Naruto: Shinobi (5e Class)

From D&D Wiki

Jump to: navigation, search

Contents

Naruto: Shinobi

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

Naruto: Shinobi

I do not own any of the content in this class, all references and Jutsu are trademarked and owned by Masashi Kishimoto.



Creating a Naruto: Shinobi

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

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

Quick Build

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

Class Features

As a Naruto Shinobi you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light
Weapons: Simple weapons, shortsword
Tools: Thieves' tools
Saving Throws: Choose two from Dexterity, Intelligence, and Constitution
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:

  • (a) a shortsword or (b) 2 simple weapons
  • 10 darts (any combination of shuriken and kunai)
  • 3 blank scrolls
  • a bottle of ink

Table: The Naruto Shinobi

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

Martial Arts

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

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

Unarmored Defense

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

Unarmored Movement

At 2nd level, while not wearing armor or using a shield, your movement is increased by 10 feet. This bonus increases at certain levels.

Scrolls

At 2nd level, you have learned how to store objects of small size or lower into scrolls. When storing an item in a scroll you must have ink to draw the seal. The scroll lasts until the item is brought back out of the scroll, or if the scroll is destroyed. This feature requires special scrolls, they can be purchased anywhere a merchant would sell paper, ink and books.

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

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

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

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

You can only have 1 large scroll, 1 weapon scroll, and 2 medium and small scrolls at any given time. Scrolls, Handy haversacks and bags of holding cannot be stored with scrolls, if attempted, you will be teleported into the scroll and sealed indefinitely.

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 following rules apply to all jutsu unless otherwise stated:

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

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

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

Ninja Path

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

Ability Score Improvement

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

Extra Attack

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

Nindo

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

Ninja Speed

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

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

Evasion

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

Chakra-Infused Strikes

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

Scroll Upgrade

At 13th level, you can make a second weapon scroll and gains 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.

In addition, you gain the ability create special explosive tags at the cost of 5 chakra. That tag follows the rules of the Explosive Seal jutsu but deals 4d6 fire plus 4d6 thunder damage.

Sage Mode

At 17th level, you have learned to harness natural energy and mix it with your own chakra, thus making senjutsu chakra. With enough senjutsu chakra, you gain access to a form called Sage Mode. In the Sage Mode form, you gain markings around your eyes of your design. As an action, you enter Sage Mode. While in this form, your attack rolls are made with advantage, you gain a blindsight of 20 ft, you deal an additional 1d10 to unarmed damage rolls, and you gain access to Yin-Yang Style jutsu, or affinity if you already have access to them. This form lasts for a number of minute equal to half your Intelligence modifier ((rounded up) with a minimum of 1). You can't use this feature again until you finish a long rest. In addition, this form can be taken in and out of combat. If in this form while out of combat, there is no time limit, however the time limit will start on your first turn in combat.

Training for Sage Mode is often done or led to by one’s summon, and as such resembles the creature to a certain degree. You gain one of the following based on your summon’s type while in Sage Mode (those with the “Passive” tag are always active):


Aberration (Passive)

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

Beast (Passive)

You are able to communicate with animals.

Celestial

You gain resistance to radiant damage.

Dragon

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

Elemental

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

Fey

You gain advantage against being charmed.

Fiend (Passive)

You gain proficiency in Intimidation.

Giant (Passive)

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

Monstrosity

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

Ooze

You count as 1 additional size smaller while squeezing.

Plant (Passive)

Your daily food requirement is halved.

Undead

You gain resistance to necrotic damage.

Truth-Seeking Orbs

At 18th level, you gain the ability to summon various black, hand sized balls called Truth-Seeking Orbs as a bonus action. You can also dismiss them using a bonus action, turning them invisible and intangible.

These orbs are sleek and matte black and while active, they idly float behind your back, in a circular formation. These orbs are composed of all five basic Chakra natures and are shaped and moved accordingly to your will.

You have a maximum of 3 orbs. While in Sage Mode, you have a maximum of 6. While in Tailed Beast Avatar or Tenseigan Chakra Mode, you have a maximum of 9.

Whenever you're hit with a ranged or melee attack, you may weave your orbs in the trajectory of the attack, effectively blocking it. As a reaction, you can use your orbs to absorb the damage that the triggering attack would have otherwise dealt to you.

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

Each orb has 50 hitpoints. If an orb is bought down to 0 hitpoints, it is destroyed and disappears. All of your orbs regenerate at the end of a long rest.

Nindo

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

"I never go back on my word"

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

"I refuse to watch my ally die"

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

"Crushing my enemies is all that matters"

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

"A long life is paved with wisdom"

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

"Life over Glory"

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

"Hot blooded Spirit"

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

"Even the strongest of enemies have a weakness"

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

“I stay ready”

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

Ninja Feats

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


Body Flicker Master

Prerequisites: Dexterity of 18 or higher

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


Cursed Mark

Prerequisites: Constitution or Intelligence of 16 or higher

  • You burn your chakra into a forbidden tattoo on your neck. As a bonus action, you can reduce your maximum hit points by 1d12 and you gain an equal amount of chakra. Your hit point maximum returns to normal after you finish a long rest.


Fast as Lightning

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

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


Genjutsu Master

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

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


Hidden Talent

Prerequisites: Dexterity or Intelligence of 13 or higher

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


Multi-Shadow Clone Jutsu Master

Prerequisites: You must be at least 6th level in the Shinobi class

  • The amount of shadow clones you can have at a time is no longer limited to 5.
  • When using shadow clone jutsu, you can expend additional chakra to give one of the clones an extra 5 hit points for each chakra. You can do this for as many clones as you wish.


Tempered Chakra

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


Zen Master

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

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


Overflowing Chakra

Prerequisites: Constitution of 18 or higher

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

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


Hashirama's Cells

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

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

Ninja Paths

All ninja follow one of the following paths.

Path of Hatred

The Sharingan is a dojutsu 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, starting with one tomoe (Eye dots). As a bonus action, you activate the Sharingan. You start with 1 tomoe, which you gives a +1 bonus to AC, advantage on Wisdom and Dexterity saving throws, advantage on Perception checks, and you gain truesight of 10 ft. The Sharingan lasts for 1 minute. At the end of which you must make a DC 15 Constitution saving throw. If you fail, your eyes begin to bleed and you gain 1 level of exhaustion. You can't use this feature again until you finish a short or long rest.

At 15th level, you can activate the Sharingan as a free action instead of a bonus action. In addition, you can use your Sharingan a number of times equal to half (rounded up) your Intelligence or Constitution modifier (minimum of 1).

Genjustu

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

In addition, while your Sharingan is active, you can cast the hold person spell, trapping the target in genjutsu. To do so, you must be able to make eye contact with them. While paralyzed in this way, you control what they see. If the target succeeds, it is immune to the effects of this genjutsu for 24 hours.

Replication

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

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

Mangekyō

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

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


Amaterasu

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


Tsukuyomi

This Genjutsu is activated by looking a creature in the eyes. As an action, you can cast the hold monster spell. The target is trapped in an infinite dream until you loss concentration or your Sharingan ends. You can cast this spell an amount of times equal to the amount of eyes you have. If you have more than one use, you can expend additional uses to cast it at higher levels. One level higher for each additional use expended. You regain all uses after you finish a long rest.


