User:Kenneth2210
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Naruto: Shinobi[edit]
Shinobi are specialized ninja whom have gained the power of Chakra, an energy created by combining the spiritual and physical energies inside every person. This allows them to do amazing feats such as walking up walls, walking on water, breathing fire, among other things. The clearest characteristic of a shinobi is their ability to manipulate chakra to create and use techniques known as Jutsu. Jutsu are separated into three groups: Genjutsu, which manipulate one's mind; Taijutsu, which manipulate chakra in the user's body to result in greater physical prowess; and Ninjutsu, which manifest chakra in various forms, the most common of which being elemental Jutsu in which the user transforming their chakra into a specific nature between Lightning, Earth, Fire, Wind, and Water. By combining two or more basic natures, one can achieve even more advanced natures such as Wood Style and Ice Style, though such things are often the result of genetic ability.
Creating a Naruto: Shinobi[edit]
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?
Must Read[edit]
Work together with your DM to find out, if you should start as Indra’s Reincarnation. This will grant you the following: The soul of the Sage of Six Paths eldest son, an absolute prodigy, inhabits your body. Only one person may have this boon at a time, excluding unique circumstances such as resurrection. You gain both Path of the Exalted and Path of Hatred you can have both active at the same time.
This class can't get past levevl 20 so the Ninja Epic Boons that are shown is somthing you have to talk to your DM about, so you know how and why you get them.
Quick Build[edit]
You can make a Naruto: Shinobi quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity, followed by Constitution. Finally, choose either the Assassin or Genin/Chunin background. In addition, with your DM’s approval, you may choose Jinchuriki as your race.
Class Features
As a Naruto Shinobi you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Naruto Shinobi level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Naruto Shinobi level after 1st
- Proficiencies
Armor: Light
Weapons: Simple weapons, shortsword
Tools: Thieves' tools
Saving Throws: Dexterity, Intelligence
Skills: Choose two from Acrobatics, History, Investigation, Nature, Perception and Stealth
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a shortsword or (b) 2 simple weapons or (c) leather armor
- (a) 10 darts or (b) 8 kunai or (c) 12 shuriken
- 3 blank scrolls
- a bottle of ink
Level | Proficiency Bonus |
Features | Chakra | Martial Arts | Unarmored Movement |
---|---|---|---|---|---|
1st | +2 | Martial Arts, Unarmored Defense | - | 1d4 | - |
2nd | +2 | Chakra, Unarmored Movement | 8 | 1d4 | +10 |
3rd | +2 | Ninja Path | 12 | 1d4 | +10 |
4th | +2 | Ability Score Improvement, Chakra Natures | 16 | 1d4 | +10 |
5th | +3 | Extra Attack | 20 | 1d6 | +10 |
6th | +3 | Ninja Speed, Ability Score Improvement | 24 | 1d6 | +15 |
7th | +3 | Ninja Path Enhancement, Evasion | 28 | 1d6 | +15 |
8th | +3 | Ability Score Improvement | 32 | 1d6 | +15 |
9th | +4 | Chakra-Infused Strikes, Ninja Speed Improvement | 36 | 1d6 | +15 |
10th | +4 | Ninja Path Enhancement | 40 | 1d6 | +20 |
11th | +4 | Extra Attack (2) | 44 | 1d8 | +20 |
12th | +4 | Ability Score Improvement | 48 | 1d8 | +20 |
13th | +5 | — | 52 | 1d8 | +20 |
14th | +5 | Chakra Natures, Ability Score Improvement | 56 | 1d8 | +25 |
15th | +5 | Ninja Path Enhancement | 60 | 1d8 | +25 |
16th | +5 | Ability Score Improvement | 64 | 1d8 | +25 |
17th | +6 | — | 68 | 1d10 | +25 |
18th | +6 | — | 72 | 1d10 | +30 |
19th | +6 | Ability Score Improvement | 76 | 1d10 | +30 |
20th | +6 | Ninja Path Enhancement | 80 | 1d10 | +30 |
Martial Arts[edit]
At 1st level, you are trained in hand to hand combat.
- You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and weapons you are proficient with.
- Your unarmed attacks deal 1d4 damage, this damage increases by 1d4 at 5th, 11th, and 17th levels.
Unarmored Defense[edit]
At 1st level, your finesse in dodging outweighs the benefit of being weighed down by armor. While not wearing armor or wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution modifier.
Unarmored Movement[edit]
At 2nd level, while not wearing armor or using a shield, your movement is increased by 10 feet. This bonus increases to 15 at 6th, 20 at 10th, 25 at 14th, and 30 at 18th levels.
Chakra[edit]
At 2nd level, you begin on your journey of mastering chakra. Chakra is a form of life energy with varying types that all individuals produce to some degree. This energy is often confused with ki, but the two are different in form and control. The energy circulates throughout the body in a network called the "Chakra Pathway System", which is similar to the cardiovascular system. Certain groups, such as shinobi, have learned to generate more chakra and release it outside their bodies through pressure points called Tenketsu in order to perform Jutsu. Kekkei Genkai are Jutsu that use multiple types of chakra at once, and are often connected to bloodlines. The maximum amount of chakra you have is dictated by your Shinobi level, as shown in the Chakra column of the Shinobi class table.
The following rules apply to all Jutsu unless otherwise stated:
- To use a 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.
- You regain all your chakra after you finish a long rest.
- Chakra and ki do not stack.
At 2nd, 8th, and 14th level, you choose a chakra nature. You also gain access to either the Basic Ninjutsu or Taijutsu nature at 2nd level. You can forego learning a nature to gain affinity in one you already know, allowing you to add your unarmed damage to any damage rolls with its Jutsu. You gain a Kekkei Genkai nature after getting both required Chakra Natures. Jutsu cast outside of initiative cost half as much Chakra so long as the Jutsu is will not damage or otherwise directly negatively effect a creature . The purpose of Jutsu is to be used to the advantage of the party narratively, not just as a weapon.Such as lighting a campfire with fire Jutsu, or putting out a burning building with water Jutsu.
Your spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Your Jutsu spell attack bonus = your proficiency bonus + your Intelligence modifier
Ninja Path[edit]
At 3rd level, you choose what path you would like to follow, all detailed under Ninja Paths. You gain a new feature for your archetype at 7th, 10th, 15th, and 20th level.
Ability Score Improvement[edit]
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Extra Attack[edit]
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.
Ninja Speed[edit]
At 6th level, you can spend 4 chakra to take the Dash, Disengage, or Hide action as a bonus action on your turn, and your jump distance is doubled for the turn.
At 9th level, you gain the ability to move along vertical surfaces during your movement, and this feature now costs 2 chakra.
Evasion[edit]
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[edit]
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.
Ninja Paths[edit]
All ninja follow one of the following paths. A Dōjutsu, which many paths grant, is a special kind of eye which certain ninja are able to manifest. If a Dōjutsu is removed from the user or blinded by a feature that blinds the user, it can only be restored by implanting another eye or with the Wish spell. Unless stated otherwise, an implanted eye can only gain class features up to 15th level.
Path of Hatred[edit]
The Sharingan is a Dōjutsu that is acquired through emotions, not power. Whether needing the power to protect others, or having so much hate that you will kill all in your way to get what you want, the Sharingan is acquired through these immense emotions. The Sharingan allows the user to see into the future by seconds, allowing them to interpret actions before they are made.
Foresight[edit]
At 3rd level, you acquire the power of the Sharingan and can activate it as a bonus action for 1 minute. You start with 1 tomoe (eye dots). which gives you advantage on Wisdom and Dexterity saving throws, and advantage on Perception checks requiring sight.
While your Sharingan is active, you can sense the presence of magic and chakra within 30 feet of you, you can also see see through magical darkness in 60 feet. If you sense magic or chakra in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears either or both, and you learn its school of magic or the chakra technique used, if any. This effect can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of Common metal, a thin sheet of lead, or 3 feet of wood or dirt.
In addition, you automatically detect visual illusions and genjutsu and have advantage on saving throws against them. And as a reaction, you can impose disadvantage on one attack against you. You have a number of uses for this equal to your Intelligence modifier (minimum of 1). You regain all uses at the end of a long rest.
At the end of the sharingan’s duration, you must make a DC 13 Constitution saving throw. If you fail, your eyes begin to bleed and take 1d6 psychic damage. On a success, your sharingan stays active for another minute, after which you must repeat the saving throw. The DC increases by 1 for every success tho it resets on a long rest, You can end this early at will, negating the need to make the saving throw. You regain use of this feature at the end of a long rest.
At 5th level, you gain 2 tomoe, while your sharingan is active. You can activate the Sharingan as at will instead of a bonus action. In addition, you can have your Sharingan active a number of minutes equal to your Intelligence + Constitution modifier (minimum of 1) before needing to make your first saving throw to keep it active.
Genjutsu[edit]
At 7th level, you gain 3 tomoe. You have mastered your traditional sharingan. You can now have your sharingan active at all time and deactivate it at will.
In addition, while your sharingan is active, you may attempt to trap a creature within 60 feet that you can see and is not blind in genjutsu. The target must make a Wisdom saving against your Jutsu save DC. On a failure, it can be affected by one of the following effects of your choice for 1 minute (concentration). They may retry this saving throw at the end of each of their turns, ending this effect early on a success.
- The target is blinded. Costs 4 chakra.
- The target is deafened. Costs 4 chakra.
- The target is frightened. Costs 4 chakra.
- The target is incapacitated. Costs 5 chakra.
- The target is restrained. Costs 6 chakra.
- The target is stunned. Costs 8 chakra. (They do not get to do a save on the targets first turn.)
Demonic Illusion: Shackling Stakes
Cost: 3 chakra
When you have trapped creature in a Genjutsu. You may use your action to make them take 3d8 psychic damage. They do not get to save this.
