can lower the damage by 1d10 + your Dexterity + your Shinobi Level and teleport up to 15 ft in any direction to an unoccupied space during which you take the Hide action. A log or generic object is left in your place and you take any left-over damage from that attack. You can add an additional 1d10 per chakra point spent over the initial cost.


Lesser Substitution

Cost: 3 chakra

Range: 20 feet

As a bonus action, you create an image of a creature in a place it was within 1 minute. The image acts as if it was still there. You can use the clone Jutsu to make a projection of yourself, doing exactly the same as you were while disappearing up 60 ft away during which you take the Hide action. This is used mainly to confuse would be assailants. The clone disappears within 15 minutes of the Jutsu's use or until you dismiss it.


Healing Seal

Cost: 1 Chakra + 2 for every additional healing die.

Casting Time: 60 seconds plus 10 for every 2 chakra spent (stacks with healing cost)

Range: Touch + 2 for every additional 5 feet

Material Component: Requires Ink or calligrapher's tools to draw the seal

You draw a healing seal on your chosen surface then infuse it with your Chakra. The seal creates a healing pulse when it comes in contact with any creature of your choosing. When activated, each chosen creature within range heals for 1d6 + 1d6 for every 2 chakra spent to a maximum of 4d6.


8th level Jutsu

Shadow Clone

Cost: 4+ chakra per clone

As an action, you create up to five clones. The clones have 5 hit points each and they have an amount of chakra equal to 4 + how much of your chakra you decide to give them. The clones can take actions as normal, however they only have one attack each. You control them and they act on the same initiative as you. They last until they are reduced to 0 hit points, they expend all of their chakra, you dismiss them at will, or you fall unconscious. If the clone still has chakra when it dissipates, you regain any remaining chakra from the clone minus the 4 chakra used to make it.

  • Shadow clones have no range limit as to how far away they can be.
  • A shadow clone has the same AC as you, however if the AC of the main body was effected by a spell to increase said AC, these effects do not carry over
  • A shadow clone carries a copy of all your main body's weapons, however it does not carry the magical effects over from it beside a base damage bonus. A cloned vorpal sword is just a +3 sword in the hand of a clone.
  • While the clone is active, you are aware of its current activities (such as sleeping, eating, running, fighting or even calculus). When a shadow clone dissipates, the main body will receive any knowledge, experiences and memories it has acquired as if it experienced it itself, as well as matching your shadow clone's exhaustion level (i.e. If you have an exhaustion level of 2 while your shadow clone has 5, your exhaustion level will increase to 5), but it will not suffer negative effects such as curses, poison or anything of the like.


Sealing Seal

Cost: 5 Chakra

Casting Time: 60 seconds plus 10 for every 2 chakra spent (stacks with duration cost)

Duration: 1 minute + 1 for every 2 chakra spent

Material Component: Requires Ink or calligrapher's tools to draw the seal

You draw a sealing seal on your chosen surface then infuse it with your Chakra. The seal activates once touched. A creature touched by this seal must pass an Intelligence saving throw or lose the ability to cast spells or spend any resource (such as Ki, Chakra, Psi etc.) for 12 seconds, after which they must succeed a Constitution saving throw at the start of their turn or continue being affected for 1 minute + 1 for every 2 additional chakra spent.


12th Level Jutsu

Rasengan

Cost: 10 chakra

Range: 5 ft

The Rasengan is a spinning ball of chakra formed and held in your palm. As an action, you thrusts your hand into the target. Make a melee spell attack. The target takes 2d10 + your Intelligence modifier bludgeoning plus 2d10 force damage. The target must make a Strength saving throw or be pushed 20 feet away. The target has a mark on its body in the shape of multiple swirls scratching its skin.


16th Level Jutsu

Summoning Jutsu

Cost: An amount of chakra equal to twice the CR of the creature (minimum of 1)

You gain the ability to form contracts with creatures in order for you to summon them to assist you in combat.

You make a contract with a creature of your choice. For the purpose of this contract you have the ability to speak with the animal you wish to try and form the contract with. To form the contract, the creature must be of a CR rating of your Shinobi level or lower and be willing.

You may also form contracts with several creatures at once. In this instance, their collective CR must equal up to or be lower than your Shinobi level. Any attempts to form a contract with a creature that would bring the CR threshold above your level fails.

In the case that you have multiple Summons, you must select one of these to be your Master Summon. This summon is the one that trains you to achieve your Sage Mode and dictates its benefits.

As an action, you form the correct seals, take some of your own blood (often by biting the thumb), and place your hand on the ground. When done, your selected summon appears in the space you were in or a space within 5 ft of you. The creature returns to where it was when it was summoned after 1 minute or when it is dismissed as an action.

If the creature is of size category Large or higher, it appears in the spot where you were standing and you are teleported on top of it. For instance, if you form a contract with a young red dragon or storm giant, you would be placed on the dragons back, the storm giants shoulder, or beside your summon.

You also gain the ability to increase your summon's power by fueling it with your own chakra. You can double the chakra cost of summoning your contracted creature to give it the following benefits until it is dismissed unless the creature is a humanoid:

  • You can increase your summon’s size category to the next size up by doubling its chakra cost (i.e. Medium to Large, Large to Huge and so on). Your summon cannot become larger than Gargantuan.
  • It's hit die category also increases to the next size up (i.e. 1d4 becomes 1d6, 1d6 becomes 1d8 and so on). The hit die cannot exceed a d20.

Earth Style

Basic Earth Style Technique

Range: 30 feet

Duration: Instantaneous or 1 hour (see below)

As an action, you choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

  • If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't involve enough force to cause damage.
  • You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
  • If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.

Alternatively when you cast this Jutsu, you can target 1 foot of metal, or 1 inch of adamantine. This can not affect magical materials.

If you cast this Jutsu multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.


Lightweight Boulder

Cost: 2+ chakra

Range: Touch

As a bonus action, you can reduce the weight of an object so that it can be carried or moved. For instance, if there is a boulder in your path, you can reduce its weight to be able to push it. You reduce the weight by an amount equal to its original weight divided by the amount of chakra used.


4th Level Jutsu

Fissure

Cost: 3 chakra

Range: 30 foot line, 10 foot wide

As an action, you create a large fissure up to 50 ft deep. Each creatures in the area must make a Dexterity saving throw. On a failure, it falls into the fissure. A creature in the fissure can try to climb out by making an Athletics or Acrobatics check against your save DC. The fissure has an initiative of 20. At the start of its fourth turn it closes. A creature still in the fissure takes 3d6 + your Intelligence modifier force damage and is pushed to the top.


8th Level Jutsu

Stone Pillar Spears

Cost: 8 chakra

Range: 20 foot radius

As an action, you create five stone pillars in the area that protrude from the ground to skewer the targets. The pillars are 5 ft cylinders that protrude 30 ft out of the ground and pass through obstacles to reach the target. The target of each pillar must make a Dexterity saving throw or take 2d6 + your Intelligence modifier piercing damage for each pillar that hits it.


12th Level Jutsu

Rock Shelter

Cost: 15 chakra

Range: 15 foot radius

As an action, you create a hemisphere of earth using your surroundings. The wall provides total cover and has 100 hit points each. If the wall is destroyed, it shatters, dealing 2d6 bludgeoning to the creatures inside. In addition, you can cast the wall of stone spell.


16th Level Jutsu

Bedrock Coffin

Cost: 25

Range: 90 feet

As an action, you force sections of rock to crush a target in range. The target must make a Dexterity saving throw. On a failure, the target takes 8d8 + your Intelligence modifier bludgeoning damage and is restrained. Half as much on a success. While restrained in this way it has total cover. The coffin can be destroyed. It has 100 hit points. The creature can also escape by making a DC 30 Athletics check.

Fire Style

Basic Fire Style Technique

Range: 60 feet

Duration: Instantaneous or 1 hour (see below)

As an action, you choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:

  • You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
  • You instantaneously extinguish the flames within the cube.
  • You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.
  • You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.

If you cast this Jutsu multiple times, you can have up to three non-instantaneous effects created by it active at a time, and you can dismiss such an effect as an action.

Alternatively, when you cast this Jutsu you can create fire, such as lighting a torch, lamp, or campfire. Flames can be produced and used in any way you see fit that does not cause direct harm to an object or creature. This includes the ability to keep warm in a cold environment.


Flame Whirlwind

Cost: 1 chakra

Range: 30 feet

As an action, fire erupts around your body in a spiralling manner as you launch it towards the target. Make a ranged spell attack. On a hit, the target takes 1d8 + your Intelligence modifier fire damage.


4th Level Jutsu

Exploding Flame Shot

Cost: 4 chakra

Range: 60 feet

As an action, you can create three balls of fire from your hands. Make a ranged spell attack for each. You can target a person with all three or one person with each. On a hit, the target takes 2d6 + your Intelligence modifier fire damage and is set on fire. At the start of its turn, it takes 1d6 fire damage. At the end of each of its turns, the target must make a Constitution saving throw. On a successful save, it's no longer on fire. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), it is no longer on fire.


8th Level Jutsu

Great Fireball

Cost: 8+ chakra

Range: 150 feet

As an action, you expel fire from your mouth either as a massive orb of roaring flame or as a continuous flame-thrower. The size of the attack is changed by the amount of chakra used. The flames engulf the target and leave a crater in the ground. Make a ranged spell attack. On a hit, it takes 8d6 + your Intelligence modifier fire damage, +1d6 for every additional chakra expended. Each creature in a 10 foot radius of the target must make a Dexterity saving throw, taking half as much damage on a success.

If you use 4 additional chakra, it becomes a 20 foot radius or a 60 foot cone.

If you use 8 additional chakra, it becomes a 30 foot radius or a 90 foot cone.


12th Level Jutsu

Great Fire Annihilation

Cost: 14 chakra

Range: 30 foot wide, 60 foot line

Duration: Concentration, 1 minute

As an action, you expel fire from your mouth in the shape of a massive fireball. Due to its size, this technique is extremely difficult to either avoid or contain. Each creature in the area must make a Dexterity saving throw, taking 6d6 + your Intelligence modifier fire damage on a failure. Half as much damage on a success. The targets cannot benefit from Evasion. For 1 minute, as a bonus action, you can deal an additional 2d6 fire damage in the area.


16th Level Jutsu

Fire Dragon Flame Bullet

Cost: 22 chakra

Range: 150 ft line, 10 ft wide

Duration: 1 minute

As an action, each creatures in the area must make a Dexterity saving throw, taking 10d6 + Intelligence modifier fire damage and catching on fire on a failure. Half as much on a success. At the start of its turn, it takes 2d10 fire damage. At the end of each of its turns, a creature must make a Constitution saving throw. On a successful save, it's no longer on fire. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), it is no longer on fire.

Lightning Style

Basic Lightning Style Technique

Range: Self

As a bonus action, you can increase your movement speed by 5 ft and you can produce small amounts of lightning. This lightning can be focused into a weapon or unarmed strike to give off 10 feet of bright light and deal an extra 1d4 lightning damage.


Thunder

Cost: 1 chakra

Range: 25 foot cone

As an action, you fire countless sparks of lightning. Each creature in the cone must make a Dexterity saving throw. On a failure, the creature takes 2d6 + your Intelligence modifier lightning damage. Half as much on a success.


4th Level Jutsu

Lightning Rod

Cost: 4 chakra

Immediately after making an attack with a metal weapon or an unarmed strike, you raise your arm into the air, generating a powerful bolt of electricity which travels through your body transferring the electricity to the body of the target. The target must make a Constitution saving throw. On a failure, it takes 3d6 + your Intelligence modifier lightning damage and be stunned until the end of its next turn. Half as much damage on a success.


8th Level Jutsu

Chidori

Cost: 8 minimum, 16 maximum

Range: 15 feet

As an action, you gather lightning into your hand; the high concentration of electricity produces a sound reminiscent of many birds chirping. You rush to the target, attempting to shove your hand into the target’s chest. Make a melee spell attack. On a hit, it takes 1d6 piercing and 4d8 + your Intelligence modifier lightning damage. You can expend additional chakra to deal an extra 1d8 lightning damage for every 2 additional chakra points.


12th Level Jutsu

Lightning Cloak

Cost: 8 chakra

Duration: Concentration, 1 minute

As a bonus action, you wrap your body in a layer of lightning which, instead of being used offensively, is used to electrically stimulate their nervous system. You gain a +3 bonus to AC. When a creature makes a melee attack against you, it takes 1d6 + your Intelligence modifier lightning damage.


16th Level Jutsu

Kirin

Cost: 25 chakra

Range: 120 feet

Duration: 1 minute

As an action, you summon thunder clouds. As an action, up to 1 minute afterwards, you can summon a lightning bolt from the clouds. Each creature in a 15 foot radius of a point in range must make a Dexterity saving throw. On a failure, it takes 10d6 + your Intelligence modifier lightning damage. Half as much on a success. If you are outdoors in stormy conditions when you use this Jutsu, it gives you control over the existing storm instead of creating a new one. Under such conditions, the damage increases by 3d6.

Water Style

Basic Water Style Technique

Range: 30 feet

Duration: Instantaneous or 1 hour (see below)

As an action, you choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

  • You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn't have enough force to cause damage.
  • You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
  • You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.

If you cast this Jutsu multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.


Water Gun

Cost: 1 chakra

Range: 20ft

As an action, you mimic a gun shape with your hand while compressing water onto the tip of your index finger, firing a water bullet at one target. Make a ranged spell attack. On a hit, the target takes 1d8 + your Intelligence modifier piercing damage.


4th Level Jutsu

Water Prison

Cost: 4 chakra

Duration: Concentration, up to 1 minute

Range: 30 feet

As an action, you create a watery sphere and send it at a target. Make a ranged spell attack. On a hit, the target takes 1d10 + your Intelligence modifier bludgeoning damage and is restrained. At the end of each of its turns, the target can make another Strength saving throw. On a success, the target is no longer restrained.


8th Level Jutsu

Water Shark Bomb

Cost: 10 chakra

Range: 50 foot line

As an action, you shape water into the form of a large shark and sends it hurtling towards the target. Make a ranged spell attack. On a hit, the target takes 3d8 + your Intelligence modifier bludgeoning plus 2d6 cold damage and must make a Strength saving throw or be pushed back 10 feet and fall prone.


12th level Jutsu

Water Gun: Two Gun Style

Cost: 12 chakra

Range: 30 feet

As an action, you fire two powerful shots of water simultaneously. Make a ranged spell attack for both. On a hit, the target takes 2d6 + your Intelligence modifier piercing plus 1d12 cold damage for each.


16th level Jutsu

Super Shark Bomb

Cost: 28

Range: 10 ft wide 150 ft line

As an action, you create a gigantic shark out of water and thrust both hands forward, sending it in a 10 ft wide 150 ft line. Each creature in the area must make a Strength saving throw. On a failure, the targets take 6d8 + your Intelligence modifier cold plus 3d6 bludgeoning damage and falls prone moving to the end of the line. Half as much on a success.

Wind Style

Basic Wind Style Technique

Range: 30 feet

Duration: Instantaneous or 10 minutes (see below)

You seize the air and compel it to create one of the following effects at a point you can see within range:

  • One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.
  • You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn't pushed with enough force to cause damage.
  • You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters closed, or your clothing to ripple in a breeze.

Additionally, you can keep a ball of air around your head to prevent suffocation for up to 10 minutes.


Violent Whirlwind

Cost: 1 chakra

Range: 5 foot wide, 30 foot line

As an action, you produce a powerful stream of wind from your mouth. Each creature in the area must make a Strength saving throw, taking 1d8 + your Intelligence modifier bludgeoning damage and pushed 15 feet away on a failure.


4th Level Jutsu

Wind Wall

Cost: 3+ chakra

Range: 10 feet radius

Duration: Concentration, up to 1 minute

As an action, you summon a swirling stream of wind, encasing yourself. You and your allies gain a +2 bonus to AC and creatures attempting to attack through the wall have disadvantage. You can expend 2 additional chakra to expand the radius by 5 feet.


8th Level Jutsu

Air Bullet

Cost: 8 chakra

Range: 5 foot wide, 15 foot line

As an action, you take in a deep breath and forcefully exhale. Each creature in the area must make a Constitution saving throw. On a failure, the creatures take 3d8 + your Intelligence modifier thunder damage and are pushed 40 ft away. If it collides with a creature or object, both take an additional 1d8 bludgeoning. Half as much on a success.


12th Level Jutsu

Great Task of the Dragon

Cost: 13 chakra

Range: 60 feet

Duration: Concentration, 1 minute

As an action, you alter the weather temporarily making a 15 foot radius tornado that dissipates immediately after the Jutsu ends. At the start of your next turn, the tornado drops on a point in range. All creatures in a 10 foot radius must make a Strength saving throw, taking 5d6 + your Intelligence modifier thunder damage and being swept 30 ft into the air on a failure. Half as much on a success. As an action, you can move the tornado up to 20 ft. All creatures swept up can repeat the saving throw, taking 5d6 + your Intelligence modifier thunder damage, lifting 30 ft into the air, and following the tornado on a failure. On a success, it falls and is no longer caught up in the tornado.


16th Level Jutsu

Rasenshuriken

Cost: 20 chakra

Range: Touch

As an action, you strike with a large Shuriken-shaped ball of wind. On a hit, the target takes 8d4 + your Intelligence modifier thunder plus 6d4 piercing damage from the wind splintering into sharp needles that pierce their bodies. You and the target must make a Constitution saving throw, taking 2d8 piercing damage and losing the ability to cast spells or Jutsu on a failure. This effect can be cured by greater restoration.

