Naruto: Shinobi (5e Class)

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Naruto: Shinobi

Shinobi are specialized ninja who have gained the power of Chakra, energy created by combining the spiritual and physical energies inside every person. This allows them to do amazing feats such as walking up walls, walking on water, breathing fire, among other things. The clearest characteristic of a shinobi is their ability to manipulate chakra to create and use techniques known as Jutsu. Jutsu are separated into three groups: Genjutsu, which manipulate one's mind; Taijutsu, which manipulates chakra in the user's body to result in greater physical prowess; and Ninjutsu, which manifest chakra in various forms, the most common of which being elemental Jutsu in which the user transforming their chakra into a specific nature between Lightning, Earth, Fire, Wind, and Water. By combining two or more basic natures, one can achieve even more advanced natures such as Wood Style and Ice Style, though such things are often the result of genetic ability.

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. 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/Classic Unarmed Die Unarmored Movement Jutsu
1st +2 Martial Arts, Unarmored Defense - 1d4 / 1d4 - 1
2nd +2 Chakra, Unarmored Movement 4+Con 1d4 / 1d4 +10 3
3rd +2 Ninja Path 6+Con 1d4 / 1d4 +10 4
4th +2 Ability Score Improvement, Chakra Natures 8+Con 1d4 / 1d4 +10 6
5th +3 Extra Attack, Nindo 10+Con 1d6 / 2d4 +10 7
6th +3 Ninja Speed 12+Con 1d6 / 2d4 +15 9
7th +3 Ninja Path Enhancement, Evasion 14+Con 1d6 / 2d4 +15 10
8th +3 Ability Score Improvement, Chakra Natures 16+Con 1d6 / 2d4 +15 12
9th +4 Chakra-Infused Strikes, Ninja Speed Improvement 18+Con 1d6 / 2d4 +15 13
10th +4 Ninja Path Enhancement 20+Con 1d6 / 2d4 +20 15
11th +4 Extra Attack (2) 22+Con 1d8 / 3d4 +20 16
12th +4 Ability Score Improvement, Chakra Natures 24+Con 1d8 / 3d4 +20 18
13th +5 Scroll Upgrade 26+Con 1d8 / 3d4 +20 19
14th +5 Chakra Natures 28+Con 1d8 / 3d4 +25 21
15th +5 Ninja Path Enhancement 30+Con 1d8 / 3d4 +25 22
16th +5 Ability Score Improvement 32+Con 1d8 / 3d4 +25 24
17th +6 Advanced Training 34+Con 1d10 / 4d4 +25 25
18th +6 Advanced Training feature 36+Con 1d10 / 4d4 +30 27
19th +6 Ability Score Improvement, Advanced Training feature 38+Con 1d10 / 4d4 +30 28
20th +6 Ninja Path Enhancement 40+Con 1d10 / 4d4 +30 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 to 1d6 at 5th, 1d8 11th, and 1d10 at 17th levels.

Unarmored Defense

At 1st level, your finesse in dodging outweighs the benefit of being weighed down by armor. 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 a number of scroll seals equal to your proficiency bonus during a long rest. If you try to exceed your maximum number of scroll seals available, the oldest seal immediately ends before the new one applies. The scrolls are not consumed on use, but seals must be redrawn after use. Non-shinobi must succeed a DC 17 Intelligence saving throw when attempting to open a seal, failing to do so on a failure. If a scroll or seal is destroyed, its contents are lost until the 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 scrolls 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, are 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.
  • All Jutsu that deal bludgeoning, piercing, or slashing damage count as magical.
  • You have as much chakra as listed under the Chakra column, which is equal to your level times 2 plus your Constitution modifier.
  • You regain all your chakra after you finish a long rest.
  • Chakra and ki do not stack, and can not be used to fulfill each others' cost.

At 2nd, 4th, 8th, 12th, and 14th level, you choose a chakra nature. You also gain access to either the Basic Ninjutsu or Taijutsu 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 die to any damage rolls with its Jutsu. You may forgo learning a nature to increase your maximum hit dice by 2, increase your movement speed by 10 ft., or increase your chakra point maximum by 5.

You know a number of jutsu as indicated in the Jutsu column of the Shinobi class table. Jutsu gained from subclasses do not count toward this limit. These jutsu must be of a chakra nature you can use, and you must have any requisite jutsu it requires to gain it. Each nature has a Basic X Style Technique, with X being replaced by the chakra nature. This basic technique is automatically gained upon gaining its nature and does not count toward your jutsu limit. If you lose access to jutsu counted toward this limit, such as losing a Path of Hatred Unique Jutsu from losing your Sharingan, you may gain a different jutsu at the end of a long rest.

Certain paths and other features unique to the basic gaining of chakra nature, such as the Barrier, Shadow, and Absorption Nin feats, grant jutsu and the opportunity to gain unique jutsu, as detailed under Other Chakra Natures. Gaining the feature counts as gaining their nature, and you can gain affinity in it like any other chakra nature, which applies to jutsu granted by the feature itself (i.e. Tailed Beast Ball).

In order to gain a Kekkei Genkai, you must fulfill its nature requirements and take it as a chakra nature. You may forgo this limitation for a single nature if you are using the Random Natures and Kekkei Genkai Limit variant rule and roll the Kekkei Genkai.

Jutsu cast outside of initiative cost half as much Chakra so long as the Jutsu is will not damage or otherwise directly negatively effect a creature . The purpose of Jutsu is to be used 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 spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Your Jutsu spell attack bonus = your proficiency bonus + your Intelligence modifier

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 7th, 10th, 15th, and 20th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

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, and this feature no longer costs chakra.

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. You may also have twice as many seals active at a time, and you may impart unto a non-shinobi creature the ability to effectively use scrolls, negating the need to make an Intelligence saving throw when attempting to open them.

Advanced Training

At 17th level, you pick an additional Ninja Path to gain the first feature of, individual weapon, armor or skill proficiency, or the ability to use and three jutsu from a chakra nature. Learning jutsu in this manner does not automatically grant kekkei genkai usage, but you can use consecutive instances of this feature to gain three kekkei genkai jutsu that you would have gotten if you chose the previous nature normally. You may choose a second and third Ninja Path or the next feature in your additional path at 18th and 19th level.

Nindos

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. If you fail to follow the spirit of your Nindo, you do not benefit from it for 1d4 days. You may change your Nindo at the end of this period.

"I never go back on my word"

You follow through on what you say, no matter what. As an action, you can declare your next turn's action so long as it targets another creature. This action has advantage if it is an attack roll, or the target has disadvantage on its saving throw. You may use this once, regaining use at the end of a long rest.

"My purpose is to kill my target"

You are among the few that embrace the nature of shinobi as assassins. You have a +2 bonus to attack and damage rolls against 1 creature of your choice. You may change this creature at the end of a long rest.

"Rule of One's Own"

You seek challenge at all times to strengthen yourself. As an action, you may impose a -1 penalty to your attack rolls, damage rolls, or jutsu save, or a -10 ft. penalty to your movement speed to gain a +1 bonus to your attack rolls, damage rolls, or jutsu save, or a +10 ft. penalty to your movement speed. You may benefit from multiple instances of this action at the same time, and may end up to 3 instances as an action.

"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. Pulling out a throwing weapon is a free action for this attack. You have three uses of this, you regain all use after you finish a long rest.

"A long life is paved with wisdom"

You try to find the greater meaning in elements of everyday life. You gain a +2 bonus to Insight and Investigation checks, and to your Passive Perception.

"Life over glory"

You prioritize your own survival over all else. When you use the Disengage action, you gain temporary hit points equal to 1d4 + your Constitution modifier. You regain use of this feature when you roll initiative.

"Hot-blooded spirit"

When something matters, planning goes straight out the window in favor of a full frontal assault. 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, a +4 bonus to your unarmed strikes' attack rolls, and -2 penalty to your 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"

Direct confrontation is an absolute final option. 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”

You are prepared for anything that happens. 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 search for more information at every opportunity, within reason. You gain two Chakra Natures of your choice’s basic Jutsu. This does not count as having use of the nature.

"I'll keep everyone alive."

You are driven to avoid death of any humanoid, no matter what. When healing your allies, they regain additional hit points equal to half your shinobi level. You can only use this three times, regaining all uses back after a long rest.

"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.

"My friends are all that matter"

Regardless of other effects, your choices are for the benefit of your closest friends. You may designate up to 4 creatures as "friends". You may undesignate one creature and designate one new creature as a friend. If a friend is reduced to 0 hit points, you gain a +3 bonus to attack and damage rolls until the end of your next turn. You may spend 4 chakra as a bonus action to extend this duration to the end of your next turn. You may benefit from this effect once per friend, regaining all uses at the end of a long rest.

"No one can catch the flash"

You take pride in being the fastest in your circle, and your speed is never outclassed by your opponent. While you are at your maximum hit points, your movement speed increases by +10 feet.

"Fear not the shinobi who has practiced 1,000 jutsu 1 time, but who has practiced 1 jutsu 1,000 times"

You may have as varied of a jutsu list as any shinobi, but one particular jutsu is what you are most known for. One jutsu of your choice gains a +3 bonus to its damage roll, attack roll, saving throw DC, hit points regained, chakra points drained, a +10 ft. bonus to its range if its range is not touch, or a -3 decrease to its cost (minimum 1). You can only change which jutsu is affected by this feature by changing nindo.

"I will become the greatest ninja"

At all times, you strive to become the greatest ninja the world has seen. Your maximum hit dice are halved, but you gain an additional subclass that you have the requirements for that use implantation rules, but also works with feats like dojutsu acceptant biology which would negate the limited amount.

Ninja Feats

These feats can be taken instead of an ability score increase, 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 on the same turn.


Fast as Lightning

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

  • You can make one 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

Prerequisites: 8th level

Your fighting style is more like a complex warrior's dance, pinning up to 7 light 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.


Painkiller

Prerequisites: Constitution 15

You have trained your body and mind to be more resilient to pain. When a subclass feature causes you to lose hit points, but not maximum hit points, or take damage by using or maintaining it, you may decrease the reduction by your Shinobi level + your Constitution modifier. You can use this feature as many times as your Constitution modifier, regaining all uses at the end of a long rest.


Genjutsu Master

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

  • Your Intelligence or Wisdom score increases 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

  • Your Dexterity or Intelligence score increases 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 one skill of your choice.


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 the following benefits:

  • Your Intelligence score increases 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 creating a shadow clone, you can expend additional chakra to give one of the clones 5 additional hit points per chakra point spent, you can't give a clone more hit points than your own maximum hit points. 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.


Impure World Reincarnation Master

  • The amount of creatures you can have resurrected by Impure World Reincarnation at a time is no longer limited to 5.
  • When you control a creature using Impure World Reincarnation, you act with them on their turn instead of your own.
  • This does not grant early use of Impure World Reincarnation.

Tempered Chakra

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

  • Your Intelligence or Wisdom score increases 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 you have, you may add your Intelligence Modifier twice.
  • Whenever you attempt to use a jutsu you may lower its cost by an amount equal to your Intelligence modifier (minimum 1).


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 Shinobi 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 Wood Style. You cannot use any other Wood Style Jutsu apart from the Basic Technique unless you have the wood-style nature.
  • Hashirama's cells have highly regenerative properties. As a bonus action for 5 chakra points, you can regain a number of hit points equal to 1d10 + your Constitution modifier. 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 utilizes that tool.


Shadow Nin

Prerequisites: 16 Intelligence, use of Yin Style chakra

You have both the intelligence and training necessary to use shadow possession jutsu. When you gain a jutsu, you may instead learn one Shadow Imitation Jutsu.


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.


Absorption Nin

Prerequisites: 14 Constitution, 14 Intelligence

You not only have the mental aptitude to understand absorption jutsu, but the physical ability to perform them. When you choose this, you gain a jutsu, you may instead learn one Chakra Absorbing Jutsu.


Barrier Nin

Prerequisites: 16 Constitution

Your body is capable of withstanding the toil of Fūinjutsu. When you gain a jutsu, you may instead learn one Fuinjutsu.


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 additional cost of 3 chakra.
  • Onlookers are now unable to notice you performing hand seals when done as a bonus action.


Advanced Curse of Hatred

Requirements: Path of Hatred

You have trained tirelessly to cultivate your personal Curse of Hatred, unlocking the depths of your Sharingan's power at the cost of your physical wellbeing. You gain 1 additional Mangekyō ability, and either your maximum hit dice decrease by 2, your movement speed decreases by 10 ft., or your chakra point maximum decreases by 5. This does not grant early access to the Mangekyō feature. Each time you take this feat, you must choose which Sharingan gains this feature. Any individual Sharingan can not have more than 1 more Mangekyō ability than any other Sharingan you have. Creatures that implant a Sharingan that has more than 1 Mangekyō ability must take this feat to gain access to its additional features, or otherwise gain another Mangekyō ability (such as from the Mangekyō Master boon).


Ninja of Prophecy

Requirements: Path of the Exalted

You have trained tirelessly with your Rinnegan, making your power resemble the Sage of Six Paths even more than it already did, but at the cost of a portion of your own life. You gain 1 additional Rinnegan Mastered ability, and you must gain any 2 of the following (you may take the same one twice): your maximum hit dice decrease by 2, your movement speed decreases by 10 ft., or your chakra point maximum decreases by 5. This does not grant early access to the Rinnegan Mastered feature. Creatures that implant a Rinnegan that has more than 1 Rinnegan Mastered ability must take this feat to gain access to its additional features, or otherwise gain another Rinnegan Mastered ability (such as from the Sagely Rinnegan boon).


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 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. This counts as both a Path of the Beast Unique Jutsu and Lava Style jutsu for the sake of affinity.


Vapor Style Infusion

Requirements: Kokuō's Jinchuriki

You are able to manifest your Tailed Beast's ability to produce steam. You gain Vapor Style: Unrivaled Strength, even if you can not use Vapor Style. This counts as both a Path of the Beast Unique Jutsu and Vapor Style jutsu for the sake of affinity.


Slippery Cloak

Requirements: Saiken's Jinchuriki

While in Tailed Release or Bijuu Chakra Mode, your cloak takes a bluish 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 the eyes of a creature within 30 ft. On a hit, they are blinded until the beginning of your next turn.


Strongest Jinchuriki

Requirements: Kurama's Jinchuriki

You are able to draw even deeper 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.


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.


Curse of Sōma

Prerequisites: Sōma’s jinchuriki

While in Initial Release, Tailed Release or Bijuu Chakra Mode, you gain the following jutsu that count as Path of the Beast Unique Jutsu for the sake of affinity.:

Memory Wiping Jutsu
Cost: 6+ Chakra
Range: 150 feet
One creature within 20 ft. (in which this counts as an attack for the sake of features like Extra Attack, or every creature within 10 ft. for 6 additional chakra (in which this is used as an action), must attempt a Dexterity saving throw. On a failure, their Intelligence decreases by 1 as a portion of their memories are erased. If this reduces their Intelligence score to 0, the creature dies instantly. A creature regains 1 point of their Intelligence score at the end of a long rest.