Kotoamatsukami

This Genjutsu is of the highest caliber. As an action, you can cast the dominate person spell on the target. You can cast this spell an amount of times equal to the amount of eyes you have. If you have more than one use, you can expend additional uses to cast it at higher levels. One level higher for each additional use expended. You regain all uses after you finish 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 gray cubes and is illuminated by dim light. You specifically gain two techniques of Kamui, Long-range Kamui and Short-range Kamui, each belonging to one eye.

Long-range Kamui:

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

Short-range Kamui:

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


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

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


Phase

As a reaction, you make your body and all items you are carrying intangible until the end of your next turn. During this time, you can not take actions or bonus actions, you can not receive damage or any effect (spell effect, conditions, etc.), and you can pass through objects.


Telekinesis

As an action, you can cast telekinesis or animate objects. You can move objects held or control by one of these as an action or bonus action.


Disorientation

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


Custom Jutsu

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

Susanoo

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

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

After using your Susanoo a number of times equal to your Intelligence modifier, you acquire the final form of your Susanoo. The complete body of the Susanoo. The form looks like an armored human body with a mask of your choosing. In this form, your size becomes Huge, you gain a +5 bonus to AC, you gain a 60 ft fly speed, and your reach with any weapon is increase by 10 ft (15 ft for weapons without the reach property). You are placed at the center of the Susanoo's head and cannot be pulled from it. You can allow an ally into it causing any attack that would target them to target you, however the ally cannot effect anything outside of it from within. This form lasts for a number of minutes equal to half (rounded up) your Intelligence or Constitution modifier (minimum of 1). When it ends you gain two levels of exhaustion. You can't use this feature again until you finish a long rest.

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

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

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

Onyx Chidori

Cost: 10-40 chakra

Range: 15 feet

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

Sharingan Implantation

The Sharigan is highly sought after and can be stolen and implanted into another person's eye(s). When done, the person gains the Path of Hatred features up to 15th level, however they can not go beyond that.

Path of Sight

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

Byakugan

At 3rd level, you gain a +5 bonus to Perception, this is also added to your Passive Perception, and you can not be surprised while conscious. As a bonus action, you can activate your Byakugan. You gain 30 feet of blind sight. You can also see in 360 degree vision in a 15 foot radius. You must have your Byakugan activated to perform certain jutsu detailed later in this class. After 1 hour of having your Byakugan activated, you must succeed a DC 15 Constitution saving throw, otherwise the Byakugan deactivates and you take 1d6 psychic damage. Your Byakugan can be activated or deactivated at will.

Chakra Disruption

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

Focused Byakugan

Cost: 2 chakra

Duration: 1 hour

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

Rotation

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

Duration: Until the beginning of your next turn.

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

Air Palm

Cost: 4-7 chakra

Duration: Instantaneous

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

10th level Byakugan jutsu

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

Heavy Palm

Cost: 1 chakra

Range: Unarmed strike reach

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

Eight Trigrams Sixteen Palms

Cost: 8 chakra

Range: Unarmed strike reach

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

Gentle Step Twin Lion Fist

Cost: 12 chakra

Range: Unarmed strike reach

As an action, make a spell attack, you strike your opponent along their chakra network. It takes your unarmed die damage and must succeed a Constitution saving throw. On a failure, it loses 1d4 of its lowest spell slots, 1d12 of its ki or chakra points, or 1d4 from an ability score of your choice. It takes an extra 1d4 necrotic damage for each spell slot, ki or chakra point, or ability score reduction it takes. This reduction lasts until the creature finishes a short or long rest.

Perfect sight

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

Eight Trigrams 64 Palms

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

Cost: 40 chakra

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

Byakugan Implantation

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

Path of the Exaulted

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 dojutsu, 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 proficiency, or expertise if you already have proficiency, in Arcana. As a bonus action, you can attempt an Arcana check (DC 12 or 5 + the targets level or CR, which ever is higher) 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 15.

Chakra Chain Jutsu

At 7th level, you can form physical chains out of chakra. As an action, you expend 5 or more chakra. The chains last 10 minutes. Each chain created has a number of hit points equal to your Constitution modifier plus your level. As an action, you can use them to capture creatures within 60 ft. The target must succeed a Dexterity saving throw or be restrained. In order to escape, the chains binding it must be destroyed. Each creature can have any number of chains binding it. You create a number of chains equal to two plus one for every 2 additional chakra you expend.

Alternatively, you can attach chains to your arms, extending your unarmed strike reach by 10 feet. You can use a bonus action or reaction to divert any damage taken to your chains until your next turn.

Black Receivers

At 10th level, you can create up to five conduits for your chakra. When implanted into a living creature, they can use your jutsu. Both you and the implanted creatures can draw from each other’s chakra and known jutsu. If a creature does not have chakra or know jutsu, you gain 4+their Constitution modifier chakra per creature. When implanted in a dead body, it becomes a CR 2 or less NPC, as outlined on MM 342, under your control.

Rinnegan Ability

Every Rinnegan user has a different, unique ability. At 15th level, you gain yours. The following are known Rinnegan abilities, but it is likely you will develop (and add to this page) your own ability.

Jutsu Mastery

Over time the Rinnegan bearer can learn all the known Jutsu and chakra nature transformation by using the Black Receivers to gain some of the knowledge, the Rinnegan user will begin to retain the information learned when chakra is amplified through the Receiver.

Limbo

When you create shadow clones, you can make them invisible.


Space Shift

Range: 500 feet

As an action, you teleport yourself to a space in range. You have to be able to see, visualize, or know the distance and direction, of the space.

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

If the space is occupied, its occupants are teleported to your previous location. You have a number of uses equal to your Wisdom modifier (minimum of 1), regaining all uses after you finish a long rest.


Escalation

Cost: 10 chakra

As a reaction, when you are targeted by a spell or jutsu that deals damage, you absorb it with one eye and as a bonus action, on your next turn, you send it back with your other eye. If the spell would have hit creatures other than you, they are also not effected. The spell or jutsu uses the spell attack modifier and save DC of the original caster. When you roll for damage, you add your unarmed strike damage. You have a number of uses equal to your Wisdom modifier (minimum of 2), regaining all uses after you finish a long rest.


Shinra Tensei

Cost: 10+ chakra

Range: 5 foot radius

As an action, each creature within range must succeed a Dexterity saving throw or take 1d4 force damage and be pushed 5 ft away. You can add an additional 1d4 damage and 5 feet to the radius for every additional chakra expended. After 20 chakra, the ground and buildings within range take double damage.


Demon Realm

Cost: 8 chakra per augmentation or 4 chakra if used as a reaction

Range: Self

As an action, you can augment your body to help you in battle; for example you can turn your body into mechanical armour to add a +2 to AC or you can turn your limbs into mechanical weapons use page 149 of the PH for the weapon stats all weapons you become proficient and your martial arts damage die can be added as well or as a reaction let of a burst of energy that does 2d10 of a damage type of your choice that isn't piercing, bludgeoning or slashing.


Animal Realm

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

as the Rinnegan bearer, you gain the ability summon fourth creatures of the animal world, that do not require a contract. use the MM and use the stats of the summoned animal, you can also summon the animal as one size larger. You also gain the ability to increase your summons's power by fuelling it with your own chakra. You can double the chakra cost of summoning your contracted creature to give it the following benefits: You can increase your summons's size category to the next size up by doubling its chakra cost (i.e. Medium to Large, Large to Huge and so on). Your summon cannot become larger than Gargantuan. It's hit die category also increases to the next size up (i.e. 1d4 becomes 1d6, 1d6 becomes 1d8 and so on). The hit die cannot exceed a d20. These benefits only remain for 1 day or until the summon is dismissed.