If used while in Sage Mode, this Jutsu gains a range of 60 feet, and you automatically succeed the Constitution saving throw.

Yin Style

This style can only be taken at 8th level. Yin chakra is the innate energy of the spiritual world.

Basic Yin Style Technique

Cost: 3 chakra

Range: Touch

As a bonus action, you focus the chakra in a creature's mind. The target gains advantage on rolls against being frightened, charmed, or unconscious.


Yin Enhancement

Cost: Half the cost of the Jutsu

As a bonus action, when you use a Jutsu, you can make attack rolls with advantage, re-roll damage rolls, or double the range for that Jutsu.


Magic Lantern Body Jutsu

Cost: 10 chakra

Range: 5 miles

Duration: Concentration, up to 1 hour

As an action, if you know the location of 1 creature or object down to a 30 foot range, you project an image of yourself in front of the target, enabling you to converse with them. The mirage is a transparent silhouette, save for your eyes which are perfectly recreated, that refracts various colors. You can see and hear through this mirage, but you can not interact with the world around it.


Psycho Mind Transmission

Cost: 7 chakra

Range: 5 mile radius

Duration: Concentration, up to 1 minute

You can telepathically communicate with a number of creatures up to twice your Intelligence modifier, minimum 1. You must share a language with them, and can only communicate verbally.


12th Level Jutsu

Bringer of Darkness

Cost: 10 chakra

Range: 50 feet

Duration: Concentration, up to 1 minute

As an action, you stop the yin style chakra flow to a creature within range's eyes. They must make a Constitution saving throw. On a failure, they are blinded until the Jutsu ends. As an action, the target can repeat the saving throw.


16th Level Jutsu

Temple of Nirvana

Cost: 32 chakra

Range: 150 feet

As an action, every creature within range, other than you, sees white feathers falling from the sky and must make an Intelligence saving throw. On a failure, a creature falls unconscious. If the creature is CR or level 5 or lower it automatically fails. Creatures of CR or level 15 or higher have advantage. As a bonus action, you can end the effect on an individual creature. Dispel Magic or a similar effect, as well as Basic Yin Style Technique, can dispel it on an individual creature.

Yang Style

This style can only be taken at 8th level. Yang chakra is the purified energy of the physical world.

Basic Yang Style Technique

Cost: 3 chakra

Range: Touch

As a bonus action, you restore the yang chakra in a creature's body. The target gains advantage on rolls against being paralyzed, petrified, or poisoned.


Universal Assimilation Jutsu

Cost: 5 chakra

Duration: 1 minute

You temporarily convert your body into a material you are touching using yang chakra, granting you one of the following effects:

  • Wood: You gain resistance to bludgeoning damage, but vulnerability to fire damage.
  • Stone: You gain resistance to fire damage, but vulnerability to bludgeoning damage.
  • Metal: You gain resistance to all non-magical damage, but vulnerability to acid and lightning damage.


Body Pathway Derangement

Chakra: 5 chakra

Duration: 1 minute

As a melee spell attack, you attempt to cut of the flow of yang chakra in a creature's nervous system. On a success, they become paralyzed. At the end of each of their turns, they may attempt an Intelligence saving throw, ending this effect early on a success.


Body Cultivation Jutsu

Cost: 5 chakra

Range: Touch

You feed chakra into a piece of flesh, slowly growing it. Using this jutsu once allows the piece of flesh to be attached as promptly absorbed by a creature, granting them 5 temporary hit points or creating a small body part, such as an eye or finger. Created body parts can not have special properties, such as being dojutsu. Using this jutsu 5 times allows one to regrow limbs.


12th Level Jutsu

Dustless Bewildering Cover

Cost: 10 chakra

Duration: 1 minute

You cover yourself in chakra that masks your presence, becoming completely invisible and immune to Chakra Detection until you take an action or the end of the duration.


16th Level Jutsu

Inorganic Reincarnation

Cost: 4 chakra

Range: 120 foot radius

As an action, you channel yang chakra into the world around you, allowing you to move any one inanimate object not being held or worn by a creature or suspended in air up to a 10 foot cube within range 20 feet in any direction. You may make an unarmed strike using an object by spending 5 feet of object movement.

Kekkei Genkai

A Kekkei Genkai is an anomaly of the DNA that allows the wielder to use unique techniques. A Kekkei Genkai's name describes both the anomaly and the resulting technique and are generally passed down through generations of a clan, although there are other means to attain a Kekkei Genkai outside of being born to their respective clans. Discuss with your DM how you would have attained your Kekkei Genkai, be it through your bloodline or through other obscure methods, such as implanting the DNA of a user into your own body.


Explosive Style

The explosive style Kekkei Genkai combines earth and lightning style chakra to create powerful explosions. They often use these abilities to enhance their blows.


Basic Explosive Style Technique

Range: Self

Duration: 1 hour

As a bonus action, whenever you make an unarmed strike for the duration, you can choose to deal fire or thunder damage instead of bludgeoning. You can choose to use your Intelligence modifier for unarmed strikes damage rolls instead of your Strength or Dexterity modifier. Your unarmed strikes deal double damage against objects not made of stone or metal.


Explosive Punch

Cost: 2 chakra

As a bonus action, after making an unarmed strike, you bolster it with an explosion at point blank range. The attack deals an extra 1d12 fire damage.


4th Level Jutsu

Feign Explosion

Cost: 5 chakra

Range: 15 foot radius

Duration: 1 minute

As a bonus action, after making an unarmed strike, you create a small explosion that releases smoke in a 15 foot radius for 1 minute. This area is heavily obscured.


8th Level Jutsu

Explosive Clay

Cost: 5 chakra and 1 handful of malleable material

As an action, you pump explosive chakra into a molded piece of malleable material. Each piece deals 1d10 + your Intelligence modifier fire damage, have the thrown (30/60) property, and can be used for Shuriken Jutsu, dealing 1d10 fire damage each.


12th Level Jutsu

Unbalancing Explosion

Cost: 14 chakra

Range: 30 foot radius

As an action, you release an explosion directly into the ground. Each creatures in the area must make a Constitution saving throw or be knocked prone and take an amount of damage equal to your martial arts die + your Intelligence modifier.


16th level Jutsu

Internal Explosion

Cost: 20 chakra

As a bonus action, after an unarmed strike, you attempt to create an explosion inside your target. The target must make a Constitution saving throw or take 5d10 fire plus 2d10 + your Intelligence modifier thunder damage and become incapacitated. At the end of each of its turns, the target can make another Constitution saving throw. On a success, it is no longer incapacitated.

Ice Style

This Kekkei Genkai combines water and wind chakra. It allows the user to manipulate water particles to form ice in different shapes and forms.


Basic Ice Style Technique

Range: Self

Duration: 1 hour

As a bonus action, you gain resistance to cold damage, and cold weather has no effect on you.

Also as a bonus action for the duration, you can cool an area 30 ft around you by up to 30 degrees Fahrenheit. You can shape up to 10 ft of ice and can freeze water. It melts over time, and cannot be used to harm any creature or object.


Winterized Weaponry

Cost: 3 chakra

As an action, you create any weapon from solid ice. Each weapon can lasts 10 minutes in temperatures higher than freezing and half as much in temperatures over 80 degrees Fahrenheit. Each weapon deals an extra 1d6 cold damage.


4th Level Jutsu

A Thousand Needles of Death

Cost: 6 chakra

Range: 30 feet

As an action, a large number of needle-like shards of ice surround the target fly at them. The target must make a Dexterity saving throw, taking 3d4 piercing plus 1d6 + your Intelligence modifier cold damage and have its movement speed reduced by 10 ft until the start of your next turn on a failure. Half as much damage on a success.


8th Level Jutsu

Ten Thousand Ice Petals

Cost: 12 chakra

Range: 30 feet cone

As an action, a frigid cold pours from your mouth. Every creature in the area is engulfed in frigid mist, and must make a Constitution saving throw. On a failure, the target takes 4d6 + your Intelligence modifier cold damage and its movement speed is halved. Half as much damage on a success.


12th level Jutsu

Crystal Ice Mirrors

Cost: 24 chakra

Duration: 1 minute

As an action, you create a 30 ft dome of mirrors made of ice. At the start of its turn, a creature inside takes 1d8 + your Intelligence modifier cold damage. As an action, you can step into a mirror and throw yourself between them at high velocity. You can make one attack each round. This attack is made with a +5 bonus to the attack and damage rolls. While within the mirror, you have total cover. A creature can enter the dome freely; however when trying to leave, it must make either break one of them with a Strength or Dexterity saving throw. On a failure, you can make an attack of opportunity. This doesn’t use your reaction. While this lasts, you cannot use other Jutsu.


16th Level Jutsu

Wolf Fang Avalanche

Cost: 32 chakra

Range: 40 ft cube

As an action, an avalanche of snow pours out from your feet that reaches high into the air before falling onto all creatures in the area. The snow forms into wolf-like apparitions. The target’s must make a Constitution saving throw. On a failure, it takes 10d8 + your Intelligence modifier cold damage and are restrained until it uses an action and all of its movement to dig itself out. Half as much damage on a success.

Lava Style

This Kekkei Genkai is a combination of earth and fire chakra used to super heat the ground beneath the user to form volcanic materials such as rubber or lava.


Basic Lava Style Technique

Range: Self

Duration: 1 hour

As a bonus action, you gain the ability to walk on lava as if you were walking on water and take no damage. You also reduce any fire damage taken you take by 1d12 + your Constitution modifier.


Melting Apparition

Cost: 1 chakra

Range: 10 feet

As an action, you manipulate a strong acidic mud flow capable of corroding flesh. Make a ranged spell attack. On a hit, the target takes 2d6 + your Intelligence modifier acid damage. You can use this to melt locks or doors that are no more than 3 inches thick or made of adamantine.


4th Level Jutsu

Quicklime Congealing

Cost: 4 chakra

Range: 25 feet

As an action, you expel a large quantity of quicklime from your mouth. Make a ranged spell attack. On a hit, the target takes 2d4 + your Intelligence modifier bludgeoning damage and be restrained. The target can use an action to make a Strength saving throw. On a success, it’s no longer restrained.


8th Level Jutsu

Rubber Defense

Cost: 8 chakra

Range: Touch

Duration: 1 minute

As an action, you create a short tube of vulcanised rubber on yourself or an ally. The target gains a +5 bonus to AC and immunity to lightning damage. It cannot make an attack from inside it and your movement speed is decreased by 5 feet. You may end this effect early as an action, and another creature may attempt a Strength saving throw at the end of each of their turns, ending this effect early on a success.


12th Level Jutsu

Scorching Rocks

Cost: 18 chakra

Range: 50 feet

As an action, you expel a large amount of lava from your mouth which quickly solidifies into multiple boulders of molten rock that are fired towards the target with tremendous force. You fire four boulders. Make a ranged spell attack for each. On a hit, the target takes 4d6 + your Intelligence modifier fire plus 2d4 bludgeoning damage.


16th Level Jutsu

Crimson Flame

Cost: 30 chakra

Range: 60 feet

As an action, you gather lava chakra in your hand and fire a series of projectiles. The projectiles explode in red fiery blasts in 10 foot radius. Each creature in the area must make a Dexterity saving throw. On a failure, it takes 8d10 + your Intelligence modifier fire damage plus 3d8 force damage and is pushed 30 ft away. Half as much damage on a success.

Magnet Style

This Kekkei Genkai is the fusion of wind and earth chakra. It allows the user to manipulate magnetic metals like gold and iron. Gold dust and iron sand are formed automatically for attacks, but disperse after the attack.


Basic Magnet Style Technique

Range: 30 feet

As an action, you can pull any magnetic object within range 10 ft towards you. You can also manifest dust and create small jewelry that disintegrates when you are no longer within 5 feet of it. You gain advantage on Persuasion checks with nobles and traders while wearing such jewelry.


Gold Spear

Cost: 2 chakra

Range: 10 feet

As an action, you create a spear of gold and send it at a target. Make a ranged spell attack. On a hit, the target takes 1d8 piercing plus 1d8 + your Intelligence modifier force damage.


4th Level Jutsu

Iron Needle Bomb

Cost: 4 chakra

Range: 30 foot radius

As an action, you create an orb of iron sand and then forcefully disperses it into needles in a circle around you. All other creatures in the area must make a Dexterity saving throw. On a failure, the creatures take 2d10 + your Intelligence modifier piercing damage.


8th Level Jutsu

Iron Sand Drizzle

Cost: 8 chakra

Range: 40 feet line

As an action, you release gunshot-like particles of Iron Sand. Each creature in the line must make a Dexterity saving throw. On a failure, it takes 3d8 piercing damage plus 2d4 + your Intelligence modifier force.


12th Level Jutsu

Magnet Rise

Cost: 15 chakra

Duration: Concentration, 1 minute

Range: Touch

As a bonus action, you’re able to magnetise anything you touch. As a bonus action, while concentrating on this, you can magnetize an additional object or creature. If a creature is magnetised, attack rolls against the creature with metal weapons have advantage or disadvantage (your choice). Magnetized objects can be moved 10 ft per round.


Creation

Cost: 4 chakra

Range: Touch

As an action, you can form weapons out of iron and gold dust. The weapons are not structurally sound and will shatter back into dust after two strikes. You can make six darts, Kunai, Senbon, or Shuriken, three daggers, two shortswords, one longword, or one greatsword. You are proficient with weapons you make.


16th Level Jutsu

Gold Dust Imperial Funeral

Cost: 32 chakra

Range: 100 foot radius

As an action, the ground around you overflows with gold dust covering every creature of you choose and you are lifted into the air by a cloud of gold dust. Each creature must make a Constitution saving throw. On a failure, it takes 8d10 + your Intelligence modifier bludgeoning damage, is paralyzed until the end of your next turn. Half as much damage on a success.

Scorch Style

This Kekkei Genkai is the fusion of wind and fire chakra. While it can be seen as normal fire Jutsu, it's on a completely different level. The flame from this Kekkei Genkai is enough to evaporate the moisture inside of someone's body from the outside. These attacks deal damage through objects, so cover doesn't make affect Scorch Style Jutsu. It can also melt most wooden objects on impact.


Basic Scorch Style Technique

Range: Self or 120 feet (for the fog cloud)

Duration: 1 hour

As an bonus action, you enter a state of super heating and increase the temperature surrounding your body drastically. As a reaction when hit with a nonmagical melee weapon, you can expend 5 chakra, to super heat it. The target must make a Constitution saving throw. On a failure, it takes 1d10 + your Intelligence modifier fire damage and drops the weapon.

Alternatively, as an action for the duration, you can target up to 5 cubic feet of water within range and evaporate it in the blind of an eye. You create a 20-foot-radius sphere of fog centred at the source of water. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.


Demon Lantern

Cost: 1 chakra

Range: 30 feet

As an action, you summon an orb of fire that takes the shape of a skull. Make a ranged spell attack. On a hit, the target takes 1d10 + your Intelligence modifier fire damage.


4th Level Jutsu

Bomb Blast Dance

Cost: 5 chakra

Range: 30 foot cone

As an action, you expel fire from your mouth in a large stream. Each creature in the area must make a Constitution saving throw. On a failure, a creature takes 2d6 + your Intelligence modifier fire damage. Half as much damage on a success.


8th Level Jutsu

Incinerating Flare

Cost: 12 chakra

Range: 40 feet

As an action, you form a large ball of heat as bright as the sun. You throw it at a point in range, violently exploding on impact. Each creature in a 10 ft radius of the point must make a Constitution saving throw, taking 4d8 + your Intelligence modifier fire damage and a level of exhaustion on a failure. Half as much damage on a success.


12th Level Jutsu

Great Blaze Ball

Cost: 20 chakra

Range: 100 feet

As an action, you exhale a meteor-sized sphere of fire that carries the enemy away and causes a massive explosion on impact. Make a ranged spell attack. On a hit, the target takes 6d10 + your Intelligence modifier fire damage and must make a Constitution saving throw. On a failure, its movement speed is reduced to 0 until the end of its next turn due to most of the moisture in its body evaporating.


16th Level Jutsu

Extremely Steaming Murder

Cost: 32 chakra

Duration: Concentration, 1 minute

Range: 100 feet

As an action, you create three flaming orbs that resemble small suns. These orbs rotate around you. As an action, you can send one of these at a creature within range. Make a ranged spell attack. On a hit, the target takes 4d10 + your Intelligence modifier radiant damage and one exhaustion level. A creature reduced to 0 hit points by this dies as all the water inside its body evaporates, leaving it a mummified corpse and disintegrating all of its equipment is unless it is magical. Each orb dissipates after hitting two targets or when you lose concentration.

Swift Style

This Kekkei Genkai is a combination of Wind and Lightning Style to enhance the user's physical abilities and speed. Users of this style are rare, but often legendary for their amazing speeds.


Basic Swift Style Technique

Range: Self

Duration: 1 minute

As a bonus action, you can increase your movement speed by 30 feet.

You can also permanently use your Unarmored Movement feature while wearing armor.


Surge

Cost: 6 chakra

Duration: 1 minute, concentration.

Your perception of the world slows down as lightning surges through your body, enhancing your processing speed.

Your speed doubles for the duration and you gain an additional action and bonus action, gain a +1 bonus to AC as well as having advantage on Dexterity saving throws. When doing anything that isn't a Swift Release jutsu using the action given by Surge, roll a Concentration check. On a failure, the technique fails and Surge ends. A wave of lethargy sweeps over you as soon as the Jutsu ends: you are unable to move or take any actions until the end of your next turn.