Mangekyō Sharingan[edit]
At 10th level, you gain the power of the Mangekyō Sharingan. To gain this feature you have to witness someone close to you die by unnatural means. (Examples: A fellow party member, a follower, a close friend, a spouse, a long time pet.)
Instead of having a red background with a black circle, your Sharingan change into a form unique to each person, normally in the shape of a pinwheel in some way. The Mangekyō allows its owner to use two of the special Jutsu listed below while your Sharingan is active. After using your Mangekyō Sharingan jutsu, you must make a DC 10 Constitution saving throw. On a failure, your eyes begin to bleed, you take 3d4 psychic damage, and you gain 1 level of gradual blindness. For every other failure of this saving throw, you only take the damage. The DC on this saving throw increases by 1 every time you use a Mangekyō ability.
Amaterasu
Cost: 4 chakra
As an action, you focus your eye on a single point in your field of vision within 60 feet, creating black flames. Anything flammable near it will be engulfed in black flame. The flame never stops burning unless stopped by you, magical means that exclusively stop fires, your Sharingan ends, or the object it is burning is completely destroyed. If you use this on a creature, it must make a Dexterity saving throw. If it fails, it takes 2d10 fire damage and at the start of its turns it takes 1d10 fire damage. Amaterasu can only affect one creature at a time.
Kagutsuchi
You must have Amaterasu to gain this Mangekyō ability. You gain the Blaze Style: Kagutsuchi nature, even if you did not meet its nature requirements. You may cast Blaze Style jutsu as a Mangekyō ability, halving the jutsu's cost and forcing you to make Mangekyō's Constitution saving throw.
Tsukuyomi
Cost: 6 chakra
Duration: concentration Up to 1 minute
One of the most powerful Genjutsu in the world, Tsukuyomi can be used as an action by looking a creature in the eyes. The target must attempt a Wisdom saving throw. On a failure, they are trapped in a genjutsu in which you control their perception and the flow of time up to one one-hundred-billionth of real time, but only for an instant. They are paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
Kotoamatsukami
Cost: 8 chakra
As an action, you cast a genjutsu at a creature that is not Undead or a construct that subtly manipulates the target’s mind. You may issue a command to that creature at least as general as “protect that village” or “ensure these negotiations go well”. It will go about doing this task to the best of their ability until it is completed or impossible to complete. You may use this once per Mangekyō ability you took this as, regaining your Constitution modifier/200 of a use at the end of a long rest. If you have the Hashirama’s Cells feat, you regain twice as many uses at the end of a long rest. If you have the Perfected Hashirama's Cells Ninja Epic Boon, you regain 1 use at the end of a long rest.
Kamui
This Space-Time Ninjutsu enables a user to open an entrance to a pocket dimension anywhere within 100 ft. of themselves. This dimension is filled with 20 ft. grey cubes and is illuminated in all areas by dim light. While inside the dimension, creatures do not need to eat or drink and do not age. If something is removed from the dimension, creatures inside it can make a Dexterity saving throw against your spell save DC to try to escape to a space within 15 ft of you. You specifically gain two techniques of Kamui, Long-range Kamui and Short-range Kamui, each belonging to one eye.
- Long-range Kamui
Cost: 8 chakra
As an action, you can target a sphere with a radius of up to 15 ft. within your 100 ft. range to attempt to warp any object or creature into the pocket dimension, the sphere cannot be targeted anywhere within 10 ft. of you. Any creatures within the sphere must succeed on a Dexterity saving throw or be pulled into the pocket dimension. If used on an object or creature that is larger than the targeted area, such as the ground, only the part of the object within range is brought into the dimension, and creatures must succeed on a Dexterity saving throw or take 6d6 force damage, or half damage on a success as their matter stretches supernaturally attempting to enter your pocket dimension.
- Short-range Kamui
Cost: 6 chakra
As an action, or as part on your attack action, you can slowly transfer yourself or another creature into the pocket dimension. When you target a creature with an unarmed strike you can forgo the damage in order to apply the effects of your Kamui to your strike. The creature hit by this attack is transported safely into your pocket dimension at the end of your turn. When you target yourself with your Short-range Kamui, you are only transported at Initiative count 20 if you maintain concentration, otherwise, if you aren't in combat, you are transported 6 seconds later.
Additionally, as a bonus action, you can summon anything from the dimension to an empty space up to 15 ft from you. You can travel long distances by emerging miles away from where you originally entered your pocket dimension, as an action you can spend 5 chakra per 10 miles you want to travel, you emerge from your pocket dimension at a point of choosing within the distance equivalent to the chakra spent. When you emerge, you are placed in a empty space as close to the point of your choosing as possible. Also, you are able to increase the targeted area of your Kamui by 5 ft per 5 chakra points spent for the purpose of bringing in larger structures or creatures.
As a bonus action or reaction, you make your body and all items you are carrying intangible. You must spend 4 chakra or Mangekyō's saving throw at the beginning of each of your turns to continue this effect. During this time, you can not receive damage or any effect (spell effect, conditions, etc.), you can pass through objects, and must spend 3 chakra to take an action, 2 chakra to take a bonus action, and you can not take reactions, and your body appears in Kamui. Creatures within Kamui can affect you normally.
Telekinesis
Cost: 4 chakra
As an action, you may choose any amount of objects that total no more than 100 pounds within 100 feet for 1 minute. During this duration, you may move them up to 30 feet so long as they are within 100 feet, and as an action or bonus action, you may make a thrown attack using up to two objects.
Disorientation
Cost: 4 chakra
As a reaction, when a creature you can see takes an action or bonus action, it must succeed a Wisdom saving throw. On a failure, it hallucinates, slightly shifting 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 use spell slots. If it used chakra or ki, it loses half of the cost.
Additional Nature
You gain use of an additional basic chakra nature of your choice. This nature can fulfill one of the requirements for a Kekkei Genkai.
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 more powerful than a 5th level spell, consider giving it a chakra cost or limiting uses to a certain number. If less powerful, consider giving advantage on the saving throw.
Eternal Mangekyou Sharingan[edit]
At 15th level, you gain the power of the Eternal Mangekyou Sharingan. You have to find a new set of Mangekyou Sharingan eyes, that you can put into your own sockets.
You gain 2 new Mangekyou Sharingan abilities of your choice, as shown above, You also get all your sight back, and do not need to make any saving throws when using these eyes.
Susanoo[edit]
You have attained the pinnacle of power from your Sharingan, the Susanoo. This form allows you to cover yourself in a protective aura. When first acquired you can only use the first form of Susanoo. You can use your Intelligence modifier for Susanoo weapons and unarmed strikes instead of your Strength or Dexterity modifier.
You have different stages of your Susanoo.
- 15th level - Ribcage: +1AC
- 16th level - Skeleton +1 AC Reach of 10 feet, Unarmed deals 2d10+int magical bludgeoning.
- 17th level - Armored Susanoo +2 AC and is Large, and you gain a weapon that you can see below.
- 18th level - Human Susanoo +2 AC 20 feet more speed and huge
- 19th level - Perfect Susanoo +3 AC flying speed of 60 and Huge
- 20th level - Indra Susanoo +3 AC flying speed of 60 and Gargantuan. You no longer need to make a saving throw to keep this form active.
At the end of each turn that you maintain the Susanoo, you must make a Constitution saving throw starting on 12 and goes up by one, every time you succeed and resets on a longrest. If you fail it your Susanoo deactivates.
You gain one of the following weapons while in Susanoo of your choice, You may only wield one option at a time, changing weapons on a long rest.
- You gain a green lance that has a reach of 30 ft. The lance deals 4d10 magical piercing damage. As an action, you can shoot a bundle of 50 needles in a 15 ft. wide and 60 ft. long line. Each creature in the area must make a Dexterity saving throw, taking 3d6 magical piercing damage. Taking half as much on a success. You can't use this feature again until you finish a long rest.
- You gain a bright orange long sword. It has a reach 15 ft. and deals 3d12 magical slashing damage and 1d8 fire damage.
- 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.
- You gain two dark blue shortswords. They have a reach of 10 ft. and deal 3d6 slashing damage. When you take the Attack action, you can make two additional attacks.
- You gain 30 light blue Mangekyō shaped Shuriken. They have a thrown range of 60/120 ft., and do not have disadvantage when used at 5 feet. They deal 2d8 magical slashing damage. Each 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.
Indra’s Arrow
Requirements: Indra Susano’o
Range: 90 ft. x 15 ft. line
Cost: 45 chakra
You focus all of your supreme visual prowess into a single chidori through your susano’o’s weapon, firing a bolt of lightning. All creatures within range must succeed a Constitution saving throw. On a failure, they take 12d12 lightning damage. On a success, they take half as much.
Path of the Exalted[edit]
Those following this path make use of the Rinnegan. This eye consists of a purple base with ripples emanating out from it. It is the last of the 3 great Dōjutsu, and is often revered as a myth. One who wields it takes up the mantle as either a “God of Creation,” bringing peace to warring nations, or as a “God of Destruction,” destroying all in their wake, reducing the realm to ashes. The only way to obtain this eye is to receive the chakra of its original user, Hagoromo Ōtsutsuki, recreating it through the chakra of his sons, or to steal the eye entirely.
Chakra Detection[edit]
At 3rd level, you can sense the flow of chakra in all living things. You gain proficiency in Arcana. As a bonus action, you can attempt an Arcana check (DC 10 + the target's bonus to Deception) to learn how many spell slots, KI points, chakra, and other such things that a creature has.
In addition, you can sense the presence of magic and chakra within 100 feet of you. If you sense magic or chakra in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears either or both, and you learn its school of magic or the chakra technique used, if any.
This effect can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of Common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Furthermore, you have 120 feet of darkvision.
You must also choose one path to gain affinity to. Each path will have a different affinity bonus fitting their abilities, you then get to pick 2 things from that Path you can use from Level 3.