Hungry Ghost Realm

Range: Touch

As the Rinnegan bearer, you gain the ability to absorb chakra and add it to your own reserves, through touch from a hostile shinobi, the shinobi must make a constitution save on a fail the shinobi looses 2d8 chakra points. The Rinnegan Bearer can choose to take an extra 2d6 of chakra but the Rinnegan bearer must make a constitution save with a DC of 20 and if the Rinnegan Bearer fails they become petrified.


Absorption Soul Technique

Cost: 30 Chakra

Range: Touch

At Level 17 you get the ability to absorb a hostile creatures soul through touch, the creature must make a wisdom saving through on a fail they take 10d8 plus 30 psychic damage and on a save they take half. If they drop too zero Hit Points there soul is ripped from there body and they die instantly.


Hell Realm

Cost: 20 Chakra per Shinobi

Range: Touch

At Level 20, you get the ability summon the king of hell to interrogate a target and if they choose to lie to the king of hell they must make a deception check with a DC save of 25, if they fail the save there tongue is ripped out and they die instantly, But if they choose to tell the truth any injuries for example scars and missing limbs are restored along with there hit points and chakra to full


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 5th level spell. If much less powerful than a 5th level spell, consider allowing it to be used multiple times.You also gain the ability to increase your summons's power by fuelling it with your own chakra.


Reviving The Dead

At 20th level, you completely master the Outer Path. You can spend 5 chakra, to cast the true resurrection spell. When cast in this way it does not have the 200 year time limit. You can expend 5 additional chakra, up to 45 total, to cast it on an additional creature for each 5 chakra, as part of the same action.

The creatures are under your control as per the dominate person spell. Even so these creatures retain their knowledge and personality, and the body you create retains their physical abilities. It appears as any age you desire. If you wish you can sacrifice a humanoid creature before you cast it. If you don't, you must succeed a DC 25 Constitution saving throw or be killed instantly.

Rinnegan Implantation

The Rinnegan’s god-like status leads to it being a prime target to be stolen. When artificially implanted, the charater gains Rinnegan abilities up to 15th level.

Path of the Celestial

Those who walk this path make use of the Tenseigan, which take the form of a pale blue eye with a white floral patern 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 gain a +5 bonus to Perception, this is also added to your Passive Perception, and you can not be surprised while conscious. You gain a blindsight of 5 feet.

Dream-Speak

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

Banshō Ten'in

At 10th level, as an action, you can expend 10 chakra to make two creatures, Huge or smaller in size, within 80 feet of you move against their will. You can use one of the following options:

  • The creatures must make a Strength saving throw. If a creature fails it is moved to an unoccupied space within 5 ft of you and knocked prone.
  • The creature must make a Dexterity saving throw. On a failure, a creature is moved to a space within 5 ft of each other. If they both fail, they are moved to a space half way between each other. If one or both is moved to the other, they both take 12d6 bludgeoning damage.

Mastered Tenseigan

At 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 affect your sight. In addition, when you use a jutsu, you can expend a number of chakra up to your Passive Perception score. For every 5 chakra expended the range of the jutsu is doubled. For example, a justu with a range of 10 ft becomes 20 ft at 5, 40 ft at 10, 80 ft at 15, and 160 ft at 20.

Tenseigan Chakra Mode

At 20th level, you can infuse your body with your Tenseigan's unique chakra. When you enter Sage Mode, your gain a flying speed equal to your movement speed. In addition, while in Sage Mode, you gain the following jutsu:

Silver Tensei Baku

Cost: 40 chakra and 1 Truth-Seeking Orb

Range: 5 feet

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

Golden Tensei Baku

Cost: 40 chakra and 1 Truth Seeking Orb

Range: 150 feet

As a bonus action, you cloak an orb in golden chakra. Then, as an action, you extend it into a blade and make a range spell attack on a single creature. On a hit, it must make a Dexterity saving throw. On a failure, it takes 16d10 radiant damage or lose one limb of your choice. It takes half as much damage on a success.

Tenseigan Manifestation

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

Path of the Beast

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

Hidden Chakra

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

Claws

At 3rd level, as an action, you can manifest the ethereal claws of the tailed beast inside of you. Your unarmed strike now have a reach of 10 ft and deal your choice of bludgeoning or slashing damage. In addition, your climbing speed increases by 30 feet. This acts as spider climb when used on soft surfaces such as wood, ice, or earth, but not hard ones such as stone or metal.

Initial Release

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

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

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

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

Tailed Release

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

  • Your unarmed strikes deal an additional 1d4 damage. This damage’s type is determined by their Bijuu (at the DM’s discretion).
  • Your movement speed increases 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 remain in this form for 1 minute, after which you must make the Wisdom saving throw as per Initial Release. You regain the ability to use this feature after a long rest.

Full Release

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

  • Your size becomes large.
  • At the start of your turn, you regain a number of chakra equal to your Constitution modifier.

Tailed Beast Avatar

At 20th level, when enter Full Release or Sage mode, you can activate both simultaneously. This form lasts as long as Sage Mode, and counts as its use. You gain the features of both forms and your size becomes Huge. While in this form, you also gain the following jutsu:

Tailed Beast Ball

Cost: 20 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. 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.

Jinchuriki Creation

A Jinchuriki’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 Youth

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

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

Power of Youth

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

Dynamic Entry

Cost: 4 chakra

Range: 40 feet

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

First Gate

At 3rd level, as an action, you can open the first gate, the gate of opening. This form lasts for 1 minute. When it ends, you are stunned until the start of your next turn. You have three uses, all of which are regained after you finish a long rest. While the first gate is open, you gain the following bonuses:

  • You gain a +1 bonus to AC.
  • You gain a +10 bonus to your movement speed.
  • You gain a +3 bonus to attack and damage rolls.
  • You gain the Front Lotus technique.

Front Lotus

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

3rd Gate

At 7th level, as an action, you can open up to the 3rd gate, the gate of life. Upon opening this gate, your skin turns red from the blood rushing through your body. This form lasts 1 minute. You can use this twice. You regain all uses after you finish a long rest. You gain the following benefits:

  • You regain an amount of hit points equal to your Shinobi level + your Constitution modifier + your Proficiency bonus.
  • You gain a +2 bonus to AC.
  • You gain a +20 bonus to your movement speed.
  • You gain a +5 bonus to attack rolls and a +4 bonus to damage rolls.
  • You gain the Reverse Lotus technique.

Reverse Lotus

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

5th Gate

At 10th level, as an action, you open the 5th gate, the gate of limit. This form lasts for 1 minute. When the form ends you gain a level of exhaustion and take 2d10 necrotic damage. You can't use this feature again until you finish a long rest. You gain the following benefits:

  • You gain a +3 bonus to AC.
  • You gain a +40 bonus to your movement speed.
  • You gain a +7 bonus to attack rolls and a +5 bonus to damage rolls.
  • You gain the Great Dynamic Entry and the Morning Peacock techniques.

Great Dynamic Entry:

Cost: 10 chakra

Range: 50 feet

Duration: Instantaneous

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

Morning Peacock

Cost: 20 chakra

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

7th Gate

At 15th level, you are a taijutsu expert able to unlock up to the 7th gate, the gate of Wonder. Unlocking this gate unlocks your bodies near full potential. Your blood flow increases giving you red skin, your veins begin to bulge, and you begin to sweat profusely, but with your body heat it evaporates the moment it leaves your body giving off the look of being covered in an aura of green energy. As an action, you open the gate. This form lasts 30 seconds. After the transformation ends, your muscle fibers are torn to shreds making moving and being touched painful. When this form ends, you gain three levels of exhaustion, fall prone, and if anyone tries to move you, and you take a 1d6 necrotic damage from the pain. You can open the 7th gate once, you can't use this feature again until you finish a long rest.