4th level Jutsu

Swift Release: Shadowless Flight

Cost: 3 Chakra

This technique requires Surge to be active. You move at instantaneous speeds, rapidly striking your target at various angles while avoiding any opposition regardless of the target's speed or strength.

As an action, choose a target within melee range and roll 3d6. The target takes the result in damage of the same damage type as your chosen weapon. This counts as an attack with your chosen weapon for the purposes of resistance and immunities.


8th level Jutsu

Swift Release: Unseen Passage Cost: 2 Chakra

This technique requires Surge to be active. You analyze the path of perception of the people around you and move in their blindspots.

As a bonus action used to cast this Jutsu, you take the Hide action with advantage. For the remainder of Surge's duration you remain Hidden even after attacking. On your turn, you can replace your current stealth roll with another as an action still at advantage.


12th level Jutsu

Swift Release: Crowd Control

Cost: 6 Chakra

This technique requires Surge to be active. This version of Shadowless Flight is modified to target multiple targets.

As an action, you can target any creature in a cone or radius the size of half of your current speed. Each creature of your choice in range must roll a Constitution saving throw and suffer the effects of Shadowless Flight. On a success, they take half damage.


16th level Jutsu

Swift Release: Superstorm

Cost: 22 Chakra

Range: 40 foot radius

Duration: 1 minute, concentration.

As an action, you summon a super storm concentrated in a 40 foot radius that follows you for 1 minute.

Creatures of your choice inside the super storm have their movement speed halved and must roll a Constitution saving throw at the start of each turn they spend inside the super storm. On a failure, they suffer a level of exhaustion.

While this Jutsu is active, you can concentrate on both Surge and Swift Release: Superstorm and must roll the concentration saving throws independently of each other.

Storm Style

This Kekkei Genkai is a natural combination of water and lightning. These two combine to make a lightning that flows with fluidity like water.


Basic Storm Style Technique

Casting Time: 24 hours

Range: Self (5-mile radius)

Duration: Concentration, up to 8 hours

You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this Jutsu. Moving to a place where you don't have a clear path to the sky ends the Jutsu early.

When you cast the Jutsu, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 × 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell Jutsu, the weather gradually returns to normal.

Additionally, if cast during a lightning storm, you can concentrate on redirecting lighting up to 200 ft away from you.


Light Fang

Cost: 1 chakra

Range: 10 foot line

As an action, you generate a sharp thin stream of light from your mouth. Each creature in the area must make a Constitution saving throw, taking 1d10 + your Intelligence modifier piercing or radiant damage on a failure.


4th Level Jutsu

Light Pillar

Cost: 4 chakra

Range: 15 foot radius

Duration: 1 minute

As an action, you make an extremely bright light that appears to emanate from your body. Each creature in the area must make a Constitution saving throw or be blinded for 1 minute. At the end of each of its turns, a creature can repeat the Constitution saving throw. On a success, it is no longer blinded.


8th Level Jutsu

Thunder Cloud Inner Wave

Cost: 10 chakra

Range: 15 foot radius

Duration: Concentration, 1 minute

As an action, you generate a thunder cloud in the radius around you that follows you. Each creature that ends its turn within the cloud or enters the cloud for the first time on a turn takes 2d6 + your Intelligence modifier lightning damage. This cloud heavily obscures the area for any creature other than you.


12th Level Jutsu

Demon Lightning Storm

Cost: 16 chakra

Duration: Concentration, 1 minute

Range: 40 foot radius

As an action, you create a large thunder cloud 40 ft in the air covering a 40 ft radius. Any lightning damage dealt to a creature other than you under the cloud deals an additional 2d6 lightning damage. As an action, you can also summon a bolt of lightning. Each creature in a 10 ft radius of a point under the cloud must make a Constitution saving throw, taking 6d6 + your Intelligence modifier lightning damage on a failure. Half as much damage on a success.


16th level Jutsu

Laser Circus

Cost: 26 chakra

Range: 90 foot line

As an action, you create eight beams of concentrated lightning and shoot them at a creature. Each beam can hit up to two creatures. Each creature must make a Constitution saving throw, taking 8d8 + your Intelligence modifier lightning or radiant damage on a failure. Half as much damage on a success. If you target a creature with more than one beam, it has disadvantage on the saving throws.

Vapor Style

Vapor style Jutsu combine fire and water chakra to weaponize steam. This steam is produced by super heating water produced by Water Style to create deadly puffs of super heated steam.


Basic Vapor Style Technique

Cost: 1 chakra

Duration: 1 minute

As a bonus action, you can spend 1 chakra. For the next minute your long jump and high jump distances are doubled.


Steam Jet

Cost: 1 chakra

Range: 10 foot cone

You release a stream of steam from your mouth. Each creature in the area must attempt a Constitution saving throw, taking 1d12 + your Intelligence modifier fire damage on a failure or half as much on a success.


4th Level Jutsu

Radiant Steam

Cost: 5 chakra

Range: 30 foot radius

As an action, you radiate steam from your entire body. Each creature in the area must make a Constitution saving throw, taking 2d10 + your Intelligence modifier fire damage on a failure or half as much damage on a success.


8th Level Jutsu

Corrosive Jet

Cost: 8 chakra

Range: 60 foot line

As an action, you release a more powerful and corrosive jet of steam. Each creature in the area must make a Constitution saving throw, taking 5d8 + your Intelligence modifier acid damage on a failure. Half as much damage on a success.


12th Level Jutsu

Petrifying Steam

Cost: 14 chakra

Range: 60 feet

As an action, you make a blast of steam. A creature in range must make a Constitution saving throw, becoming petrified for 1 minute on a failure. They may repeat this saving throw at the end of each of their turns, ending this effect early on a success.


16th Level Jutsu

Corrosive Explosion

Cost: 20 chakra

Range: 90 feet

As an action, you make an explosion of corrosive steam. Each creature in a 60 foot radius of a point in range must make a Constitution saving throw, taking 8d8 + your Intelligence modifier acid damage, pushing the creature to the edge of the radius, and falling prone on a failure. On a success, they only take half as much damage.

Wood Style

This Kekkei Genkai is made up of techniques that mix earth and water chakra to create wood, as well as various plants, to form anything from simple grasses to flowering trees.


Basic Wood Style Technique

Cost: 0-10

Range: 30 feet

Duration: Instantaneous

As an action, you can summon small trees and poles of wood from the earth as well as your body to create one of the following effects within a 5 foot cube:

  • You cause the newly grown wood to form into simple shapes and animate at your direction.
  • You envelop the targeted area with irregularly grown roots and branches and cause the area to become difficult terrain. Alternatively, you can cause the branches to clear a path and turn it into normal terrain if it is already difficult terrain.
  • You create a barrage of branches and trees that shoot up and fill the targeted area. A creature standing behind this wall of wood can use it as cover.

You can return any wood you create back into the earth as a bonus action. Wood created this way cannot be used to deal damage directly, however it can be used to block paths and bar off areas. Your wooden creations have an AC of 11 and a number of hit points equal to your level plus your Intelligence modifier.

You can spend additional chakra at the time of casting this Jutsu to increase the targeted area by 5 ft per 2 chakra points spent.


Four-Pillar House

Cost: 5-20 chakra

As an action, you use your wood style to create a square house. The house has an AC of 14 and a number of hit points equal to 40 + your Intelligence modifier. The house can be empty or furnished (strictly wood and earth) and provide cover from the elements. Each floor is one room, and a balcony surrounds the second floor.

  • 20ft by 20ft by 30ft. Single floor. Empty. Can hold 4 medium creatures comfortably. 5 chakra.
  • 20ft by 20ft by 30ft. Single floor. Furnished. Can hold 4 medium creatures comfortably. 10 chakra.
  • 30ft by 30ft by 60ft. 2 floors. Empty. Can hold 8 medium creatures comfortably. 10 chakra.
  • 30ft by 30ft by 60ft. 2 floors. Furnished. Can hold 8 medium creatures comfortably. Creatures who spend an entire long rest in this house gain 1d6 + your Intelligence modifier temporary hit points. 15 chakra.
  • 40ft by 40ft by 80ft. 3 floors. Empty. Can hold 12 medium creatures comfortably. 15 chakra.
  • 40ft by 40ft by 80ft. 3 floors. Furnished. Can hold 12 medium creatures comfortably. Creatures who spend an entire long rest in this house gain 2d4 + your Intelligence modifier temporary hit points and increases its movement speed by 10 ft until it finishes a long rest. 20 chakra.

If the house is destroyed, all creatures inside takes 2d10 bludgeoning damage.


Stocks

Cost: 1 chakra

Range: 30 feet

As an action, you make a set of stocks that form around the target. The target must make a Strength saving throw. On a failure, it is restrained. To break out, the restrained target can use its action to repeat the Strength saving throw. On a success, the target escapes and is no longer restrained.


4th Level Jutsu

Wood Dome

Cost: 5 chakra

Duration: 5 minutes

As an action, you manipulate the roots in the ground to create a 10 ft radius wooden dome. This dome provides total cover from the front. It has 100 hit points and an AC of 16. It is vulnerable to fire and magical slashing damage. At the start of your turn, it regains 1d6 hit points, unless it has taken fire damage this round.


8th level Jutsu

Wood Dragon

Cost: 10 chakra

Duration: Concentration, 1 minute

Range: 60 feet

As an action, you create a huge wooden dragon. The dragon has 60 hit points. If destroyed, as an action, you can perform the hand signs to reform it with 60 hit points. As a reaction, when a creature targets you with an area of effect or attack, you can move the dragon in the way, it’s targeted instead. The dragon acts on your initiative count and you can use your action to command it. If you do not command it, it will not act in any way other than defensively. It has the following statistics and the same ability scores and save DC as you:

  • Speed 60 ft fly
  • Multiattack. It can make one bite attack and two claw attacks.
    • Bite deals 1d8 piercing damage
    • Claw deals 1d6 slashing damage
  • Grapple. The dragon uses the grapple attack.
  • Breath Weapon (5-6 recharge). Each creature is a 20 ft cone must make a Dexterity saving throw. On a failure, it takes 2d8 bludgeoning damage.
  • Self Destruct. The wood dragon can be sacrificed, ramming itself into a target at high speeds. Make a ranged spell attack. The target is pushed 40 ft away and takes 4d8 bludgeoning damage. Once this feature is used, the dragon is destroyed.


12th Level Jutsu

Deep Forest Emergence

Cost: 20 chakra

Range: 40 ft radius, 20 ft high

As an action, you force a small plant to grow into a forest in an instant. The trees to grow in a dense 40 ft radius, 20 ft high forest around you. You and creatures you choose are lifted by a root into the air. All other creatures in the area must make a Dexterity saving throw, taking 4d12 + your Intelligence modifier bludgeoning damage. Half as much damage on a success. The forest is difficult terrain to all creatures but you. As a bonus action, you can spend 4 chakra to make a large branch from the forest to attack one creature. Make a melee spell attack. On a hit, it takes 3d10 piercing or bludgeoning damage.


16th Level Jutsu

Great Spear Tree

Cost: 32 chakra

Range: 50 ft radius, 60 ft high

Duration: 1 minute

As an action, you summon a tangle of roots that surround you. Each creature other than in you the affected area must make a Dexterity saving throw. On a failure, it takes 6d8 + your Intelligence modifier piercing damage and is restrained by the dome. Half as much damage on a success. If a creature is reduced to 0 hit points by this damage it dies. The body is crushed and the blood seeps into the roots giving them a red tinge. To break out, the restrained target can use its action to make a Strength saving throw. On a success, the target escapes and is no longer restrained. As an action at no additional chakra cost, you can make a spell attack against a creature in the area, on a hit the target is affected by one of the following effects of your choice:

  • Vine: On a hit, the target is knocked prone and takes 2d8 + your Intelligence modifier bludgeoning damage.
  • Branch: On a hit, the target takes 4d6 + your Intelligence modifier piercing damage.
  • Log: The target must make a Dexterity saving throw, taking 6d8 + your Intelligence modifier bludgeoning damage. Half as much damage on a success. This can only be used once every other round.

Plasma Style

The Plasma Style Kekkei Genkai combines Fire Style and Lightning Style, increasing the heat of the expelled chakra beyond even electricity.


Basic Plasma Style Technique

Cost: 3 Chakra

Duration: 1 minute

As a bonus action, you produce a small ball of plasma from your fingertip. This can cut through or fuse plates of metal at a rate of 1 inch per 5 seconds. It can also be used to make quick marks in metal surfaces.


Thunder Sabre

Cost: 2-10 chakra

As part of an unarmed attack, you surround your hand in a ball of plasma, ripping through your targets. The result of the attack roll is increased by +2. This increases by +1 for every 2 additional chakra spent.


Tornado Lightning

Cost: 2-10 Chakra

As part of an unarmed attack, you create an arc plasma between your hands, making the angles and speed of your attacks unpredictable. The attack deals lightning damage, deals +2 additional damage, and deals twice as much damage to objects. You deal +1 additional damage per 2 additional chakra spent.


Plasma Ball

Cost: 8 chakra

Range: 30 foot radius

You blast an extreme amount of plasma from your body. Any creatures in this area are pushed to the closest space not within range. Until the beginning of your next turn, you are immune to the restrained condition and lightning damage, you can not move, and you gain +3 AC.


Plasma Blast

Cost: 8-20 chakra

You infuse the air with plasma with each strike of your fists. As part of an unarmed attack, you may increase its reach by 5 feet. This range increases by 5 feet for every 4 additional chakra spent.


12th Level Jutsu

Raging Thunder

Cost: 5 Chakra

As part of an unarmed attack, you erect a barrier of plasma on contact. On a hit, you gain full cover in the direction of the creature you attacked until the beginning of your next turn.


16th Level Jutsu

Plasma Laser

Cost: 20 chakra

Range: 45 foot cone

You fire a spiraling blast of bluish-green plasma. Unlike a normal cone, the peak of the arc of this jutsu’s range is 5 feet in front of you, tapering as it gets further away. Every creature within range must attempt a Dexterity saving throw. On a failure, they take 6d6 lightning damage. On a success, they take half as much damage.

Steel Style

This Kekkei Genkai manipulates Earth Style and Yang Style chakra to directly manipulate heavier metals, unlike magnet style’s manipulation of magnetic fields.


Basic Steel Style Technique

Range: 30 feet

Duration: Instantaneous of 1 hour (see below)

As an action, you choose a portion of dirt or stone that you can see within range and that fits within a 10-foot cube or metal that fits within a 5-foot cube. You manipulate it in one of the following ways:

  • If you target an area of loose, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't involve enough force to cause damage. If it is attached to something else, you must succeed a DC 15 Strength (Athletics) check, rending it from its attachments on a success.
  • You cause shapes, colors, or both to appear on the material, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
  • You cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain.

If you cast this Jutsu multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.


Black Iron Fist

Cost: 5 chakra

Duration: 1 minute

You create a massive pair of hands out of at least 1 square foot of metal. Your grapple and unarmed strike ranges increase by 15 feet and you may grapple 1 additional creature at a time.


Steel Weapon Creation

Cost: 2 chakra per weapon

Range: 30 feet

As an action, you shape up to 5 weapons from the necessary amount of steel and move them anywhere within range. They do not move fast enough to cause damage.


Black Iron Wings

Cost: 5 chakra

Duration: 5 minutes

You reshape 1 cubic foot of metal into a pair of wings. These wings have an AC of 16, 25 hit points, and grant you a flying speed of 30 feet. You may make an attack with a thrown weapon as a bonus action while you have these wings.


Iron Chain World

Cost: 2 chakra per foot of metal

Range: 10 foot per foot of metal line

You erect a series of pillars out of up to 5 cubic feet of metal. Each creature within range must succeed a Dexterity saving throw, taking 3d4 piercing damage on a failure, and half as much on a success.


12th Level Jutsu

Secret Technique: Black Iron

Cost: 20 chakra

Range: 30 foot radius

Duration: 1 minute

Any creatures of your choice must succeed a Strength or Dexterity saving throw as you reshape 5 cubic feet of metal around them. On a failure, they are restrained. They may reattempt this saving throw at the end of each of their turns, ending this effect on a success. A creature may end this jutsu’s effect on a creature by removing the seal on the metal as an action. If they do not escape by the end of this jutsu’s duration, they become paralyzed and no longer age or require food, water, or air until another creature removes the seal.


16th Level Jutsu

Impervious Armor

Cost: 12 chakra

Range: Self

Duration: 1 minute

You cover your body in at least 1 square foot of steel. You become immune to non-magical slashing and piercing damage, and resistant to non-magical bludgeoning, magical bludgeoning, slashing, and piercing, and thunder damage. You become vulnerable to acid and lightning damage.


Shade Style

This Kekkei Genkai combines the erratic and fluid Wind Style with the cerebral Yin Style chakra to shape the chakra of others.


Basic Shade Style Technique

Cost: 2 Chakra

Range: 60 feet

As a bonus action, you send out a pulse of chakra. At the beginning of your next turn, you can sense the presence of magic and chakra within 30 feet of you until the end of your turn. If you sense magic or chakra in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears either or both, and you learn its school of magic or the chakra technique used, if any. This effect can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of Common metal, a thin sheet of lead, or 3 feet of wood or dirt.