Six Paths Technique[edit]
The Six Paths Technique is the origin of the unique techniques bestowed by the Rinnegan. Those who wield the Rinnegan have access to each of these techniques. Despite its name, there are actually seven of these techniques that grant the user powerful and near god-like abilities.
At 7th level, you gain access to all 6 of those paths but not all of their abilities.
- Deva Path Affinity: You gain an optional 30 feet base range with all Deva Path abilities.
- Asura Path Affinity: You can have a number of transformations active equal to your spellcasting modifier.
- Human Path Affinity: You gain the option to use Absorption Soul Technique at a range of 30 feet.
- Preta Path Affinity: You add your spellcasting modifier to the chakra absorbed. Additionally, the dice increases to 3d6 at 15th level and 4d6 at 20th level.
- Naraka Path Affinity: You add your insight bonus to both DCs of Jugokudo
- Outer Path Affinity: You can create a number of Black Receivers equal to twice your spellcasting modifier + your proficiency bonus. Additionally, you can make a number of Demonic Statue Chains attacks equal to your spellcasting modifier + your proficiency bonus in a single cast.
Deva Path[edit]
The Deva Path grants the user the ability to manipulate attractive and repulsive forces with objects and people.
Shinra Tensei
Cost: 3+ chakra
Range: 5 foot radius
As an action, each creature within range must succeed a strength saving throw or take 2d6 force damage and be pushed to the edge of this jutsu’s range, on a success the target takes half damage and is not pushed back. You can add an additional 1d6 damage and 5 feet to the affected radius and the distance the target is pushed for every additional chakra point spent. If more than 20 chakra is spent, the ground and buildings within range take double damage.
Banshō Ten'in
Cost: 2+ chakra
Range: 5 foot radius
As an action, any creature of your choice within range must succeed on a strength saving throw or be pulled towards you. You can increase the range at which you can target creatures by 5 feet feet for every additional chakra point spent. You can stop pulling a creature at any range (ie. stop them 10 feet from you instead of 5 feet).
Asura Path[edit]
The Asura Path grants the user the ability to augment their own body to summon mechanized armor and various ballistic and mechanical weaponry.
Four-Armed Asura
Cost: 2 Chakra
Range: Self
As an action, you summon up to 4 additional arms. These arms are fully prehensile and act exactly as your existing arms do. These arms disappear after 1 minute.
Weaponsmith Asura
Cost: 4 Chakra
Range: Self
As an action, you shape your flesh in a manner which causes a new weapon to emerge from your limbs. You recreate a perfect copy of a weapon that you are proficient in. You cannot be disarmed of this weapon and it only disappears if you dismiss it at will or you are Incapacitated.
Six Paths Extended[edit]
As you gain a higher chakra count, you also learn how to use your newfound Rinnegan abilities.
At 10th level, your knowledge of the Six Paths is extended.
Asura Path[edit]
Reinforced Asura
Cost: 5 Chakra
Range: Self
You create protective pads along your arms and legs, increasing your protection. For 1 minute, you gain a +1 to your AC.
Chakra Propulsion Cannon
Cost: 10 Chakra
Range: 120 foot line
You charge a ball of light in your hands and you fire a beam of pure chakra energy in a direction of your choosing. Each creature inside the effected area must succeed on a Dexterity saving throw. A target takes 4d10 force damage on a failed save, or half as much damage on a successful one.
Preta Path[edit]
The Preta Path grants the user the ability to absorb chakra in any form.
Seal Jutsu Absorption
Range: Touch
You gain the ability to absorb chakra and add it to your own reserves. As an action, you touch a shinobi within reach and use your Rinnegan to absorb their own chakra reserves. The targeted shinobi must succeed on a Constitution saving throw. On a fail, their total chakra points are reduced by 2d6, and you regain a number of chakra points equal to the amount absorbed. You can also try and grapple a person that has no chakra, if you succseed they take 2d6 psychic damage and you get to add that number to your chakra.
Outer Path[edit]
The Outer Path grants the wielders of the Rinnegan the power to control life and death. With this power, the user is able to revive the dead, transmit their chakra into black receivers, and manifest chakra chains.
Black Receivers
Cost: 10 Chakra
Range: 120 feet
Black Receivers are black rods that function as demodulators for high-frequency chakra signals. You can create those black receivers from anything sharing your Rinnegan (I.E. your Animal Path summons, Rinne Six Paths corpses, yourself, etc.). As an action, make a ranged spell attack for each black receiver. On a hit, the target takes 1d6 magical piercing damage per black receiver.
You can create a number of receivers equal to your proficiency bonus.
The black receivers stay in their target until destroyed. Each Receiver has an AC of 23 and 5 HP. They can be destroyed instantly by the original Rinnegan user who created the receivers.
As a bonus action, you can deal damage to a target with a black receiver embedded in them by sending your own chakra through the receivers. This causes the receivers to heat up, dealing 1d4 fire damage per chakra point spent this has no range limit.
Demonic Statue Chains
Cost: 15 Chakra
Range: 100 feet
Duration: 1 minute (Concentration)
You summon a cursed chakra chain from the palm of your hand and launch it at a creature in range. Make a ranged spell attack, on a hit the target takes 4d8 psychic damage and is Grappled by you. On each of your turns for the duration, you can use your action to deal 2d8 psychic damage to affected creatures automatically.
A grappled creature can use its action to attempt to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your Spellsave DC.
Casting this Jutsu again on a different creature while concentrating on it does not break your concentration, however, concentrating on multiple instances of this Jutsu counts as one for the purpose of maintaining concentration.
Six Paths Mastered[edit]
At 15th level, you finally master the Six Paths Technique and all of its abilities.
Deva Path[edit]
Chibaku Tensei
Cost: 30+ Chakra
Range: 1 mile
The ultimate ability of the Deva Path. You create a black sphere between your hands that you can then hurl within 1 mile of your position. When the sphere is activated, it generates a powerful gravitational pull, attracting everything in the vicinity to it until a large satellite is created; you control how large the satellite becomes but it cannot cover more than 160 feet. The satellite has its own gravity well.
Any creatures within 60 feet of the sphere upon creation must succeed a Strength saving throw or be pulled into it and be restrained and unable to breath. They may retry this saving throw at the end of each of their turns they are within 10 feet of the satellite's surface, even if they are not subject to the effect. The range can be increased by 5 feet for every additional chakra point spent. Chibaku Tensei takes a full round (6 seconds) to complete, after which the sphere will stop pulling and the satellite will be formed.
You can move the sphere and satellite up to 1 mile to a new spot within range as a bonus action, or cause it and the satellite to impact at high speeds against a surface within 1 mile of it as an action.
Upon impact, creatures inside the Chibaku Tensei must succeed a Strength saving throw or take 8d6 bludgeoning damage, while creatures within 60 feet of the satellite’s edge must pass a Dexterity saving throw or take 10d6 bludgeoning damage from the impact. On a success, creatures take half damage.
Chibaku Tensei can be dispelled by rendering the user unconscious or destroying the black sphere. The user can also dispel the technique as a bonus action, causing no harm from the falling debris. The sphere has an AC of 26 and has 30 HP. It is immune to Psychic damage but vulnerable to force damage.
Human Path[edit]
The Human Path grants a Rinnegan user the ability to read the mind of any target by placing their hand on the target's head or chest and yanking the soul out of the body.
Absorption Soul Technique
Cost: 20 Chakra
Range: Touch
You place your hand on a creature and begin to rip their deepest secrets from their mind. The targeted creature must succeed on a Wisdom saving throw or take 4d8 psychic damage on a failed save, and half as much on a success. On a failure, you learn a portion of the creature's deepest secrets, as determined by your DM. Constant usage of this technique can be fatal. A creature reduced to 0 hit points by this technique dies instantly.
Naraka Path[edit]
The Naraka Path grants the user two main abilities: interrogation and restoration, by using the King of Hell.
Jigokudo
Cost: 25 Chakra
Duration: 1 minute
Range: Touch or Self (10 feet radius)
You summon a large disfigured head that sprouts from the ground amidst a vortex of purple flames known as the King of Hell and target all creatures you currently have grappled. The creatures must succeed on a Wisdom saving throw or become paralyzed. While the creature is paralyzed, you may question it at will. After the creature answers, the King of Hell unzips its mouth to release tendril-like arms and draws out an apparition of the creature's life force energy in the form of an enlarged tongue. If the creature lied during its interrogation, it must succeed on a DC 18 Deception check. On a failure, the King of Hell would remove the target's "tongue" and consume it, dealing 6d8 psychic damage to the creature and ending the effect on them. If the creature answered truthfully, nothing happends. A creature reduced to 0 hit points by this technique dies instantly. A creature that does not share a language proficiency with you is immune to this effect.
Alternatively when you cast this Jutsu, you can target a wounded creature within 10 feet of you. The King of Hell ingests the creature with its tendril-like arms. After 1 round, the creature regains 20 hit points and any conditions that were previously affecting it end. Any lost limbs are regained and the creature is otherwise returned to a perfect physical state. The creature then reemerges from the King of Hell's mouth. This Jutsu has no effect on undead.
Outer Path[edit]
Gedo Art of Rinne Rebirth
The Gedo Art of Rinne Rebirth is a reincarnation ninjutsu used through the Outer Path, which can infuse new life into the bodies of the dead in exchange for the user's own life.
When this technique is activated, the King of Hell emerges from the ground and releases the souls of the deceased from its mouth. These souls may be recalled from even the crossroad between life and the afterlife, and are then returned to their rejuvenated bodies. This counts as casting the True Resurrection spell without the 200 year limit.
This technique can also be used to transform the corpse vessel of an individual revived by Summoning: Impure World Reincarnation into a real body of living flesh and blood.