  • You gain a +5 bonus to AC.
  • You gain a +60 bonus to your movement speed.
  • You gain a +9 bonus to attack rolls and a +7 bonus to damage rolls.
  • You gain the Leaf Guillotine and the Hirudora techniques.

Hirudora

Cost: 30 chakra

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

Leaf Guillotine

Cost: 20 chakra

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

8th Gate

At 20th level, you are a Taijutsu master, and have gained access to the eighth gate, the gate of Death. Upon opening this gate your body's blood flow is pushed to the max, heating you to the point that the sweat that is pouring out of your body evaporates fast enough that it becomes a red colored aura. If you end this form with 6 or more levels of exhaustion, your body begins to burn from the inside out, shortly after this process begins, you die.

As an action, you open the 8th gate. You can't use this feature again until you finish a long rest. While in this form, you gain two levels of exhaustion at the end of each of your turns. You can end this form as a free action. The downside to this path is the extreme strain it puts on the body. When this form ends, you take 8d12 necrotic damage. If this reduces you to 0 hit points, you are stable. If still conscious you are paralyzed for 1 minute. If you die from the 8 gates, you can only be brought back with the wish spell. You gain the following benefits while the 8th gate is released:

  • You gain a +9 bonus to AC.
  • You gain a +90 bonus to your movement speed.
  • You gain a 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 rolls and a +8 bonus to damage rolls.
  • You gain the Burning Youth, No holds barred, Full Power Dynamic Entry, the Evening elephant/Sekizo Assault, and the Night Guy techniques.

Burning Youth, No holds barred, Full Power Dynamic Entry

Cost: 20 chakra

Range: 90 ft

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

Evening elephant/ Sekizo Assault

Cost: 30 chakra

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

Night Guy

Cost: 45 Chakra or 6 levels of Exhaustion.

Range: 70 feet

The Night Guy is considered to be the most powerful move a taijutsu master can obtain from eight gates released transformation. As an action, you enter a sprinters stance. In the stance, your aura gathers around you forming a dragons head in a 10 ft area around you. You launch yourself at a target within range. The kick is hard enough that if there is a wall behind the target, they crash through it. You and the target move in a 100 feet line from your starting location. The target takes 60d6 force damage. For this damage, immunity is reduced to resistance. After this attack, you leave the form.

Path of The Healer

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

Healing Novice

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

Chakra Control

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

Healing Jutsu

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

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

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

Chakra Pills

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

  • Red Pill: The creature regains an amount of chakra equal to 1d6 + your Intelligence modifier.
  • Green Pill: The creature regains an amount of chakra equal to half the creatures maximum chakra.
  • Blue Pill: The creature regains all of its chakra. In addition, it gains a level of exhaustion.

Enhanced Strength

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

In addition, you learn the surgical precision jutsu.

Surgical Precision

Cost: 8 chakra

Duration: Concentration, 1 minute

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

Mitotic Regeneration Jutsu

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

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

Path of Permanence

In very rare cases, a lost loved one can live on. In these rare cases, it possesses an amount of their innately controllable material. The following features take the form of whatever nature you have affinity in first (a jug of sand for earth and magnet, lightning in your veins for lightning and storm, etc). In a situation that your material is destroyed, a sufficient amount can be made over 1 week.

Bound Element

At 3rd level, when you use a jutsu that of the nature or deal damage of the same type, you deal additional damage equal to your unarmed strike damage.

Elemental Armor

At 7th level, you form a layer of defense. As a reaction or a bonus action, you can expend 2 or more chakra, you gain 10 temporary hit points for every 2 chakra.

Elemental Shield

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

Elemental Coffin

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

Spiritual Fusion

At 20th level, the spirit inside your element binds itself to your Sage Mode. When you enter Sage Mode, you gain a fly speed equal to half your movement speed and one shadow clone made of your element with half your maximum hit points and chakra. Recollecting your bound element is a free action.

Path of the Warrior

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

Warrior of Steel

At 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 ninjitsu. You gain affinity in the Basic Ninjutsu nature. If you already have affinity in it, you gain affinity in another Chakra nature you know.

In addition, you gain an additional Chakra nature.

Refined Warfare

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

Chakra-Infused Weapons

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

Halting Strike

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

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

Execution

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

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

Path of the Assassin

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

Proficient Assassin

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

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

Hidden Mist Jutsu

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

Deadly Blade

At 10th level, you come into possession of a scroll containing a legendary weapon from the ninja world, one of the 7 deadly swordsmans blades. Each possesses its own unique abilities. Your DM chooses which. The weapon requires attunement and grants proficiency in it while attuned. All of them are +1 magic weapons with the finesse property.

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

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

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

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

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

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

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

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

  • The target is knocked prone.
  • You pierce through the target. On your next attack, if you hit, you can "sew" them together, pulling them to adjacent spaces and giving them disadvantage on attack rolls until they use an action to escape making (DC 8 + your Dexterity modifier + your proficiency bonus) Strength saving throw.
  • As an action, you spend 10 chakra and throw the blade forward in a 30 ft line. All targets within that line must make a Dexterity saving throw taking 1d8 piercing damage. As a bonus action, you can attempt to "sew" them together. Making a contested Athletics check against the last target in the line with advantage. If you succeed all the targets are restrained.

Samehada: This greatsword is covered in metal scales that shred at the target. This weapon deals an additional 1d4 necrotic damage as it sucks the life force from its target. You gain a number of temporary hit points equal to necrotic damage + your Constitution modifier. You can do so twice, regaining all uses of this feature after you finish a short or long rest.

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

  • When you hit with an attack, you can expend up to two tags to deal an extra 1d6 thunder or fire damage for each tag.
  • When you hit with an attack, you can expend a tag to cast the color spray spell. You can expend additional tags to cast it one level higher for each additional tag.

Vanish

At 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 3 chakra to become invisible. You remain invisible until you are no longer lightly obscured.

Water Clone Jutsu

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

Path of Suffering

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

Shoulder Blade

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

Dance of the Camellia

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

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

Ten-Fingers Drilling Bullets

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

Dance of the Clematis

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

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

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

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

Dance of the Seedling Fern

At 20th level, you can weaponize every bone in your body. As an action, you drop to 0 hit points. Bone spikes erupt from the ground in a 120 foot radius zone dealing 15d12 magical slashing damage to all creatures in the area. Each spike is 50 feet tall. You can't use this feature again until you finish a long rest.

Path of the Mind

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

Mind Body Disturbance Jutsu

At 7th level, you can expend 4 chakra to cast the crown of madness spell.

Genjutsu

At 10th level, you gain the ability to use genjutsu. As an action, you can create an illusion that only one creature within a 20 ft can perceive. This range increases to 70 feet and by 3 chakra if the genjutsu use is auditory. The target must make a Wisdom saving against your Jutsu save DC. On a failure, it can only hear and see what you want it to and it is affected by one of the following of your choice, the cost of the jutsu depending on the condition:

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

The genjutsu lasts up to 1 minute. You must concentrate on it as if concentrating on a spell.

Mind Body Switch Jutsu

At 15th level, you can expend 20 chakra to cast the dominate monster.