Inhaling Maw

Cost: 3+ Chakra

Range: 30 feet

You create a vortex of chakra from your palm or mouth. One creature within range must succeed an Intelligence saving throw. On a failure, they lose 2d4 chakra points or take 2d6 necrotic damage. You regain an half as many chakra points. You may increase the effect by 1 die or range by 10 feet for 3 chakra.


Shape Transformation Memorization

Cost: 2 chakra per weapon

Duration: 1 minute

As a reaction, you absorb the shape of a jutsu or spell, reducing its damage by 1d6. For this jutsu’s duration, you may cast the jutsu or spell. Spells cost 3 times their spell level chakra.


Judgement

Cost: 10 chakra

Range: 30 foot line

You expell a blast of pure chakra. Creatures within range must make an Intelligence saving throw. On a failure, they take 4d6 bludgeoning damage. On a success, they take half as much.


Nature Absorption

Cost: 2 chakra

As a reaction when you take damage, you may reduce said damage by 1d6. When you use Judgement, it deals the same damage type as the damage you used this jutsu on most recently.


12th Level Jutsu

Gozu Tennō

Cost: 5 Chakra

Duration: 1 minute

You channel your shade style chakra into another being. If they are not willing, they must succeed a Charisma saving throw. On a failure, they can only use their action to attempt to deal damage. They also take half as much damage as they dealt. You store half as much chakra as the damage they dealt to themselves inside inside a tattoo made of shade style chakra. You only spend this chakra on a single jutsu of your choice.


16th Level Jutsu

Chimera Technique

Cost: 20 chakra

Range: Touch

Duration: 1 minute

You touch a living creature, absorbing their ability into your body. You gain 3 features, spells, or jutsu of your choice that they have. If a feature relies on another, such as how each Path of Hatred relies on the previous one, you can not take unless you have the feature it relies on.

Acid Style

The Acid Style Kekkei Genkai brings the psychological torment of Yin Style into the physical medium of Water Style chakra to create mixtures often considered offensive to all senses.


Basic Acid Style Technique

Cost: 5 Chakra

As an action, you can convert up to 1 galon of water into putrid, green acid. This acid can completely dissolve an object that is completely submerged in it in 1 minute. This does not effect magical objects or living creatures.


Tongue Tooth Sticky Acid

Cost: 5 chakra

Range: 30 feet

Duration: 1 minute

You spit a thick, gel-like glob of acid. One creature within range must succeed a Wisdom saving throw. On a failure, they take 2d6 acid damage and are blinded for 1 minute. On a success, they take half as much damage and are not blinded. They may retry this saving throw at the end of each of their turns.


Acidic Bolster

Cost: 5 Chakra

Range: Touch

Duration: 1 minute

You infuse a creature with a healthy dose of Acid Style chakra. They become immune to Acid damage for this jutsu’s duration.


Acidic Sludge

Cost: 7 chakra

Range: 60 feet

Duration: 1 minute

You create a purple ball of acid. One creature within range must succeed a Wisdom saving throw. On a failure, they take 2d8 acid damage and are poisoned. On a success, they take half as much damage and are not poisoned. They may retry this saving throw at the end of each of their turns.


Acid Permeation

Cost: 10 Chakra

Duration: 1 minute

Range: 30 feet

You release a flurry of acidic bubbles. Make 5 ranged attacks at the same or different targets. On a hit, the target takes 1d6 acid damage.


12th Level Jutsu

Leach Gap

Cost: 1 chakra

Duration: 1 minute

As a bonus action, you exude a white, glue-like Acid across your entire body. If a creature attempts to grapple you or restrain you with an object, they or the object take 1d8 acid damage. Your unarmed strikes deal acid damage, and reduce the target’s AC by 2 for 1 minute.


16th Level Jutsu

Wisdom Wolf Decay

Cost: 20 chakra

Range: 60 foot radius

Duration: 1 minute

You exhale a coarse, brown cloud of particles. Every creature within range must succeed a Wisdom saving throw. On a failure, they take 2d6 acid damage. Creatures must retry this saving throw every time they end their turn within range. The cloud can be blown away with a sufficiently powerful wind.


Crystal Style

The Crystal Style Kekkei Genkai hearnesses the geometric nature of Lightning Style and enhances it with the physical permanence of Yang Style chakra to create crystalline structures.


Basic Crystal Style Technique

Cost: 5 Chakra

As an action, you can create 1 crystal no larger than would fit in the palm of your hand. It can act as any gemstone of any value. A creature must succeed a DC 12 + your Intelligence modifier Intelligence (Investigation) check to determine that it is artificial, reducing its price to 10 gp.


Crystal Wheel

Cost: 3 chakra

You cover your body in a ring of crystals. Until the beginning of your next turn, you gain +30 feet of movement speed, opportunity attacks against you have disadvantage, you can not take actions or bonus actions, passing through another creature’s space does not cost additional movement, and if you occupy the same space as another creature, they take 1d6 + your Dexterity modifier magical slashing damage. You may spend 1 chakra at the beginning of each of your turns to maintain these effects.


Gods’s Crossing

Cost: 2+ Chakra

Range: 15 foot line

As an action, you create a stream of jagged crystals. As a ranged attack, every creature takes 2d8 magical piercing or slashing damage, your choice. This only effects creatures in every other 5 foot area of this jutsu’s range. You may spend 2 additional chakra to increase this jutsu’s range by 10 feet.


Crimson Fruit

Cost: 5 chakra

Range: 60 feet

Duration: 1 minute

You create a 15 foot radius dome of crystals. Each wall has 20 AC and 25 hit points.


Jade Crystal Mirror

Cost: 5 Chakra

Duration: 1 minute

Range: 30 feet

You erect a wall of perfectly reflective crystal that occupies a 5 foot area. It has 15 AC and 15 hit points. Creatures within 10 feet of it must succeed a Wisdom saving throw. On a failure, they have disadvantage on attack rolls against you. You may move it up to 15 feet up to 60 feet away from you as an action, bonus action, or reaction.


12th Level Jutsu

Giant Hexagonal Weapon

Cost: 3 chakra per weapon

As part of your action when you make a thrown weapon attack, you may convert the weapon into a large, hexagonal projectile. Its range becomes a line with a width of 15 feet. They revert to normal at the end of your turn. This can be used in conjunction with the Shuriken Jutsu.


16th Level Jutsu

String of Glory

Cost: 20 chakra

Range: Self

Duration: 1 minute

You encase your body in a pyramid of crystals. Your movement speed becomes 0, and you gain a flying speed of 5 feet. You gain 35 temporary hit points and +3 AC. As either or both of your attacks, you may fire a beam from the tip of the pyramid as a ranged spell attack with a range of 30 feet. On a hit, it deals 4d6 force damage.

Blaze Style: Kagutsuchi

Blaze style is a the highest caliber of destructive jutsu, using Yang Style to manipulate the physical form of the strongest Fire Style jutsu. Alternatively, a DM may decide that this style can only be taken as the second feature of one who gains Amaterasu from the Mangekyō Sharingan feature.


Basic Blaze Style Technique

Range: Self

Duration 1 hour

As a bonus action, whenever you deal fire damage for the duration, you can treat any 1 on a damage die as a 2 and you ignore resistance to fire damage.


Amaterasu

Cost: 8 chakra

Range: 60 feet

Duration: 1 minute

As an action, you focus your chakra on a single point, creating black flames. Anything flammable near it will be engulfed in black flame. The flame cannot be put out unless you choose to, magical means, or it ends. If you use this on a creature, it must make a Dexterity saving throw. If it fails, it takes 2d10 + your Intelligence modifier fire damage and at the start of its turn, it takes 1d10 + your Intelligence modifier fire damage. Amaterasu can only affect one creature at a time.

If you already have Amaterasu from the Mangekyō Sharingan feature, you may use this as a bonus action after casting another jutsu or making an attack. It must be against the same target.

Entenka

Cost: 8 chakra

Duration: Concentration, 1 minute

As a bonus action, you wrap your body in a layer of black flames which. You gain a +3 bonus to AC and when a creature makes a melee attack against you, it takes 1d10 + your Intelligence modifier fire damage.


Honoikazuchi

Cost: 12 chakra

Range: 15 foot radius

As a reaction, you surround yourselves with Amaterasu shaping it into spikes, impaling anything within the area. Each creature must make a Dexterity saving throw, taking 4d8 + your Intelligence modifier fire damage on a failure. Half as much on a success.


Flame Control

Cost: 14 chakra

Range: 15 foot cone

As a bonus action, after you make a melee weapon attack, you sweep black flame out in the area. Each creature in the area must make a Dexterity saving throw, taking 6d10 + your Intelligence modifier fire damage on a failure. Half as much on a success.


16th Level Jutsu

Great Dragon Fire Technique

Cost: 26 chakra

Range: 60 feet

Duration: Concentration, 1 minute

As an action, you make a dragon-shaped fireball of Amaterasu. The dragon is a 10 feet tall, 10 feet wide, and travels in a 20 foot line. Each creature in the area must make a Dexterity saving throw, taking 8d10 + your Intelligence modifier fire damage on a failure. Half as much on a success. As a bonus action, for the duration, you can more the dragon up to 30 feet with in the range. Each creature that is in the area after its moved, ends its turn in the area, or enters it for the first time on its turn must make a Dexterity saving throw, taking 4d10 + your Intelligence modifier fire damage on a failure. Half as much on a success. This ignores evasion.

Yin-Yang Style

Despite its name, Yin-Yang jutsu are more than a simply combination of Yin Style and Yang Style chakra, though mechanically these are the only requirements. It combines every chakra nature into the ultimate, purest form of chakra.

Basic Yin-Yang Style Technique

Cost: 7 chakra

Range: Touch

You channel the raw power of all of existence into a creature, removing 1 condition of your choice, not including restrained.


Chakra Transfer Technique

Cost: 1+ chakra

Range: 60 feet

Duration: 1 minute

You give a creature within range any number of chakra points. This chakra can extend above their maximum, and you may grant them the ability to cast 3 jutsu that you know. At the end of this jutsu's duration, they lose these jutsu and chakra points.


Sound Release

Cost: 6 chakra

Range: 30 foot cone

As an action, each creature in the area must make a Constitution saving throw as they are bombarded with sound. On a failure, a creature has disadvantage on attack rolls and Dexterity saving throws until the end of its next turn.


Yin-Yang Resonance

Cost: 30 chakra

Range: Touch

Duration: 1 hour

You cause the target's body to become a variable center of gravity similarly to the Chibaku Tensei. The terrain within 60 feet of it becomes difficult terrain, and terrain within 30 feet is completely destroyed. Creatures within 60 feet must succeed a DC 15 Dexterity saving throw or fall prone. Creatures within 10 feet that fail this saving throw take 2d12 force damage, and are pushed 10 feet away from the target regardless of the result.

The target must succeed a Strength saving throw or become restrained. Regardless of if they fail or succeed, a hard, 10 foot radius sphere of rock is formed around them. The sphere has an AC of 26 and has 30 hit points. It is immune to Psychic damage but vulnerable to force damage.


Amenominaka

Cost: 35 chakra

Range: 30 feet

You open and enter a portal to another dimension of your choice. This can be a portal of your own design a preexisting dimension. Any creatures of your choice within range must succeed a Dexterity saving throw. On a failure, they are drawn into the portal with you. The portal ends at the beginning of your next turn.


Creation of All Things Jutsu

Cost: 45 chakra

The strongest jutsu ever created, comprised of all other natures, the Creation of All Things jutsu has been used by the least amount of shinobi the fewest amount of times. You may use this jutsu to produce the effects of any other jutsu or one unique effect in a similar manner to the Wish spell.

Unique Jutsu

Unique jutsu can be found in "Forbidden" scrolls throughout the world, bought at seedy locations and stolen off of other ninja. These scrolls contain knowledge of techniques not commonly used or meant to be protected by a certain village.


Shadow Imitation Technique

This style can only be learned at 5th level or later. Users of this technique learn how to manipulate their shadows into deadly tools for their use. A user may use their shadow to paralyze a creature in place and force them to copy the user's movements. If you gain the following jutsu, you may gain affinity in them in the same manner as a chakra nature.

Shadow Possession Jutsu

Cost: 5 chakra

Duration: Concentration, up to 10 minutes

Range: 30 ft in bright light, 60 ft in dim light

As an action, your shadow stretches out from your own as a straight line running along the ground to a distance within range. You decide where the shadow moves to and which direction it takes during your turn. If your shadow stretches into another creature's or object's shadow, you can bind your shadow to that creature as a bonus action, allowing you extend the range by an additional 30 ft in bright light or 60 ft in dim light from their shadow's edge. Your shadow follows the creature's movement, allowing your shadow to stay with an extended range as long as the creature is within your initial range.

By using your own shadow to touch the shadow of another creature you can spend an additional 5 chakra points to attempt to restrain the creature by possessing their shadow, freezing it in place and causing them to mimic your actions. The target is restrained. To break out, the restrained target can make a Strength saving throw at the end of its turn. On a success, the target escapes and is no longer restrained.


Shadow Strangle Jutsu

Cost: 4 chakra

Duration: Equal to active Shadow Possession Jutsu

As an bonus action, while a creature is under the effects of Shadow Possession Jutsu, you can create an additional shadow that forms into a hand and creeps up to the target’s neck, beginning to strangle it. At the start of its turn, it takes 1d12 + your Intelligence modifier force damage. The technique ends if shadow possession ends.


8th Level Jutsu

Shadow Piercing Jutsu

Cost: 2 chakra

Range: 30 ft in bright light, 60 ft in dim light

As a reaction, while Shadow Possession Jutsu is active. Any creature who enters the range of this technique must make a Dexterity saving throw. On a failure, black spikes emerge from your shadow dealing 1d10 + your Intelligence modifier necrotic damage.


12th Level Jutsu

Shadow Imitation Field Technique

Cost: 15 chakra

Duration: Concentration, up to 5 minutes

Range: 30 ft radius in bright light, 60 ft radius in dim light

As an action, you expand your shadow in a wide radius around you, ensnaring all creatures surrounding you by possessing their shadows. All creatures that start their turn or enter the affected range are placed under the effect of your Shadow Possession Jutsu for the duration or until they leave the affected range.


16th Level Jutsu

Shadow Gathering Technique

Cost: 2 minimum, 20 maximum

Duration: Up to 10 minutes

Range: 30 ft in bright light, 60 ft in dim light

Your weave your shadow into a materialized black tendril that emerge from the ground, this tendril follows your command. For every 2 chakra points spent beyond the initial cost, a new tendril materializes, to a max of 10 tendrils. All the tendrils act in unison during your initiative count.

The tendrils can stretch out to a range of 10 ft from their source and move anywhere within your shadows on your turn, including the shadows of creatures under your Shadow Possession Jutsu. Small objects may be carried and manipulated as though the tendrils had half your Strength score, with fine manipulations, such as lock-picking or untying knots, possible at disadvantage to the roll in question. When you take the attack action, you can choose to have one of the tendrils deliver the attack in your stead, make a spell melee attack with reach of 10 ft, on a hit the target takes 1d10 + your Intelligence modifier piercing damage. A target hit this way must also succeed in a Dexterity saving throw or be placed under the effect of your Shadow Possession Jutsu.

As an action, for 5 chakra points, you can control all of your tendrils in unison to place a coordinated attack onto a creature within range, the creature must succeed on a Dexterity saving throw or take 1d10 + your Intelligence modifier piercing damage per tendril on a failed save and half as much on a success. Alternatively, you can arm your tendril with several items, such as kunais or paper bombs in order to deal a more lethal or strategic attack. In the instance of a weapon being used, the damage die for the coordinated attack is the same as the weapon's. In the instance of a specific item being used, each tendril holding said item activates the effect individually, if several of the same type of saving throws are required, the target makes only one per type of saving throw.

Mysterious Peacock Method Jutsu

This style can only be learned at 5th level or later, and require the Mysterious Peacock Method Epic Boon. Users of these jutsu can manipulate harmful radiation from within their body in a number of ways. If you gain the following jutsu, you may gain affinity in them in the same manner as a chakra nature.

Mysterious Peacock: Beast

Requirements: Mysterious Peacock Method

Cost: 5 chakra

This jutsu can only be used while your feathers are active. As a reaction, your feathers shape into the head of a beast. Until the end of your next turn, you gain +3 AC.


Mysterious Peacock: Destroy

Requirements: Mysterious Peacock Method

Cost: 2 chakra

This jutsu can only be used while your feathers are active. As a bonus action, your unarmed strikes deal necrotic damage and have 10 additional feet of reach until the end of your next turn. You may spend 3 additional chakra points to regain your bonus action.


8th Level Jutsu

Mysterious Peacock: Wings

Requirements: Mysterious Peacock Method

Cost: 5 chakra

Duration: 1 minute

This jutsu can only be used while your feathers are active. Your flying speed increases by 15 feet.


12th Level Jutsu

Mysterious Peacock: Chakra Rope

Requirements: Mysterious Peacock Method

Cost: 4 chakra

Range: 15 feet

Duration: 1 minute

This jutsu can only be used while your feathers are active. You make a ranged spell attack. On a hit, the creature becomes restrained. The target can attempt a DC 20 Strength saving throw. On a failure, they remain restrained.


16th Level Jutsu

Mysterious Peacock: Chakra Predation

Requirements: Mysterious Peacock Method

Range: 10 feet

This jutsu can only be used while your feathers are active. You make a ranged spell attack against a creature with chakra. On a hit, they lose 2d4 chakra points, and you regain an equal amount. If the target has the Mysterious Peacock Method, you instead increase your chakra point maximum and amount of spent chakra necessary for your feathers to recede by 10 points, as well as regaining 4d4 chakra points.