This technique has no limit to the amount of people you can resurrect, however once the technique is finished the user invariably dies and can only be brought back through the Wish spell or a similar technique.
Rinne Six Paths[edit]
Duration: Concentration, 1 minute
Cost: 3 chakra
You learn to raise the dead through the Black Receivers. As an action, you may target an amount of corpses equal to the amount of receivers you have available, after which, you can control each corpse at will. They act on your turn and use your actions, but have their own movement speed. Alternatively, you may spend 3 chakra to grant 1 corpse its own actions. This ability requires concentration to avoid the bodies being incapacitated. The corpses gain a copy of your rinnegan and affinity to a single path, and can only use jutsus from that chosen path.
Rinnegan Mastered[edit]
You have mastered the Rinnegan, and with that mastery comes additional jutsus. Choose two from the list as your 20th level Jutsus.
Reign of the High Emperor
Cost: 5 chakra
As a reaction, when you are targeted by a spell or Jutsu that deals damage, you absorb it with one eye and as a bonus action, on a subsequent turn, you send it back with your other eye. If the spell would have hit creatures other than you, they are also not effected. The spell or Jutsu uses the spell attack modifier and save DC of the original caster. When you roll for damage, you can increase the damage die by 1 for every additional chakra spent.
Amenotejikara
Cost: 10 Chakra
Range: 500 feet
As a bonus action or reaction to being targeted or being in the target range of an attack or spell effect, you teleport yourself to a space in range. You have to be able to see, visualize, or know the distance and direction, of the space.
You can bring objects along if the weight doesn't exceed your carrying capacity. You can also bring one willing creature within 5 feet of you, of your size or smaller.
If the space is occupied, its occupants are teleported to your previous location.
Temporal Rewind
Cost: 7 chakra
You experience the next six seconds and then revert time using your Rinnegan. You gain advantage on any attack rolls and saving throws you make until the beginning of your next. Users of this ability often have blue Rinnegan.
Amanohabaya
You may create up to 3 weapons out of red chakra as an action. They have +2 to attack and damage rolls, and they deal force damage.
Tengai Shinsei
The base cost of Chibaku Tensei is decreased to 20 chakra. When you cause a Chibaku Tensei to impact, you may cause another meteor to collide with it for 20 chakra. Every creature within range of the original must retry the saving throw with disadvantage. On a failure, they take an additional 6d6 bludgeoning damage.
Custom Jutsu
Due to the unique nature of the Rinnegan, you can create your own Jutsu for this. Consult your DM and work together to decide what it does and how it works. As a general guideline, it should be no more powerful than a 9th level spell. If much less powerful than a 9th level spell, consider giving it a chakra cost.
Chakra Natures[edit]
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[edit]
Seals can be created on any surface, however material such as Paper and Ink. They can be removed with a successful Strength saving throw and can be hijacked by any Chakra user with a successful Intelligence (Arcana) check contested by your spell save DC, which is increased by 1 for every additional chakra point spent on the seals.
A created seal remains inactive until you place it as an action, kick starting its described effect and beginning the countdown of its duration. A seal remains effective for 24 hours, at the end of which it looses its magical properties and dissipates. You can carry an amount of drawn seals equal to your Intelligence modifier (minimum of 1) at any time.
Basic Ninjutsu Technique
Cost: 1 chakra
Duration: 10 minutes
As a bonus action, you gain the ability to move across any liquid surface— such as water, acid, mud, snow, quicksand, or lava— as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat).
If you cast this Jutsu while submerged in a liquid, the Jutsu carries you to the surface of the liquid at a rate of 60 feet per round.
Shuriken Jutsu
Cost: 1-3 chakra
Range: 60 ft
As an action, you throw multiple simple thrown weapons. At 1 chakra, you throw two. For every additional chakra, you throw one more. Make a separate thrown weapon attack for each projectile. Only the first attack that hits adds your Dexterity or Strength modifier to damage (minimum 1).
Explosive Seal
Cost: 2 Chakra + 2 for every additional damage die
Casting Time: 60 seconds plus 10 for every 2 chakra spent (stacks with damage cost)
Range: 10 feet radius
Duration: 1 minute + 1 for every additional chakra spent (stacks with damage cost)
Material Component: Requires Ink or calligrapher's tools to draw the seal
You draw an explosive seal on your chosen surface then infuse it with Chakra. The seal explodes after 1 minute of being placed, unless triggered by you as a bonus action. The seal can also be given a vague condition (such as being touched) after which it will explode.
Any creature within range must pass a Dexterity saving throw and take 2d6 fire damage plus 1d6 for every 2 chakra spent to a maximum of 4d6 and is pushed back 10 feet; on a successful save, a creature takes half damage and isn't pushed back.
Transformation
Cost: 3 chakra
Duration: 1 hour per chakra point spent
As an action, you make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC..
4th Level Jutsu
Body Flicker
Cost: 5 chakra
As an bonus action, you can cast Misty Step for 30 feet.
Restraining Seal
Cost: 4 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 Restraining 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 Strength saving throw or be Restraint for 1 minute. At the end of each of its turns, the affected creature can make another Strength saving throw. On a success, the creature is no longer affected by the seal.
8th Level Jutsu
Healing Seal
Cost: 4 Chakra + 2 for every additional healing die.
Casting Time: 60 seconds plus 10 for every 2 chakra spent (stacks with healing cost)
Range: Touch + 2 for every additional 5 feet
Material Component: Requires Ink or calligrapher's tools to draw the seal
You draw a healing seal on your chosen surface then infuse it with your Chakra. The seal creates a healing pulse when it comes in contact with any creature of your choosing. When activated, each chosen creature within range heals for 1d6 + 1d6 for every 2 chakra spent to a maximum of 4d6.
Sealing Seal
Cost: 5 Chakra
Casting Time: 60 seconds plus 10 for every 2 chakra spent (stacks with duration cost)
Duration: 1 minute
Material Component: Requires Ink or calligrapher's tools to draw the seal
You draw a sealing seal on your chosen surface then infuse it with your Chakra. The seal activates once touched. A creature touched by this seal must pass an Intelligence saving throw or lose the ability to cast spells or spend any resource (such as Ki, Chakra, Psi etc.) for 1 minute. They may attempt a Constitution saving throw at the end of each of their turns after their first, ending this effect early on a success.
12th Level Jutsu
Rasengan
Cost: 8 chakra
Range: Touch
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 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.
Taijutsu[edit]
Basic Taijutsu Technique
Cost: 3 chakra
As a bonus action, you make 2 unarmed strikes.
Shadow of the Dancing Leaf
Cost: 3 chakra
Duration: 1 minute
As a bonus action, you momentarily increase your physical ability by a significant amount. Though not as efficient as a normal Body Flicker, this jutsu is far more versatile. You may 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. Additionally, your movement speed increases by half its total (rounded down), and attacks of opportunity against you have disadvantage.
4th 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.
6th Level Jutsu
Surging Fire Wild Dance
Cost: 8 chakra
As an action, contest a melee attack against a creature within range's melee attack. If you succeed, they take your unarmed strike's damage. If you fail by less than 5 or succeed, both you and the target are restrained until the beginning of your next turn.
10th Level Jutsu
Leaf Gust
Cost: 8 chakra
As an action, you drop to your elbows and spin your legs in a circle, making an unarmed strike against every creature within your reach.
14th Level Jutsu
Leaf Dragon God
Cost: 30 chakra
Duration: Concentration, 1 minute
As an action, you can form a dragon seemingly made of lightning with pure Taijutsu skill. You gain +4 AC, +1 to attack and damage rolls, your size increases by one category, and you gain an additional action on each of your turns which can only be used to do the following actions:
- Multiattack. You can make one bite attack and two claw attacks, or one bite attack and one swallow action.
- Bite deals 1d6 piercing damage
- Claw deals 1d4 slashing damage
- Swallow. The dragon swallows a creature that has been hit with a bite attack. They can only occupy your space, they gain +4 on attack rolls against you, and you gain an additional +2 on attack and damage rolls against them.
- Self Destruct. The dragon can be sacrificed, ramming itself into a target at high speeds as a ranged spell attack. The target is pushed 40 ft away and takes 8d8 force damage on a successful hit.
Earth Style[edit]
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 1 minute. 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. You may target a creature with this jutsu for 7 chakra. Doing so also grants them a flying speed equal to their movement speed.
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.
6th 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.
10th 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 damage to the creatures inside, as well as the amount of damage remaining that the wall would have taken. A creature inside the dome when it is destroyed does not become targeted by the effect that destroyed it.
14th Level Jutsu
Bedrock Coffin
Cost: 25 chakra
Range: 90 feet
As an action, you force sections of rock to crush a target in range. The target must make a Dexterity saving throw. On a failure, the target takes 8d8 + your Intelligence modifier bludgeoning damage and is restrained. Half as much on a success. While restrained in this way it has total cover. The coffin can be destroyed. It has 100 hit points. The creature can also escape by making a DC 30 Athletics check.
Fire Style[edit]
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: 0 chakra
Range: 120 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 1d10.
Art of the Phoenix Flower
Cost: 2 Chakra
Range: 15 foot cone
As an action, you move your hand to your mouth and blow through it, everyone in the cone must make a Dexterity saving throw. A creature takes 3d6 fire damage, on a failed save, or half as much on a successful one.
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 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.
Flaming ball
Cost 5
A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. You may do 1d6 extra for every 2 additional chakra used on this jutu.
As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn.
When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
6th 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. The target takes 8d6 fire damage, +1d6 for every additional chakra expended. The target must make a dexterity saving throw, on a sucess they take half damage and on a fail they take the full damage. 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.
10th Level Jutsu
Great Fire Annihilation
Cost: 14 chakra
Range: 30 foot wide, 60 foot line
Duration: Concentration, 1 minute
As an action, you expel fire from your mouth in the shape of a massive fireball. Due to its size, this technique is extremely difficult to either avoid or contain. Each creature in the area must make a Dexterity saving throw, taking 6d6 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.