Mind Clone Switch Jutsu

At 20th level, you master Mind Body Switch Jutsu. When you cast dominate monster or crown of madness, you can cast it on an additional creature. In addition, when you cast one of these spells or use the Genjutsu feature, 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.

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.

Multi-Size

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

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

You also gain the following jutsu:

Calorie Control

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

Duration: 1 minute

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

Total Expansion

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

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

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

Path of Companionship

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

Companionships

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.

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.
  • An animal companion also adds your proficiency bonus to its AC and to its damage rolls.
  • Your animal companion gains proficiency in two skills of your choice.
  • It also becomes proficient with all saving throws.
  • For each level you gain after 3rd, your companion gains an additional hit die and increases its hit points accordingly.
  • Whenever you gain the Ability Score Improvement feature, your companion's abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can't increase an ability score above 20 using this feature unless its description specifies otherwise.

Coordinated Attack

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

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

Mimicry

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

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

Combined Attack

Cost: 7 chakra

Range: 120 foot line

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

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.

Keen Senses

At 15th level, you have advantage on Wisdom (Perception) checks.

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.


Path of the Puppet Master

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

Craftsmen

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

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

Chakra Threads

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

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

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

Expert Puppeteer

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

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

Improved Chakra Threads

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

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

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

Master Puppeteer

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

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

Self Destruct

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

Automaton

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

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

Alternative Feature: Master Strategist

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

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

Chakra Natures

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

Basic Ninjutsu

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


Basic Ninjutsu Technique

Cost: 1 chakra

Duration: 10 minutes

As a bonus action, you gain the ability to move across any liquid surface— such as water, acid, mud, snow, quicksand, or lava— as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat).

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


Shuriken Jutsu

Cost: 1-3 chakra

Range: 60 ft

As an action, you throw multiple shuriken at the targets. At 1 chakra, you throw two. For every additional chakra, you throw one more. Make a ranged weapon attack for each shuriken. Only the first shuriken that hits adds your Dexterity modifier to damage. All additional shuriken deal 1d4+1 piercing damage.


Explosive Seal

Cost: 1 Chakra + 2 for every additional damage die

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

Range: 10 feet radius

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

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

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

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

At 13th level, you can create these explosive seals at max damage (4d6) for free a number of times equal to your intelligence modifier. And gain the ability to create more powerful tags dealing 4d6 fire plus 4d6 thunder damage at the cost of 5 chakra.


4th Level Jutsu

Transform

Cost: 1 chakra

Duration: 1 hour per chakra point spent

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

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


Body Flicker

Cost: 3 chakra

As an action, your movement speed increases by half its total (rounded down), and gain the benefits of the Disengage action until the start of your next turn.


Paralysis Seal

Cost: 2 Chakra

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

Range: Touch + 2 for every additional 5 feet

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

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


6th Level Jutsu

Substitution

Cost: 3+ chakra

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


Lesser Substitution

Cost: 3 chakra

Range: 20 feet

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


Healing Seal

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

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

Range: Touch + 2 for every additional 5 feet

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

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


8th level Jutsu

Shadow Clones

Cost: 4+ chakra per clone

As an action, you create up to five clones. The clones have 5 hit points each and they have an amount of chakra equal to 4 + how much of your chakra you decide to give them. The clones can take actions as normal, however they only have one attack each. You control them and they act on the same initiative as you. They last until you they are reduced to 0 hit points, they expend all of their chakra, you dismiss them as a free action, or 24 hours pass. If the clone still has chakra when it dissipates, you regain half the chakra from the clone minus the 4 chakra used to make it.

  • Shadow clones have no range limit as to how far away they can be.
  • A shadow clone has the same AC as you, however if the AC of the main body was effected by a spell to increase said AC, these effects do not carry over
  • A shadow clone carries a copy of the main bodies weapon, however it does not carry the magical effects over from it beside a base damage bonus. A cloned vorpal sword is just a +3 sword in the hand of a clone.
  • When a shadow clone dissipates, the main body will receive any knowledge it has gained and remember them as if they were their own experience, as well as exhaustion levels, but not negative effects like a curse, poison or anything of the like. This is useful for knowledge gathering.


Sealing Seal

Cost: 5 Chakra

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

Duration: 1 minute + 1 for every 2 chakra spent

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

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


12th Level Jutsu

Rasengan

Cost: 10 chakra

Range: 5 ft

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


16th Level Jutsu

Summoning Jutsu

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

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

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

You may also form contracts with several creatures at once. In this instance, their collective CR must equal up to or be lower than your Shinobi level but cannot exceed it. Any attempts to form a contract with a creature that would bring the CR threshold above your level fails.

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

As an action, you form the correct seals, take some of your own blood (often by biting the thumb), and place your hand on the ground. When done, your selected summon appears in the space you were in or a space within 5 ft of you.

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

Summoned creatures are able to speak common.

Your summon can not be a humanoid or construct.

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

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

These benefits only remain for 1 day or until the summon is dismissed.


Earth Style

Basic Earth Style Technique

Range: 30 feet

Duration: Instantaneous or 1 hour (see below)

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

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

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

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


Lightweight Boulder

Cost: 2+ chakra

Range: Touch

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


4th Level Jutsu

Fissure

Cost: 3 chakra

Range: 30 foot line, 10 foot wide

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


8th Level Jutsu

Stone Pillar Spears

Cost: 8 chakra

Range: 20 foot radius

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


12th Level Jutsu

Rock Shelter

Cost: 15 chakra

Range: 15 foot radius

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


16th Level Jutsu

Bedrock Coffin

Cost: 25

Range: 90 feet

As an action, you force sections of rock to crush a target in range. The target must make a Dexterity saving throw. On a failure, the target takes 20d8 + your Intelligence modifier bludgeoning damage and is restrained. Half as much on a success. While restrained in this way it has total cover. The coffin can be destroyed. It has 100 hit points. The creature can also escape by making a DC 30 Athletics check.

Fire Style

Basic Fire Style Technique

Range: 60 feet

Duration: Instantaneous or 1 hour (see below)

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

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

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

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


Flame Whirlwind

Cost: 1 chakra

Range: 30 feet

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


4th Level Jutsu

Exploding Flame Shot

Cost: 4 chakra

Range: 60 feet

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


8th Level Jutsu

Great Fireball

Cost: 8+ chakra

Range: 150 feet

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

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

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


12th Level Jutsu

Great Fire Annihilation

Cost: 14 chakra

Range: 30 foot wide, 60 foot line

Duration: Concentration, 1 minute

As an action, you expel fire from your mouth in the shape of a massive fireball. Due to its size, this technique is extremely difficult to either avoid or contain. Each creature in the area must make a Dexterity saving throw, taking 12d6 + your Intelligence modifier fire damage on a failure. Half as much damage on a success. The targets cannot benefit from Evasion. For 1 minute, as a bonus action, you can deal an additional 2d6 fire damage in the area.


16th Level Jutsu

Fire Dragon Flame Bullet

Cost: 22 chakra

Range: 150 ft line, 10 ft wide

Duration: 1 minute

As an action, each creatures in the area must make a Dexterity saving throw, taking 15d6 + Intelligence modifier fire damage and catching on fire on a failure. Half as much on a success. At the start of its turn, it takes 2d10 fire damage. At the end of each of its turns, a creature must make a Constitution saving throw. On a successful save, it's no longer on fire. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), it is no longer on fire.