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; or to be gifted a portion of the Sage of Six Paths' chakra.

You awaken the ultimate power of the Sharingan by combining it with the second half of the Sage of Six Paths genetics, reverting it to its Primordial form. Every time you gain a level, or every time you gain 50,000 experience if you can not level further, you gain a Path of the Exalted feature in the same order as listed. Additionally, your levels of gradual blindness are reduced to 0 when you gain this boon. In order to use, but not maintain, features from either subclass, you must be using that dōjutsu. 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 may benefit from your Rinnegan's previous Sharingan features even if it was implanted, you no longer have to switch between dōjutsu as outlined in Rinnegan Manifestation, you may gain features from both dōjutsu paths as if you had the Dōjutsu Master feat, and you automatically succeed the Constitution saving throw from using a Mangekyō ability. Additionally, you gain the following jutsu: Infinite Tsukuyomi, Amenominaka, and Eighty Gods Vacuum Attack.


Tensei Byakugan

Prerequisites: Perfected Byakugan and Indra's Reincarnation, Hashirama’s Cells, or Asura's Reincarnation; or any of the previous and Outer Path Sage Mode.

You awaken the power of your byakugan’s predecessor in part thanks to a small portion of Ōtsutsuki DNA or chakra. Every time you gain a level, or every time you gain 50,000 experience if you can not level further, you gain a Path of the Celestial feature in the same order as listed.


Jōgan

You manifest or implant a Dōjutsu similar in origin and function 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 blindsight.


Six Paths Sage Mode

Requirements: Sage Mode, Mangekyō Sharingan or Indra's Reincarnation, and Hashirama’s Cells or Asura's Reincarnation; or to be gifted a portion of the Sage of Six Paths' chakra.

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

  • You 30 feet of Truesight.
  • 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.
  • You may use Sage Art once without spending exclusively or additional senjutsu chakra (recharge 5-6).


Outer Path Sage Mode

Requirements: Sage Mode, Byakugan or Tenseigan, and Shikotsumyaku or Truth-Seeking Orbs; or to be gifted a portion of the Sage of the Outer Paths' chakra.

You gain the chakra of Hamura Ōtsutsuki, the brother of Hagoromo Ōtsutsuki and the Sage of the Outer Path. While in Sage Mode, you gain the following:

  • You 30 feet of Truesight.
  • Your unarmed strikes gain an additional +15 ft. of reach.
  • You may change your size category as a bonus action, and the organization of your space may be in any shape (i.e. if you are Large, you may be a 10 x 10 ft. cube, a 20 x 5 ft. line, etc.)
  • When you use a jutsu that deals damage, you may spend 10 additional chakra to force the target to make an additional Intelligence saving throw. On a failure, they can not use any features from any Dōjutsu and becoming blinded for 1 hour. They may retry this saving throw at the end of each of their turns, ending the blinded condition on a success, and regaining use of their Dōjutsu on two consecutive successes.


Improved Hashirama’s Cells

Prerequisites: Hashirama’s Cells feat

You improve your connection with Hashirama Senju’s cells. You gain the following:

  • Your maximum chakra increases by 1 additional point every time you gain a level. This counts for levels you have already attained as well.
  • You may regain hit points using Hashirama's Cells once per turn without spending any form of action.


Perfected Hashirama’s Cells

Prerequisites: Improved Hashirama’s Cells boon

You perfect your connection with Hashirama Senju’s cells. You gain the following:

  • When you regain hit points using Hashirama's Cells, you instead regain 10 + your Constitution modifier hit points at the beginning of each of your turns for 10 minutes.
  • The number of levels of exhaustion, as well as gradual blindness, deafness, and numbness required for each effect is doubled.


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 permanently sacrifice one to negate any downsides, such as damage, chakra loss, exhaustion, blindness, or other conditions. Unless the implanted Dōjutsu already had its own unique ability, such as a Mangekyō ability or Rinnegan Mastered feature, they gain the feature you have already chosen.


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 maximum 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. If you become unconscious, you lose 2 of these chakra points immediately before you make this saving throw. This boon can not be used by any kind of clones, save for resurrecting the user in some way by cloning.

Whenever you have this boon and would gain a jutsu, you may instead gain one Mysterious Peacock Method Jutsu


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.


Earth Grudge Fear

Your body has been infused with threadlike cells. 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 are within 5 ft. of a humanoid that has 0 hit points and has been dead for no more than 30 seconds (5 rounds), 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.


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. When you take damage not explicitly targeted at your neck, you do not lose hit points. This does not extend to any form of clones. All of your current and future hit dice are reduced to d4, and if you are reduced to 0 hit points, you are paralyzed, save for being able to speak, and you are reduced to a head. You can return to full hit points by having your head sewn to a headless body, including your own, using leatherworker's tools, weaver's tools, or Earth Grudge Fear.


Iwagakure Kinjutsu

Your body has been imbued with mouths on your palms and chest. As an action, you may kneed a handful of clay into an empowered explosive clay for 8 chakra. You may have up to 3 pieces of empowered clay at a time. Any empowered clay created above this limit becomes mundane clay after 1 minute. You may spend 1 piece of empowered clay when you use an Explosive Style jutsu to double its range or damage, halve its cost, grant a creature disadvantage against its saving throw, or grant yourself advantage on its attack roll. You may only spend 1 piece of empowered clay on each jutsu.


Indra Susano’o

Requirements: Susano’o, Rinnegan Mastered

As ab action while in your Susano’o, its armor lifts to reveal a human figure cloaked in blazing chakra, taking a nature transformation of your choice. You lose 4d4 chakra points equal at the end of each of your turns, your size becomes Gargantuan, when a creature hits you with a melee attack they take 2d4 lightning damage that ignores damage reduction and threshold, you may use Sage Mode and Susano’o at the same time, and all jutsu of one chakra nature of your choice deal 1.5x as much damage. If you are using a variant rule that enables leveling past 20th level, this is a feat or a Path feature.


Indra’s Reincarnation

The soul of the Sage of Six Paths' 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 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 increases 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, you may increase your size by up to 2 size categories of your original or Huge, whichever is greater, as an action. If you are using a variant rule that enables leveling past 20th level, this is a feat or a Path feature.

Clan Boons

Clans represent the traits of heritage that manifest themselves most fully in a particular shinobi. Some are fitting to begin a campaign with in place of a variant human's feat selection, while others would be wildly unbalanced. As a good rule of thumb, either all or no players should have a clan. Otherwise, they should be treated as Epic Boons. No clan that grants bonuses to subclass features require you to take that subclass but also do not grant early or automatic use of said feature. Clans that act as requirements to Dōjutsu subclasses only do so if all players

Aburame Clan

You hail from one of the most well-known insect keeper clans in the world. When you gain the Hive Body feature, you may store 1 additional swarm of Kikaichu.


Akimichi Clan

You hail from the progenitors of the Path of the Body. When you gain the Storage feature, you may store an additional 1/2 a day's worth of food, which may be consumed as an action to regain 1/2 of your level chakra points. You may do this once, regaining use at the end of a short rest.


Chinoike Clan

You hail from the progenitors of the Path of Blood. You may choose this subclass at 3rd level, and you are not limited by dōjutsu implantation if you are implanting a Ketsuryūgan.


Fūma Clan

You hail from a clan of skilled weapon makers and users. When you make a thrown weapon attack, you may replace its damage dice with your unarmed strike's damage dice.


Fūma Clan (Land of Sound)

You hail from a clan of skilled bowmen. You are proficient in martial ranged weapons.


Hagoromo Clan

You hail from a clan of shinobi that once allied themselves with the Uchiha clan, not to be confused with the successors of the Sage of Six Paths. You are proficient in martial melee weapons.


Haruno Clan

You hail from a clan with latent skill in medical ninjutsu. When you gain the Healing Jutsu feature, you may spend up to three times your Shinobi level.


Hatake Clan

You hail from one of the greatest shinobi clans of all time, despite lacking any hidden or overwhelming abilities. You gain 1 non-Kekkei Genkai jutsu of your choice, even if you do not meet the nature requirements of it.


Hōki Clan

You hail from a line of matrilineal medical-nin and information gatherers known as the "people who work behind the scenes". When you restore hit points with jutsu, the target regains twice as many hit points but you have disadvantage on attack rolls and creatures have advantage on any saving throws you cause.


Hoshigaki Clan

You hail from a clan of fishlike shinobi. You can breathe in water, and have a swimming speed equal to your movement speed.


Hōzuki Clan

You hail from a clan of pale shinobi known to have numerous Water Style Hiden. You gain the Hydrification Jutsu and Instant Water Water Style jutsu.


Hyūga Clan

You hail from the progenitors of the Path of Sight. You may choose this subclass at 3rd level, and you are not limited by dōjutsu implantation if you are implanting a Byakugan.


Iburi Clan

You hail from a clan that once dwelt in secluded caves due to fear of their own power. When you fall to half your maximum hit points, you are affected by Smoke's Curse. You may not end this effect as a bonus action, and it only ends if you are raised above half your maximum hit points, or if you succeed a DC 17 Wisdom saving throw as an action.


Inuzuka Clan

You hail from one of the progenitors of the Path of Companionship. While Mimicry is active, you gain an additional +1 to either attack and damage rolls or AC. You may switch which bonus you gain as a bonus action.


Jiraiya Clan

You hail from a clan originating from a man whose destiny was tied with the toads of mount Myuboku. The cost of using the Summoning Jutsu is halved, and the amount of time you may maintain Sage Mode is doubled.


Jūgo Clan

You hail from the progenitors of the Path of the Cursed. When you use Cursed Mark, the amount of maximum hit points lost is halved (rounded up), but you must choose Founder's Curse as your Second Stage bonus.


Kaguya Clan

You hail from a clan of bloodthirst warriors distantly descended from Kaguya Ōtsutsuki. When you use a Path of Suffering jutsu, you take -2 psychic damage.


Kamizuru Clan

You hail from one of the most well-known insect keeper clans in the world. When you gain the Hive Body feature, you may store 1 additional swarm of bees.


Kratachi Clan

You hail from the bloodline of the Fourth Mizukage, known for their ruthlessness and fits of blood rage. As a bonus action or when you drop to half your hit points, your melee attacks deal twice as much damage, you may not cast jutsu, and you become berserk for 1 minute. You may use this once, regaining use at the end of a long rest.


Kazekage Clan

You hail from the bloodline of the Fourth and Fifth Kazekage. You gain affinity in Wind Style jutsu. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu.


Kedōin Clan

You hail from a clan of master infiltrators. As a bonus action for 2 chakra points, you may change the appearance of your face and sound of your voice to any humanoid you have seen and heard for 1 minute.


Kodon Clan

You hail from a clan of master drug makers. The time and cost of crafting consumable items is halved.


Kohaku Clan

You hail from a clan historically allied with the Hidden Leaf Village capable of surviving by the tiniest string of life. When you are reduced to 0 hit points, you may instead drop to 1 hit point. After doing so, you can not cast jutsu until you return to maximum hit points, and you can not do so again until the end of a long rest.


Kumanoi Clan

You hail from a clan of master weapon makers. The time and cost of crafting items that deal damage is halved.


Kurama Clan

You hail from a clan of master genjutsu users. You gain affinity in Yin Style jutsu. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu.


Kurama Clan Prodigy

You are a member of the Kurama clan born once every few generations. When you drop to half of your maximum hit points, and again when you drop to 1/4 of your maximum hit points, you must attempt a cha saving throw with a DC equal to your jutsu saving throw DC. On a failure, your melee attacks deal twice as much damage, creatures affected by your Yin Style jutsu or Genjutsu take 2d4 psychic damage at the end of each of their turns, you become berserk save for being able to cast jutsu in place of making an attack, and you lose 1 chakra at the end of each of your turns. This ends if you can not maintain your chakra, or if you retry the saving throw as a bonus action, ending it on a success.


Lee Clan

You hail from a clan of master taijutsu users. You gain affinity in Taijutsu. If you start with this clan, you do not choose to gain natures, and instead must take the alternate options detailed in Chakra.


Might Clan

You hail from a clan of taijutsu masters best known for their keen development of taijutsu, rather than outright usage. Any Taijutsu you cast have their costs halved, but the cost of any other jutsu are doubled.


Momochi Clan

You hail from a clan of dangerous outcasts. When a creature is affected by Killer Intent, you may sacrifice a number of chakra when they attempt their Charisma saving throw to grant them an equal penalty.


Namikaze Clan

You hail from a clan of yellow flashes. Starting from 1st level, your movement speed increases by +5 ft. every 4th level while you are not wearing armor or a shield, effectively making your Unarmored Movement increase every other level, or every time you gain 50,000 experience if you can not level further.


Nara Clan

You hail from the progenitors of shadow possession jutsu. When you gain a jutsu, you may instead learn one Shadow Imitation Technique.


Orochimaru Clan

You hail from a clan of incredibly scarce, incredibly pale, snake-like shinobi. You are immune to disease and aging.


Ōtsutsuki Clan

You are part of a spacefaring clan that progenerated chakra itself. You are immune to any damage from jutsu that are not taijutsu or a Sage Art, and you do not need to breathe.


Sarutobi Clan

You hail from a clan of the Hidden Leaf Village's greatest defenders, both physically and ideologically. You gain affinity in Fire Style jutsu. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu.


Senju Clan

You hail from one of the founding clans of the Hidden Leaf Village best known for their wide, unspecialized knowledge. You gain 1 additional chakra nature at 2nd level, but you can not gain affinity in any chakra nature.


Shiin Clan

You hail from a clan now ruled by Orochimaru once known for their high ideals and determination, despite their small stature. Your size is reduced by 1 size category to a minimum of Small, you have advantage against being charmed or frightened.


Shimura Clan

You hail from one of the Hidden Leaf Village's earliest clans, best known for their pride and tendency to die on the battlefield. When you are reduced to 0 hit points, you may immediately take a turn before the effects of being at 0 hit points occur.


Taketori Clan

You hail from a clan of negotiators best known for their alliance with the Hyūga Clan. You have advantage on any skill checks involving Charisma, as well as Dexterity (Stealth) checks, but you have disadvantage on attack rolls and creatures have advantage on any saving throws you cause.


Tsuchigumo Clan

You come from a clan known for producing numerous dangerous kinjutsu. You gain two Other Unique Jutsu that you meet the requirements for.


Tsunade Clan

You hail from a clan originating from the greatest shinobi in medical ninjutsu history. You may add your Constitution modifier to your maximum Mystic Palm Jutsu dice pool, and you lose half as many chakra points (rounded up) to maintain Mitotic Regeneration Jutsu.