Fire Shield
Cost: 10 Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it.
The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage.
In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a cold shield.
14th Level Jutsu
Fire Dragon Flame Bullet
Cost: 22 chakra
Range: 150 ft line, 10 ft wide
Duration: 1 minute
As an action, each creatures in the area must make a Dexterity saving throw, taking 10d6 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[edit]
Basic Lightning Style Technique
Cost: 1 chakra
Duration: 1 minute
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 5 feet of bright light and deal an extra 1d4 lightning damage. Dealing this additional lighting damage ends this effect instantly.
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 lightning damage. Half as much on a success.
Chidori Current.
Requirements: Chidori
Range: 15 ft. radius
Cost: 3 chakra
All creatures within range must attempt a Constitution saving throw. On a failure, they take 2d8 lightning damage and are pushed 15 feet away from you. On a success, they take half as much damage and are not moved.
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 as a bonus action, 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 lightning damage and be stunned until the end of your next turn. Half as much damage on a success.
Chidori Spear
Requirements: Chidori
Cost: 6 chakra
Range: 60 foot line
As an action, you gather lightning into your hand; the high concentration of electricity produces a sound reminiscent of many birds chirping. Holding your hand out to point it, the beam shoots and forward at a terrifying speed. All creatures in range must make a Dexterity Saving Throw, taking 3d8 lightning damage on a failure, or taking half as much damage on a success.
6th Level Jutsu
Chidori
Cost: 6 minimum, 14 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. If you do not have a dojutsu active, any attacks of opportunity made against you during this movement have advantage, otherwise they have disadvantage. Make a melee spell attack. On a hit, it takes 1d6 piercing and 3d8 lightning damage. You can expend additional chakra to deal an extra 1d8 lightning damage for every 2 additional chakra points.
Chidori Senbon
Requirements: Chidori
Cost: 4 chakra
Range: 20 foot cone
As a bonus action, you transform your chidori into a flurry of needles. The target must make a Dexterity saving throw, taking 3d8 lightning damage on a failure, or half as much damage on a success.
10th 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 +1 bonus to AC. When a creature makes a melee attack against you, it takes 1d8 lightning damage.
Lightning Beast Tracking Fang
Requirements: Chidori
Cost: 8 minimum, 12 maximum
Range: 60 feet
As an action, you gather lightning into your hand; launching it toward your target in the shape of a wolf. Make a ranged spell attack. On a hit, it takes 1d6 piercing and 4d8 lightning damage. You can expend additional chakra to deal an extra 1d8 lightning damage for every 2 additional chakra points.
14th Level Jutsu
Kirin
Cost: see below
Range: 120 feet
Duration: 1 minute
As an action, you shape thunder clouds out of your chakra for 15 chakra. As an action up to 1 minute afterwards or if you are under a natural storm, you can summon a lightning bolt from the clouds for 10 chakra. Each creature in a 15 foot radius of a point in range must make a Dexterity saving throw. On a failure, it takes 10d6 lightning damage, or half as much on a success. After this jutsu is used, the storm clouds dissipate.
Water Style[edit]
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 piercing damage.
4th Level Jutsu
Water Prison
Cost: 4 chakra
Duration: Concentration, up to 1 minute.
Range: Touch
As an action, you create a watery sphere around a creature you can touch, who must make a Dexterity saving throw. On a failure, they are restrained and begin suffocating. At the end of each of its turns, the target can make a Strength saving throw. On a success, the target is no longer restrained or suffocating. If you are no longer able to touch the creature, you lose concentration on this jutsu.
6th 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 2d8 bludgeoning plus 2d6 cold damage and must make a Strength saving throw or be pushed back 10 feet and fall prone.
10th level Jutsu
Water Gun: Two Gun Style
Cost: 12 chakra
Range: 60 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 piercing plus 1d12 cold damage for each.
14th 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 4d8 cold plus 4d6 bludgeoning damage and falls prone moving to the end of the line. Half as much on a success.
Wind Style[edit]
Basic Wind Style Technique
Range: 30 feet
Cost: 1 chakra
Duration: Instantaneous or 10 minutes (see below)
You seize the air and compel it to create one of the following effects at a point you can see within range:
- One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.
- You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn't pushed with enough force to cause damage.
- You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters closed, or your clothing to ripple in a breeze.
Additionally, you can keep a ball of air around your head to prevent suffocation for up to 10 minutes.
Violent Whirlwind
Cost: 1 chakra
Range: 5 foot wide, 30 foot line
As an action, you produce a powerful stream of wind from your mouth. Each creature in the area must make a Strength saving throw, taking 1d8 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 +1 bonus to AC and creatures attempting to attack through the wall have disadvantage. You can expend 2 additional chakra to expand the radius by 5 feet.
6th 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 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.
10th Level Jutsu
Great Task of the Dragon
Cost: 13 chakra
Range: 60 feet
Duration: Concentration, 1 minute
As an action, you alter the weather temporarily making a 15 foot radius tornado that dissipates immediately after the Jutsu ends. At the start of your next turn, the tornado drops on a point in range. All creatures in a 10 foot radius must make a Strength saving throw, taking 3d6 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 3d6 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.
14th 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 6d4 thunder plus 6d4 piercing damage from the wind splintering into sharp needles that pierce their bodies. You and the target must make a Constitution saving throw, taking 2d8 piercing damage and losing the ability to cast spells or Jutsu on a failure. This effect can be cured by greater restoration or on a long rest.
If used while in Sage Mode, this Jutsu gains a range of 60 feet, and you automatically succeed the Constitution saving throw.
Yin Style[edit]
This style can only be taken at 8th level. Yin chakra is the innate energy of the spiritual world.
Basic Yin Style Technique
Cost: 3 chakra
Range: Touch
As a bonus action, you focus the chakra in a creature's mind. The target gains advantage on rolls against being frightened, charmed, or unconscious.
Yin Enhancement
Cost: Half the cost of the Jutsu
As a bonus action, when you use a Jutsu, you can make attack rolls with advantage, re-roll damage rolls, or double the range for that Jutsu.
Magic Lantern Body Jutsu
Cost: 10 chakra
Range: 5 miles
Duration: Concentration, up to 1 hour
As an action, if you know the location of 1 creature or object down to a 30 foot range, you project an image of yourself in front of the target, enabling you to converse with them. The mirage is a transparent silhouette, save for your eyes which are perfectly recreated, that refracts various colors. You can see and hear through this mirage, but you can not interact with the world around it.
Psycho Mind Transmission
Cost: 7 chakra
Range: 5 mile radius
Duration: Concentration, up to 1 minute
You can telepathically communicate with a number of creatures up to twice your Intelligence modifier, minimum 1. You must share a language with them, and can only communicate verbally.
10th Level Jutsu
Bringer of Darkness
Cost: 10 chakra
Range: 50 feet
Duration: Concentration, up to 1 minute
As an action, you stop the yin style chakra flow to a creature within range's eyes. They must make a Constitution saving throw. On a failure, they are blinded until the Jutsu ends. As an action, the target can repeat the saving throw.
14th Level Jutsu
Temple of Nirvana
Cost: 32 chakra
Range: 150 feet
As an action, every creature within range, other than you, sees white feathers falling from the sky and must make an Intelligence saving throw. On a failure, a creature falls unconscious. If the creature is CR or level 5 or lower it automatically fails. Creatures of CR or level 15 or higher have advantage. As a bonus action, you can end the effect on an individual creature. Dispel Magic or a similar effect, as well as Basic Yin Style Technique, can dispel it on an individual creature.
Yang Style[edit]
This style can only be taken at 8th level. Yang chakra is the purified energy of the physical world.
Basic Yang Style Technique
Cost: 3 chakra
Range: Touch
As a bonus action, you restore the yang chakra in a creature's body. The target gains advantage on rolls against being paralyzed, petrified, or poisoned.
Universal Assimilation Jutsu
Cost: 5 chakra
Duration: 1 minute
You temporarily convert your body into a material you are touching using yang chakra, granting you one of the following effects:
- Wood: You gain resistance to bludgeoning damage, but vulnerability to fire damage.
- Stone: You gain resistance to fire damage, but vulnerability to bludgeoning damage.
- Metal: You gain resistance to all non-magical damage, but vulnerability to acid and lightning damage.
Body Pathway Derangement
Chakra: 5 chakra
Duration: 1 minute
As a melee spell attack, you attempt to cut of the flow of yang chakra in a creature's nervous system. On a success, they become stunned. At the end of each of their turns, they may attempt an Intelligence saving throw, ending this effect early on a success.
Body Cultivation Jutsu
Cost: 5 chakra
Range: Touch
You feed chakra into a piece of flesh, slowly growing it. Using this jutsu once allows the piece of flesh to be attached to and promptly absorbed by a creature, granting them 5 temporary hit points or creating a small body part, such as an eye or finger. Created body parts can not have special properties, such as being dojutsu. Using this jutsu 5 times allows one to regrow a single limb.
10th Level Jutsu
Dustless Bewildering Cover
Cost: 10 chakra
Duration: 1 minute
You cover yourself in chakra that masks your presence, becoming completely invisible and immune to Chakra Detection until you take an action or the end of the duration.
14th Level Jutsu
Inorganic Reincarnation
Cost: 4 chakra
Range: 120 foot radius
As an action, you channel yang chakra into the world around you, allowing you to move any one inanimate object not being held or worn by a creature or suspended in air up to a 10 foot cube within range 20 feet in any direction. You may make an unarmed strike using an object by spending 5 feet of object movement.
Ninja Feats[edit]
These feats can be taken instead of an ability score increase, instead of a normal feat, or as the variant human free feat.