Lightning Style

Basic Lightning Style Technique

Range: Self

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


Thunder

Cost: 1 chakra

Range: 25 foot cone

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


4th Level Jutsu

Lightning Rod

Cost: 4 chakra

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


8th Level Jutsu

Chidori

Cost: 8 minimum, 16 maximum

Range: 15 feet

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


12th Level Jutsu

Lightning Cloak

Cost: 8 chakra

Duration: Concentration, 1 minute

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


16th Level Jutsu

Kirin

Cost: 25 chakra

Range: 120 feet

Duration: 1 minute

As an action, you summon thunder clouds. As an action, up to 1 minute afterward, you can summon a lightning bolt from the clouds. Each creature in a 15 foot radius of a point in range must make a Dexterity saving throw. On a failure, it takes 25d6 + your Intelligence modifier lightning damage. Half as much on a success. If you are outdoors in stormy conditions when you use this jutsu, it gives you control over the existing storm instead of creating a new one. Under such conditions, the damage increases by 3d6.


Water Style

Basic Water Style Technique

Range: 30 feet

Duration: Instantaneous or 1 hour (see below)

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

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

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


Water Gun

Cost: 1 chakra

Range: 20ft

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


4th Level Jutsu

Water Prison

Cost: 4 chakra

Duration: Concentration, up to 1 minute

Range: 30 feet

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


8th Level Jutsu

Water Shark Bomb

Cost: 10 chakra

Range: 50 foot line

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


12th level jutsu

Water Gun: Two Gun Style

Cost: 12 chakra

Range: 30 feet

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


16th level jutsu

Super Shark Bomb

Cost: 28

Range: 10 ft wide 150 ft line

As an action, you create a gigantic shark out of water and thrust both hands forward, sending it in a 10 ft wide 150 ft line. Each creature in the area must make a Strength saving throw. On a failure, the targets take 6d8 + your Intelligence modifier cold plus 20d6 bludgeoning damage and falls prone moving to the end of the line. Half as much on a success.

Wind Style

Basic Wind Style Technique

Range: 30 feet

Duration: Instantaneous or 10 minutes (see below)

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

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

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


Violent Whirlind

Cost: 1 chakra

Range: 5 foot wide, 30 foot line

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


4th Level Jutsu

Wind Wall

Cost: 3+ chakra

Range: 10 feet radius

Duration: Concentration, up to 1 minute

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


8th Level Jutsu

Air Bullet

Cost: 8 chakra

Range: 5 foot wide, 15 foot line

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


12th Level Jutsu

Great Task of the Dragon

Cost: 13 chakra

Range: 60 feet

Duration: Concentration, 1 minute

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


16th Level Jutsu

Rasenshuriken

Cost: 20 chakra

Range: Touch

As an action, you strike with a large shuriken-shaped ball of wind. On a hit, the target takes 15d4 + your Intelligence modifier thunder plus 15d4 piercing damage from the wind splintering into sharp needles that pierce your bodies. You and the target must make a Constitution saving throw, taking 2d8 piercing damage and losing the ability to cast spells or jutsu. This effect can be cured by greater restoration.

If used while in Sage Mode, this Jutsu gains a range of 60 feet, and you no longer risk the damage of using this Jutsu in melee range.

Yin-Yang Style

This style can only be taken at 15th level. It is the manipulation of Yin chakra, the energy of the spiritual world, and Yang chakra, the energy of the physical world.

Basic Yin-Yang Style Technique

Cost: 0 or 7 chakra

Range: Touch

Duration: 1 minute (on self) or 1 round (on other creatures)

As a bonus action, you gain advantage on rolls to avoid the frightened condition. Alternatively, you can spend 7 chakra to grant this benefit to another creature withing range until the start of your next turn.


Yin Enhancement

Cost: Half the cost of the jutsu

As a bonus action, when you use a jutsu, you make attack rolls with advantage, you can reroll damage rolls, or you double the range for that jutsu.


Genjutsu Communication

Cost: 10 chakra

Range: Unlimited

Duration: Concentration, up to 1 minute

As an action, if you know the location of your target down to a 30 foot range. You project an image of yourself in front of the target, enabling you to converse with it. You can see and hear through this mirage, but you can not interact with the world around it.


Sound Release

Cost: 6 chakra

Range: 30 foot cone

As an action, each creature in the area must make a Constitution saving throw. On a failure, a creature has disadvantage on attack rolls until the end of its next turn.


Bringer of Darkness

Cost: 10 chakra

Range: 50 feet

Duration: Concentration, up to 1 minute

As an action, a target within range must make a Constitution saving throw. On a failure, its blinded until the Jutsu ends. As an action, the target can repeat the saving throw.


16th Level Jutsu

Temple of Nirvana

Cost: 32 chakra

Range: 150 feet

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

Kekkai 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.


Blaze Style

Blaze style is a mix of fire and lightning styles to create blazing flames. Both fire and lightning are composed of plasma, which is a very energized state of matter. To get Blaze Style you must also have the Yin-Yang Style or Amaterasu from the Mangekyō Sharingan feature.


Basic Blaze Style Technique

Range: Self

Duration 1 hour

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


Amaterasu

Cost: 8 chakra

Range: 60 feet

Duration: 1 minute

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


Kagutsuchi

Cost: 8 chakra

Duration: Concentration, 1 minute

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


Honoikazuchi

Cost: 12 chakra

Range: 15 foot radius

As a reaction, you surround yourselves with Amaterasu shaping it into spikes, impaling anything within the area. Each creature must make a Dexterity saving throw, taking 4d10 + your Intelligence modifier fire damage on a failure. Half as much on a success.


Flame Control

Cost: 14 chakra

Range: 15 foot cone

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


16th Level Jutsu

Great Dragon Fire Technique

Cost: 26 chakra

Range: 60 feet

Duration: Concentration, 1 minute

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


Explosive Style

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


Basic Explosive Style Technique

Range: Self

Duration: 1 hour

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


Explosive Punch

Cost: 2 chakra

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


4th Level Jutsu

Feign Explosion

Cost: 5 chakra

Range: 15 foot radius

Duration: 1 minute

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


8th Level Jutsu

Explosive Clay

Cost: 5 chakra and 1 handful of malleable material

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


12th Level Jutsu

Unbalancing Explosion

Cost: 14 chakra

Range: 30 foot radius

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


16th level jutsu

Internal Explosion

Cost: 20 chakra

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


Ice Style

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


Basic Ice Style Technique

Range: Self

Duration: 1 hour

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

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


Winterized Weaponry

Cost: 3 chakra

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


4th Level Jutsu

A Thousand Needles of Death

Cost: 6 chakra

Range: 30 feet

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


8th Level Jutsu

Ten Thousand Ice Petals

Cost: 12 chakra

Range: 30 feet cone

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


12th level jutsu

Crystal Ice Mirrors

Cost: 24 chakra

Duration: 1 minute

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


16th Level Jutsu

Wolf Fang Avalanche

Cost: 32 chakra

Range: 40 ft cube

As an action, an avalanche of snow pours out from your feet that reaches high into the air before falling onto all creatures in the area. The snow forms into wolf-like apparitions. The target’s must make a Constitution saving throw. On a failure, it takes 20d8 + your Intelligence modifier cold damage and are restrained until it uses an action and all of its movement to dig itself out. Half as much damage on a success.


Lava Style

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


Basic Lava Style Technique

Range: Self

Duration: 1 hour

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


Melting Apparition

Cost: 1 chakra

Range: 10 feet

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


4th Level Jutsu

Quicklime Congealing

Cost: 4 chakra

Range: 25 feet

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


8th Level Jutsu

Rubber Defense

Cost: 8 chakra

Range: Touch

Duration: 1 minute

As an action, you create a short tube of vulcanised rubber on yourself or an ally. The target gains a +5 bonus to AC and immunity to lightning damage. It cannot make an attack from inside it and your movement speed is decreased by 5 feet.