Uchiha Clan

You hail from the progenitors of the Path of Hatred. You may choose this subclass at 3rd level, and you are not limited by dōjutsu implantation if you are implanting a Sharingan.


Umino Clan

You hail from a clan of great teachers and comrades. As an action, any creatures of your choice that can see or hear you may add 1d4 to any one d20 roll within the next 10 minutes. You may do this a number of times equal to your Intelligence modifier, regaining all uses at the end of a long rest.


Uzumaki Clan

You hail from a clan distantly related to Asura and Hashirama Senju, known for their physical resilience. You gain the following:


Yamanaka Clan

You hail from the progenitors of the Path of the Mind. When a creature is affected by your use of the Mind Body Switch Jutsu feature, you may spend 2 chakra to grant the target disadvantage on the Charisma saving throw, or 4 to cause them to automatically fail the saving throw.


Yanagikage Clan

You hail from a clan that is skilled in wielding hidden weapons. You may draw a weapon as part of making an attack.


Yūhi Clan

You hail from a clan known for their skilled genjutsu use. You gain the Genjutsu Master feat.


Yoimura Clan

You hail from a clan cursed with fading memories. Your Intelligence and Wisdom scores decrease by a total of -3, and your Strength and Dexterity increase by a total of +3.


Yota Clan

You hail from a clan of traveling shinobi naturally capable of controlling the weather. As a ritual for 1 hour, you may cast Control Weather without components or spell slots.


Yotsuki Clan

You hail from a clan of Hidden Cloud Village shinobi known for their unbreakable pride in their allies. Your Intelligence and Wisdom scores decrease by a total of -3, and your Constitution and Charisma increase by a total of +3.


Yuki Clan

You hail from a clan of persecuted Kekkei Genkai users. You gain affinity in Ice Style jutsu. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu, and you do not gain use of Water or Wind Style.


Raikage Clan

You hail from an extremely selective lineage of nigh-immortal shinobi held as royalty in the Hidden Cloud Village. You gain +5 damage reduction and damage threshold, as well as use or affinity in Lightning Style jutsu. If you start with this clan, you do not choose a nature at 2nd level, not including choosing Basic Ninjutsu or Taijutsu.

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 feature 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 and you must be two levels higher to acquire said feature.

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 can not level further, you must acquire 50,000 experience instead. You can gain multiple additional path features on the same level.

If you permanently lose a subclass that you did not gain by implantation, such as by losing your dojutsu or surviving having a Tailed Beast extracted that you gained at 3rd level, you may gain 1 feature of a subclass at the end of a long rest up to the number you would have at your level. All of these features must be of the same subclass. If you regain the previous implantable subclass, you may replace these features in the same manner.

Features that require a form of maintenance at the end of each of your turns, such as the loss of hit points, loss of chakra, or creation/loss of red, black, or senjutsu chakra, the effect immediately ends if you become unconscious.

If you are not using the Beyond 20th Level variant rule, any features with a level requirement above 20th should instead be treated as epic boons with a 20th level requirement.

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 or end it as a bonus action for 1 chakra. 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 each turn you have your Sharingan active, you must spend 1 chakra, or 2 if it was implanted.

At 10th level, you can activate and end your Sharingan at will instead of as a bonus action.

At 15th level, you have mastered your traditional sharingan. You must spend half as much chakra to keep your Sharingan active (rounded down).

Genjutsu

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. You may spend 2 additional chakra to increase the save's DC by +1, and you may spend 5 additional chakra to remove a creature's immunity to the condition. 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 for 1 minute (concentration). They may retry this saving throw at each of their turns, ending this effect early on a success.

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 at the end of a short rest.

In addition, you learn how to copy the actions of others. When a creature you can see uses a feature while your Sharingan is active, you may copy it as a reaction. You may use the feature in the exact same manner, using the One Currency System variant rule if it uses any resources other than chakra. If the feature is a class feature that must be activated in some way but does not have limited uses (i.e. Extra Attack, moving more than their standard movement speed using Unarmored Movement, or adding Foe Slayer's damage), you may use it in the same manner for an amount of chakra equal to twice the level it was gained at. You can not gain features with a limited number of uses that don't use a standard currency, features that are always active, or features from creatures. You may have a number of these features memorized at a time equal to 1 + your Intelligence modifier (minimum 1). You may only use memorized features while your Sharingan is active.

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.)

Instead of having a red background with a black circle, your Sharingan 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 while your Sharingan is active. After using your Mangekyō Sharingan jutsu, you must make a DC 16 Constitution saving throw. On a failure, your eyes begin to bleed, you take 3d4 psychic damage, and you gain 1 level of gradual blindness. For every other failure of this saving throw, you gain 1 level of exhaustion. The DC on this saving throw increases by 1 every time you use a Mangekyō ability.


Amaterasu

Cost: 4 chakra

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, magical means that exclusively stop fires, your Sharingan ends, or the object it is burning is completely destroyed. 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 turns it takes 1d10 fire damage. Amaterasu can only affect one creature at a time.


Kagutsuchi

You must have Amaterasu to gain this Mangekyō ability. You gain the Blaze Style nature, even if you did not meet its nature requirements. You may cast Blaze Style jutsu as a Mangekyō ability, halving the jutsu's cost and forcing you to make Mangekyō's Constitution saving throw.


Tsukuyomi

Cost: 8 chakra

One of the most powerful Genjutsu in the world, Tsukuyomi can be used as an action by looking a creature in the eyes. The target must attempt a Wisdom saving throw. On a failure, they are trapped in a genjutsu in which you control their perception and the flow of time up to one one-hundred-billionth of real time, but only for an instant. They are paralyzed until the beginning of their turn, and you may choose to force them to gain up to 3 levels of exhaustion. This can not increase a creature's exhaustion above 3 levels.


Tsukuyomi Mode

Cost: 10 chakra

You must have Tsukuyomi to gain this Mangekyō ability. Breaching the upper bounds of what can be defined as genjutsu, you may manifest a microcosm of Tsukuyomi's power in the physical world, slowing anything within a small range. All creatures within 15 ft. of you must spend twice as much movement, have disadvantage on Dexterity checks you incur, and your attacks against them have advantage; and you have advantage on Dexterity saving throws, and attack rolls against you have disadvantage. When you use a sharingan genjutsu while this is active, any creatures in a 15 ft. radius are automatically targeted as well regardless of if you can see their eyes. You must spend 3 chakra or attempt Mangekyō's saving throw at the beginning of each of your turns to continue this effect.


Kotoamatsukami

Cost: 8 chakra

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 completed or impossible to complete. You may use this once per Mangekyō ability you took this as, 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 1 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 in all areas by dim light. 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. You specifically gain two techniques of Kamui, Long-range Kamui and Short-range Kamui, each belonging to one eye.

Long-range Kamui

Cost: 8 chakra

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. 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 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

Cost: 6 chakra

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. When you target yourself with your Short-range Kamui, you are only transported at Initiative count 20 if you maintain concentration, otherwise, if you aren't in combat, you are transported 6 seconds later.

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 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.

As a bonus action or reaction, you make your body and all items you are carrying intangible. You must spend 1 chakra or Mangekyō's saving throw 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, and your body appears in Kamui. Creatures within Kamui can affect you normally.


Telekinesis

Cost: 4 chakra

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

Cost: 4 chakra

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 its 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 use spell slots. If it used chakra or ki, it loses half of the cost.


Complete-Body Susanoo

When you have 12 - your Intelligence modifier or more levels of Susanoo Mastery, you gain the Complete-Body Susanoo. As part of your action when you summon your Skeletal or Humanoid Susanoo, as part of your bonus action when you summon your Armored Susanoo is active, or as a bonus action while your Armored Susanoo is active, your Susanoo rises from the ground, towering over all those around you. You may make 2 additional attacks when you take the attack action, you gain a flying speed of 60 feet, and you gain 75 temporary hit points. Additionally, you may give a creature that you can touch other than yourself the benefits of Susanoo instead, granting them the previously stated bonus as well. Only 1 creature may benefit from your Susanoo at a time. Its weapons are still determined by your alignment. This counts as both of your Mangekyō abilities. If you gain this more than once, such as from EMS or by implanting 2 additional Sharingan with Dōjutsu-Acceptant Biology, the temporary hit points granted from this feature increases by +15 and your size category increases by 1.


Yata Mirror

Cost: 4 chakra

One of your Susanoo's weapons is replaced with an ethereal shield. Once per turn when you are in your Susanoo form and wielding this shield, you may designate a single damage type or chakra nature to be immune to. You may take this a second time, allowing you to wield this shield and a Susanoo weapon at the same time. This does not grant early use of Susanoo.


Totsuka Blade

Cost: 14 chakra

Choose one of your Susanoo's weapons. When hit a creature with this weapon, you may force the target 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 inside your Susanoo, 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 basic chakra nature of your choice. This nature can fulfill one of the requirements for a Kekkei Genkai. You may cast jutsu of this nature as a Mangekyō ability, halving the jutsu's cost and forcing you to make Mangekyō's Constitution saving throw.

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. You must spend 2 chakra points at the end of each of your turns to keep your Susanoo active.

The first time after each long rest that you summon your Susanoo, you gain 1 level of Susanoo Mastery. At 0 levels, you gain Skeletal Susanoo. At 7 - your Intelligence modifier levels, you gain Humanoid Susanoo. At 9 - your Intelligence modifier levels, you gain Armored Susanoo.

Each time you summon your Susanoo, you must make a Constitution saving throw with the same effects as Mangekyō. If you lose your Sharingan, you are still able to use Susanoo. While Susanoo is active, you may summon it again as a bonus action or reaction, losing the benefits of the initial use, and regaining all of its benefits.

Skeletal Susanoo

As an action, you activate Susanoo as a skeletal structure. Your size increases by 1 category to a minimum of Large, you gain 30 temporary hit points, your unarmed strikes deal 2d10 magical bludgeoning damage with a reach of 10 ft., and if you hit with a melee weapon attack, you can use a bonus action to attempt to grapple the target with advantage. While grappling a creature in this way, you can attempt to crush them as an action. They must make a Constitution saving throw. On a failure, they take 2d6 magical bludgeoning damage and become restrained until the beginning of your next turn.

Humanoid Susanoo

As part of your action when you summon your Skeletal Susanoo, or as a bonus action while Skeletal Susanoo is active, your Susanoo is covered in chakra resembling exposed musculature. Your size increases by 1 additional category to a minimum of Huge, you gain 45 temporary hit points and one Susanoo Weapon of your choice. You are placed at the center of the Susanoo's head and cannot be pulled from it. You can allow creatures of your choice into it, causing any attack that would target them to target you instead, however the creature cannot affect anything outside of it from within. If you and another creature are both occupying your Susanoo, they may contribute the benefits of any feature that has a duration and would target themselves, such as Second Stage or Sage Mode, to your Susanoo instead. When you move by any means, you may choose to cause all creatures within your space to move in the exact same manner.

Armored Susanoo

As part of your action when you summon your Skeletal Susanoo, as part of your bonus action when you summon your Humanoid Susanoo is active, or as a bonus action, while your Humanoid Susanoo is active, your Susanoo dons a masked suit of armor. Your reach with any weapon is increased by 10 ft. (15 ft. total for weapons without the reach property), you gain 1 additional Susanoo weapon of your choice, and you gain 60 temporary hit points.

Susanoo Weapons
  • 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. long 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 of 15 ft. and deals 3d12 magical slashing damage and 1d8 fire damage.
  • If you have a neutral alignment, you gain a large purple bow that sits across the Susanoo's arm. This bow has disadvantage at a range of 20 ft. or closer. It has a 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 ft., and do not have disadvantage when used at 5 feet. They deal 2d8 magical slashing damage. Each creature 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.
Onyx Jutsu

Additionally, when you gain this feature, one jutsu of your choice becomes an "Onyx" jutsu. When you use an Onyx jutsu, you may change all of its damage dice to d10 and have it ignore immunity, resistance, and vulnerability. You may change which jutsu is your Onyx jutsu at the end of a long rest.

Mangekyō Master

At 23rd level, you have unlocked the depths of your Sharingan's power through careful, lengthy training. You gain 2 additional Mangekyō abilities. When you gain this boon, you must choose which Sharingan gains this feature. Any individual Sharingan can not have more than 1 more Mangekyō ability that any other Sharingan you have. Creatures that implant a Sharingan that has more than 1 Mangekyō ability must gain this boon to gain access to its additional features, or otherwise gain another Mangekyō ability (such as from the Advanced Path of Hatred Boon).

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.


Design Note: All Path of Sight jutsu benefit from Taijutsu affinity.

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 or deactivate 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.

At the end of each turn you have your Byakugan active, you must spend 1 chakra, or 2 if it was implanted.

At 10th level, you can activate and end your Byakugan at will instead of as a bonus action.

At 15th level, you have mastered your traditional Byakugan. You must spend half as much chakra to keep your Bbyakugan active (rounded down).

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: Until Byakugan ends

As an action while your Byakugan is active, you gain darkvision out to a range of 120 feet, you can see invisible creatures, and your sight is not hindered by heavily 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. Any creatures in a 10 ft. radius of you must make a Strength saving throw or be pushed back 10 ft. and knocked prone. If a creature enters this range after the initial use, 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 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 hitting with an unarmed attack, you can attempt to stun the creature you hit. 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, it is 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.


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 focus on. Each path will have a different focus bonus fitting their abilities.

  • Deva Path Focus: You gain an optional 30 feet base range with all Deva Path abilities.
  • Asura Path Focus: You can have a number of transformations active equal to your spellcasting modifier.
  • Human Path Focus: You gain the option to use Absorption Soul Technique at a range of 30 feet.
  • Animal Path Focus: The cost of summoning a creature is lowered to the the CR of the creature.
  • Preta Path Focus: 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 Focus: You add your Insight bonus to both DCs of Jugokudo
  • Outer Path Focus: You can create a number of Black Receivers 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. If you are targeted by an attack, you may use this jutsu as a reaction for an additional 5 chakra, causing the attack to fail. This additional chakra does not count toward any other effects of spending additional chakra. If you use this as an action, you can not use any Deva Path jutsu again until the beginning of your next turn. If you use this as a reaction, you can not use any Deva Path jutsu again until the end of your next turn.


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). After casting this jutsu, you can not use any Deva Path jutsu again until the beginning of your next turn.

Asura Path

The Asura Path grants the user the ability to augment their own body to summon mechanized armor 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 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 the brunt of an offensive Jutsu or spell when you are targeted by a Jutsu or spell attack or an area effect that isn't taijutsu. 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 attack 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 receivers from anything sharing your Rinnegan (I.E. your Animal Path summons, Rinne Six Paths corpses, yourself, etc.). As an action, make a ranged spell attack for each black receiver. On a hit, the target takes 1d6 piercing damage per black receiver.