Body Flicker Master
Prerequisites: Dexterity of 18 or higher
- When you use Body Flicker, you can take the Attack action as a bonus action on the same turn.
Fast as Lightning
Prerequisites: You must be at least 16th level in the Shinobi class and Dexterity of 18 or higher
- You can make one additional reaction each round.
- You can use the Dash action as a free action. You can't use this feature again until you finish a short or long rest.
Disturbance Taijutsu: Acrobat
Prerequisites: 8th level
Your fighting style is more like a complex warrior's dance, pinning up to 7 light melee weapons in your hands, shoulders, armpits, elbows, knees, abdomen, and teeth. You can make one attack with each weapon when you take the attack action. You can not benefit from this and anything that increases your weapon's damage die's size or number.
Painkiller
Prerequisites: Constitution 15
You have trained your body and mind to be more resilient to pain. When a subclass feature causes you to take damage by using or maintaining it, you may decrease the damage by your Shinobi level + your Constitution modifier. You can use this feature as many times as your Constitution modifier, regaining all uses at the end of a long rest.
Genjutsu Master
Prerequisites: The ability to use at least one kind of Genjutsu
- Your Intelligence or Wisdom score increases by 1, to a maximum of 20.
- As a bonus action, while you have a creature in a Genjutsu, you can deal a number of psychic damage to it equal to your level + your Intelligence modifier.
Perfected Seals
Prerequisites: Intelligence of 18
You have sharpened your Ninjutsu to a razor-sharp edge, allowing your chakra to flow through you without limitations. You gain he following benefits:
- Your Intelligence score increases by 1, to a maximum of 20.
- You gain proficiency in any one skill of your choice.
- You are no longer required to weave hand seals to perform Jutsu. You also gain this benefit while under the Restrained or Grappled condition.
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.
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 for 5 chakra points, you can regain an amount of hit points equal to 1d10 + your Constitution modifier. Additionally, you no longer need to eat or drink.
- As an action, you can shape your hands and tips of your fingers into wooden copies of simplistic tools that you know. You can recreate any simple tool out of wood such as a table knife, a lock pick, a hammer or some tongs. In order to recreate a more specific tool accurately, you must have proficiency with a Tool Kit that utilizes that tool.
Quickened Seals
Prerequisites: 20 Dexterity and proficiency in Sleight of Hands.
You've become fast and adept enough with your hand seals that you can perform them faster than the eye can see. To the point where even a Sharingan user has trouble keeping up.
- Your Dexterity score maximum becomes 22.
- Any technique requiring hand seals can now be done as a bonus action at an additional cost of 3 chakra.
- Onlookers are now unable to notice you performing hand seals when done as a bonus action.
Advanced Curse of Hatred
Requirements: Path of Hatred
You have trained tirelessly to cultivate your personal Curse of Hatred, unlocking the depths of your Sharingan's power at the cost of your physical wellbeing. You gain 1 additional Mangekyō ability, and either your maximum hit dice decrease by 2, your movement speed decreases by 10 ft., or your chakra point maximum decreases by 5. This does not grant early access to the Mangekyō feature. Each time you take this feat, you must choose which Sharingan gains this feature. Any individual Sharingan can not have more than 1 more Mangekyō ability that any other Sharingan you have. Creatures that implant a Sharingan that has more than 1 Mangekyō ability must take this feat to gain access to its additional features, or otherwise gain another Mangekyō ability (such as from the Mangekyō Master boon).
Ninja of Prophecy
Requirements: Path of the Exalted
You have trained tirelessly with your Rinnegan, making your power resemble the Sage of Six Paths even more than it already did, but at the cost of a portion of your own life. You gain 1 additional Rinnegan Mastered ability, and you must gain any 2 of the following (you may take the same one twice): your maximum hit dice decrease by 2, your movement speed decreases by 10 ft., or your chakra point maximum decreases by 5. This does not grant early access to the Rinnegan Mastered feature. Creatures that implant a Rinnegan that has more than 1 Rinnegan Mastered ability must take this feat to gain access to its additional features, or otherwise gain another Rinnegan Mastered ability (such as from the Sagely Rinnegan boon).
Dōjutsu Master
Requirements: 16th level, Constitution or Intelligence 16, at least one implanted dōjutsu.
Your implanted dōjutsu are not limited by implantation. You can gain all dōjutsu-based subclass features from implanted dōjutsu in the same manner as you would if you had chosen it at 3rd level.
Ninja Epic Boons[edit]
The following are Epic Boons exclusively intended to work with this class. Dōjutsu granted by Ninja Epic Boons can be implanted in the same manner as Ninja Path Dōjutsu. A DM may also consider giving limited access to another sub-class in place of a boon.
Rinnegan Manifestation
Prerequisites: Mangekyō Sharingan or Indra's Reincarnation, and Hashirama’s Cells or Asura's Reincarnation; or to be gifted a portion of the Sage of Six Paths' chakra.
You awaken the ultimate power of the sharingan by combining it with the second half of the Sage of Six Paths genetics, reverting it to its Primordial form. Every time you gain a level, or every time you gain 50,000 experience if you can not level further, you gain a Path of the Exalted feature in the same order as listed. Additionally, your levels of gradual blindness are reduced to 0 when you gain this boon. In order to use, but not maintain, features from either subclass, you must be using that dōjustu. You may switch dōjutsu as a bonus action.
Rinne Sharingan
Prerequisites: Ten-Tails’s Jinchuriki
You tap into the power of the Ten-Tails, awakening the ultimate dōjutsu as a third eye in your forehead. You may benefit from your Rinnegan's previous Sharingan features even if it was implanted, you no longer have to switch between dōjutsu as outlined in Rinnegan Manifestation, you may gain features from both dōjutsu paths as if you had the Dōjutsu Master feat, and you automatically succeed the Constitution saving throw from using a Mangekyō ability. Additionally, you gain the following jutsu: Infinite Tsukuyomi, All-Killing Ash Bones, Amenominaka, Eighty Gods Vacuum Attack, and Yomotsu Hirasaka.
Six Paths Sage Mode
Requirements: Sage Mode, Mangekyō Sharingan or Indra's Reincarnation, and Hashirama’s Cells or Asura's Reincarnation; or to be gifted a portion of the Sage of Six Paths' chakra.
You gain the chakra of Hagoromo Ōtsutsuki, the Sage of Six Paths. While in Sage Mode, you gain the following:
- You 30 feet of Truesight.
- You deal an additional 1d10 damage with unarmed strikes (2d10 total).
- You gain a flying speed equal to your movement speed.
- You gain a damage threshold of 30.
- You may use Sage Art once without decreasing your Sage Mode's timer (recharge 5-6).
Improved Hashirama’s Cells
Prerequisites: Hashirama’s Cells feat
You improve your connection with Hashirama Senju’s cells. You gain the following:
- Your maximum chakra increases by 1 additional point every time you gain a level. This counts for levels you have already attained as well.
- You may regain hit points using Hashirama's Cells once per turn without spending any form of action.
Perfected Hashirama’s Cells
Prerequisites: Improved Hashirama’s Cells boon
You perfect your connection with Hashirama Senju’s cells. You gain the following:
- When you regain hit points using Hashirama's Cells, you instead regain 10 + your Constitution modifier hit points at the beginning of each of your turns for 10 minutes.
- The number of levels of exhaustion, as well as gradual blindness, deafness, and numbness required for each effect is doubled.
Dōjutsu-Acceptant Biology
You gain a portion of cells capable of having multiple Dōjutsu implanted in it. The number of Dōjutsu it can have implanted is determined by the DM. These act as any other implanted Dōjutsu, save for one thing. When using an ability reliant on a Dōjutsu, you can permanently sacrifice one to negate any downsides, such as damage, chakra loss, exhaustion, blindness, or other conditions. Unless the implanted Dōjutsu already had its own unique ability, such as a Mangekyō ability or Rinnegan Mastered feature, they gain the feature you have already chosen.
Mangekyō Master
Requirements: Path of Hatred
You have unlocked the depths of your Sharingan's power through careful, lengthy training. If you are using the Beyond 20th Level variant rule, you gain this as a Path feature at 23rd level. This does not grant early access to the Mangekyō feature if you are not. You gain 2 additional Mangekyō abilities. When you gain this boon, you must choose which Sharingan gains this feature. Any individual Sharingan can not have more than 1 more Mangekyō ability that any other Sharingan you have. Creatures that implant a Sharingan that has more than 1 Mangekyō ability must gain this boon to gain access to its additional features, or otherwise gain another Mangekyō ability (such as from the Advanced Path of Hatred Boon).
Eye of Many Paths
Requirements: Path of the Exalted
You have become accustomed to the various abilities of your Rinnegan. If you are using the Beyond 20th Level variant rule, you gain this as a Path feature at 27th level. You gain affinity in one additional path from the Six Paths Technique.
Sagely Rinnegan
Requirements: Path of the Exalted
You have unlocked the depths of your Rinnegan's power through careful, lengthy training. If you are using the Beyond 20th Level variant rule, you gain this as a Path feature at 27th level. This does not grant early access to the Rinnegan Mastered feature if you are not. You gain 1 additional Rinnegan Mastered ability. Creatures that implant a Rinnegan that has more than 1 Rinnegan Mastered ability must gain this boon to gain access to its additional features, or otherwise gain another Rinnegan Mastered ability (such as from the Ninja of Prophecy feat).
Indra Susano’o
Requirements: Susano’o, Rinnegan Mastered
While in your Susano’o, its armor lifts to reveal a human figure cloaked in blinding light and electricity. You regain your an amount of chakra points equal to your Intelligence modifier at the start of each of your turns, your size becomes Gargantuan, when a creature hits you with a melee attack they take 2d4 lightning damage that ignores damage reduction and threshold, and you may use Sage Mode and Susano’o at the same time. If you are using a variant rule that enables leveling past 20th level, this is a feat or a Path feature.