Path of Sight Unique Justu

The following jutsu can only be used by a character that has the Path of Sight.

Eight Trigrams One Hundred Twenty-Eight Palms

Requirements: 20th level

Range: 30 ft. radius

Cost: 40 chakra

As an action, you make four unarmed strikes against one or multiple creatures within range. The target takes 4d10 force damage, and the opponent must make a Constitution saving throw. On a failure, it is paralyzed for 1 minute and can not cast spells or jutsu for 1 hour. It can remake the saving throw at the end of its turn, no longer being paralyzed on one success, and being able to cast spells and jutsu on a second.


Protecting Eight Trigrams Sixty-Four Palms

Requirements: 20th level

Cost: 20 Chakra

Duration: Concentration, 1 minute

As an action, you form a 10 ft. radius barrier of arching chakra blades. When a creature passes through this barrier, they must attempt a Constitution saving throw. On a failure, they take 2d6 force damage. On a success, they take half as much damage. This deals twice as much damage to swarms.


Eight Trigrams Twin Lions Crumbling Attack

Requirements: 12th level

Cost: 22 chakra

Range: Unarmed strike reach

As a spell attack, you strike your opponent along their chakra network. It takes 4d8 + your Dexterity or Wisdom modifier force damage and must succeed a Constitution saving throw. On a failure, it loses 1d6 of its lowest spell slots, 1d8 ki, or 2d8 chakra points.


Gentle Step: Tenketsu Needle

Requirements: 10th level

Cost: 8 chakra

Range: Unarmed strike reach

As a spell attack, you attempt to sever a creature’s chakra network with precision, rather than blunt force. On a hit, they can not cast spells or jutsu for 1 minute. They may attempt a Constitution saving throw at the end of a long rest, ending this effect early on a success.


Eight Trigrams Mountain Crusher

Requirements: 10th level

Cost: 16 chakra

Range: 60 ft. x 10 ft. line

As a ranged spell attack, you send a massive blast of wind through your palm. The target takes 2d12 thunder damage on a hit. Whether or not it hits, all creatures in range must make a Strength saving throw. On a failure, it is pushed back 30 ft. If they collide with a sturdy surface such as a wall or large rock, they take an additional 3d4 bludgeoning damage.


Eight Trigrams Grid Palm

Requirements: 15th level

Cost: 24 chakra

Duration: 3 turns (18 seconds)

Range: 120 ft. radius

You slam your palm into the ground, slowly creating a large jutsu formula across the floor. At the end of this jutsu’s duration, any creatures of your choice within range must attempt a Wisdom saving throw, taking 4d6 psychic damage on a failure, or half as much on a success.


Path of Hatred Unique Justu

The following jutsu can only be used by a character that has the Path of Hatred.


Izanagi

Requirements: 7th level

Duration: Instantaneous

You apply a Kinjutsu, or forbidden Jutsu, to yourself known as the Izanagi. As a reaction when you would die, you retroactively shape reality into a genjutsu, reappearing anywhere within 15 feet of your original position at full hit points with any previously missing limbs or organs. This causes the used Sharingan to go blind (i.e. If you used your left Sharingan, your left eye becomes blind).

Having the Wood Style or the Hashirama's Cells feat allows you to use this as an action, making it automatically activate if you are reduced to 0 hit points within 10 minutes.


Izanami

Requirements: 7th level

Range: 30 feet

Duration:1 minute

As an action, you apply the Izanagi's sister jutsu to a creature of your choice, hereafter referred to as T. Within this duration, you must designate one event on three turns. This does not require any kind of action, but must be as complex as "T attacks with X weapon to Y effect in Z space" or "You say x to T as Y comes into view in Z space". You must then replicate each event in order within the duration. If this is done successfully, the used Sharingan to go blind, and T is paralyzed as they relive the looping events established in genjutsu in real time. The only way they can be released is if you release them or if they fulfill a preset, achievable circumstance you set.


Ephemeral

Requirements: 7th level

Range: Unarmed strike reach

While your sharingan is active, you may attempt to trap a creature in genjutsu. The target must make a Wisdom saving throw with disadvantage against your Jutsu save DC. On a failure, it can only hear and see what you want it to and it is affected by one of the following of your choice, resulting in one of the following for 1 minute (concentration):

  • The target is blinded. Costs 7 chakra.
  • The target is deafened. Costs 5 chakra.
  • The target is frightened. Costs 6 chakra.
  • The target is affected by the confusion spell. Costs 8 chakra.
  • The target is restrained. Costs 8 chakra.
  • The target is paralyzed. Costs 12 chakra.


Demonic Illusion: Shackling Stakes

Requirements: 7th level

Cost: 10 chakra

This jutsu is an effect for Genjutsu and Ephemeral. The target takes 3d8 psychic damage.


Demonic Illusion: Mirror Heaven and Earth

Requirements: 7th level

Range: 40 feet

Cost: 9 chakra

As a reaction when you are targeted by genjutsu or an illusion spell, you decipher it with your sharingan and reflect it back on them. They are subject to the spell or genjutsu's effect using the same save DC or attack roll.


Yasaka Magatama

Requirements: Susanoo

Range: 60 ft.

Cost: 15 chakra

You create a bundle of tomoe-shaped chakra beads in your Susanoo's hands. You may make up to 3 ranged spell attacks. On a hit, they take 3d8 force damage. On a miss, they take half as much damage. This effect is treated as a Dexterity or Constitution saving throw for the sake of Evasion and Endurance.


Basic Unique Jutsu

The following jutsu require the user to be able to use Basic Ninjutsu, and benefit from the user having affinity in it.


Shuriken Shadow Clone Jutsu

Cost: +1 chakra per weapon

When you use the shuriken jutsu, you may spend chakra to instantly create a copy of the weapon thrown. This weapon disappears at the end of your turn.


Giant Rasengan

Requirements: 12th level Shinobi

Cost: 12+ chakra

Range: 10 foot radius

Casting Time: 1 turn

This jutsu benefits from basic jutsu Affinity. The edge of this jutsu's range is 5 feet from you. On your next turn, as an action, you make a melee spell attack against every creature in range. On a hit, they take 2d10 + your Intelligence modifier bludgeoning plus 2d10 force damage. You may spend 5 additional chakra to increase this jutsu's range by 5 feet.


Planetary Rasengan

Requirements: 18th level Shinobi

Cost: 25 chakra

Range: 15 feet

Casting Time: 1 turn

This jutsu benefits from basic jutsu Affinity. On your next turn, as an action, you make a ranged spell attack with a large Rasengan surrounded by 3 smaller Rasengan. On a hit, you deal 10d10 + your Intelligence modifier force damage. The target must make a Strength saving throw or be pushed away 60 feet away.


Amenomihashira

Requirements: 18th level Shinobi

Cost: 40 chakra

Range: 30 ft.

The predecessor of the Rasengan, the user creates a barrier filled with swirling spheres of chakra. Make 4 ranged spell attacks. On a hit, the target takes 2d10 + your Intelligence modifier bludgeoning + 2d10 force damage. The target must make a Strength saving throw or be pushed 20 feet away. If all attacks hit, the target is paralyzed for 1 minute. They may attempt a Strength saving throw at the end of each of their turns, ending this effect early on a success.

Lightning Style Unique Jutsu

The following jutsu require the user to be able to use Lightning Style jutsu, and benefit from the user having affinity in it.

Vanishing Rasengan

Requirements: Rasengan

Cost: 4+ Chakra

Range: 150 feet

This jutsu benefits from lightning style Affinity. You focus your chakra into a tiny spinning ball and add your lightning affinity to it, this causes the Rasengan to fade from sight and appear to have dissipated when thrown. This gives the Jutsu a special and unorthodox property.

As an action, you make a ranged spell attack that does not suffer from disadvantage at 5 feet. If the roll is higher than the target's passive perception, then you gain a bonus to the attack roll equal to the amount of chakra spent.

On a hit, the target takes 3d6 force damage and must roll a strength saving throw or be pushed back 10 feet away and knocked prone. You can increase the damage by 1d6 per chakra point spent.

Alternatively, you can throw the Vanishing Rasengan to track its target. In that mode, the Vanishing Rasengan has no limit in its range but travels at a speed of 40 feet and moves at the initiative count of 20. The Rasengan takes the fastest route to its target, but cannot dodge obstacles.


Lightning Transmission.

Requirements: Chidori

Range: 40 ft. line maximum beginning and ending at each creature

Cost: 16 chakra

You and another creature capable of using the Chidori, which can include a shadow clone, must be within 5 feet of each other. As an action, you create a cable of electricity between each other. While this is active, both creatures move on the earliest initiative count between the two and are unable to use one hand. Any creature who crosses or is crossed by this line must succeed a Dexterity saving throw. On a failure, they take 10d6 + the highest between the two creature’s Intelligence modifier lightning damage. If a creature succeeds this saving throw, they cannot be subject to it until the beginning of your next turn. You must spend 2 additional chakra to keep this active, otherwise it dissipates at the beginning of your next turn.


Lightning Water Dragon Bullet

Requirements: Water Style

Cost: 5 chakra

You expel a dragon made of water and imbue it with lightning. You make a ranged spell attack against 1 creature within 15 feet, paralyzing them until the end of their next turn on a successful hit.


Lightning Ball

Cost: 9+ chakra

Range: 30 feet

You create 3 balls of cracking electricity. Each ball can be directed at a creature dealing 1d4 lightning damage and pushing the target 5 feet in a direction of your choice per ball. You may spend 3 chakra to fire 1 additional bullet.


Lightning Dragon Tornado

Cost: 15 chakra

Duration: Concentration, 1 minute

Range: 60 feet

As an action, you can form a dragon from your own lightning chakra. You can form and control up to 3 dragons at a time. Beyond being large, vulnerable to thunder damage, immune to non-magical damage, not being able to move, and having 90 hit points and 18 AC, it has the same statistics as you. It acts on your initiative and has the following actions:

  • Multiattack. It can make one bite attack and two claw attacks.
    • Bite deals 1d6 piercing damage
    • Claw deals 1d4 slashing damage
  • Grapple. The dragon uses the grapple attack. While grappled in this manner, a creature can not breath.
  • Self Destruct. The dragon can be sacrificed, ramming itself into a target at high speeds as a ranged spell attack. The target is pushed 40 ft away and takes 8d8 lightning damage on a successful hit.


Kamui Lightning Cutter

Cost: 30 Chakra

Requirements: Kamui, Susanoo

Range: 15 feet

As an action, you imbue your chidori with the power of Kamui. Make a melee spell attack. On a hit, they take 4d6 magical piercing damage and they must attempt two Dexterity saving throws. If they fail both, they heart or other incredibly vital organ is transported to the Kamui dimension, killing them instantly. If they only succeed one, their maximum hit points are halved.


Lightning Beast Tracking Fang

Cost: 18 minimum, 26 maximum

Range: 60 feet

As an action, you gather lightning into your hand; launching it toward your target in the shape of a wolf. Make a ranged spell attack. On a hit, it takes 1d6 piercing and 4d8 + your Intelligence modifier lightning damage. You can expend additional chakra to deal an extra 1d8 lightning damage for every 2 additional chakra points.


Lariat

Cost: 10 chakra

You supercharge your muscles and charge at 15-45 feet in a straight line and slam your extended arm into their neck and upper chest. They must succeed a Dexterity saving throw. On a failure, they take 4d12 + your Strength or Dexterity modifier magical bludgeoning damage.


Liger Bomb

Cost: 15 chakra

Requirements: Lightning Cloak

While you are Grappling a creature while in Lightning Cloak, you lift them into the air and slam them into the ground. Both you and the target become prone and they must attempt a Constitution saving throw. On a failure, they take 8d6 + your Strength or Dexterity modifier force damage. On a success, they take half as much damage.


Lightning Style Shadow Clone

Requirements: Shadow Clone

Cost: 1 chakra

When you create a shadow clone, you may imbue it with lightning Style chakra. When it is destroyed by any means other than being dispelled, it deals 2d8 lightning damage to the source of the damage. This also causes you to not regain the 2 chakra spent to create the clone.


Lightning Chakra Mode

Duration: 1 minute

Cost: 32 chakra

As a bonus action while in Lightning Cloak, you push your lightning chakra to the limit. While Lightning Cloak is active, you may take an additional turn on your initiative count and you gain advantage on Dexterity saving throws.


Jigokuzuki

Cost: 5+ chakra

This technique has been compared to the Chidori in that the user cloaks their hand in lightning and thrusts it into a creature. Unlike the Chidori, however, it puts a strain on the body, rather than the mind, and can be used with a varying number of fingers. As a spell attack, you deal 5d6 + your Constitution modifier lightning damage. You may spend 2 additional chakra to deal an additional 1d6 damage. You may decrease damage by 1d6 to add 1d4 to your attack roll. After using this, the user takes 10 lightning damage.


Thunderbolt

Cost: 5 Chakra

Range: 5 foot radius

Holding two metal weapons above your head, you create a shockwave of lightning in your immediate vicinity. All creatures within range must attempt a Constitution saving throw, taking 2d4 lightning damage and being pushed 5 ft. away from you on a failure, or taking half as much damage on a success.


Depth Charge

Cost: 10 Chakra

As a reaction to being hit with a melee attack, you channel lightning chakra through your body harmlessly into their's, very harmfully. They must attempt a Constitution saving throw, being thrown 20 feet from you and taking 2d8 lightning damage on a failure, or moving half as far and taking half as much damage on a success.


Black Panther

Cost: 30 Chakra

You fire forward a blast of black lightning that takes the form of a black panther. Each creature in a 20 ft. by 80 ft. line must make a Dexterity saving throw, taking 6d12 force damage, or half as much damage on a success.


Indra’s Arrow

Requirements: Indra Susano’o

Range: 90 ft. x 15 ft. line

Cost: 35 chakra

You focus all of your supreme visual prowess into a single chidori through your susano’o’s weapon, firing a bolt of lightning. All creatures within range must succeed a Constitution saving throw. On a failure, they take 30d12 lightning damage. On a success, they take half as much.

Water Style Unique Jutsu

The following jutsu require the user to be able to use Water Style jutsu, and benefit from the user having affinity in it.


Hydrification Jutsu

Cost: 7 chakra

Duration: 1 minute

As an action, you gain the ability to transform into or out of a liquid form once per turn. In this form, you gain immunity to bludgeoning, slashing, and piercing damage, but vulnerability to to lightning and fire damage and can squeeze through any space, no matter how small. After 1 minute of this being active, you return to your solid form.


Feeding Shark

Cost: 7 chakra

Duration: 1 minute concentration.

While in at least 3 feet of water, you may create 1 shark out of chakra. You may double this jutsu’s cost to make it a bull shark, or triple it to create a giant shark. This shark acts on your turn and is controlled by you. You may use this multiple times on the same turn.


Great Shark Bullet

Cost: 8 chakra

As a reaction, you create a massive shark out of chakra. If a creature was casting a spell or jutsu, they must succeed a Dexterity saving throw using their spellcasting modifier. On a failure, they do not use the jutsu and you regain a number of chakra equal to the amount of chakra spent or twice the level the spell was cast.


Instant Water

Cost: 3 chakra

As a bonus action or reaction, you convert your chakra into high speed water propelled from your feet. You move 15 feet in any direction, including straight up. You may double its cost to make an unarmed strike immediately after.


Water Dragon

Cost: 15 chakra

Duration: Concentration, 1 minute

Range: 60 feet

As an action, you can form a dragon from water. You can form and control up to 3 dragons at a time. Beyond being large, vulnerable to fire damage, immune to non-magical and cold damage, not being able to move, and having 90 hit points and 18 AC, it has the same statistics as you. It acts on your initiative and has the following actions:

  • Multiattack. It can make one bite attack and two claw attacks.
    • Bite deals 1d6 piercing damage
    • Claw deals 1d4 slashing damage
  • Grapple. The dragon uses the grapple attack. While grappled in this manner, a creature can not breath.
  • Self Destruct. The dragon can be sacrificed, ramming itself into a target at high speeds as a ranged spell attack. The target is pushed 40 ft away and takes 8d8 cold damage on a successful hit.


Heavenly Weeping

Range: 30 feet

Cost: 5 Chakra

The user kneads Water Style chakra in their mouth into senbon and spits them at a creature within range as two ranged spell attacks. On a hit, they each deal 1d6 magical piercing damage. This jutsu can be used even if the user is restrained or incapacitated, but not unconscious


Soap Bubble Ninjutsu

Range: 60 feet

Duration: 1 minute

Cost: 15 Chakra

You exhale a 15 foot radius cloud of bubbles. Once per turn per creature when a creature spends more than 10 ft. of movement while with this area, they must succeed a Dexterity saving throw. On a failure, they take 2d6 bludgeoning damage as they rupture a slew bubbles with explosive force. If you have Acid Style, you may make this an Acid Style jutsu, making it deal acid damage.


Water Spikes

Range: 15 feet, 90 feet in water

Cost: 7 Chakra

You form a set of spikes made of water. If you can touch a water source, including rainfall, you may extend this jutsu's range. One creature within range must succeed a Dexterity saving throw or take 3d6 magical piercing damage.