12th Level Jutsu

Scorching Rocks

Cost: 18 chakra

Range: 50 feet

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


16th Level Jutsu

Crimson Flame

Cost: 30 chakra

Range: 60 feet

As an action, you gather lava chakra in your hand and fire a series of projectiles. The projectiles explode in red fiery blasts in 10 foot radius. Each creature in the area must make a Dexterity saving throw. On a failure, it takes 8d10 + your Intelligence modifier fire damage plus 7d8 force damage and is pushed 30 ft away. Half as much damage on a success.


Magnet Style

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


Basic Magnet Style Technique

Range: 30 feet

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


Gold Spear

Cost: 2 chakra

Range: 10 feet

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


4th Level Jutsu

Iron Needle Bomb

Cost: 4 chakra

Range: 30 foot radius

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


8th Level Jutsu

Iron Sand Drizzle

Cost: 8 chakra

Range: 40 feet line

As an action, you release gunshot-like particles of Iron Sand. Each creature in the line must make a Dexterity saving throw. On a failure, it takes 5d8 piercing plus 2d4 + your Intelligence modifier force.


12th Level Jutsu

Magnet Rise

Cost: 15 chakra

Duration: Concentration, 1 minute

Range: Touch

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


Creation

Cost: 4 chakra

Range: Touch

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


16th Level Jutsu

Gold Dust Imperial Funeral

Cost: 32 chakra

Range: 100 foot radius

As an action, the ground around you overflows with gold dust covering every creature of you choose and you are lifted into the air by a cloud of gold dust. Each creature must make a Constitution saving throw. On a failure, it takes 20d10 + your Intelligence modifier bludgeoning damage, is paralyzed until the end of your next turn. Half as much damage on a success.


Scorch Style

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


Basic Scorch Style Technique

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

Duration: 1 hour

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

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


Demon Lantern

Cost: 1 chakra

Range: 30 feet

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


4th Level Jutsu

Bomb Blast Dance

Cost: 5 chakra

Range: 30 foot cone

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


8th Level Jutsu

Incinerating Flare

Cost: 12 chakra

Range: 40 feet

As an action, you form a large ball of heat as bright as the sun. You throw it at a point in range, violently exploding on impact. Each creature in a 10 ft radius of the point must make a Constitution saving throw, taking 5d8 + your Intelligence modifier fire damage and a level of exhaustion on a failure. Half as much damage on a success.


12th Level Jutsu

Great Blaze Ball

Cost: 20 chakra

Range: 100 feet

As an action, you exhale a meteor-sized sphere of fire that carries the enemy away and causes a massive explosion on impact. Make a ranged spell attack. On a hit, the target takes 15d10 + your Intelligence modifier fire damage and must make a Constitution saving throw. On a failure, its movement speed is reduced to 0 until the end of its next turn due to most of the moisture in its body evaporating.


16th Level Jutsu

Extremely Steaming Murder

Cost: 32 chakra

Duration: Concentration, 1 minute

Range: 100 feet

As an action, you create three flaming orbs that resemble small suns. These orbs rotate around you. As an action, you can send one of these at a creature within range. Make a ranged spell attack. On a hit, the target takes 10d10 + your Intelligence modifier radiant damage and two exhaustion levels. A creature reduced to 0 hit points by this dies as all the water inside its body evaporates, leaving it a mummified corpse and disintegrating all of its equipment is unless it is magical. Each orb dissipates after hitting two targets or when you lose concentration.


Storm Style

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


Basic Storm Style Technique

Casting Time: 24 hours

Range: Self (5-mile radius)

Duration: Concentration, up to 8 hours

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

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

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


Light Fang

Cost: 1 chakra

Range: 10 foot line

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


4th Level Jutsu

Light Pillar

Cost: 4 chakra

Range: 15 foot radius

Duration: 1 minute

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


8th Level Jutsu

Thunder Cloud Inner Wave

Cost: 10 chakra

Range: 15 foot radius

Duration: Concentration, 1 minute

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


12th Level Jutsu

Demon Lightning Storm

Cost: 16 chakra

Duration: Concentration, 1 minute

Range: 40 foot radius

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


16th level jutsu

Laser Circus

Cost: 26 chakra

Range: 90 feet

As an action, you create eight beams of concentrated lightning and shoot them at a creature. Each beam can hit up to two creatures. Each creature must make a Dexterity saving throw, taking 10d8 + your Intelligence modifier lightning or radiant damage on a failure. Half as much damage on a success. If you target a creature with more than one beam, it has disadvantage on the saving throws.


Vapor Style

Vapor style jutsu combine fire and water chakra to weaponize steam. This steam is produced by superheating water produced by Water Style to create deadly puffs of superheated steam.


Basic Vapor Style Technique

Cost: 1 chakra

Duration: 1 minute

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


Steam Jet

Cost: 1 chakra

Range: 10 foot cone

As an action, you release a stream of steam from your mouth. Each creature in the area takes 1d12 + your Intelligence modifier fire damage.


4th Level Jutsu

Radiant Steam

Cost: 5 chakra

Range: 30 foot radius

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


8th Level Jutsu

Corrosive Jet

Cost: 8 chakra

Range: 60 foot line

As an action, you release a more powerful and corrosive jet of steam. Each creature in the area must make a Constitution saving throw, taking 10d8 + your Intelligence modifier acid damage on a failure. Half as much damage on a success.


12th Level Jutsu

Petrifying Steam

Cost: 14 chakra

Range: 60 feet

As an action, you make a blast of steam. A creature in range must make a Constitution saving throw, becoming petrified for 1 minute on a failure.


16th Level Jutsu

Corrosive Explosion

Cost: 20 chakra

Range: 90 feet

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


Wood Style

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


Basic Wood Style Technique

Cost: 0-10

Range: 30 feet

Duration: Instantaneous

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

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

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

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


Four-Pillar House

Cost: 5-20 chakra

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

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

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


Stocks

Cost: 1 chakra

Range: 30 feet

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


4th Level Jutsu

Wood Dome

Cost: 5 chakra

Duration: 5 minutes

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


8th level jutsu

Wood Dragon

Cost: 10 chakra

Duration: Concentration, 1 minute

Range: 60 feet

As an action, you create a huge wooden dragon. The dragon has 60 hit points. If destroyed, as an action, you can reform the hand signs to reform it with 60 hit points. As a reaction, when a creature targets you with an area of effect or attack, you can move the dragon in the way, it’s targeted instead. The dragon acts on your initiative count. It has the following statistics and the same ability scores and save DC as you:

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


12th Level Jutsu

Deep Forest Emergence

Cost: 20

Range: 40 ft radius, 20 ft high

As an action, you force a small plant to grow into a forest in an instant. The trees to grow in a dense 40 ft radius, 20 ft high forest around you. You and creatures you choose are lifted by a root into the air. All other creatures in the area must make a Dexterity saving throw, taking 5d12 + your Intelligence modifier bludgeoning damage. Half as much damage on a success. The forest is difficult terrain to all creatures but you. As a bonus action, you can spend 4 chakra to make a large branch from the forest to attack one creature. Make a melee spell attack. On a hit, it takes 3d12 piercing or bludgeoning damage.