Indra’s Reincarnation
The soul of the Sage of Six Paths eldest son, an absolute prodigy, inhabits your body. Only one person may have this boon at a time, excluding unique circumstances such as resurrection. Pick one chakra nature, subclass, or 3 class features. The level requirements for the selected features or Jutsu are reduced by 3.
Asura’s Reincarnation
The soul of the Sage of Six Paths successor, best known for his gradual growth, inhabits your body. Only one person may have this boon at a time, excluding unique circumstances such as resurrection. Your maximum chakra increases by an additional 2 points every time you gain a level. This counts for levels you have already attained as well.
Six Paths: Kunitsukami
Requirements: Six Paths Sage Mode
While in Sage Mode, you gain a flying speed equal to twice your movement speed. Additionally, you may increase you size by up to 2 size categories of your original or Huge, whichever is greater, as an action. If you are using a variant rule that enables leveling past 20th level, this is a feat or a Path feature.
Kekkei Genkai[edit]
A Kekkei Genkai is an anomaly of the DNA that allows the wielder to use unique techniques. A Kekkei Genkai's name describes both the anomaly and the resulting technique and are generally passed down through generations of a clan, although there are other means to attain a Kekkei Genkai outside of being born to their respective clans. Discuss with your DM how you would have attained your Kekkei Genkai, be it through your bloodline or through other obscure methods, such as implanting the DNA of a user into your own body.
Explosive Style[edit]
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
Cost: 1 chakra
Duration: 1 hour
As a bonus action, whenever you make an unarmed strike for the duration, you can choose to deal fire or thunder damage instead of bludgeoning. You can choose to use your Intelligence modifier for unarmed strikes damage rolls instead of your Strength or Dexterity modifier. Your unarmed strikes deal double damage against objects not made of stone or metal.
Explosive Punch
Cost: 2 chakra
As a bonus action, after making an unarmed strike, you bolster it with an explosion at point blank range. The attack deals an extra 1d12 fire damage.
4th Level Jutsu
Feign Explosion
Cost: 5 chakra
Range: 15 foot radius
Duration: 1 minute
As a bonus action, after making an unarmed strike, you create a small explosion that releases smoke in a 15 foot radius for 1 minute. This area is heavily obscured.
8th Level Jutsu
Explosive Clay
Cost: 5 chakra and 1 handful of malleable material
As an action, you pump explosive chakra into a molded piece of malleable material. Each piece deals 1d10 + your Intelligence modifier fire damage, have the thrown (30/60) property, and can be used for Shuriken Jutsu, dealing 1d10 fire damage each.
12th Level Jutsu
Unbalancing Explosion
Cost: 14 chakra
Range: 30 foot radius
As an action, you release an explosion directly into the ground. Each creatures in the area must make a Constitution saving throw or be knocked prone and take an amount of damage equal to your martial arts die + your Intelligence modifier.
16th level Jutsu
Internal Explosion
Cost: 20 chakra
As a bonus action, after an unarmed strike, you attempt to create an explosion inside your target. The target must make a Constitution saving throw or take 5d10 fire plus 2d10 + your Intelligence modifier thunder damage and become incapacitated. At the end of each of its turns, the target can make another Constitution saving throw. On a success, it is no longer incapacitated.
Ice Style[edit]
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
Cost: 2 chakra
Duration: 1 hour
As a bonus action, you gain resistance to cold damage, and cold weather has no effect on you.
Also as a bonus action for the duration, you can cool an area 30 ft around you by up to 30 degrees Fahrenheit. You can shape up to 10 ft of ice and can freeze water. It melts over time, and cannot be used to harm any creature or object.
Winterized Weaponry
Cost: 3 chakra
As an action, you create any weapon from solid ice. Each weapon can lasts 10 minutes in temperatures higher than freezing and half as much in temperatures over 80 degrees Fahrenheit. Each weapon deals an extra 1d6 cold damage.
4th Level Jutsu
A Thousand Needles of Death
Cost: 6 chakra
Range: 30 feet
As an action, a large number of needle-like shards of ice surround the target fly at them. The target must make a Dexterity saving throw, taking 3d4 piercing plus 1d6 + your Intelligence modifier cold damage and have its movement speed reduced by 10 ft until the start of your next turn on a failure. Half as much damage on a success.
8th Level Jutsu
Ten Thousand Ice Petals
Cost: 12 chakra
Range: 30 feet cone
As an action, a frigid cold pours from your mouth. Every creature in the area is engulfed in frigid mist, and must make a Constitution saving throw. On a failure, the target takes 4d6 + your Intelligence modifier cold damage and its movement speed is halved. Half as much damage on a success.
12th level Jutsu
Crystal Ice Mirrors
Cost: 24 chakra
Duration: 1 minute
As an action, you create a 30 ft dome of mirrors made of ice. At the start of its turn, a creature inside takes 1d8 + your Intelligence modifier cold damage. As an action, you can step into a mirror and throw yourself between them at high velocity. You can make one attack each round. This attack is made with a +5 bonus to the attack and damage rolls. While within the mirror, you have total cover. A creature can enter the dome freely; however when trying to leave, it must make either break one of them with a Strength or Dexterity saving throw. On a failure, you can make an attack of opportunity. This doesn’t use your reaction. While this lasts, you cannot use other Jutsu.
16th Level Jutsu
Wolf Fang Avalanche
Cost: 32 chakra
Range: 40 ft cube
As an action, an avalanche of snow pours out from your feet that reaches high into the air before falling onto all creatures in the area. The snow forms into wolf-like apparitions. The target’s must make a Constitution saving throw. On a failure, it takes 10d8 + your Intelligence modifier cold damage and are restrained until it uses an action and all of its movement to dig itself out. Half as much damage on a success.
Lava Style[edit]
This Kekkei Genkai is a combination of earth and fire chakra used to super heat the ground beneath the user to form volcanic materials such as rubber or lava.
Basic Lava Style Technique
Range: Self
Cost: 2 chakra
Duration: 1 hour
As a bonus action, you gain the ability to walk on lava as if you were walking on water and take no damage. You also reduce any fire damage taken you take by 1d12 + your Constitution modifier.
Melting Apparition
Cost: 1 chakra
Range: 10 feet
As an action, you manipulate a strong acidic mud flow capable of corroding flesh. Make a ranged spell attack. On a hit, the target takes 2d6 + your Intelligence modifier acid damage. You can use this to melt locks or doors that are no more than 3 inches thick or made of adamantine.
4th Level Jutsu
Quicklime Congealing
Cost: 4 chakra
Range: 25 feet
As an action, you expel a large quantity of quicklime from your mouth. Make a ranged spell attack. On a hit, the target takes 2d4 + your Intelligence modifier bludgeoning damage and be restrained. The target can use an action to make a Strength saving throw. On a success, it’s no longer restrained.
8th Level Jutsu
Rubber Defense
Cost: 8 chakra
Range: Touch
Duration: 1 minute
As an action, you create a short tube of vulcanised rubber on yourself or an ally. The target gains a +5 bonus to AC and immunity to lightning damage. It cannot make an attack from inside it and your movement speed is decreased by 5 feet. You may end this effect early as an action, and another creature may attempt a Strength saving throw at the end of each of their turns, ending this effect early on a success.
12th Level Jutsu
Scorching Rocks
Cost: 18 chakra
Range: 50 feet
As an action, you expel a large amount of lava from your mouth which quickly solidifies into multiple boulders of molten rock that are fired towards the target with tremendous force. You fire four boulders. Make a ranged spell attack for each. On a hit, the target takes 4d6 + your Intelligence modifier fire plus 2d4 bludgeoning damage.
16th Level Jutsu
Crimson Flame
Cost: 30 chakra
Range: 60 feet
As an action, you gather lava chakra in your hand and fire a series of projectiles. The projectiles explode in red fiery blasts in 10 foot radius. Each creature in the area must make a Dexterity saving throw. On a failure, it takes 8d10 + your Intelligence modifier fire damage plus 3d8 force damage and is pushed 30 ft away. Half as much damage on a success.
Magnet Style[edit]
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 that are not being held, worn, or bound to another surface 10 ft. towards you. Additionally, you are not effected by difficult terrain on or caused by metallic objects for 1 minute.
Gold Spear
Cost: 2 chakra
Range: 10 feet
As an action, you create a spear of gold and send it at a target. Make a ranged spell attack. On a hit, the target takes 1d8 piercing plus 1d8 + your Intelligence modifier force damage.
4th Level Jutsu
Iron Needle Bomb
Cost: 4 chakra
Range: 30 foot radius
As an action, you create an orb of iron sand and then forcefully disperses it into needles in a circle around you. All other creatures in the area must make a Dexterity saving throw. On a failure, the creatures take 2d10 + your Intelligence modifier piercing damage.
8th Level Jutsu
Iron Sand Drizzle
Cost: 8 chakra
Range: 40 feet line
As an action, you release gunshot-like particles of Iron Sand. Each creature in the line must make a Dexterity saving throw. On a failure, it takes 3d8 piercing damage plus 2d4 + your Intelligence modifier force.
12th Level Jutsu
Magnet Rise
Cost: 15 chakra
Duration: Concentration, 1 minute
Range: Touch
As a bonus action, you’re able to magnetize anything you touch. As a bonus action, while concentrating on this, you can magnetize an additional object or creature. If a creature is magnetized, attack rolls against the creature with metal weapons have advantage or disadvantage (your choice). Magnetized objects can be moved 10 ft per round.
Creation
Cost: 4 chakra
Range: Touch
As an action, you can form weapons out of iron and gold dust. The weapons are not structurally sound and will shatter back into dust after two strikes. You can make six darts, Kunai, Senbon, or Shuriken, three daggers, two shortswords, one longword, or one greatsword. You are proficient with weapons you make.