Giant Vortex Jutsu

Range: 20 ft. x 120 ft. line

Cost: 20 Chakra

You unleash a torrent of water. All creatures within range must attempt a Dexterity saving throw. On a failure, they take 3d12 cold damage, are knocked prone, and lose their next action coughing up a copious amount of water. On a success, they take half as much damage and are knocked prone. This jutsu is also known as the Great Waterfall Jutsu.


Steaming Danger Tyranny.

Cost: 15 Chakra

The user creates a unique shadow clone that has twice the user's movement speed that constantly generates heat that is Small. Every time it moves at least 30 ft. on one of its turns, its size increases by 1 category. It may only use its action to detonate. Upon doing so, all creatures in a certain radius must succeed a Dexterity saving throw, taking the following damage on a failure or half as much on a success.

  • If the clone is Small, all creatures within 10 feet take 2d6 acid damage.
  • If the clone is Medium, all creatues within 10 feet take 2d8 acid damage.
  • If the clone is Large, all creatures within 15 feet take 2d10 acid damage.
  • If the clone is Huge, all creatures within 20 feet take 2d12 acid damage.
  • If the clone is Gargantuan, all creatures within 20 feet take 4d6 acid damage.


Medical Water Style: Jellyfish

Requirements: Path of the Healer

Duration: 24 hours

Cost: 1-15 chakra

You attach a jellyfish made of chakra to a creature of your choice. They heal 1d4 hit points at the end of each of their turns (once every six seconds) a number of times equal to the amount of chakra stored.


Medical Water Style: Water Mosquito

Requirements: Path of the Healer

Cost: 5 chakra

You create a swarm of water mosquitoes that swarm a creature of your choice within 5 feet. They lose the poisoned condition and any other effects gained from poison in their bloodstream.

Earth Style Unique Jutsu

The following jutsu require the user to be able to use Earth Style jutsu, and benefit from the user having affinity in it.


Mud Wall

Cost: 4 chakra

As a reaction to being attacked with a range attack, you quickly unearth a wall of loose dirt, granting you three-quarters cover until the end of your next turn.


Mud Wolves

Requirements: Water Style

Cost: 3 chakra

Duration: 1 hour

You weave your chakra into a 10 ft. radius area of earth. For this jutsu’s duration, if a creature enters this area, you become aware of it, but not the specifics of the creature, and you may choose to create a wolf anywhere within this area. It can not leave a 20 ft. radius area centered on the original radius’s area.


Earth and Stone Dragon

Cost: 10 chakra

Duration: Concentration, 1 minute

Range: 60 feet

As an action, you can form a dragon from the earth below you that is medium or larger. You can form and control up to 3 dragons at a time. Beyond being large, vulnerable to fire damage, immune to non-magical damage, not being able to move, and having 90 hit points and 18 AC, it has the same statistics as you. It acts on your initiative and has the following actions:

  • Multiattack. It can make one bite attack and two claw attacks.
    • Bite deals 1d8 piercing damage
    • Claw deals 1d6 slashing damage
  • Grapple. The dragon uses the grapple attack. While grappled in this manner, a creature can not breath.
  • Earth Dragon Bullet (Recharge 5-6). The dragon exhales 3 globs of mud, each with a range of 60 feet. Each targeted creature must succeed a DC 17 Dexterity saving throw. On a failure, they take 2d6 bludgeoning damage and are restrained until the end of their next turn.
  • Self Destruct. The dragon can be sacrificed, ramming itself into a target at high speeds as a ranged spell attack. The target is pushed 40 ft away and takes 4d8 bludgeoning damage on a successful hit.


Rock Armor

Cost: 8 chakra

As a reaction or bonus action, you form your chakra into a sleek, transparent covering of stones. You gain +5 AC until the end of your next turn.


Rock Weapon

Cost: 3 chakra

As a bonus action, you cover your weapon or fists in sturdy rocks. Until the end of your next turn, your attacks deal an additional 1d4 bludgeoning damage.


Rock Gun

Cost: 4-12 chakra

Range: 30ft

You fire a bullet-sized piece of rock out of your mouth. Every creature within a 10 foot radius of where you fired the bullet must attempt a Dexterity saving throw as the bullet expands into a boulder. On a failure, they take 4d6 bludgeoning damage and are restrained. On a success, nothing happens. You may spend 2 additional chakra to increase this jutsu and the boulder‘s range by 5 feet.


Rock Clone Jutsu

Requirements: Shadow Clone

Cost: 1 chakra

When creating shadow clones, you may imbue each of them with earth style chakra for 1 chakra. Clones under this effect have 15 hit points.


Earth Golem

Cost: 7 chakra

Duration: 6 hours

You create a massive golem out of stone and infuse it with your chakra, changing its size to small and removing the Berserk feature. It acts on your turn and is controlled by you. You may use this jutsu again or increase its cost by 7 to increase the golem’s size category by 1.

Wind Style Unique Jutsu

The following jutsu require the user to be able to use Wind Style jutsu, and benefit from the user having affinity in it.


Spiralling Wind Sphere

Cost: 2 chakra

Range: 15 feet

As an action or bonus action, the user hastily exhales a ball of air and hurls it at a creature within range as a ranged spell attack. On a hit, they take 1d4 thunder damage. This attack has advantage against creatures without chakra detection, blindsight, or truesight.


Blade of Wind

Cost: 4 chakra

Range: 10 feet

The user creates a razor-sharp air current with their fingers. On a hit, this spell attack deals 2d6 thunder damage. This attack has advantage against creatures without chakra detection, blindsight, or truesight.


Great Sickle Weasle

Requirements: Blade of Wind

Cost: 10 chakra

Range: 25 foot cone

The user creates numerous blades of wind. If a creature fails a Dexterity saving throw, they take 2d8 thunder damage and 2d8 magical slashing damage. Creatures without chakra detection, blindsight, or truesight have disadvantage.


Great Cast Net

Requirements: Great Sickle Weasel

Cost: 20 chakra

Range: 15 foot wide, 45 foot line

The user creates a lattice of wind blades. If a creature fails a Constitution saving throw, they take 3d8 thunder damage and 3d8 magical slashing damage, and are restrained for 1 minute. If they succeed the saving throw, they take half damage and are not restrained. They may retry this saving throw at the end of each of their turns. Creatures without chakra detection, blindsight, or truesight have disadvantage.


Pressure Damage

Cost: 12 chakra

Range: 30 foot radius

You create a massive dome of swirling wind. Every creature within range must succeed a Dexteirty saving throw. On a failure, they 6d10 thunder damage and become prone. On a success, they take half as much and are not prone.


Sand Buckshot

Cost: 6+ chakra

Range: 30 feet

You create 3 bullets of sand and launch them at high speeds. Each bullet can be directed at a creature dealing 1d4 magical piercing damage per bullet. You may spend 2 chakra to fire 1 additional bullet.


Shield of the Wind Count

Cost: 12+ chakra

As a reaction, when you are targeted by a spell or Jutsu that deals damage, you erect a wall of swirling chakra that redirects it at the caster. The spell or Jutsu uses the spell attack modifier and save DC of the original caster. When you roll for damage, you can increase the damage die by 1 for every 2 additional chakra spent.


Haze Clone Jutsu

Cost: 2 chakra

When you create shadow clones, you may reduce all clones created’s base cost by 1. In return, they become intangible, unable to be damaged and unable to deal damage. They remain indistinguishable from you.

Yin Style Unique Jutsu

Living Corpse Reincarnation.

Cost: 30 chakra

Your body dies instantly as your mind invades another humanoid within 15 feet’s. They must succeed a DC 20 + your Charisma modifier Charisma saving throw. On a failure, you take control of their body. On a success, your mind lays dormant within theirs. You loose any racial features related to your old body’s physique, such as Powerful Build, and gain your hosts. You loose any Dōjutsu your old body had, and gain any your new body has. During a long rest, you can attempt a DC 10 saving throw to retain any proficiencies or Jutsu your host had. You must succeed a separate save for each proficiency or Jutsu. This can only be used once, regaining use after 3 years. After 3 years of using this Jutsu, you permanently loose 10 maximum hit points. If your hit point maximum is 0, you die instantly. After moving to a new body, your maximum hit points return to normal.

Yang Style Unique Jutsu

White Snake Jutsu

Cost: 5 chakra

Duration: 1 minute

As a bonus action, until the end of your next turn, your limbs and neck become elastic. Your unarmed strike reach increases by 5 feet, and you count as 1 size smaller when squeezing. This Jutsu does not require hand seals.


Butterfly Mode

Requirements: Path of the Body

You gain the ultimate power the path of the body has to give. As a bonus action, you sprout butterfly wings made of chakra. You may end this effect as a bonus action. While in this form, you gain the following:

  • You gain a +1 bonus to AC.
  • You gain a +10 bonus to your movement speed.
  • You gain a +2 bonus to attack and damage rolls.
  • You lose 3 chakra points or gain 1 level of exhaustion at the end of each of your turns.


Fission Technique

Requirements: Shadow Clone Jutsu

Cost: 0 Chakra

When you create shadow clones, instead of spending chakra, you instead divide your chakra and hit point maximums evenly. They can not be dispelled, and they are not destroyed when you fall unconcious. When a clone is destroyed, its maximums are divided evenly among the remaining clones at the end of their next long rest.

Wood Style Unique Jutsu

The following jutsu require the user to be able to use Wood Style jutsu, and benefit from the user having affinity in it.


Sage Art: Wood Style: Shinsu Senju

Requirements: Sage Mode

Cost: 40 chakra

As a full turn action, you create the Shinsu Senju within 180 feet of you. For 20 chakra cost, you may make it make a pummel attack.


Wood Style: Great Forest

Cost: 3 chakra

Duration: 1 minute

As a bonus action, you transform your arms into pillars of wood. You can not weave hand seals with that hand or cast spells with somatic components with that hand, but your unarmed strikes gain 10 feet of reach and you may grapple creatures an additional 10 feet away. Additionally, your unarmed strikes deal your choice of magical bludgeoning, slashing, or piercing damage. You may spend 1 chakra point to end this jutsu’s effects early.


Transmission Wood

Cost: 3 chakra

Duration: 72 hours

You create a small wooden seeds that constantly transmits a minuscule amount of chakra that allows you to know the distance and direction of it over any distance. Creatures, even those with the ability to sense magical effects, must succeed a DC 18 Investigation check to find it.


Mayfly

Cost: 7 chakra

Duration: 1 minute

As a bonus action or reaction, you make your body and all items you are carrying able to pass through objects. This does not stop you from being able to deal or take damage. Additionally, while completely submerged in an object, you gain 15 feet of movement speed. You may end this effect early as a bonus action.

Lava Style Unique Jutsu

The following jutsu require the user to be able to use Lava Style, and benefit from the user having affinity in it.


Rubber Sphere

Cost: 5 Chakra

Range: 30 foot line

Duration: 1 minute

You form a ball of rubber in your hand and throw it, making a ranged spell attack against any creatures in range, taking 2d4 bludgeoning damage on a hit. At the beginning of your next turn, if it hit a solid surface, it reflects against it in a direction determined by rolling 1d4, reroll 4s. On a 1, it reflects in a 45 degree angle to the left. On a 2, it reflects in the opposite direction it was traveling. On a 3, it reflects in a 45 degree angle to the right. It travels in a line with its remaining range +15 feet. One ball can bounce multiple times.


Lava Style Chakra Mode

Cost: 5 Chakra

Duration: 1 minute

You envelope your body in molten, glowing rock. Your unarmed attack dice increase from d4s to d6s. If you miss an unarmed strike, you still deal half as much damage. If a creature hits you with a melee attack, you make an unarmed strike, dealing half as much on a hit, and one fourth as much on a miss.

Explosive Style Jutsu

C4

Cost: 4 Chakra

Range: 45 feet

Duration: 5 minutes

The user creates a massive explosive clay clone of themselves that explodes into a cloud of microscopic bombs. Any creatures of their choice in a 30 foot radius must attempt a Wisdom or Dexterity saving throw. On a failure, they take 2d8 Force damage. All creatures within the area must hold their breath or take 2d8 at the beginning of each of their turns.


C3

Cost: 20 Chakra

Range: 180 foot radius

The user creates a statue of explosive clay and drops it. All creatures within range from the closest surface directly below them must succeed a Constitution saving throw. On a failure, they take 15d8 force damage. On a success, they take half as much. This deals twice as much damage to objects.


C2

Cost: 8 Chakra

Range: 5 feet

Duration: 1 minute

The user creates a dragon made of explosive clay that acts on their turn. It has 15 hit points, can't speak, and has no actions. At will, the user can detonate it. All creatures within 15 feet of the dragon must succeed a Dexterity saving throw. On a failure, they take 4d6 force damage. On a success, they take half as much.


C1

Cost: 1 Chakra

Range: 30/60 feet

As a ranged attack roll, the user creates a small, somewhat-living object out of explosive clay. On a hit, the user takes 2d4 fire damage.


C0

Range: 180 foot radius

The user transforms their entire body into a bomb. All creatures within range must succeed a Constitution saving throw. On a failure, they take force damage equal to your remaining hit points. On a success, they take half as much. This deals twice as much damage to objects. After using this jutsu, you are killed instantly.


Cloud-Style Kenjutsu

As kenjutsu, the following jutsu can only be used by a creature wielding a weapon.

Crescent Moon Beheading

Range: 15 foot cone

Cost: 5 Chakra

As an action or bonus action, the user slashes in a massive arc. Every creature within range must attempt a Dexterity saving throw. On a failure, creatures take twice the user's weapon damage. On a success, they take half as much.


Deception Beheading

Cost: 4 Chakra

The user feigns an attack before using the body flicker technique to appear behind the target, making an attack with the weapon with advantage.


Reverse Beheading

Cost: 2 Chakra

As a reaction, the user makes a weapon attack against a creature. On a hit, they take half as much damage.

Super Tailed Beast Rasenshuriken

Almost undoubtably the most powerful techniques a Jinchuriki can master is the Super Tailed Beast Rasenshuriken. Each Tailed Beast has a unique Rasenshuriken. A Jinchuriki of the Ten-Tails gains all of the following. If used while in Sage Mode, the following Jutsu gain a range of 60 feet, and you automatically succeed the Constitution saving throw.

Magnet Style Rasenshuriken

Cost: 20 chakra

Requirements: Shukaku’s Jinchuriki or Magnet Style

Range: Touch

You cover the ball of your Rasenshuriken with black markings made of metallic dust. On a hit, the target takes 14d4 + your Intelligence modifier magical bludgeoning damage. You and the target must make a Constitution saving throw, losing the ability to cast spells or Jutsu on a failure. This effect can be cured by greater restoration. Additionally, if the target fails this saving throw, they become restrained for 5 minutes. They may retry this saving throw at the end of each of their turns, no longer being restrained on a success.


Blue Fire Rasenshuriken

Cost: 20 chakra

Requirements: Matatabi’s Junchuriki or Fire Style affinity

Range: Touch

The ball of your Rasenshuriken become a spherical tornado of blue flames. On a hit, the target takes 20d4 + your Intelligence modifier fire damage as their body bursts into flames. You and the target must make a Constitution saving throw, taking 2d8 fire damage and losing the ability to cast spells or Jutsu on a failure. This effect can be cured by greater restoration.


Deep-Sea Rasenshuriken

Cost: 20 chakra

Requirements: Isobu’s Jinchuriki or Water Style affinity

Range: Touch

The ball of your Rasenshuriken becomes a stable ball of water. On a hit, the target takes 20d4 + your Intelligence modifier cold damage. You and the target must make a Constitution saving throw, becoming stunned until the end of their next turn and losing the ability to cast spells or Jutsu on a failure. This effect can be cured by greater restoration.


Lava Style Rasenshuriken

Cost: 20 chakra

Requirements: Son Gokū’s Jinchuriki or Lava Style affinity

Range: Touch

The ball of your Rasenshuriken becomes molten rock as plumes or smoke billow around it, becoming swept up in the blades. On a hit, the target loses 20d4 + your Intelligence modifier maximum hit points. You and the target must make a Constitution saving throw, losing the ability to cast spells or Jutsu on a failure. This effect can be cured by greater restoration.


Vapor Style Rasenshuriken

Cost: 20 chakra

Requirements: Kokuō’s Jinchuriki or Vapor Style affinity

Range: Touch

Your Rasenshuriken becomes a massive, twisting ball of burning steam. On a hit, the target takes 20d4 + your Intelligence modifier Fire damage as the water inside their body instantly evaporates. You and the target must make a Constitution saving throw, losing the ability to cast spells or Jutsu on a failure. This effect can be cured by greater restoration. Additionally, if the target fails, they take 4d4 additional damage from all sources for 1 minute. They may retry this saving throw at the end of each of their turns, ending this effect early on a success.


Bubbling Rasenshuriken

Cost: 20 chakra

Requirements: Saiken’s Jinchuriki or Acid Style affinity

Range: Touch

You spread bubbles of acid across your Rasenshuriken. On a hit, the target takes 20d4 + your Intelligence modifier acid damage as the bubbles burst, corroding anything they come in contact with. You and the target must make a Constitution saving throw, losing the ability to cast spells or Jutsu on a failure. This effect can be cured by greater restoration. Additionally, if the target fails this saving throw, their AC is decreased by -2 for 1 minute. They may retry this saving throw at the end of each of their turns to end this effect early.