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

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

As a bonus action, you can deal damage to a target with a black receiver embedded in them by sending your own chakra through the receivers. This causes the receivers to heat up, dealing 1d4 fire damage per chakra point spent, and reduces the target's movement speed by 20% per receiver 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 Jutsu. 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 satellite'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 three times 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, you may spend a number of additional chakra equal to their CR to cause their size becomes Gargantuan regardless of their original size. Their hit die also increase to a d20 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.

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 paralyzed. While the creature is paralyzed, 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

Duration: Concentration, 1 minute

Cost: 3 chakra

You learn to raise the dead through the Black Receivers. As an action, you may target a number of corpses equal to the number of receivers you have available, after which, you can control each corpse at will. They act on your turn and use your actions, but have their own movement speed. Alternatively, you may spend 3 chakra to grant 1 corpse its own actions. This ability requires concentration to avoid the bodies being incapacitated. The corpses gain a copy of your rinnegan, granting you the ability to see through their eyes, and focus in 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. These shadow clones are invisible and are immune to all damage. These shadow clones automatically dissipate after 1 minute, and can not be resummoned until another minute passes.


Reign of the High Emperor

Cost: 5 chakra

As a reaction, when you are targeted by a spell or Jutsu that deals damage that is not taijutsu, 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 affected. 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. A number 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 substituting, 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

As a free action on your turn, 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 turn. 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.


Amanohabaya

You may create up to 3 weapons out of red chakra as an action. They have +2 to attack and damage rolls, and they deal force damage.


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.

Eye of Many Paths

At 23rd level, you have become accustomed to the various abilities of your Rinnegan. You gain Focus in one additional path from the Six Paths Technique.

Sagely Rinnegan

At 27th levl, you have unlocked the depths of your Rinnegan's power through careful, lengthy training. You gain 1 additional Rinnegan Mastered ability. Creatures that implant a Rinnegan that has more than 1 Rinnegan Mastered ability must gain this boon to gain access to its additional features, or otherwise gain another Rinnegan Mastered ability (such as from the Ninja of Prophecy feat).

Path of Blood

Those who walk this path possess the Ketsuryūgan, a powerful dōjutsu originally wielded by the Chinoike 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. When you hit with 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.

At the end of each turn you have your Ketsuryūgan active, you must spend 1 chakra, or 2 if it was implanted.

At 10th level, you can activate and end your Ketsuryūgan as at will instead of a bonus action.

At 15th level, you have mastered your traditional Ketsuryūgan. You must spend half as much chakra to keep your Ketsuryūgan active (rounded down).

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, their choice, for 3 chakra. 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 creatures 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 Constitution 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 no longer need to make saving throws to keep your Ketsuryūgan active, and you 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 a creature's dreams so long as you have seen them at least once, but you can only communicate with them. 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. If you are targeted by an attack, you may use this jutsu as a reaction for an additional 5 chakra, causing the attack to fail. This additional chakra does not count toward any other effects of spending additional chakra. If you use this as an action, you can not use any Tenseigan Deva Path jutsu again until the beginning of your next turn. If you use this as a reaction, you can not use any Deva Path jutsu again until the end of your next turn.


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. After casting this jutsu, you can not use any Tenseigan Deva Path jutsu again until the beginning of your next turn.

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 Jutsu 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. You must spend 10 chakra at the end of each of your turns to maintain this effect.

  • 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. Hit 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 a bonus 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, they take 16d10 radiant damage and must make a Dexterity saving throw. On a failure, they lose one limb of your choice.


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 Future

Those who walk this path make use of a dojutsu known as the Haraigan, potentially coming from the same dimension as Mōryō. When active, the dojutsu appears as a geometric purple design reminiscent of a kaleidoscope. While active, a user of this dojutsu is capable of autonomously reverting time, as well as manipulate the powerful energy that requires on command.

Design Note: This Path is based on Shion's unnamed dojutsu, with its name being taken from the general term for Shinto purification rituals due to its place in the story of Bonds as the opposite of Mōryō, an "unclean" spirit. If you can think of a better name, go for it.

Bell Beam and Barrier

At 3rd level, you can awaken a minor portion of your dojutsu's chakra into basic, yet powerful techniques. You gain the following two jutsu:

Flashing Bell Beams

Cost: 4 chakra

Range: 40 feet line

As an action, you release a beam of cleansing chakra. Each creature in the line must make a Dexterity saving throw. On a failure, it takes 2d8 + your Dexterity modifier radiant damage. You may use this jutsu up to 4 times on a single action, but in that case, you don't add your Dexterity modifier to the damage of the additional beams.


Bell Barrier Jutsu

Cost: 6 chakra

Range: 30 feet

Duration: 1 minute (concentration)

As an action or reaction, you focus your chakra into a barrier of radiant purple chakra. One creature or object within range has their damage reduction increased by +6.

Haraigan Fūinjutsu

At 7th level, you are able to directly convert chakra in your dojutsu into Fūinjutsu. Seals cast through this dojutsu have historically been used to seal away great evils from another world. You gain 2 Fūinjutsu or Chakra Absorbing Jutsu of your choice.

Danger Warning

At 7th level, your awareness of the future through your dojutsu allows you to see threats before the they manifest. Whenever you are conscious, you cannot be surprised and are alerted to nearby danger within a range of 30 feet. Additionally you may add your int mod to your initiative as you have a quick reaction to threats thanks to seeing the possible futures incoming.

Protective Sphere of Light

At 10th level, while a creature is affected by Bell Barrier Jutsu, you may spend 4 chakra as a bonus action to cure one condition and cause them to radiate dim light for 60 feet.

Sight Beyond Sight

At 10th level, you can peer through possible futures and magically pull one of them into events around you, ensuring a particular outcome. When you or a creature you can see within 60 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to ignore the die roll and decide whether the number rolled is the minimum needed to succeed or one less than that number (your choice). When you use this feature, you gain one level of exhaustion. Only by finishing a long rest can you remove a level of exhaustion gained in this way

Future Telling

At 15th level, you are able to activate your dojutsu's true power, the ability to transfer your soul back into your current body after it dies in the future, imparting temporary knowledge of the near future. You gain the following jutsu:

Haraigan Foresight

Cost: 20 chakra

Duration: 1 minute (concentration)

As an action, your future soul imparts knowledge of the near future on you. You gain advantage on any saving throws you make, and any attacks against you have disadvantage. If you are attacked, you must attempt a concentration saving throw.

Mystic Safety Bell Seal: Release

At 20th level, you can release the raw chakra of your dojutsu into a released form, constantly reverting your future soul into your current state. While Bell Barrier Jutsu is active, which you can end as an action, you gain the following:

  • You gain a damage reduction of 4.
  • Any time you deal bludgeoning, slashing, or piercing damage, you instead deal radiant damage.
  • Your attack and damage rolls gain a +1 bonus.
  • You shed bright light for 10 feet and dim light for another 10 feet.
  • When you cast any other jutsu, you may instantly end this jutsu and spend 5 additional chakra to double the range or damage of, grant a creature disadvantage against, or grant yourself advantage on the jutsu.
Super Haraigan Jutsu

Additionally, as a reaction when one creature you can touch uses a jutsu, you may double its ranges and damage for half of the jutsu's cost, dealing its damage an additional time against creatures with one opposite alignment (i.e. Good/Evil, Lawful/Chaotic). If you do so, you can not take actions on your next turn.

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 Bijūū (contained beast), causing them to become more powerful and at risk for an escape.


Design Note: You may benefit from any Tailed Beast form (excluding Tailed Beast Mode) a number of times equal to the number of Tailed Beasts sealed inside you.

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. These special "red" chakra are counted separately from your normal chakra. You can use all these chakra on one Jutsu or spread them across multiple, but you can not spend these points and your own normal chakra points on the same jutsu. This chakra can extend above your chakra point maximum, and is lost at the end of a short rest. You may use this a number of times equal to the number of Tailed Beasts sealed inside you, regaining all uses at the end of a long rest.

If your own chakra is less than your red chakra in your base state and you have not befriended or beaten your Bijūū in combat, you must attempt a DC 14 Wisdom saving throw at the end of each of your turns. On a failure, you are forced into Initial Release and are controlled by your Bijūū. This ends if you become unconcious, or if your Bijūū chooses to do so willingly. If you have defeated or befriended your Bijūū, you must attempt a DC 12 Constitution saving throw at the end of each of your turns, gaining 1 level of exhaustion on a success.

Initial Release

At 7th level, as bonus action, you access a fraction of the power within to activate the Bijūū 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 as you are covered in a bubbly, orange chakra cloak 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 checks and saving throws.
  • This state ends if you choose to do so as an action, or if you are knocked unconscious.

You lose 2 chakra and gain 2 red chakra at the end of each of your turns. If your own chakra is less than your red chakra in this state and you have not befriended or beaten your Bijūū in combat, you must attempt a DC 16 Wisdom saving throw at the end of each of your turns. On a failure, you are forced into Tailed Release and are controlled by your Bijūū. This ends if you become unconcious, or if your Bijūū chooses to do so willingly. If you have defeated or befriended your Bijūū, you must attempt a DC 14 Constitution saving throw at the end of each of your turns, gaining 1 level of exhaustion on a success.

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. While in this state, your appearance shifts from feral to almost beast-like, and your chakra cloak becomes a solid red barrier 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 Bijūū (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, and you can use red chakra in tandem with your own.

You lose 4 chakra and gain 4 red chakra at the end of each of your turns. If your own chakra is less than your red chakra in this state and you have not befriended or beaten your Bijūū in combat, you must attempt a DC 18 Wisdom saving throw at the end of each of your turns. On a failure, you are forced into Tailed Beast Mode and are controlled by your Bijūū. This ends if you become unconcious, or if your Bijūū chooses to do so willingly. If you have defeated or befriended your Bijūū, you must attempt a DC 16 Constitution saving throw at the end of each of your turns, gaining 1 level of exhaustion on a success.

Bijūū Chakra Mode

At 15th level, as an action, you access to the Tailed Beast’s ultimate Release. You can enter and leave any form of the Bijuu Cloak at will as a bonus action. You may enter this form as an action, during which you gain the benefits of Initial Release and Tailed Release, in addition to the following:

  • You gain a damage reduction of 5.
  • You may gift a creature you can touch an amount of chakra or red 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 gain 1 additional use of Hidden Chakra. This is only granted on your first use of this feature, regaining this use at the end of a long rest.
  • You may create a number of hands up to the most tails your Tailed Beast has for an equal number of chakra points that last until the end of this feature.

You lose 6 chakra and gain 6 red chakra at the end of each of your turns. If your own chakra is less than your red chakra in this state and you have not befriended or beaten your Bijūū in combat, you must attempt a DC 20 Wisdom saving throw at the end of each of your turns. On a failure, you are controlled by your Bijūū. If you spend more than 5 rounds (30 seconds) in this state, you are killed instantly, and your Tailed Beast is released on the same plane of existence you died in. This ends if you become unconcious, or if your Bijūū chooses to do so willingly. If you have defeated or befriended your Bijūū, you must attempt a DC 18 Constitution saving throw at the end of each of your turns, gaining 1 level of exhaustion on a success.

In order to end a jinchuriki form before you have befriended or defeated your Tailed Beast, you must attempt a DC 18 Charisma saving throw as an action. If you have, you may end this form as an action. You must end each form in reverse order of activation.

Alternate Feature: Tailed Beast Mode

At 15th level, as a full turn action, you can transform into your Bijuu 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.

You lose 6 chakra and gain 6 red chakra at the end of each of your turns. If your own chakra is less than your red chakra in this state and you have not befriended or beaten your Bijūū in combat, you must attempt a DC 20 Wisdom saving throw at the end of each of your turns. On a failure, you are controlled by your Bijūū. If you spend more than 5 rounds (30 seconds) in this state, you are killed instantly, and your Tailed Beast is released on the same plane of existence you died in. This ends if you become unconcious, or if your Bijūū chooses to do so willingly. If you have defeated or befriended your Bijūū, you must attempt a DC 18 Constitution saving throw at the end of each of your turns, gaining 1 level of exhaustion on a success.

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, and you lose half as many chakra points to maintain each release state. While in any transformation 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.

Tailed Beast Ball Enhancement

At 23rd level, you may combine a Tailed Beast Ball into almost any jutsu. When you use a jutsu that deals damage, you may add Tailed Beast Ball's range, damage, or half of both for 15 additional chakra.

Baryon Mode

At 27th level, your Bijuu trusts you enough to allow you to use their most forbidden technique. As an action, you may fuse you and your Tailed Beast's chakra in a fashion more akin to nuclear fusion that a traditional cloak form. While in Baryon Mode, you gain the following in addition to Bijūū Chakra Mode, which can not be used in addition to Tailed Beast Mode:

  • You gain an additional damage reduction of 5 (10 total).
  • You must add your Tailed Beast(s)'s and your hit points and chakra points to your hit points. (i.e. if your Tailed Beast is Shukaku and you have 493 hit points and 20 chakra (Shukaku has 80), you would have 1000 hit points when you start Baryon Mode).
  • At the start of each of your turns, your current and maximum hit points are decreased by 20 hit points.
  • Any jutsu you use spends hit points instead of chakra points.
  • You shed bright light for 10 feet and dim light for another 10 feet (20 ft. total).
  • You have a number of hands up to the most tails your Tailed Beast has.
  • Your unarmed strikes deal an additional 1d4 force damage.
  • At the end of each of your turns, you may choose 1 creature who you have damaged on the same turn. That creature automatically loses 20 maximum and current hit points.
  • This feature ends when you become unconscious.
  • When your hit points are reduced to 0, you are stable, but you lose access to all Path of the Beast features as your Tailed Beast dies.

True Baryon

At 30th level, through infinitely careful, metered practice and brainstorming, you have mastered even the forbidden Baryon Mode. You may end Baryon Mode as an action if you succeed a DC 20 Constitution saving throw, and you may use this feature in addition to Tailed Beast Mode. When Baryon Mode ends, your remaining hit points are halved. You and your Tailed Beast gain an equal percentage of their maximum chakra and hit points, rounded down (i.e. using the Shukaku example earler, if you have 500 hit points when you end Baryon Mode, you would have 5 chakra and 123 hit points, and Shukaku would have 20 chakra and 101 hit points).

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, you must choose at least one of the following. When the listed condition is met, you must attempt a DC 15 Wisdom saving throw. On a failure, Cursed Mark activates automatically, consuming your next turn's bonus action if it is not your turn. This does not grant use if you have no uses remaining. When workshopping your own Cursed Mark activation, ensure that it's something that can happen regularly, but not every round.

  • You are reduced to half your maximum hit points.
  • You are reduced to half your maximum chakra points.
  • You gain at least 1 level of exhaustion.
  • A friendly creature you can see is reduced to 0 hit points.
  • A hostile creature you can see is reduced to 0 hit points.