16th Level Jutsu

Great Spear Tree

Cost: 32 chakra

Range: 50 ft radius, 60 ft high

Duration: 1 minute

As an action, you summon a tangle of roots that surround you. Each creature other than in you the affected area must make a Dexterity saving throw. On a failure, it takes 20d8 + your Intelligence modifier piercing damage and is restrained by the dome. Half as much damage on a success. If a creature is reduced to 0 hit points by this damage it dies. The body is crushed and the blood seeps into the roots giving them a red tinge. To break out, the restrained target can use its action to make a Strength saving throw. On a success, the target escapes and is no longer restrained. As an action at no additional chakra cost, you can make a spell attack against a creature in the area, on a hit the target is affected by one of the following effects of your choice:

  • Vine: On a hit, the target is knocked prone and takes 2d8 + your Intelligence modifier bludgeoning damage.
  • Branch: On a hit, the target takes 4d8 + your Intelligence modifier piercing damage.
  • Log: The target must make a Dexterity saving throw, taking 8d8 + your Intelligence modifier bludgeoning damage. Half as much damage on a success. This can only be used once every other round.

Unique Jutsu

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


Shadow Imitation Technique

This style can only be learned at 5th level or later. Users of this technique learn how to manipulate their shadows into deadly tools for their use. A user may use their shadow to paralyze a creature in place and force them to copy the user's movements.

Shadow Possession Jutsu

Cost: 5 chakra

Duration: Concentration, up to 10 minutes

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

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

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


Shadow Strangle Jutsu

Cost: 4 chakra

Duration: Equal to active Shadow Possession Jutsu

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


8th Level Jutsu

Shadow Piercing Jutsu

Cost: 2 chakra

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

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


12th Level Jutsu

Shadow Imitation Field Technique

Cost: 15 chakra

Duration: Concentration, up to 5 minutes

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

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


16th Level Jutsu

Shadow Gathering Technique

Cost: 2 minimum, 20 maximum

Duration: Up to 10 minutes

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

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

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

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

Other Unique Jutsu

Sealing Jutsu

Cost: 20 chakra

As an action, you must first write a seal on a humanoid using ink. This seal lasts for 12 days or until it is removed as an action. You target one creature and the humanoid the seal. You must then succeed a DC 25 Constitution saving throw. On a failure, you die. On a success, you gain two levels of exhaustion and the creature is sealed inside the humanoid, which is unconscious for 1d10 hours. After a creature has been sealed, the only way to remove the seal is with this jutsu.


Flying Raijin Jutsu

Cost: 10 chakra to place a seal, 5 chakra to teleport

To use this jutsu, you must first create a seal for 30 gp. This seal can then be placed on any creature or object for 10 chakra. As a bonus action or a reaction to being targeted by an attack, spell effect, or mild annoyance, you can teleport to a target bearing this seal.


White Snake Jutsu

Cost: 5 chakra

As a bonus action, until the end of your next turn, your limbs and neck become elastic. Your unarmed strike reach increases by 5 feet, and you count as 1 size smaller when squeezing.


Second Stage

Requirements: “Cursed Mark” feat

Cost: 3 chakra

Duration: 1 minute

As an action, your mark envelops your body. Your hair grows slightly longer, your eyes become yellow with a black sclera, and your skin tone changes. While in this form, your Dexterity, Constitution, or Intelligence increases by 2, to a maximum of 26. You must make a DC 20 Wisdom saving throw or gain a short term madness.


Planetary Rasengan

Requirements: You must be at least level 18 in the Shinobi class.

Cost: 40 chakra

Range: 15 feet

Casting Time: 1 turn

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


Vanishing Rasengan

Requirements: Lightning Style Affinity

Cost: 4+ Chakra

Range: 150 feet

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

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

On a hit, the target takes 3d6 force damage and must roll a strength saving throw or be pushed back 10 feet away and knocked prone. You can increase the damage die by 1d6 per chakra point spent.

Alternatively, you can throw the Vanishing Rasengan to track its target. In that mode, the Vanishing Rasengan has no limit in its range but travels at a speed of 40 feet and moves at the initiative count of 20. The Rasengan takes the fastest route to its target, but cannot dodge obstacles.

Optional Rules

In this section, you will see optional rules that alter the way the class is played. This section is meant for additional rules that alter the class, without forcing these rules on everyone (hence they are optional).

Random Natures and Kekkei Genkai Limit

This class offers freedom of choice regarding some abilities the same way spellcasting classes offer freedom to decide which spells you pick (limited by your class' spells list). However, you and/or the DM may want a more realistic approach in character creation where the character gets a random set of abilities at birth instead of ones chosen by the player. Here is an optional rule if this is what you're after:

  • In character creation, roll a d6. The results will determine your Chakra Nature at 2nd level.
1 2 3 4 5 6
Earth Style Fire Style Lightning Style Water Style Wind Style Kekkei Genkai

Getting a 6 means you are born with a Kekkei Genkai. Roll a d8, the result will be your Kekkei Genkai.

1 2 3 4 5 6 7 8
Explosive Style Ice Style Lava Style Magnet Style Scorch Style Storm Style Vapor Style Wood Style

On top of gaining the Kekkei Genkai at 2nd level, you also learn both Chakra Natures required for its use as explained in the Kekkei Genkai's description. (ie. You learn Earth and Lightning on top of Explosive style.)

  • You can only have 1 Kekkei Genkai in this optional rule (not including the subclass ones). Learning the required Chakra Natures for a Kekkei Genkai won't let you access its capabilities (ie. If you already have Explosive Style, you cannot learn Storm style even if you have both Water and Lightning styles.)

Blaze and Yin Yang style aren't included because of their requirements. In this optional rule, Blaze style is automatically unlocked when either of its requirements are achieved while Yin Yang would have to be chosen at 15th level as usual.


Chakra Regeneration

This optional rule explores the idea of the Shinobi being better at chakra control and buffs their ability to regen 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.

Everytime you finish a short rest, you regenerate an amount of chakra equal to Your Level + Your Spellcasting Modifier. This stacks with the Overflowing Chakra Feat.

Homebrew Jutsu

This is a place for anyone to post their non-official fan-made jutsus. Official, yet homebrew jutsus should go to Unique Jutsu.

_______


Lightning Release: Vanishing Rasenshuriken

Requirements: 16th level and Lightning Style Affinity

Cost: 15 Chakra

Range: 120 feet

This altered version of Rasenshuriken follows the same principles as Wind Release: Rasenshuriken but instead adds your lightning affinity to give it the same property as the Vanishing Rasengan.

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

On a hit, the target takes 15d4 + your intelligence modifier Force damage from the impact of the rasengan and 10d4 thunder damage from the following explosion. Anyone within 10 feet of the impact must make a constitution saving throw against the explosion. On a failed save, they take 2d8 lightning damage and lower their intelligence and dexterity scores by the resulting damage as lightning courses through them, shutting down their nerves as it makes its way through their central nervous system.

Creatures immune to lightning damage and/or who have an intelligence score of 1 automatically pass the saving throw. Creatures with resistance to lightning damage have advantage on the saving throw.

This effect is affected by Greater Restoration.


Multiclassing

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


Back to Main Page5e HomebrewClasses

FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Naruto franchise, and/or include content directly affiliated with and/or owned by Viz Media. D&D Wiki neither claims nor implies any rights to Naruto copyrights, trademarks, or logos, nor any owned by Viz Media. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png
Home of user-generated,
homebrew pages!


admin area
Terms and Conditions for Non-Human Visitors