Insectoid Rasenshuriken

Cost: 20 chakra

Requirements: Chōmei’s Jinchuriki

Range: Touch

You spread various natural poisons throughout your Rasenshuriken, with blue, liquid poisons swirling atop and below the blades while brown, dusty poisons concentrate in the middle. On a hit, the target takes 20d4 + your Intelligence modifier Poison damage. You and the target must make a Constitution saving throw, losing the ability to cast spells or Jutsu on a failure. This effect can be cured by greater restoration. Additionally, if the target fails this saving throw, they become poisoned for 1 minute. They may retry this saving throw at the end of each of their turns, ending this effect early on a success.


Inky Rasenshuriken

Cost: 20 chakra

Requirements: Gyūki’s Jinchuriki

Range: Touch

The ball of your Rasenshuriken becomes a ball of black ink, with occasional bands of ink escaping and swirling around the jutsu. On a hit, the target takes 18d4 + your Intelligence modifier Thunder damage. You and the target must make a Constitution saving throw, losing the ability to cast spells or Jutsu on a failure. This effect can be cured by greater restoration. Additionally, if the target fails this saving throw, they become blinded for 1 minute. They may retry this saving throw at the end of each of their turns, ending this effect early on a success.


Overwhelming Rasenshuriken

Cost: 20 chakra

Requirements: Kurama’s Jinchuriki

Range: Touch

You supercharge your Rasenshuriken with the immense chakra of the strongest tailed beast. On a hit, the target takes 28d4 + your Intelligence modifier Thunder damage. You and the target must make a Constitution saving throw, losing the ability to cast spells or Jutsu on a failure. This effect can be cured by greater restoration.

Other Unique Jutsu

Sealing Jutsu

Cost: 20 chakra

As an action, you must first write a seal on a humanoid using ink. This seal lasts for 12 days or until it is removed as an action. You target one creature and the humanoid the seal. You must then succeed a DC 25 Constitution saving throw. On a failure, you die. On a success, you gain two levels of exhaustion and the creature is sealed inside the humanoid, which is unconscious for 1d10 hours. After a creature has been sealed, the only way to remove the seal is with this Jutsu.


Five Elements Seal

Cost: 25 Chakra

You burn a five-pointed seal into a creature's body. Their chakra point maximum is decreased by 12 points or they lose access to one non-dojutsu implantable subclass of your choice. This jutsu may be cast on the same creature multiple times, but can only be effected by each effect one. This can only be undone by a cast of this jutsu or the Creation of All Things jutsu.


Five-Seal Barrier

Cost: 20/40 Chakra per tag

You place a large chakra tag to a surface. Individually, each tag is useless, but when two or more tags are placed, they create an indestructible wall extending from tag to tag. Each tag's wall can only extend to one tag in a straight line. The user may spend 40 chakra to have the tags create a clone of of the creature that removed the tag upon doing so.


Four-Corner Sealing Barrier

Cost: 60 Chakra

Range: 60 ft. radius

Up to four creatures within a 10 ft. radius fuel any amount of their chakra into a single seal, so long as the total amount matches its cost. After focusing their chakra for 1 minute, the seal extends to its full size, where they four creatures select a single creature. The creature must succeed three Dexterity saving throws using the highest spell save DC among the creatures or they are teleported to a pocket dimension.


Flying Raijin Jutsu

Cost: 10 chakra to place a seal, 5 chakra to teleport

To use this Jutsu, you must first create a seal for 30 gp. This seal can then be placed on any creature or object for 10 chakra. As a bonus action or a reaction to being targeted by an attack, spell effect, or mild annoyance, you can teleport to a target bearing this seal.

Teleporting with this Jutsu requires no hand seals.


Decapitating Airwaves

Cost: 1 Chakra

At part of an unarmed strike, you may increase its reach by 5 feet and change its damage type to thunder damage.


Resonating Echo Drill

Cost: 5 Chakra

Range: 45 feet

As a ranged spell attack, you assault a creature’s senses with sound. On a hit, they spend their next action violently vomiting. This attack has disadvantage against creatures that are larger than Medium. This attack has advantage against creatures within 5 feet.


Kamui Synchronization

Requirements: Kamui ability from the 15th level Mangekyō feature

Cost: 5 chakra (as reaction), 30 chakra (to create a portal)

As a reaction to someone casting a space-time Ninjutsu, an inter-planar travelling spell or ability, you synchronise your Kamui with their Jutsu and teleport alongside them to their destination, be it on the current Plane of Existence or another.

Additionally, as an action for 30 chakra you create an opening to a Plane of Existence that you have visited before. This rip in space opens instantly and stays open until the end of your next turn or for 6 seconds if outside of combat, allowing you and any other creatures to travel across existence itself.


Particle Style

Cost: 20 chakra

Requirements: Earth, Wind, and Fire chakra natures.

In exchange for your movement, action, and bonus action, you launch chakra in a 60 foot line. Every creature targeted by this spell must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 force damage. If this damage reduces the target to 0 hit points, it is disintegrated on a molecular level. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine grey dust. The creature can be restored to life only by means of a true resurrection or a wish spell.

This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell.


Super Beast Imitating Drawing.

Cost: CR + 3 chakra

Duration: 1 minute

Components: A scroll, an ink well, a quill or other writing utensil.

You draw a creature with a CR no greater than your level and infuse it with your chakra, bringing the creature to life. These creatures must be beasts or monstrosities and can not have legendary actions. Creatures summoned are charmed by you, and dissipate after the duration ends. Summoning 2 medium or larger creatures, 4 small creatures, or 8 tiny creatures empties an ink well.


Darkness Wave.

Cost: 5 Chakra

Range: 90 foot cone

With a wave of your hand, you send a shockwave of dark chakra across the battlefield. All creatures within range must succeed a Constitution saving throw. On a failure, they take 1d4 damage.


Revival Fist.

Cost: 10 Chakra

You create a wall of chakra in front of you, gaining full cover in one direction of your choice. Until the beginning of your next turn, you can not take reactions. At the beginning of your next turn, you release a 15 foot cone of chakra, forcing every creature in range to attempt a Dexterity saving throw. On a failure, they take 3d8 necrotic damage.


Black Tornado.

Duration: 1 minute

Cost: 5 chakra

As an action, you and up to 4 other friendly creatures, including shadow clones and Rinne Six Paths corpses, stack on top of one another. Every creature involved occupies the same 10 ft. by 10ft. space using the highest movement speed among the creatures -10 feet. Once per turn, each creature can make a melee attack against a creature without using an action or reaction.


Bloody Mist Sword Art: Bone Mutilation

Cost: 8 Chakra

Range: 15 feet

Duration: 1 minute

The user impales numerous chakra spikes into a target's body. They must attempt a Constitution saving throw. On a failure, they take 2d8 magical piercing damage and lose 1d4 chakra or maximum hit points at the end of their turn, their choice. On a success, they take half as much damage. They may retry this saving throw at the end of each of their turns, ending this effect early.


Infinite Tsukuyomi

Requirements: Rinne Sharingan

Cost: 60 chakra

This can only be used during the full moon. As a full turn action, you cast Tsukuyomi using your Rinne Sharingan on the moon, reflecting its appearance onto it for as long as it is active. Every creature on the planet that is not Undead, bears the Rinnegan, or is shielded in the Susano’o of someone who bears the Rinnegan is paralyzed and experiences a dream in which the world is perfect by their individual standards. A creature can only be freed if, as an action or bonus action, a creature within 5 feet that can use both Yin Style and Yang Style. While a planet is under the effects of Infinite Tsukuyomi, your chakra point maximum increases by 155, and you regain 20 chakra points at the end of your turn.


Impure World Reincarnation

Range: 15 feet

Cost: 15+ chakra per target.

As an action, you target an amount of living humanoids that are paralyzed, restrained, or unconscious. Using chakra, you channel the soul of a dead humanoid who’s DNA you have into the body, reshaping it to resemble them in any point of their life of your choosing. The body becomes the resurrected creature entirely and is restored to its maximum hit points. This counts as casting true resurrection for the sake of overcoming limitations. After being resurrected in this manner, their type becomes Undead and you may choose to either allow them to act on their own initiative count independently, or control them directly on your initiative count. Switching between levels of control requires an action. A creature who is under the effect of this jutsu may break your control as an action for twice the amount of chakra you spent. A creature that knows this jutsu must spend an equal amount. This technique is also referred to as the Edo Tensei.


Healing Bite Jutsu

Cost: 2+ chakra

As an action, you can line a part of your body with a creature’s mouth, allowing them to bite you. Alternatively, a creature that knows about this jutsu can use their action to bite you. You take 1d4+ their Strength modifier piercing damage. A friendly creature deals half as much damage. After this, they may force you to lose any number of chakra points, healing them for a number of d4 equal to chakra points lost.


One's Own Life Reincarnation

Cost: 45 chakra

The caster weaves a massive amount of chakra into a creature that has been dead for no longer than 72 hours. The creature is no longer dead and is returned to their maximum hit points. The caster may replace this jutsu's chakra cost with dying instantly after the jutsu is cast.


Burning Ash

Cost: 14 chakra

Range: 30 feet

Duration: 1 minute

This jutsu benefits from fire style Affinity. As an action, you exhale a 20 foot sphere of ash. 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. As a bonus action, for 1 chakra point, you can move the cloud 15 feet in any direction.

If the cloud comes in contact with fire, it ignites. Every creature within the cloud takes 8d10 fire damage and the cloud ceases to exist.


Tsuchigumo Style: Forbidden Life Technique Release: Creation of Heaven and Earth

Cost: 10 Chakra

The user forms a seal on another creature it can touch. Once per hour, that creature gains 2 chakra points, even if they can not use chakra. This can extend above a creature’s chakra point maximum, and they are not lost at the end of a long rest. This chakra can’t be used by the creature it is sealed in, but the creature that used this jutsu may cast jutsu from the seal using both the sealed creature’s chakra and their own.


Fury

Range: 5 mile radius

Cost: 100 chakra

This jutsu can only be used from a Tsuchigumo Style: Forbidden Life Technique Release: Creation of Heaven and Earth seal. The creature releases a massive blast of pure chakra. Every creature within range must succeed a Constitution saving throw with disadvantage. On a failure, they take 20d10 force damage. On a success, they take half as much.


Reaper Death Seal

Range: 15 feet

Cost: 20 Chakra

You call upon the power of the reaper of souls, creating a ghostly apparition of the being behind you, which then removes your soul. Both you and the target become paralyzed, and they must attempt a death saving throw at the beginning of each of their next turns until they succeed or fail 3 times, regardless of their current hit points. Regardless of the outcome, you die instantly and they lose their ability to cast spells and jutsu. At the end of a long rest, they may attempt a Wisdom or Intelligence saving throw. After 3 successes, they regain their ability to cast spells and jutsu. Creatures killed by this jutsu must have their souls freed from a mask bound to the reaper’s soul, of which only one exists, before they can be resurrected by any means.


Fūjin and Raijin Jutsu.

Requirements: See Below

Range: 30 ft.

Duration : concentration (1 minute)

Cost: 30 chakra

You and another creature, which can include a shadow clone, must be within range of each other. As an action, one creature who can use Wind Style creates a massive tornado with a radius of 15 feet. As a reaction upon this happening, the other creature who can use Lightning style channels electricity into it. These creatures can no longer move or take actions, but can control the tornado, which moves at a speed of 60 feet. Once per turn, if the tornado passes through a creature or vice-versa, they take 3d6 thundering damage and 3d6 lightning damage. If either creature loses concentration, the tornado dissipates and this jutsu ends.


Scale Powder.

Range: 60 feet

Cost: 4 chakra

All creatures within 60 feet must succeed a Wisdom saving throw. On a failure, they are blind until the beginning of your next turn.


Red Yang Formation.

Range: Touch

Duration: Concentration, 1 minute

Cost: 20 chakra/Wall

The user produces a blast of red light that is then shaped into a massive barrier of transparent red light. The wall is between 10 and 60 feet wide and up to 200 feet tall. They have 300 hit points and an AC of 20. You must touch the wall to concentrate on it. If you have Truth-Seeking Orbs, you can sacrifice one to allow yourself to concentrate on 6 walls at a time so long as the walls touch and reduce each wall’s cost by 5 chakra. If you have Black Recievers from the Outer Path, you may concentrate on 1 wall per reciever so long as the walls touch and reduce each wall’s cost by 3 chakra.


Cell Activation

Requirements: Path of the Healer

Cost: 16 Chakra

You simultaneously activate every cell in a creature you can touch’s body. You either reduce their levels of exhaustion by 1, remove 1 condition of your choice, one curse (including attunement to cursed items), 1 ability score reduction, or 1 effect reducing their maximum chakra or hit point maximum.


Yin Healing Wound Destruction

Requirements: Path of the Healer

Cost: 8 Chakra

You predict where your opponent will strike, preemptively healing it before it is injured. As a reaction when you are targeted by an attack by a creature you are aware of, you take half as much damage from that attack.


Seven Heavens Breathing Method.

After training your lungs to be able to hold more than four times the average human’s air, you may inhale a large amount quickly to bolster your body as an action. You may stack this jutsu’s benefits up to three times. You may end the effects of 1 use of this jutsu’s benfits as an action or bonus action. You may benefit from this and the Path of Youth’s Gates at the same time. While in this form, you gain the following:

  • You 5 temporary hit points.
  • You gain a +1 bonus to AC.
  • You gain a +5 bonus to your movement speed.
  • You gain a +2 bonus to attack and damage rolls.
  • You lose 1d4 hit points at the end of each of your turns.


Welcoming Approach: Thousand-Armed Murder.

Cost: 12 chakra

As a bonus action, you create an angelic, thousand-armed being from your chakra. Until the beginning of your next turn, when you take the attack action, you can not make ranged or weapon attacks, but your unarmed strikes gain an additional 15 feet of reach and you may attack 3 additional times.


Jashin Ritual.

Duration: 1 minute

Cost: 5 chakra

You must create a 10 foot radius symbol on the ground using blood. Then, as a bonus action on the same turn as dealing damage to a creature using a melee attack, you can consume their blood. This does not work against Constructs or Undead. For this Jutsu’s duration, any damage dealt to you deals equal damage to the creature who’s blood you consumed.


Body Revival.

Duration: 1 minute

Cost: 7 Chakra

Technically categorized under medical ninjutsu, this jutsu allows the user to manipulate the process of "destruction and rebirth" in muscles. You regain 4 hit points at the end of each of your turns, gain +3 damage reduction, and your unarmed strikes deal 1d4 additional damage.


Vapor Style: Unrivaled Strength

Requirements: Vapor Style

Cost: 5 chakra

As a bonus action, you heat your chakra to the boiling point. You must spend at least 3 chakra at the beginning of each consecutive turn to maintain the following benefits, gaining a second stack of them for every 3 additional chakra spent:

  • You deal an additional 2d4 fire damage from all sources.
  • Your movement speed increases by 10 feet.


Drunken Fist

Cost: 10 Chakra, 1 bottle of alcohol

Duration: 1 minute

On top of the normal effects of alchohol, a master of Taijutsu can channel their intoxication into their movements. Your melee attacks have disadvantage, you can not use jutsu or cast spells not granted by the Path of Youth, attacks against you have disadvantage, and your unarmed strikes deal twice as much damage.


Talk no Jutsu

Requirements: Charisma 20

Range: 30 feet

Cost: 20 chakra

As a full turn action, you transpose yourself into the mind of another creature that is hostile to you. You set forward your beliefs, and they set forward theirs. They must attempt Charisma saving throws. If they fail, their alignment changed to your, and they become an ally.

Optional Rules

In this section, you will find optional rules that alter the way the class is played. This section is meant for additional rules that alter the class, without forcing these rules on everyone (hence they are optional).

Random Natures and Kekkei Genkai Limit

This class offers freedom of choice regarding some abilities the same way spellcasting classes offer freedom to decide which spells you pick (limited by your class' spells list). However, you and/or the DM may want a more realistic approach in character creation where the character gets a random set of abilities at birth instead of ones chosen by the player. Here is an optional rule if this is what you're after:

  • In character creation, roll a d6. The results will determine your Chakra Nature at 2nd level.
1 2 3 4 5 6
Earth Style Fire Style Lightning Style Water Style Wind Style Kekkei Genkai

Getting a 6 means you are born with a Kekkei Genkai. Roll a d8, the result will be your Kekkei Genkai. On a 1 you roll again, you do not get two Kekkei Genkai.

1 2 3 4 5 6 7 8 9 10
Re-roll Explosive Style Ice Style Lava Style Magnet Style Scorch Style Storm Style Vapor Style Wood Style Swift Style

On top of gaining the Kekkei Genkai at 2nd level, you also learn both Chakra Natures required for its use as explained in the Kekkei Genkai's description. (i.e. You learn Earth and Lightning on top of Explosive style.)

  • You can only have 1 Kekkei Genkai in this optional rule (not including the subclass ones). Learning the required Chakra Natures for a Kekkei Genkai won't let you access its capabilities (i.e. If you already have Explosive Style, you cannot learn Storm style even if you have both Water and Lightning styles.)

Blaze and Yin Yang style aren't included because of their requirements. In this optional rule, Blaze style is automatically unlocked when either of its requirements are achieved while Yin Yang would have to be chosen at 15th level as usual.


Fewer Kekkei Genkai

This optional rule is primarily meant for shinobi-exclusive parties who want more variation between members, but also delectably brings a more canon-accurate take to Kekkei Genkai. In order to gain a Kekkei Genkai, you must fulfill the nature requirements and take it as a chakra nature.