When your Cursed Mark activates, black runes spread across your body from your mark. While Cursed Mark is active, you are subject to the following:

  • Your maximum hit points are decreased by 1d4+1 at the end of each of your turns, and you gain an equal number of "black" chakra. Black chakra can exceed your maximum chakra, and is lost at the end of a long rest. You can spend black chakra as if it were normal chakra, but if you choose to do so you must spend an equal number of normal and black chakra. Your hit point maximum returns to normal at the end of a long rest.
  • One ability score of your choice increases by 2, to a maximum of 24. This ability can not be changed.

In order to end this feature, you must succeed a DC 15 Charisma saving throw as an action.

If your own chakra is less than your black chakra, you must attempt a DC 15 Charisma saving throw at the end of each of your turns. On a failure, you become berserk until the end of your next turn.

Second Stage

At 7th level, as an action while Cursed Mark is active, your mark envelops your body. Your hair grows slightly longer, your eyes become yellow with a black sclera, and your skin tone changes. You gain the following effects:

  • While in this form, one ability score of your choice increases by 2, to a maximum of 26. This ability can not be changed, but it can be different from that chosen in Cursed Mark.
  • Your maximum hit points decrease by 2 additional points, as does your black chakra increase.

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 enmass 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.


Earth Prison Dome of Magnificent Nothingness

Cost: 20 Chakra

Range: 20 ft.

This jutsu counts as an Earth Style jutsu for the sake of affinity. As an action, you create a 20 ft. radius sphere 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 damage to the creatures inside, as well as the amount of damage remaining that the wall would have taken. A creature inside the dome when it is destroyed does not become targeted by the effect that destroyed it. Creatures inside the dome lose 2d4 chakra points at the end of each of their turns.

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:

Illusory 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 may gain or lose the following as a bonus action:

  • 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.
  • If you are in a strong wing (20 or more miles per hour) for longer than 12 seconds (2 rounds), you die instantly as you are dispersed.
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 you must choose one jutsu that you can spend chakra above its base cost. This jutsu becomes your "Lament" jutsu. When you use a Lament jutsu, the amount of chakra you have to spend to cause additional effects is halved, rounded down (i.e., a Chidori Lament costs 1 additional chakra per additional 1d8 lightning damage), and you may do so any number of times. You may only use your Lament jutsu while in Second Stage. You may change which jutsu is your Lament jutsu at the end of a long rest.

Snake's Curse

You are covered in a flowing, cyan shroud. You gain the following:

  • You gain a +1 bonus to attack and damage rolls.
  • Your reach and jutsu ranges increase by +5 ft.
  • Your aura radiates bright light for 10 feet and dim light for another 10 feet.
  • You and creatures within 20 feet of you have disadvantage on Dexterity (Stealth) checks.
Founder's Curse

Your body is covered in dark, chitinous material that increases your bulk. 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.

Sage Transformation

At 15th level, you begin to unlock the powers of a true sage. You can activate Cursed Mark as a bonus action. While in Second Stage, as an action, you may gain one of the following in addition to the first effect listed for 1 minute:

  • Your maximum hit points decrease by 2 additional points, as does your black chakra increase.
  • 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. This effect can not be changed, but it can be different from that chosen in Diversified Second Stage.

Complete Sage Transformation

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

  • You may attack an additional time when you take the Attack action.
  • As a bonus action, you may reduce any effect reducing your maximum hit points by 2d4 or convert 2d4 black chakra into regular chakra (recharge 5-6)
  • You gain all the effects of Partial Sage Transformation.
  • Your maximum hit points decrease by half as much (rounded down), but your black chakra does not.
Cursed Mark Sealing

A creature that has mastered the Sage Transformation may grant another creature this subclasses first feature as an action. At a DM's behest, they must attempt a DC 18 Constitution saving throw, dropping to 0 hit points on a failure. If the creature that granted them the Cursed Mark is killed, they can remove one creature's Cursed Mark, thus removing their access to this path's features, to instantly ressurrect themself with half as many maximum hit point (this reduction is lost in the same manner as any other maximum hit point reduction). They must have the following jutsu used on them to access Second Stage or any Path of the Cursed features after it, and they must be two levels higher than the listed requirement.

Four Black Fogs

Cost: 40 chakra

Components: One Small barrel

You and up to three other creatures target a willing creature with the Cursed Seal feature 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 feature. 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. Inside each Kāma seal is the complete genetic information and soul of an Ōtsutsuki, which slowly overwrites the host's before completely taking over their body.

Design Note: All effects are listed as totals, and do not stack with previous features from this path.

20% Extraction

At 3rd level, you must choose at least one of the following. When the listed condition is met, you must attempt a DC 15 Wisdom saving throw. On a failure, your Kāma seal activates automatically, consuming your next turn's bonus action if it is not your turn. When workshopping your own Cursed Mark activation, ensure that it's something that can happen regularly, but not every round.

  • You are reduced to half your maximum hit points.
  • You are reduced to half your maximum chakra points.
  • You gain at least 1 level of exhaustion.
  • A friendly creature you can see is reduced to 0 hit points.
  • A hostile creature you can see is reduced to 0 hit points.

When your Kāma seal is active, geometric designs spread across your body from the seal. While this is active, you gain the following until you can not maintain it:

  • Your AC gains a +1 bonus.
  • Your movement speed increase by +15 feet.
  • Your jutsu's attack and damage rolls gain a +1 bonus.
  • You have advantage on Dexterity saving throws.
  • You lose 2 hit points and 2 chakra points at the end of each of your turns.

40% Extraction

At 7th level, while your Kāma seal is active is active, it covers more of your body and you gain the following effects:

  • Your AC gains a +2 bonus total.
  • Your movement speed increase by +20 feet.
  • Your jutsu's attack and damage rolls gain a +1 bonus.
  • You have advantage on Dexterity saving throws.
  • You lose a 4 hit points and 4 chakra points at the end of each of your turns.
  • You gain the following jutsu:

Kāma Seal Jutsu Absorption

Range: Touch

As an action, you touch a shinobi within reach and use your Kāma seal 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.

60% Extraction

At 10th level, your Kāma seal begins manifesting the physical traits of an Ōtsutsuki, primarily their horns, and pale skin and hair. While your Kāma seal is active, you gain the following:

  • Your AC gains a +2 bonus total.
  • Your movement speed increase by +20 feet.
  • Your jutsu's attack and damage rolls gain a +2 bonus.
  • You have advantage on Dexterity and Wisdom saving throws.
  • You gain the Kāma Seal Jutsu Absorption jutsu.
  • You may attempt a DC 18 Strength saving throw as an action, breaking your horn and severing your Ōtsutsuki's connection on a success.
  • You lose a total of 9 hit points 'or' chakra points, or a mix of your choice of the two, at the end of each of your turns.

80% Extraction

At 15th level, your Kāma seal nears completion of injecting an Ōtsutsuki's genetic code into your own. While your Kāma seal is active, you gain the following:

  • Your AC gains a +3 bonus total.
  • Your movement speed increase by +30 feet.
  • Your jutsu's attack and damage rolls gain a +3 bonus.
  • You have advantage on Dexterity and Wisdom saving throws.
  • You gain the Kāma Seal Jutsu Absorption and Kāma Rift jutsu.
  • You may attempt a DC 18 Strength saving throw as an action, breaking your horn and severing your Ōtsutsuki's connection, thus ending this feature, on a success.
  • You lose a total of 12 hit points 'or' chakra points, or a mix of your choice of the two, at the end of each of your turns.

Kāma Rift

Cost: 10 chakra

Range: 1000 ft.

As an action, you teleport yourself to a space in range that you can see, visualize, or know the distance and direction, of the space. Alternatively, you may double this cost to jump to such a space within another dimension.

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.

Perfect Ōtsutsuki

At 20th level, you embody the Ōtsutsuki clan completely. Your Kāma seal no longer automatically activates, and can be activated as a bonus action, and ended as an action. While your Kāma seal is active, you gain the following:

  • Your AC gains a +3 bonus total.
  • Your movement speed increase by +30 feet.
  • Your jutsu's attack and damage rolls gain a +3 bonus.
  • You have advantage on Dexterity and Wisdom saving throws.
  • You gain the Kāma Seal Jutsu Absorption and Kāma Rift jutsu.
  • You lose a total of 12 hit points 'or' chakra points, or a mix of your choice of the two, at the end of each of your turns.
Unison Jutsu

Additionally, one jutsu of your choice becomes a "Unison" jutsu. When you use a Unison jutsu, you may channel the energy of a creature touching you into the jutsu. The jutsu's ranges and damage are doubled for half of its cost. This additional cost is sourced from the other creature. If the other creature does not have enough chakra points (or equivalent currency), they may choose to gain 1 level of exhaustion instead. You may only use your Unison jutsu while your seal is active. You may change which jutsu is your Unison jutsu at the end of a long rest.

Ōtsutsuki Demi-God

At 23rd level, you begin to transform fully into an Ōtsutsuki. Typically a shinobi needs a [White Kāma] to progress this far without dying. The cost of maintaining your Kāma is halved.

Permenant Manifestation

At 27th level, you do not simply transform into an Ōtsutsuki, you are an Ōtsutsuki. Your Kāma must no longer be maintained, and you benefit from its effects permenently.

Kāma Creation

A creature that has become a Perfect Ōtsutsuki may grant a Kāma seal to another creature as an action. If you gain a Kāma seal after taking a different class or subclass, you can only gain features up to 80% Extraction, 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 may deal additional damage equal to your unarmed strike damage to the same target as a bonus action. 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 5 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 until the beginning of your next turn. On a 16 or lower, you regain your reaction. This can be used once per round.

Elemental Coffin

At 15th level, as an action for 8 chakra, one creature within 90 ft. must attempt a Strength saving throw. Encasing the target in your element. On a failure, the target has total cover, is paralyzed, and as a bonus action you can crush the target, causing them to attempt a Constitution saving throw, taking 3d10 force damage on a failure or half as much on a success. This lasts for 1 minute (concentration), and they may attempt a Wisdom saving throw at the end of each of their turns, ending this effect early on a success. Creature’s within 5 ft. of the creature may attempt a Strength saving throw as an action, ending this effect early on a success.

Spiritual Fusion

At 20th level, you are able to manifest your dormant spirit back into the physical world. As an action, 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 appears anywhere within 15 feet, and reclaiming no longer requires an action for 1 minute.

Soul Containment

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 the Snake

Very rarely, a sadistic, ingeneous, snake-like shinobi beset by tragedy is born with fated biology similar to the Uchiha clan. While the white snake typically symbolizes fortune and rebirth, the only thing that awaits such a shinobi is forbidden knowledge and the twisted personality that comes with such knowledge. Such shinobi are almost physically drawn to Ryūchi Cave

White Snake

At 3rd level, your limbs and neck become snakelike and stretchable. Your reach increases by +5 feet, and you count as 1 size smaller when squeezing.

Blinding Snake Glare Spell

At 7th level, when you grapple a creature, they become restrained as a large snake wraps around them. You may have a number of creatures grappled equal to your Strength modifier at any time. Additionally, you may attempt a grappling contest against a creature within your reach as a reaction when they make an attack.

Gathering of the Snakes

At 10th level, you gain the Chakra Absorbing Snakes and Twin Snakes Mutual Death jutsu. Additionally, your reach increases by +5 ft.

When you lose a bodypart but it is not completely destroyed (i.e. having an arm cut off, being blown in half by an Explosive Style jutsu, not being shredded by a Rasengan or incinerated by Blaze Style), you may reattach it as an action for 5 chakra as a swarm of snakes generate from both parts of your body to pull them together. This does not restore hit points or heal the bodypart, only functionality.

Many Hidden Shadow Snake Hands

At 15th level, you are able to generate swarms of relatively large snakes from your arms. While grappling a creature, you may force them to attempt a Strength saving throw for 4 chakra. On a failure, they become poisoned for 1 minute. They may retry this saving throw at the end of each of their turns, ending this effect on a success. Additionally, your reach increases by +10 ft.

As a reaction when you are targetted by a ranged attack, you may contest a Sleight of Hand check with the attack roll. On your success, the attack fails as your snakes capture the projectile. Once using this reaction, you may use this a number of times equal to your Wisdom modifier, ending this effect and regaining all uses at the beginning of your next turn.

Eight-Headed Serpent

At 20th level, you transcend the level of being of a mere snake, becoming a legendary Dragon God. As an action for 3 chakra, you may become an absolutely massive snake with eight heads and eight tails. Your size increases by 2 categories to a minimum of Huge, you gain a +3 bonus to AC, your unarmed strikes deal twice as much damage, your reach increases by +10 ft., and 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 them as an action. They must make a Strength saving throw. On a failure, they take your unarmed strike's damage. On a success, they take half as much damage. You may spend 3 chakra at the end of each of your turns to maintain this effect.

DNA Implantation

A creature that has mastered the form of the Eight-Headed Serpent form is able grant them this subclass by seamlessly incorporating their own biology into their student's. If this happens after they have taken a different class or subclass, they can only gain features up to Many Hidden Shadow Snake Hands, 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.


Design Note: All Path of Youth jutsu benefit from Taijutsu affinity.

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

Front Lotus

Cost: 2 Chakra

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 make an unarmed strike against them, moving behind them and pile driving them into the ground on a hit, dealing 2d10 + your Dexterity modifier force damage. If this attack misses, you can make a normal unarmed strike as a bonus action. A creature hit by this has advantage against it for 24 hours.

3rd Gate

At 7th level, as an bonus 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 ft. bonus to your movement speed.
  • You gain a +5 bonus to attack and damage rolls.
  • You lose 6 hit points at the end of each of your turns.
  • You gain the Reverse Lotus technique.

Reverse Lotus

Cost: 2 Chakra

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 and 2d8 force damage on a hit. After you use this technique, you may choose to close the 3rd Gate immediately, and you are knocked prone and stunned until the start of your next turn. When you use this technique on a creature, it gains advantage against it for 24 hours.

5th Gate

At 10th level, as an bonus 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 ft. bonus to your movement speed.
  • You gain a +7 bonus to attack and damage rolls.
  • You lose 9 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 and 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 and 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, or 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 a bonus 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 ft. bonus to your movement speed.
  • You gain a +9 bonus to attack and damage rolls.
  • You lose 12 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 shape 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 on a failure, or 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 their neck. Make an unarmed strike. On a hit, 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 a bonus 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 and can only be brought back with the wish spell..

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. You gain the following benefits while the 8th gate is released:

  • You gain a +9 bonus to AC.
  • You gain a +90 ft. 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 and 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.

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 releasing the eight gates. As an action, you enter a sprinters stance. In the stance, your aura gathers around you forming a dragons head in a 10 ft. radius 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.

Mastered 8th Gate

At 23rd level, through tireless training supervised by the most skilled of medical nin, you have done the impossible; you have mastered the 8th Gate. You lose 24 hit points at the end of each of your turns you spend in the Eighth Gate instead of gaining exhaustion, Night Guy costs 45 chakra, 144 hit points, or 6 levels of exhaustion, and you take half as much damage from leaving the Eighth Gate.

Suicide Corps

At 27th level, thanks to your extended time with various gates open, you have developed more advanced taijutsu. You gain the following jutsu in addition to Night Phoenix and Rumored Endeavor Star, or two taijutsu of your choice if you already had those two jutsu:

Crane Wind Formation

Range: 25 foot cone

Cost: 24 Chakra

While in the 7th or 8th Gate, you release a sweeping roundhouse kick, radiating an arc of green or red aura capable of cutting a meteorite in half. All creatures within range must attempt a Constitution saving throw, taking 12d8 force damage.

Gatekeeper

At 30th level, you have mastered the art of releasing the gates in bursts, becoming second nature to you. Damage dealt to you from maintaining the gates is halved.

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 jutsu using this is 1. You may use this a number of times equal to your Intelligence modifier.

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 various types of pills that restore chakra. 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, otherwise you only create 1. All pills disintegrate after 48 hours.

  • Red Pill: The creature regains an amount of chakra equal to 2d4 + your Intelligence modifier.
  • Green Pill: The creature regains an amount of hit points equal to 2d4 + your Intelligence modifier.
  • Blue Pill: The creature regains all of its chakra and gains 1 level of exhaustion. Creating 1 of these pills counts as 2 regular pills.
  • Blood Increasing Pill: The creature gains the effects of Greater Restoration and gains 1 level of exhaustion. 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 one Path of the Healer Unique Jutsu.

Medical Mode/Mitotic Regeneration

At 20th level, you can imbue your body with medical chakra, both enhancing your strength and granting you a small amount of regeneration. As an action, you may enter Medical Mode, gaining the following until you end this effect as a bonus action:

  • 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.
  • You lose 2 chakra at the end of each of your turns.

As an action while this is active, you may enter Mitotic Regeneration, gaining the following:

  • You gain resistance to all damage.
  • You gain immunity to bludgeoning, piercing, and slashing damage from nonmagical weapons.
  • You lose 3 additional chakra at the end of each of your turns (5 total).
  • Your melee attacks deals double damage to objects and structures.

You also gain the following jutsu:

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.

Strength of One Hundred Seal

At 23rd level, you gain a purple, diamond-shaped mark on your forehead. 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 can extend beyond your maximum. After the seal has been opened, you lose 5 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.

Strength of One Thousand Seal

At 27th level, you are both a master healer and combattant. The maintenance cost for Mitotic Regeneration Jutsu and Strength of One Hundred Seal are both reduced to 3.

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 or Taijutsu nature. If you already have affinity in both, you gain affinity in another Chakra nature you know.

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.

Silent Killing Jutsu

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 your Dexterity modifier, and can not be a jutsu.

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

Killing Intent

At 7th level, even the weight of your danger actively threatens the lives of your opponents. As an action, any creatures of your choice that can see or hear you must succeed a Charisma saving throw or become frightened of you for 1 minute. While frightened of you by any means, creatures must attempt a Charisma saving throw at the beginning of each of their turns. On a failure, your killing intent overtakes their reasoning and they must make 1 attack of their choice against themself. This does not consume their action. You may do this a number of times equal to half your Charisma modifier (rounded up), regaining all uses at the end of a long rest.

Afterglow

At 10th, you've become masterful with your technique's to the point that you can assassinate with jutsu just as well as your weapons. If a creature has disadvantage on a jutsu's saving throw or you have advantage on a jutsu's attack roll, you may choose to deal Silent Killing Jutsu's damage along with the jutsu's damage. This is still effected by the "once per turn" limit of Silent Killing Jutsu.

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.

Blade Master

At 20th level, your skill in assassination is unmatched. You may wield any weapon with one hand, but if it has the two-handed property you can not wield another weapon or shield in your other hand. Your footsteps, breathing, heartbeat, and any other potentially perceivable ambient noises you would produce can no longer be heard.

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.


Design Note: All Path of Suffering jutsu benefit from Taijutsu affinity.

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 any weapon or item of comparable size and shape made of your bone for 1d8 psychic damage. This weapon counts as adamantine.

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 unarmed 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 each of your turns, 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 grappled 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 Paralyzed 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 skewer them with a small, unavoidable bone growth, forcing them to take 1d6 piercing damage.

Dance of the Seedling Fern

At 20th level, you can weaponize every bone in your body. As an action for 40 chakra points, 120 hit points, or half of each, 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. This bone forest counts as difficult terrain for any creatures other than you. You may move at twice your movement speed inside this forest. 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 controlled by you for 1 minute, or until you lose concentration or end the effect as an action. Creatures controlled by you can only use jutsu that you know. Creatures controlled by you may attempt a Charisma saving throw at the end of each of their turns, ending this effect on a success.

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). They may retry this saving throw at each of their turns, ending this effect early on a success.

  • The target is blinded. Costs 7 chakra.
  • The target is deafened. Costs 5 chakra.
  • The target is frightened. Costs 6 chakra.
  • The target is confused. 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.

Butterfly Mode

At 23rd level, you gain the ultimate power the Path of the Body has to give. As a bonus action, you convert a massive amount of chakra into etherial butterfly wings. You may end this effect as a bonus action. While in this form, you gain the following:

  • You gain a +2 bonus to AC.
  • You gain a +15 ft. bonus to your movement speed, and you gain an equal flying speed.
  • You gain a +3 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.

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 any features from this class, but not from any subclasses from this class, that you have.
  • Your companion does not have any chakra, and any jutsu it uses pull from your chakra instead.
  • 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.
  • Any saving throws it can incur on other creatures have their DC changed to your jutsu saving throw DC.

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 +2 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 5.

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. This, along with any other puppets you create, only gains the creature's features if they are a humanoid (i.e. Pack Tactics). 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.
  • It can cast jutsu using your chakra pool. Any effect that would affect the puppet's chakra target's you instead.

Chakra Threads

At 3rd level, you can create threads of chakra as an action for 2 chakra points. 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 an action or bonus action, you control 1 puppet within your movement speed with the threads. While controlling your puppet(s), you can choose whether you or one puppet takes your action, bonus action, and/or reaction, and both you and your puppet can take their movement. If your puppet leaves the range of your movement speed, you lose control of it. If you can make more than 1 attack as an action, you may make an attack with multiple puppets or multiple attacks with a single puppet.

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, and can control a second puppet using Chakra Threads. 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, and can control a third puppet using Chakra Threads. 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.
  • 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.

Alternative Feature: Human Puppeteer

At 15th level, you have mastered controlling the inner workings of the human body. You may replace any of your previous puppets with humanoids who have not been dead for more than 24 hours over the course of 1 hour, and can control a third puppet using Chakra Threads. You can control all of your puppets as one bonus action. They retain their own actions, features, ability scores, chakra natures, etc., save for the following:

  • 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 has a number of chakra points equal to half of your chakra points (rounded down).
  • It can only regain hit points if you spend a least 1 hour repairing it during a short or long rest.
  • It has half as many hit dice as you do (rounded down).
  • When you gain a level, it gains an additional hit dice and hit points as appropriate.
  • It is incapacitated and prone while you aren't controlling it.

Automaton

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

  • Your type becomes construct.
  • You cannot be charmed, frightened, or poisoned.
  • You have immunity to poison and psychic damage.
  • You add your proficiency bonus to 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 can control a fourth and fifth puppet using Chakra Threads. 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 once per thrown weapon on each of your turns 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

At 3rd level, you have studied the art of mimicking animals, allowing you to seal the essence of any CR 1/2 or lower beast into any Small Scrolls of your choice using the Ninja Art: Animal Cloak technique. As an action for 3 chakra, a creature that has this feature can unravel the scroll containing this technique and cover themself in chakra that takes the chosen animal's form. You gain that animal's actions, features (such as a crab's Amphibious trait), skills, senses and movement speeds; you can choose to forgo any of these at will. You only have one animal cloak active at a time, and this feature requires concentration.

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 jutsu (save for taijutsu) into a scroll as a reaction for half as much chakra as the original jutsu. In order to do this, the jutsu must target, but fail to effect you to the fullest extent (i.e. its attack roll misses, you succeed its saving throw, etc.). Sealed jutsu automatically fail against every other creature it targeted. The amount sealed cannot exceed twice the weight of the scroll. For this sake, jutsus with a chakra cost of:

  • 15 or lower fill a small scroll.
  • 30 or lower fill size medium scroll.
  • 31 or higher fill a large scroll.

You can release said jutsu from the scroll, this counts as casting the jutsu and uses the same action, bonus action or reaction as the original jutsu, but you must only spend half as much chakra.

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 summoning's. 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 underrated and mostly mocked art of scrolls and seals. At 15th level, you may 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

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 summoning's 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 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 automatically becomes one of your summons. As a full turn action, you may meditate to combine natural energy with your chakra, becoming prone and blind until the beginning of your next turn, and transforming a number of normal chakra into an equal number of senjutsu chakra points equal to your Wisdom modifier + 1 (minimum 1).

At the end of each of your turns that you do not meditate, 2 senjutsu chakra becomes normal chakra. You do not lose senjutsu chakra in this way outside of initiative. You can spend senjutsu chakra as if it were normal chakra, and you may spend normal and senjutsu chakra on the same jutsu. A creature may have a number of senjutsu chakra points equal to a quarter of their chakra point maximum or Wisdom score, whichever is higher unless they have this feature, in which they may have a number equal to their chakra point maximum. If this limit is exceeded, they become petrified and identical to the Sage Creature of the source of the senjutsu.

While you have a number of senjutsu chakra equal to half your current normal chakra, 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 summons 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 darkvision, it increases 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.


Campaign Sage Creature Effects

Toads of Mount Myuboku Your body is covered warts, your hands and feet become webbed like a frog, and your leg muscles become coiled like a frog. Your movement speed and swimming speed increases by +10 ft., and your jump distances increase by +20 ft.

Refined Toads of Mount Myuboku Your eyes gain orange, flower petal-like pigmentation and toad-like pupils, and your body radiates forceful senjutsu. Your first attack roll against a single creature has advantage.

Cloned Toads of Mount Myuboku Your eyes gain red, tear-like pigmentation and toad-like pupils. Your AC increases by +1.

*Slugs of Shikkotsu Forest* You gain a round marking on your forehead with a dot in its centre. As a bonus action, you reduce any hit points or chakra points that you cause yourself to lose by 1d4+1 (maximum 4, rolling once, alternatively 2d2), until the end of your next turn.

Refined Slugs of Shikkotsu Forest Your eyes gain black pigmentation around your eyes that extends to your ears, as well as an additional round marking on your forehead with a dot in its centre. Any jutsu with a range that is not touch has its range increased by +10 ft.

*Cloned Slugs of Shikkotsu Forest* Your eyes are covered in bands of black pigment. As a reaction when you lose hit points or chakra points from any source other than yourself, you may reduce the amount you lose by 1d4+1.

Snakes of Ryūchi Cave Your body becomes a pale white, and your lower eyelids gain a swipe of purple pigment. Your reach increases by +10 ft.

*Refined Snakes of Ryūchi Cave* Your eyes gain a solid purple stripe across your face. Any jutsu you cost has its chakra cost reduced by -1 (minimum 1).

*Cloned Snakes of Ryūchi Cave* Your upper and lower lips gain fanglike purple pigment near the corner of your mouth that extends to your jaw and cheekbones. Any jutsu you use has a +2 bonus to its damage rolls.

Sage Art

At 7th level, you may infuse a jutsu with senjutsu. When your jutsu's cost is completely fulfilled by senjutsu chakra, or you spend an additional amount of senjutsu chakra equal to 1/4 of its cost, you may double the range or damage of, grant a creature disadvantage against any 1 saving throw it incurs, or grant yourself advantage on any 1 saving throw it incurs.

Sage Kata

At 10th level, you gain twice as many senjutsu when you meditate, and you gain an additional 5 ft. of reach while in Sage Mode.

Clone Meditation

At 15th level, you may have your shadow clones meditate as well. When a clone is dispelled while meditating, any chakra they would have returned to you is automatically converted into senjutsu chakra.

If you have creatures controlled by Rinne Six Paths, you may have them meditate as well. Each of these creatures that are meditating transform 1 chakra into 1 senjutsu chakra at the beginning of each of your turns.

Perfected Sage Mode

At 20th level, you have mastered Sage Mode. While you are in Sage Mode, you gain the following:

  • 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.
  • Your attack and damage rolls gain a +1 bonus.
  • You gain 1 additional Sage Creature effect.

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, as a bonus action. 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 as a free action or bonus action, 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 2d6 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 at least 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. Included orbs take half as much damage as the jutsu deals, divided equally between each orb (rounded up).

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.

Mastered Truth-Seeking Orbs

At 20th level, and again at 23rd, 27th, 30th, 35th, and 40th level, you focus training your orbs into one incredibly powerful technique. You gain one of the following, and you may take each more than once:

Sword of Nunoboko. 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.

Expansive Truth-Seeking Orb. You can create the ultimate truth-seeking orb. As an action, you can spend at least 2 chakra to modify a truth-seeking orb so that it covers an area equal to 2.5 times the amount of chakra spent with 20 times the amount of chakra spent hit points. It has a movement speed and range equal to 12 times its size. As an action, all creatures within 30 ft. of the orb must succeed a Constitution saving throw, taking a number of d4 force damage as chakra spent on a failure or half as much on a success, destroying the orb in the process. This orb can not be regained until the end of your next long rest. You may do this once, regaining use at the end of a long rest. You also gain the Truth-Seeking Orb Execution jutsu.

Nullifying Truth-Seeking Orbs. You focus on enhancing the raw defensive properties of your Truth-Seeking Orbs. Your orbs take half as much damage from all jutsu that are not Taijutsu or a Sage Art, or from non-jutsu attacks.

Disintegrating Truth-Seeking Orbs. You focus on enhancing the raw offensive properties of your Truth-Seeking Orbs. Any attacks with your Truth-Seeking Orbs deal force damage, any weapon attacks with Truth-Seeking Orbs deal an additional 2d8 force damage, and any unarmed attacks with Truth-Seeking orbs have an additional +10 ft. of reach.

Multiplied Truth-Seeking Orbs. You gain 2 additional Truth-Seeking Orbs.

Truth-Seeking Orb Execution

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

Truth-Seeking Orb Execution.

Range: Touch

Duration: Concentration, 5 turns

Cost: 6 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 5 turns, after which if the targeted creature doesn’t move and you do not lose concentration, they are killed outright.