Non-Linear Jutsu

This optional rule fulfills the same purpose as Fewer Kekkei Genkai, but for jutsu as a whole. Individual jutsu no longer have level requirements. When you gain a new Chakra Nature, you only gain its Basic Jutsu and one jutsu of your choice. You gain one jutsu of your choice every time you gain a level past 1st level. In the case of Basic Ninjutsu, you instead gain 2 jutsu. You gain one additional jutsu on even levels, and two additional jutsu (three in total) at 16th level.

This results in the 34 jutsu (halving Basic Ninjutsu) that a player would get otherwise, while stretching out how often they get them, integrating unique jutsu, and allowing high-chakra characters to become one-use cannons.

Chakra Regeneration

This optional rule explores the idea of the Shinobi being better at chakra control and buffs their ability to regain their chakra in a way more akin to the official source. This rule renders the Zen Master feat irrelevant, but makes the class a bit more fun to play.

Every time you finish a short rest, you regenerate an amount of chakra equal to Your Level + Intelligence Modifier. This stacks with the Overflowing Chakra Feat.

Chakra Exhaustion

This optional rule is intended to make playing a Shinobi much more tactical and accurate to the canon. While you have 0 chakra, except while at 1st level, you gain 1 level of exhaustion. Additionally, your chakra point minimum is decreased from 0 to negative your maximum. You gain 1 point of exhaustion for every fifth of your chakra maximum you spend below 0 points.

One Currency System

While chakra acts in a vacuum mechanically in 5e, in canon it is something of a universal lifeforce. This variant rule is intended to bring that concept into reality. Chakra can be converted into ki as an item interaction, loosing a number of chakra points and gaining half as much (rounded down) ki points. When converting ki into chakra points, also as an item interaction, you loose a number of ki points and gain twice as many chakra points. Spell slots can be converted into chakra by tripling their level and vice-versa. Psi points can be converted into chakra points by halving the amount (rounded down). This does not grant the ability to cast spells or use monk or mystic features if you do not already have them.

Cooperation Ninjutsu

With this variant rule, two creatures can cast a single jutsu. One creature uses their action, and the other creature uses their reaction. Both creatures must spend 2/3 of the jutsu’s cost. This additional cost does not applie to jutsu that already have rules for being cast by multiple creatures. This enables a jutsu with multiple chakra nature requirements to be cast, even if each user does not have both requirements, so long as the requirements are met across both players.

Gestalt Subclasses

Certain characters can not be completely encompassed in a single subclass, such as a Jinchuriki who also wields sand possessed by a lost loved one. This variant works only if every PC in the campaign uses it, and it results in complicated characters who may overwhelm newer D&D players with an abundance of options, and works best in smaller parties. A DM should take caution in using this variant rule, as only a handful of missteps can result in a Kāma wielding Jinchuriki with a Tensei Byakugan in one eye and a Rinne Sharingan in the other that is possessed by a loved one and can unlock the Eight Gates who just so happens to be a samurai.

At 4th level, players choose a second subclass. The level requirements for this subclass are increased by 1, save for their final feature which remains 20.

Homebrew Jutsu

This is a place for anyone to post their non-official fan-made Jutsu. Official, yet homebrewed Jutsu should go to Unique Jutsu.

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Sage Art: Truth-Seeking Tailed Beast Rasenshuriken

Requirements: Wind Style, Sage Art, Truth-Seeking Jutsu, Tailed Beast Enhancement

Range: 90 ft. x 15 ft. line

Cost: 35 chakra

You focus all of your physical ability into a single rasenshuriken. All creatures within range must succeed a Dexterity saving throw. On a failure, they take 15d12 + your Intelligence modifier thunder plus 15d12 force damage. On a success, they take half damage. This negates effects that reduce damage from Dexterity saving throws such as Evasion.


Lightning Style: Vanishing Rasenshuriken

Requirements: 16th level and Lightning Style Affinity

Cost: 15 Chakra

Range: 120 feet

This altered version of Rasenshuriken follows the same principles as Wind Release: Rasenshuriken but instead adds your lightning affinity to give it the same property as the Vanishing Rasengan.

As an action, you make a ranged spell attack that does not suffer from disadvantage at 5 feet. If the roll is higher than the target's passive perception, then you gain a bonus to the attack roll equal to the amount of chakra spent.

On a hit, the target takes 15d4 + your intelligence modifier Force damage from the impact of the Rasengan and 10d4 thunder damage from the following explosion. Anyone within 10 feet of the impact must make a constitution saving throw against the explosion. On a failed save, they take 2d8 lightning damage and lower their intelligence and dexterity scores by the resulting damage as lightning courses through them, shutting down their nerves as it makes its way through their central nervous system.

Creatures immune to lightning damage and/or who have an intelligence score of 1 automatically pass the saving throw. Creatures with resistance to lightning damage have advantage on the saving throw.

This effect is affected by Greater Restoration.


Earth Style: Twisting Rasengan

Requirements: 16th level and Earth Style Affinity

Cost: 15 Chakra

Range: 120 foot radius

As this is an Earth Style jutsu, you have Affinity in it. As an action, you form a rasengan out of earth style chakra and plunge it into the ground. Every creature within range must succeed a DC 18 + your Constitution modifier Dexterity saving throw. On a failure, the ground twists around them and they are restrained. They may reattempt this saving throw at the end of their turn. As an action, a creature can assist them, granting them advantage. They may also escape if the earth around them is moved or destroyed, such as with the Earth Style basic jutsu. As an action, you can force a creature affected by this jutsu to take 2d10 + your Intelligence modifier force damage, or as a bonus action for 1 chakra point.


Fire Style: Bursting Rasengan

Requirements: 16th level and Fire Style Affinity

Cost: 15 chakra

Range: 15 ft cone

As this is a Fire Style jutsu, you have Affinity in it. As an action, you make form a rasengan out of fire style chakra and burst it into dozens of much smaller rasengans. You make a ranged spell attack against every creature within range, dealing 2d8 + your Intelligence modifier fire. The target must succeed a Dexterity saving throw or burn.


Water Style: Raging Rasengan

Requirements: 16th level and Water Style Affinity

Cost: 15 chakra

Range: 60 x 25 foot line

As this is a Water Style jutsu, you have Affinity in it. As an action, you convert a rasengan formed from water style chakra into a torrential cyclone. Every creature within range must succeed a Dexterity saving throw, taking 3d10 cold + 3d10 slashing damage on a failure and are knocked prone. On a success, they take half as much and are not knocked prone.


Wood Style: Kakun’s Fifth Edict of Enlightenment

Requirements: Wood Style or Perfected Hashirama’s Cells

Cost: 15 Chakra

Range: 120 foot radius

You enter the mind of a creature with a bijuu sealed inside them. This can include yourself. Their bijuu must attempt a Charisma saving throw. On a failure, they are pinned down with large gates, allowing their Jinchuriki to use features as if they beat their bijuu in combat.


Scorch Style Chakra Mode

Requirements: Scorch Style

Cost: 10 chakra

Duration: 1 minute

You envelope your body in scorch style chakra. You have advantage in saving throws against gaining exhaustion as the chakra constantly relaxes and revitalizes, but does not heal, your body. Additionally, when you use a jutsu that requires you to be able to use fire style jutsu, you may add your unarmed die to the damage dealt an additional time.


Sun God Method

Requirements: Scorch Style Chakra Mode, Cursed Mark

Cost: 10 chakra

Duration: 1 minute

Your cursed mark and scorch style chakra mode resonate into a terrifying power. While in this form, you gain the following:

  • You gain a +2 bonus to AC.
  • You gain a +20 bonus to your movement speed.
  • You gain a +5 bonus to attack and damage rolls.


Raijū Art

Requirements: Lightning Style

Cost: 10 chakra

Duration: 1 minute

You imbue your body with a unique type of golden lightning chakra. You become immune to lightning damage. When you would take lightning damage, you instead regain a number of chakra points equal to 1/4 of the damage dealt. This effect does not happen on lightning damage with an effect that negates immunity, such as the onyx chidori.


Negative Emotion Raijū Mode

Requirements: Raijū Art

Cost: 10 chakra

Duration: 1 minute

You imbue your body with raijū lightning chakra which is then passively focuses through your majority negative emotions, granting you a golden aura. This can not be used with Positive Emotion Raijū Mode. While in this form, you gain the following:

  • Your unarmed strikes deal lightning damage.
  • Your movement speed increases by 5 feet.
  • You may add your proficiency bonus an additional time to Dexterity saving throws.


Positive Emotion Raijū Mode

Requirements: Raijū Art

Cost: 10 chakra

Duration: 1 minute

You imbue your body with raijū lightning chakra which is then passively focuses through your majority positive emotions, granting you a calm blue aura. While this jutsu is active, as an action or bonus action, you can convert your body into lighting. While in this form, you can not cast spells or jutsu, your unarmed strikes deal lightning damage, you can squeeze through any sized opening, and your movement speed increases by 15 feet.


Lightning Style: Zeus's Gauntlet

Requirement: Lightning Style

Cost: 4-8 Chakra

As a bonus action, you cloak your entire in a large, super-concentrated mass of lightning chakra for 4 chakra. You may either make 1 additional attack when you take the attack action, or your unarmed strike gains +10 additional feet of reach, and your unarmed strikes or weapon attacks with metal weapons deal lightning damage. You may use this as a reaction for 8 chakra to gain advantage on a saving throw or grant an attack disadvantage if it deals lightning damage.


Lightning Style: Yata Wall

Requirement: Lightning Style

Cost: 35 Chakra

As a reaction when you are targeted by a jutsu or spell that deals damage, you slam your palm into the ground, erect a wall of lightning with a red stone in its center. The jutsu or spell has no effect, and you cast the jutsu or spell in the direction of the caster using your own spell save DC or spell attack bonus and it deals lighting damage.


Raijin Style

Railgun

Cost: 4-12 Chakra

As part of one thrown weapon attack with a metal attack, you channel electromagnetic force behind your weapon. Its damage is increased by 1d6 and its range is increased by 15 feet. You may add an additional 1d6 damage and and its range by 15 feet for every 2 additional chakra. At 8 chakra, the attack has advantage. At 12 chakra, you may make the attack deal half damage to become an automatic hit.


Field of Raijin

Cost: 12 Chakra

Range: 60 feet

All creatures in a 15 foot radius must succeed a Constitution saving throw. On a failure, they are restrained for 1 minute and take 2d8 lightning damage. On a success, they take half as much damage and are not restrained. They may retry this saving throw at the end of each of their turns, no longer being restrained on a success.


Art of Lightning

Cost: 15 Chakra

Duration: 1 minute

You gain advantage on Dexterity and Constitution saving throws and attack rolls. If your lower roll would miss, you take 2d6 lightning damage. Additionally, when you cast a lightning style jutsu, you do not need to weave hand signs.


Enhanced Flame Style Jutsu.

Heated Aura

Cost: 2 chakra + 1 chakra per round after the first.

Range: Self

Duration: Conc. Up to 1 minute.

As an action, you exude an extraordinary amount of heat and fire in a 15-foot radius. The heat and fire feels comforting and soothing to allies, but they cause great pain and anguish for your enemies. If creatures of your choice end their turn within range, they must make a Constitution saving throw. On a failure, they take 3d6 + your Intelligence modifier fire damage and must leave the AOE in the most direct manner as soon as possible. On a success, they take half as much damage and don’t have to run.


Flame Incarnation

Cost: 8 chakra

Range: Self

Duration: 1 minute.

You wreathe yourself in flames as an action. You become immune to fire damage and resistant to cold damage. Creatures that make successful melee attacks against you take 2d8 + your Intelligence modifier fire damage.


Flame-Burst Shot

Cost: 5 or 6 chakra

Range: 60-foot line.

Duration: Instantaneous

You summon a beam of incredibly hot fire out of your palm. All creatures within this line must make a Dexterity Saving Throw. On a failure, they take 8d6 + your Intelligence modifier fire damage. On a success, they take half as much damage. You may spend 1 additional chakra point once to increase this jutsu’s damage by 2d6.


Fire-Storm Shuriken

Cost: 8+ chakra

Range: 120 feet

Duration: Instantaneous

As an action, you create a storm of shuriken made of fire within 120 feet centered on a point you can see. The flame-shuriken shower down in a 20-foot radius cylinder that reaches 120 feet high. All creatures within the AOE has to make a Dexterity Saving Throw. If it fails, it takes 8d6 + your Intelligence modifier fire damage, +1d6 for every additional chakra expended. On a successful save, they take half as much damage.


Phoenix Form

Cost: 16 chakra

Range: Self

Duration: Conc. Up to 10 minutes

As an action, you enter a form and trance that’s connected to the Great Phoenix. Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the Justu's duration. The flames don't harm you. Until the Justu ends, you gain the following benefits:

  • You are immune to fire damage and have resistance to cold damage.
  • Any creatures of your choice that moves within 5 feet of you (once per turn) or ends its turn there takes 1d10 fire damage.
  • As an action, you can create a 15 foot line of Fire that persists until then end of your next turn. Every creature in the line must make a Dexterity saving throw. They take 8d8 fire damage on a failed save, or half as much damage on a successful one.


~Phoenix's Regeneration~

Prerequisites: Sage Mode, Elemental; Fire Chakra Nature

Cost: 16+ Chakra Points

Range: Touch

Duration: One minute.

You touch a willing creature within 10 feet and engulf them in flames. You momentarily grow wings made of fire as you cast this Justu. The target heals 8d6 + your Intelligence modifier. For the next minute, the target heals 1d6 + your Intelligence modifier at the start of their turn. By spending additional chakra points, you can increase the initial healing by 1d6 per 2 chakra points used.


Spiraling-Death Flare

Cost: 6-14 chakra

Range: 30-foot cone

As an action, you send a group of swirling bright white flames from your hands. Each creature of your choice in a 30-foot cone must make a Constitution Saving Throw. On a failure, they take 6d6 + your Intelligence modifier fire damage and are blinded. On a success, they take half as much damage and aren’t blinded for 1 minute. They can make another Constitution Saving throw at the end of their turn to end this effect early. This jutsu’s damage increases by 1d6 for every additional chakra point spent For every 4 additional chakra spent, this jutsu’s range increases by +30 feet.


Incendiary Cloud, “Recreated”

Cost: 12

Range: 150 feet.

Duration: Conc, up to 1 minute

As an action, a swirling cloud of smoke and white-hot embers appear in 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 + your Intelligence modifier 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 Justu'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


Heat Metal, “Recreated”

Cost: 4-10 chakra

Range: 60 feet

Duration: Conc, up to 1 minute

As an action, choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 + your Intelligence modifier of fire damage when you cast the Justu. Until the Justu ends, you can use a bonus action on each of your subsequent turns to cause this damage again.

If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.

The damage increases by 1d8 for every other chakra point spent above 4.


Flaming Sphere, “Recreated”

Cost: 4-10 chakra

Range: 60 feet

Duration: Conc, Up to 1 Minute

A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 + your Intelligence modifier of fire damage on a failed save, or half as much damage on a successful one.

As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw as above, and the sphere stops moving.

When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

The damage increases by 1d6 for each additional chakra point spent.


Flame Blade, “Recreated”

Cost: 4-9 chakra

Range: Self

Duration: Conc, up to 10 minutes

As an action, you evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade during its duration, it disappears, but you can evoke the blade again as a bonus action.

You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 + your Intelligence modifier of fire damage.

The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

The damage increases by 1d6 for each additional chakra point spent.


Wrath of the Sky Gods

Requirements: Storm Style, Wind Style

Range: Sight

Cost: 60 Chakra

Duration: Concentration, 1 minute

The user creates a 360 foot radius, 5,000 feet tall tornado. At the beginning of each of their turns, they must attempt a Dexterity saving throw. On a failure, they are deafened, take 3d8 thunder damage, and are moved 20 feet in a direction of the caster's choice. On a success, they take half as much damage, are moved half as far, and are not deafened. Additionally, 1 foot of water rises within the tornado's radius at the beginning of each of their turns.


Arriving Life: Thousand-Armed Preservation

Requirements: Welcoming Approach: Thousand-Armed Murder

Cost: 10 Chakra

Duration: Concentration, 1 minute

The user creates several hands made of a unique form of chakra only known to certain groups of hermits that react automatically to physical threats. While concentration on this jutsu, attack rolls automatically fail and they may not take actions.


Looking Down: Embracing Thousand Arms

Requirements: Welcoming Approach: Thousand-Armed Murder

Cost: 10 Chakra

Duration: Concentration, 1 minute

Range: 15 foot radius

The user summons a ring of hands made of a unique form of chakra only known to certain groups of hermits rumored to be an ultimate defense. While the user is concentrating on this jutsu, any effects of their choice made by creatures outside of this jutsu's range that require a saving throw do not effect creatures inside the range. While concentrating on this jutsu, the user can not take actions.


Welcoming Approach: Chakra Mode

Requirements: Looking Down: Embracing Thousand Arms, Arriving Life: Thousand-Armed Preservation

Cost: 35 Chakra

Duration: 1 minute

Having become a master of manipulating the hermetic chakra, the user becomes its avatar. Their size increases by 1 category to a minimum of large, they are immune to all attacks and effects of their choice, and they can not cast jutsu. At the end of each of their turns, they must succeed a DC 18 Charisma saving throw. On a failure, this jutsu ends early. and they gain 1 level of exhaustion.

Multiclassing

Prerequisites. To qualify for multiclassing into the Naruto Shinobi class, you must meet these prerequisites: Intelligence of 14 and Dexterity of 14


Back to Main Page5e HomebrewClasses

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