Path of Specialization

Fundamentally, your move set doesn’t differ all that much from your average shinobi. However, through unrivaled training in one specific form of jutsu, you have refined the art of casting jutsu, hopefully placing your name among the legends.

Gifted User

At 3rd level, you gain affinity in one jutsu nature you can use of your choice. If you already had affinity in it, you gain affinity in one of the elements which compose the nature if it is a Kekkei Genkai, or gain one of the effects of forgoing gaining a jutsu nature as detailed under Chakra. Additionally, you may choose 1 jutsu from the selected nature to become your signature jutsu. When you cast your signature jutsu, you may choose one of the following:

  • You gain advantage on its attack roll
  • The target gains disadvantage on its saving throws
  • Its range increases by 10 ft.
  • Its damage die increases by 1 stage (d4 > d6 > d8 > d10 > d12 > 2xd6), to a maximum of d12s.

You may swap your signature jutsu at the end of a long rest.

Improved Technique

At 7th level, through pushing yourself further, you push your technique a stage further as well. When a creature is effected by your signature jutsu, they must make a saving throw or suffer one of the following:

  • Wisdom saving throw - on a failure, the target is frightened for 1 minute and take an additional 1d8 piercing damage
  • Constitution saving throw - on a failure, the target is poisoned for 1 minute and takes an additional 1d8 poison damage
  • Constitution saving throw - on a failure, the target is blinded for 1 minute and takes an additional 1d8 thunder damage

For any of the above effects, the target may retry this saving throw at the end of each of their turns, ending the effect early on a success. On a success, creatures take half as much damage and are not effected by the condition. Each jutsu can only be tied to 1 saving throw, which can not be changed.

Advanced Stratagem

Also at 7th level, when you use your signature jutsu, you may change its damage type to one corresponding with one of its component natures if it is a Kekkei Genkai. Alternatively, you may choose a damage type that does not correspond with its component natures, but doing so removes your affinity bonus.

  • Fire - fire
  • Water - cold
  • Earth - bludgeoning
  • Lightning - lightning
  • Wind - slashing
  • Yang - bludgeoning
  • Yin - psychic

Expanding Horizons

At 10th level, through arduous work, you are granted the ability to select another signature jutsu. This signature jutsu can benefit from previous features, however the improved technique effect must be different from your first signature jutsu. Additionally, your first signature jutsu gains a +2 bonus to its attack roll or DC.

Specialized Chakra

At 15th level, excessive usage of your signature style has amalgamated into a separate pool of chakra. You have a number of specialized chakra equal to 1/4th your maximum chakra points. This chakra is based on the nature you took affinity in at 3rd level. You may only use this chakra on your nature's jutsu, or this subclass's features.

As a bonus action, you may begin exuding dangerous chakra from your body up to a number of feet equal to the amount of chakra spent at the beginning of each subsequent turn x 5. This effect ends if you stop spending chakra. Any creatures that end their turn in this area take 1d6 of the nature's primary damage type. Any attacks made against you by creatures inside this area have disadvantage, and if you are subject to a saving throw caused by a creature inside this area, you have advantage.

Godlike Specialization

At 20th level, you have pushed your specialization to the very pinnacle, going above most if not all predecessors before you. You gain the following:

  • Each of your specialized nature’s jutsu benefit from Signature Jutsu. Damage die increases from this may exceed d12s.
  • One other nature you have is subject to this subclass's features, save for not gaining an additional Specialized Chakra pool and not being able to draw from your specialized chakra pool.
  • Your chakra aura's range is doubled, and you gain 15 additional specialized chakra.

Path of Mutation

After being trapped in an Infinite Tsukuyomi, creatures are gradually absorbed into the God Tree, after which they mutate into manifestations of will of the caster. Often referred to as Zetsu, these creatures rarely keep any fragment of their old personality or memories.

Natural Constitution

At 3rd level, you do not need to eat, drink, or sleep. If within 15 feet of an exceptional well of natural energy, such as a shinobi in Bijuu Chakra Mode, Partial Sage Mode, Second Stage, or any improved version of said transformation, you become a Medium tree.

Possession

At 7th level, as an action for 8 chakra points, you may wrap your body around a willing or unconscious creature with at least 1 hit point you can touch that is no greater than 1 size category larger than you. You and this creature share the same turn and actions (controlled by the host), have the best of either creatures' ability scores, and may use each others' chakra points. Each creature benefits from any feature the other has (this does not grant additional Kekkei Genkai), and you may choose if you or the creature is targeted by an effect that would target either or both of you. Stacking conditions, such as exhaustion or gradual blindness, deafness, and numbness, still effect creatures individually. You may end this at will, and this automatically ends if you become unconscious.

Disguise

At 10th level, as an action for 8 chakra points, you may make yourself indistinguishable from another creature of your choice that you have seen by sight, sound, touch, smell, taste, and chakra sense.

Enhanced Constitution

At 15th level, you gain greater mastery in understanding your body as a mass of natural energy. You gain the Mayfly jutsu and you gain the Hashirama's Cells feat.

Body Coating

At 20th level, you may use Possession on dead creatures, and you may attempt to use it on unwilling creatures. They must attempt a Constitution saving throw at the beginning of each of their turns, being effected by the jutsu on a failure.


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 path 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 one jutsu of your choice.

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 jutsu of your choice.

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 jutsu of your choice.

Chakra Natures

Design Note: Jutsu not sourced from the original series or its related official works (i.e. light novels, games, etc.) have an asterisk (*) before and after its name.

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 loses its magical properties and dissipates. You can carry a number of drawn seals equal to your Intelligence modifier (minimum of 1) at any one time.


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.


Other Jutsu

Path Unique Jutsu

Path of Hatred Unique Jutsu

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

Uchiha Return

Cost: 9 chakra

Range: 5 feet

Requirements: War Fan, Wind Style

This jutsu counts as a Wind Style jutsu. As a reaction while your sharingan is active when a creature uses a jutsu within 5 feet, you must make a Jutsu Spell Casting check (Proficiency Bonus + Intelligence Modifier) versus your Opponents Jutsu Save DC. On a success, you use your sharingan to analyze it, block it with your war fan, reconstitute the chakra into Wind Style, and redirect it in their direction. They must attempt a Dexterity saving throw, taking full damage of the jutsu, or half as much on a success.


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 confused. 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.


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.


Kamui Lightning Cutter

Cost: 30 Chakra

Requirements: Kamui, Susanoo, Chidori

Range: 15 feet

As an action, you imbue your chidori with the power of Kamui. If you do not have a dojutsu active, any attacks of opportunity made against you during this movement have advantage, otherwise they have disadvantage. Make a melee spell attack. On a hit, they take 4d6 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.


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 jutsu through your susano’o’s weapon, firing a bolt of pure, unbridaled nature transformation. All creatures within range must succeed a Constitution saving throw. On a failure, they take 30d12 damage of a type you can deal with another jutsu you know. On a success, they take half as much.


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.


Path of Sight Unique Jutsu

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

Water Needle

Cost: 3 chakra

Range: 30 feet

As an action while your Byakugan is active, you make a single ranged attack as you turn your surroundings into a barrage of needles. On a hit, the target takes your unarmed damage as piercing damage. If the target is a swarm, they take twice as much damage.


Palm Bottom

Cost: 1+ chakra

As an action, you make a single unarmed strike as you directly inject chakra into a creature's tenketsu. On a hit, the target is stunned until the end of their next turn. You deal 2 force damage for every additional chakra point spent


Gentle Step: Tenketsu Needle

Requirements: 10th level

Cost: 8 chakra

Range: Touch

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 each of their turns, 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 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 Spiralling Twin Lion Fists

Requirements: 12th level, Rasengan

Cost: 26 chakra

Range: Unarmed strike reach

As a spell attack, you strike your opponent along their chakra network while simultaneously assaulting them with a rasengan. It takes 4d10 + 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, and is forced 15 ft. away from you.


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.


Protecting Eight Trigrams Sixty-Four Palms

Requirements: 15th 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 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.


Eighty Gods Vacuum Attack

Requirements: 20th level

Cost: 20 chakra

Range: 20 ft. cube

The edge of this jutsu's range is 5 feet from you. All creatures within range must attempt a Constitution saving throw as you unleash a barrage of etherial fists. On a failure, they take 10d10 force damage, are pushed to the edge of the area, and are knocked prone on a failure. On a success, they take half as much damage. This Jutsu ignores endurance.


Sukunahikona

Cost: 6 chakra

Range: 60 ft.

Duration: 1 minute

As an action, you may shrink up to a 20 ft. square object to an imperceptibly tiny size. You may end this effect as a bonus action, upon which any creatures occupying the same space as a shrunk object must attempt a Dexterity saving throw, taking 2d8 bludgeoning damage on a failure, or half as much on a success. You may shrink yourself as well, but doing so divides your movement speeds by 24 inches. Any creatures or objects contained within the object are shrunk as well, with other creatures suffering the same movement speed penalty you do, and become unshrunk when the original item does, even if it is no longer contained within it. If a shrunk object or creature unshrinks when it contains an unshrunk object, the unshrunk object does not change size.


Daikokuten

Cost: 2 chakra

Requirements: Sukunahikona

When you use Sukunahikona, you also store the shrunk item within an extradimensional space where time doesn't flow. Sukunahikona can effect these objects indefinitely. You may only end the effects of this jutsu on up to two object as an action, upon which you may make a thrown attack with a range of 20/40 ft. regardless of the weight or size of the object. On a hit, the target takes 2d8 bludgeoning damage in addition to the attack's normal damage.

Path of the Exalted Unique Jutsu

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

Amenosubaruboshinomikoto

Requirements: Amanohabaya

Range: 45 feet

Cost: 24 Chakra

You fire a barrage of red chakra. You make 12 ranged spell attacks, dealing 1d8 force damage on a hit.


Amenosubaruboshinomikoto: Gyokkō

Requirements: Amenosubaruboshinomikoto

Range: 25 foot cone

Cost: 24 Chakra

You channel red chakra into a dense purple ball that ruptures into a vast shockwave. All creatures within range must succeed a Constitution saving throw or take 12d8 force damage.


Amenosubaruboshinomikoto: Ryūgū

Requirements: Amenosubaruboshinomikoto

Range: 45 feet

Cost: 24 Chakra

You channel red chakra into a massive red orb that comes crashing toward the ground. Every creature in a 20 ft. radius within range must succeed a Dexterity saving throw or take 12d8 force damage.


Path of the Celestial Unique Jutsu

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

Puppet-Cursing Sphere

Cost: 40 chakra

Range: 15 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 controlled by you for 1 minute. They may retry this saving throw at the end of each of their turns, ending this effect early on a success.


Kugutsu Tensei

Cost: 10 chakra

As a bonus action, you absorb one Byakugan you are touching that is not already inside another creature. Your chakra and hit point maximums increase by 5 points. This can be used up to your Constitution score number of times, after which you lose 2d6 chakra points or take an equal number of necrotic damage damage at the end of each of your turns in initiative.


Path of the Future Unique Jutsu

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


*Future Onslaught*

Cost: 8-12 chakra

Range: 40 feet

You are able to use your Dōjutsu to focus on a within target and summon its future and past echoes in time to harm them. Make 2 unarmed attack rolls. On a hit, the creature takes the damage of one attack they can make without spending resources (i.e. uses regained at the end of a long rest, recharging features, chakra, spell slots). You may spend 2 chakra to make an additional attack.


*Danger Sense*

Cost: 4 chakra

Duration: 1 minute

Range: 120 feet

As a bonus action, you are able to see a possible future of you or your allies encountering a trap and you are able to see when it happens. You have advantage on saving throws to detect and disarm traps for this jutsu's duration.


*Precognition*

Cost: 8 chakra

Duration: 1 minutes (Concentration)

You focus your haraigan on one creature you can see, following their future seconds ahead of real time. They gain one of the following. If the target is unwilling, they may attempt a Charisma saving throw, avoiding the effect on a success:

  • Any effects of your choice that target the affected creature has a penalty equal to half your Intelligence modifier as you call out incoming strikes before they happen.
  • They add 1d4 onto their initiative as your foresight allows them to react quickly to threats.
  • They add twice your Intelligence modifier to any saving throw they make a numer of times equal to your Intelligence modifier.
  • They have a penalty to all attack rolls equal to your Intelligence modifier.
  • Attack rolls againt them have a bonus equal to your Intelligence modifier.


Path of the Beast Unique Jutsu

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

Magnet Style Rasenshuriken

Cost: 20 chakra

Requirements: Shukaku’s Jinchuriki, Rasenshuriken

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.


Drilling Air Bullet

Cost: 15 chakra

Requirements: Shukaku’s Jinchuriki

Range: 60 x 25 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 6d8 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.


Blue Fire Rasenshuriken

Cost: 20 chakra

Requirements: Matatabi’s Jinchuriki, Rasenshuriken

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.


Mouse Hairball

Cost: 2 chakra

Requirements: Matatabi’s Jinchuriki

Range: 120 feet

As an action, you fire a mouse-shaped fireball that splits into multiple smaller fireballs, that in turn split into even more, causing damage to be inevitable but inconsequential. Two creatures within range takes 1d4 + 1 fire damage. You may use this jutsu up to 3 times on a single action.


Deep-Sea Rasenshuriken

Cost: 20 chakra

Requirements: Isobu’s Jinchuriki, Rasenshuriken

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.


Shadow Stroke

Requirements: Isobu’s Jinchuriki

Cost: 5 chakra

As an action while in a Path of the Beast transformation, you coil into a ball, covering yourself in spikes, gaining the following:

  • Your unarmed strikes gain a +1 bonus to their attack and damage rolls.
  • Your AC gains a +2 bonus.
  • When you hit a creatures with a melee attack, it must make a Strength saving throw or be knocked prone.
  • You must spend 1 chakra at the end of each of your turns to maintain this effect.


Lava Style Rasenshuriken

Cost: 20 chakra

Requirements: Son Gokū’s Jinchuriki, Rasenshuriken

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.


Monkey Flame Arson

Requirements: Son Gokū’s Jinchuriki

Cost: 15 chakra

Range: 60 x 25 foot line

As an action, you release a stream of green fire from your mouth. Every creature within range must succeed a Dexterity saving throw, taking 6d10 fire damage on a failure and are knocked prone. On a success, they take half as much and are not knocked prone.


Vapor Style Rasenshuriken

Cost: 20 chakra

Requirements: Kokuō’s Jinchuriki, Rasenshuriken

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.


Five-Mountain Jump

Cost: 5+ chakra

Requirements: Kokuō’s Jinchuriki

Range: 5 foot radius

As an action, you temporarily manifest the weight of your beast's powerful hooves. Each creature within range must attempt a Constitution saving throw. On a failure, they take 2d6 force damage and be pushed to the edge of this jutsu’s range. On a success, they take half as much damage and are moved half as far (rounded down). 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.


Bubbling Rasenshuriken

Cost: 20 chakra

Requirements: Saiken’s Jinchuriki, Rasenshuriken

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.


Wisdom Wolf Decay

Cost: 20 chakra

Requirements: Saiken’s Jinchuriki

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.


Insectoid Rasenshuriken

Cost: 20 chakra

Requirements: Chōmei’s Jinchuriki, Rasenshuriken

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.


Scale Powder.

Range: 60 feet

Requirements: Chōmei’s Jinchuriki

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.


Inky Rasenshuriken

Cost: 20 chakra

Requirements: Gyūki’s Jinchuriki, Rasenshuriken

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.


Sealing Technique: Octopus Hold

Requirements: Gyūki’s Jinchuriki, Shadow Clone

Cost: 1 chakra

Duration: 1 minute (concentration)

When you create a shadow clone, you may imbue it with Gyūki’s ink. When it is destroyed by any means other than being dispelled, the closest creature to the clone must attempt a str saving throw. On a failure, they are restrained. They may retry this saving throw at the end of each of their turns, ending this effect on a success. This also causes you to not regain the base chakra spent to create the clone.


Overwhelming Rasenshuriken

Cost: 20 chakra

Requirements: Kurama’s Jinchuriki, Rasenshuriken

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.


Nine-Tails Beam

Cost: 4 Chakra

Requirements: Kurama’s Jinchuriki

Range: 60 ft. line

As an action while in any tailed beast form gained after Initial Release, you release a beam of chakra from one of your hands. Every creature within range must attempt Dexterity saving throw, taking 2d6 force damage on a failure, or half as much on a success. You may use this jutsu a number of times equal to the number of hands you have on a single action.

Path of the Cursed Unique Jutsu

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

Cellular Regeneration Ejection

Cost:' 2 chakra

As a bonus action, one creature regains an equal number of hit points as you choose to lose.


Cellular Regeneration Absorption

Cost:' 5 chakra

As a bonus action, your unarmed strikes cause you to regain a number of hit points equal to the number of damage dealt.


Transportation Jutsu Formula: Underworld Turnover

Cost: 20 Chakra

Range: 20 ft.

As an action, you create a 20 ft. radius eyeball-like sphere around you. All creatures inside the sphere become unconscious until they are targeted by the basic Yin Style technique. The wall provides total cover and has 100 hit points each. If the wall is destroyed, it shatters, dealing 2d6 bludgeoning damage to the creatures inside, as well as the amount of damage remaining that the wall would have taken. A creature inside the dome when it is destroyed does not become targeted by the effect that destroyed it.


Body Oxidization Technique

Requirements: Smoke's Curse

Cost: 20 chakra

As an action while in your smoke form, one creature within 5 feet must make a Dexterity saving throw. On a failure, you invade their body. While you are in their body, they are stunned and take 2d6 necrotic damage, and you can not be killed by the wind or take actions. They may attempt a Constitution saving throw at the end of each of their turns, ending this effect on a success.

Path of the Healer Unique Jutsu

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

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.


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.


Ninja Art: Poison Fog

Duration: 1 minute (concentration)

Range: 15 ft. radius

Cost: 10 chakra

All creatures within range that don't have this jutsu must attempt a Constitution saving throw at the end of each turn they spend in range. Each saving throw has unique effects.

  • On a failure, they take 1d4 poison damage and become stunned until the end of their next turn and must attempt the next bullet point's saving throw immediately before. On a success, they take half as much damage and are not stunned.
  • On a failure, they take 2d4 poison damage and become paralyzed until the end of their next turn and must attempt the next bullet point's saving throw immediately before. On a success, they take half as much damage and are stunned until the end of their next turn and must attempt the previous bullet point's saving throw immediately before.
  • On a failure, they take 4d4 poison damage and become paralyzed until the end of their next turn. On a success, they take half as much damage and are stunned until the end of their next turn and must attempt the previous bullet point's saving throw immediately before.


Medical Water Style: Jellyfish

Requirements: Water Style

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: Water Style

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.


Medical Water Style: Water Scorpion

Requirements: Water Style

Cost: 3 chakra

As a bonus action, you shape chakra-infused water into insect-like appendages, increasing maneuverability and cutting power without any loss in speed. You gain a +1 bonus to your unarmed strikes' attack and damage rolls until the beginning of your next turn.

Path of Suffering Unique Jutsu

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

All-Killing Ash Bones

Requirements: 20th level

Range: 15/30 feet

Cost: 80 Chakra

You produce a spike of hardened bone that fires from your body with frightening speed as a ranged spell attack. On a hit, creatures take 500 magical piercing damage. This damage overcomes resistance and immunity. Creatures killed by this jutsu can only be resurrected by true resurrection as they and all non-magical objects they are wearing are reduced to atoms. This jutsu's cost is halved if you have the Rinne Sharingan.


Yomotsu Hirasaka

Requirements: 20th level

Range: 30 feet

Cost: 8 Chakra

As part of another action, you open a portal just large enough to fit your hands, feet, or head through. You may use said action from anywhere within range.


Path of Companionship Unique Jutsu

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

Secret Technique: Insect Gathering

Requirements: Hive Body

Cost:' 9 chakra

As an action, you attract the insects in your general surroundings, allowing them to communicate with your swarms, and your swarms with you. You become aware of the location and general movement direction, but not description, of any creatures within 1 mile of you, as well as any other time-relevant unusual happenings.

Path of the Sage Unique Jutsu

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

Frog Call

Cost: 5 chakra

Range: 30 ft. line

All creatures within range must attempt a Wisdom saving throw. On a failure, they take 1d4 thunder damage are stunned until the beginning of their next turn. On a success, they take half as much damage and are not stunned. This also activates any traps within the area, including seals such as those created by Basic Ninjutsu.


Fighting Tongue Bind

Cost: 8 chakra

As an action, you extend your tongue out of your throat, transforming it until it resembles a snake. Your reach is increased by 15 ft., may sense any invisible creatures within your reach so long as they produce a smell, and you can not breath until this jutsu ends. This jutsu ends if you become unconscious or you end this as a bonus action.


Fighting Tongue Slash

Cost: 4 chakra

Requirements: Fighting Tongue Bind

As an action while Fighting Tongue Bind is active, your reach is doubled and you make a single unarmed strike. This lasts until the end of your turn, and causes Fighting Tongue Bind to end at the same time.


Secret Treasure of the Toads

Cost: 1-20 senjutsu chakra

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

Requirements: Healing Seal

You draw a healing seal on your chosen surface then infuse it with your Chakra. When another creature touches this seal, or if you use this on yourself as an action, the creature gains an equal number of senjutsu chakra that was stored within the seal.


Demonic Illusion: Gamarinsho

Cost: 5-12 chakra

Range: 30 ft. radius

As an action, you and one other creature capable of using Imperfect Sage Mode that uses their reaction begin singing a sound-based genjutsu. Any non-deafened creatures must attempt an Intelligence saving throw. On a failure, they are subject to one of the following for 1 minute based on how much chakra you spent. They may retry this saving throw at each of their turns, ending this effect early on a success.

  • The target is blinded. Costs 7 chakra.
  • The target is deafened. Costs 5 chakra.
  • The target is frightened. Costs 6 chakra.
  • The target is confused. Costs 8 chakra.
  • The target is restrained. Costs 8 chakra.
  • The target is paralyzed. Costs 12 chakra.

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 d8. The results will determine your Chakra Nature at 2nd level.
1 2 3 4 5 6 7 8
Earth Style Fire Style Lightning Style Water Style Wind Style Yin Style Yang Style Kekkei Genkai

Getting an 8 means you are born with a Kekkei Genkai. Roll a d20, the result will be your Kekkei Genkai. On a roll of 16-20 you roll again, you do not get two Kekkei Genkai.

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16-20
Explosive Style Ice Style Lava Style Magnet Style Scorch Style Storm Style Vapor Style Wood Style/Mud Style Swift Style Plasma Style Steel Style Shade Style Acid Style Crystal Style Blaze Style Re-Roll

If you roll an 8 and you are not using the Wood Style variant in which you must have the Hashirama's Cells feat to use it, you must roll a d2, getting Wood Style on a 1, or Mud Style on a 2.

Fewer Kekkei Genkai

This optional rule brings the tragic, unbalanced nature of Kekkei Genkai in the canon material of Naruto. In order to gain Kekkei Genkai jutsu, you must either have rolled it using the Random Natures and Kekkei Genkai Limit variant rule, or gain the ability to use a specific Kekkei Genkai as an Epic Boon or Clan Boon.

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. You still only regain your chakra point maximum at the end of a long rest (i.e. a creature with a 25 chakra maximum with -24 chakra points has 1 at the end of a long rest).

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. 1 ki or reiki point is equal to twice as many chakra points. Spell slots are equal to a number of chakra equal to 3 times their level. Psi points and aura points are worth half as many chakra points.

Classic Unarmed Die

This variant rule is intended for DMs running the Shinobi World campaign setting, or who just want their players to hit a little harder without using jutsu at higher levels. Whenever your Martial Arts die increases, instead of changing the size of the die used, you instead roll 1 additional d4.

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 apply 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.

Birth of the Ten-Tails' Jinchuriki

In canon, the Ten-Tails is of nigh-immeasurable and unhearnessable power. In RAW, it's a few more uses of a feature, but to make it anything else would be a mistake for day-to-day balance. This variant rule is intended to rectify both of these issues.

Becoming the Ten-Tails' Jinchuriki

In order to become the Ten-Tails' Jinchuriki, the newborn Ten-Tails, which is formed from the Gedo Mazo after it absorbs all 9 Tailed Beasts, must progress to its true form. Once it has, you must cast Six Paths Ten-Tails Coffin Seal on it, after which you become the Ten-Tails' Jinchuriki.

Effects of being the Ten-Tails' Jinchuriki

Immediately upon becoming the Ten-Tails' Jinchuriki, you must make 1 saving throw for each of the following ability scores. Your total roll determines certain effects:

Roll Strength Dexterity Constitution Intelligence Wisdom Charisma
<14 You are killed instantly You are killed instantly You are killed instantly You are killed instantly You are killed instantly You are killed instantly
<19 your movement speed is halved and your non-jutsu attack rolls have disadvantage You have a -3 penalty to your AC and saving throws You can not use any features from non-dojutsu implanted subclasses You can not cast jutsu You can not use any features from non-implantable subclasses You can not use any features from dojutsu subclasses
<24 You can use any features from the Path of Succession as if you were 10th level You can use any features from the Path of Suffering as if you were 10th level You can use any features from the Path of the Beast as if you were 10th level You can use any features from the Path of Totality as if you were 10th level You can use any features from the Path of the Sage as if you were 10th level, and your meditation timer is always at maximum You can use any of your dojutsu's features as if you were 10th level, but you can not use Susano'o, and you can not gain exhaustion or gradual blindness from using dojutsu features.
<29 You can use any features from the Path of Succession as if you were 20th level You can use any features from the Path of Suffering as if you were 20th level You can use any features from the Path of the Beast as if you were 20th level and had defeated your Bijuu, maintaining forms from it does not cause you to lose chakra, and red chakra does not incur the saving throw You can use any features from the Path of Totality as if you were 20th level You can use any features from the Path of the Sage as if you were 20th level, and your meditation timer is always at maximum You can use any of your dojutsu's features as if you were 20th level, but you can not use Susano'o, and you can not gain exhaustion or gradual blindness from using dojutsu features.
29+ You can use any features from the Path of Succession as if you were 30th level You gain every Path of Suffering Unique Jutsu You permanently benefit from the Outer Paths Sage Mode boon You gain the Ōtsutsuki Clan Boon You permanently benefit from the Six Paths Sage Mode boon You gain the Rinne Sharingan boon

Beyond 20th Level

The following table is adapted from Past Level 20 (5e Variant Rule) with its own respective class-based changes.

Level Proficiency Bonus Features Chakra Martial Arts/Classic Unarmed Die Unarmed Movement Jutsu
21 +7 Epic Boon 42 + Con 1d12/5d4 +30 31
22 +7 Ability Score Increase 44 + Con 1d12/5d4 +35 33
23 +7 Ninja Path 46 + Con 1d12/5d4 +35 34
24 +7 Additional Chakra Nature 48 + Con 1d12/5d4 +35 36
25 +8 Epic Boon 50 + Con 1d12/5d4 +35 37
26 +8 Ability Score Increase 52 + Con 1d12/5d4 +35 39
27 +8 Ninja Path 54 + Con 1d12/5d4 +35 40
28 +8 Advanced Training 56 + Con 2d8/6d4 +35 42
29 +9 Epic Boon 58 + Con 2d8/6d4 +35 43
30 +9 Ability Score Increase, Ninja Path 60 + Con 2d8/6d4 +35 45
31 +9 Advanced Training 62 + Con 2d8/6d4 +35 46
32 +9 Nindo (2) 64 + Con 2d8/6d4 +35 48
33 +10 Epic Boon 66 + Con 2d10/7d4 +35 49
34 +10 Ability Score Increase 68 + Con 2d10/7d4 +35 51
35 +10 Ninja Path 70 + Con 2d10/7d4 +35 52
36 +10 Extra Attack (4) 72 + Con 2d10/7d4 +35 54
37 +11 Epic Boon 74 + Con 2d12/8d4 +35 55
38 +11 Ability Score Increase 76 + Con 2d12/8d4 +35 57
39 +11 Additional Chakra Nature 78 + Con 2d12/8d4 +35 58
40 +11 Ninja Path 80 + Con 2d12/8d4 +35 60
41 +12 Epic Boon 82 + Con 2d12/8d4 +35 61
42 +12 Ability Score Increase 84 + Con 2d12/8d4 +35 63
43 +12 Advanced training 86 + Con 2d12/8d4 +35 64
44 +12 Advanced training 88 + Con 3d8/9d4 +35 66
45 +13 Epic Boon 90 + Con 3d8/9d4 +35 67
46 +13 Ability Score Increase 92 + Con 3d8/9d4 +35 69
47 +13 Extra Attack (5) 94 + Con 3d8/9d4 +35 70
48 +13 Additional Chakra Nature 96 + Con 3d8/9d4 +35 72
49 +14 Epic Boon 98 + Con 3d8/9d4 +35 73
50 +14 Ability Score Increase 100 + Con 3d8/9d4 +35 75

Additional Chakra Natures

At 24th, 39th, and 48th level, you gain 1 additional chakra nature.

Extra Attack

At 36th level, when you take the attack action, you may make 1 additional attack (4). This increases to 5 attacks at 47th level.

Multiclassing

Prerequisites. To qualify for multiclassing into the Naruto Shinobi class, you must meet these prerequisites: Intelligence of 14 and Dexterity of 14


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