16th Level Jutsu
Gold Dust Imperial Funeral
Cost: 32 chakra
Range: 100 foot radius
As an action, the ground around you overflows with gold dust covering every creature of you choose and you are lifted into the air by a cloud of gold dust. Each creature must make a Constitution saving throw. On a failure, it takes 8d10 + your Intelligence modifier bludgeoning damage, is paralyzed until the end of your next turn. Half as much damage on a success.
Scorch Style[edit]
This Kekkei Genkai is the fusion of wind and fire chakra. While it can be seen as normal fire Jutsu, it's on a completely different level. The flame from this Kekkei Genkai is enough to evaporate the moisture inside of someone's body from the outside. These attacks deal damage through objects, so cover doesn't make affect Scorch Style Jutsu. It can also melt most wooden objects on impact.
Basic Scorch Style Technique
Range: Self or 120 feet (for the fog cloud)
Duration: 1 hour
As an bonus action, you enter a state of super heating and increase the temperature surrounding your body drastically. As a reaction when hit with a nonmagical melee weapon, you can expend 5 chakra, to super heat it. The target must make a Constitution saving throw. On a failure, it takes 1d10 + your Intelligence modifier fire damage and drops the weapon.
Alternatively, as an action for the duration, you can target up to 5 cubic feet of water within range and evaporate it in the blind of an eye. You create a 20-foot-radius sphere of fog centered at the source of water. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
Demon Lantern
Cost: 1 chakra
Range: 30 feet
As an action, you summon an orb of fire that takes the shape of a skull. Make a ranged spell attack. On a hit, the target takes 1d10 + your Intelligence modifier fire damage.
4th Level Jutsu
Bomb Blast Dance
Cost: 5 chakra
Range: 30 foot cone
As an action, you expel fire from your mouth in a large stream. Each creature in the area must make a Constitution saving throw. On a failure, a creature takes 2d6 + your Intelligence modifier fire damage. Half as much damage on a success.
8th Level Jutsu
Incinerating Flare
Cost: 12 chakra
Range: 40 feet
As an action, you form a large ball of heat as bright as the sun. You throw it at a point in range, violently exploding on impact. Each creature in a 10 ft radius of the point must make a Constitution saving throw, taking 4d8 + your Intelligence modifier fire damage and a level of exhaustion on a failure. Half as much damage on a success.
12th Level Jutsu
Great Blaze Ball
Cost: 20 chakra
Range: 100 feet
As an action, you exhale a meteor-sized sphere of fire that carries the enemy away and causes a massive explosion on impact. Make a ranged spell attack. On a hit, the target takes 6d10 + your Intelligence modifier fire damage and must make a Constitution saving throw. On a failure, its movement speed is reduced to 0 until the end of its next turn due to most of the moisture in its body evaporating.
16th Level Jutsu
Extremely Steaming Murder
Cost: 32 chakra
Duration: Concentration, 1 minute
Range: 100 feet
As an action, you create three flaming orbs that resemble small suns. These orbs rotate around you. As an action, you can send one of these at a creature within range. Make a ranged spell attack. On a hit, the target takes 4d10 + your Intelligence modifier radiant damage and one exhaustion level. A creature reduced to 0 hit points by this dies as all the water inside its body evaporates, leaving it a mummified corpse and disintegrating all of its equipment is unless it is magical. Each orb dissipates after hitting two targets or when you lose concentration.
Swift Style[edit]
This Kekkei Genkai is a combination of Wind and Lightning Style to enhance the user's physical abilities and speed. Users of this style are rare, but often legendary for their amazing speeds.
Basic Swift Style Technique
Range: Self
Cost: 3 chakra
Duration: 1 minute
As a bonus action, you can increase your movement speed by 30 feet.
You can also permanently use your Unarmored Movement feature while wearing armor.
Surge
Cost: 6 chakra
Duration: 1 minute, concentration.
Your perception of the world slows down as lightning surges through your body, enhancing your processing speed.
Your speed doubles, and you gain an additional action and bonus action, +1 AC, and advantage on Dexterity saving throws. When doing anything that isn't a Swift Release jutsu using the action given by Surge, roll a Concentration check. On a failure, the technique fails and Surge ends. A wave of lethargy sweeps over you as soon as the Jutsu ends: you are unable to move or take any actions until the end of your next turn.
4th level Jutsu
Swift Style: Shadowless Flight
Cost: 3 Chakra
This technique requires Surge to be active. You move at instantaneous speeds, rapidly striking your target at various angles while avoiding any opposition regardless of the target's speed or strength.
As an action, choose a target within melee range and roll 3d6. The target takes the result in damage of the same damage type as your chosen weapon. This counts as an attack with your chosen weapon for the purposes of resistance and immunity's.
8th level Jutsu
Swift Style: Unseen Passage
Cost: 2 Chakra
This technique requires Surge to be active. You analyze the path of perception of the people around you and move in their blindspots.
As a bonus action used to cast this Jutsu, you take the Hide action with advantage. For the remainder of Surge's duration you remain Hidden even after attacking. On your turn, you can replace your current stealth roll with another as an action still at advantage.
12th level Jutsu
Swift Style: Crowd Control
Cost: 6 Chakra
This technique requires Surge to be active. This version of Shadowless Flight is modified to target multiple targets.
As an action, you can target any creatures in a cone or radius the size of half of your current speed. Each creature of your choice in range must roll a Constitution saving throw. On a failure, they are hit by Shadowless Flight regardless of their AC. On a success, they take half damage.
16th level Jutsu
Swift Style: Superstorm
Cost: 22 Chakra
Range: 40 foot radius
Duration: 1 minute, concentration.
As an action, you summon a super storm concentrated in a 40 foot radius that follows you for 1 minute.
Creatures of your choice inside the super storm have their movement speed halved and must roll a Constitution saving throw at the start of each turn they spend inside the super storm. On a failure, they suffer a level of exhaustion.
While this Jutsu is active, you can concentrate on both Surge and Swift Release: Superstorm and must roll the concentration saving throws independently of each other.
Storm Style[edit]
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
Range: Self
Cost: 2 chakra
Duration: 1 hour
As a bonus action, you make the water around you flow like lightning, and any lightning that hits you flow like water. You gain resistance to lightning damage, and your swimming speed is doubled.
Light Fang
Cost: 1 chakra
Range: 10 foot line
As an action, you generate a sharp thin stream of light from your mouth. Each creature in the area must make a Constitution saving throw, taking 1d10 + your Intelligence modifier piercing or radiant damage on a failure.
4th Level Jutsu
Light Pillar
Cost: 4 chakra
Range: 15 foot radius
Duration: 1 minute
As an action, you make an extremely bright light that appears to emanate from your body. Each creature in the area must make a Constitution saving throw or be blinded for 1 minute. At the end of each of its turns, a creature can repeat the Constitution saving throw. On a success, it is no longer blinded.
8th Level Jutsu
Thunder Cloud Inner Wave
Cost: 10 chakra
Range: 15 foot radius
Duration: Concentration, 1 minute
As an action, you generate a thunder cloud in the radius around you that follows you. Each creature that ends its turn within the cloud or enters the cloud for the first time on a turn takes 2d6 + your Intelligence modifier lightning damage. This cloud heavily obscures the area for any creature other than you.
12th Level Jutsu
Demon Lightning Storm
Cost: 16 chakra
Duration: Concentration, 1 minute
Range: 40 foot radius
As an action, you create a large thunder cloud 40 ft in the air covering a 40 ft radius. Any lightning damage dealt to a creature other than you under the cloud deals an additional 2d6 lightning damage. As an action, you can also summon a bolt of lightning. Each creature in a 10 ft radius of a point under the cloud must make a Constitution saving throw, taking 6d6 + your Intelligence modifier lightning damage on a failure. Half as much damage on a success.
16th level Jutsu
Laser Circus
Cost: 26 chakra
Range: 90 foot line
As an action, you create eight beams of concentrated lightning and shoot them at a creature. Each beam can hit up to two creatures. Each creature must make a Constitution saving throw, taking 8d8 + your Intelligence modifier lightning or radiant damage on a failure. Half as much damage on a success. If you target a creature with more than one beam, it has disadvantage on the saving throws.
Vapor Style[edit]
Vapor style Jutsu combine fire and water chakra to weaponize steam. This steam is produced by super heating water produced by Water Style to create deadly puffs of super heated steam.
Basic Vapor Style Technique
Cost: 1 chakra
Duration: 1 minute
As a bonus action, you begin expelling small amounts of chakra from your palms and heels. For the next minute your long jump and high jump distances are doubled.
Steam Jet
Cost: 1 chakra
Range: 10 foot cone
You release a stream of steam from your mouth. Each creature in the area must attempt a Constitution saving throw, taking 1d12 + your Intelligence modifier fire damage on a failure or half as much on a success.
4th Level Jutsu
Radiant Steam
Cost: 5 chakra
Range: 30 foot radius
As an action, you radiate steam from your entire body. Each creature in the area must make a Constitution saving throw, taking 2d10 + your Intelligence modifier fire damage on a failure or half as much damage on a success.
8th Level Jutsu
Corrosive Jet
Cost: 8 chakra
Range: 60 foot line
As an action, you release a more powerful and corrosive jet of steam. Each creature in the area must make a Constitution saving throw, taking 5d8 + your Intelligence modifier acid damage on a failure. Half as much damage on a success.
12th Level Jutsu
Petrifying Steam
Cost: 14 chakra
Range: 60 feet
As an action, you make a blast of steam. A creature in range must make a Constitution saving throw, becoming petrified for 1 minute on a failure. They may repeat this saving throw at the end of each of their turns, ending this effect early on a success.
16th Level Jutsu
Corrosive Explosion
Cost: 20 chakra
Range: 90 feet
As an action, you make an explosion of corrosive steam. Each creature in a 60 foot radius of a point in range must make a Constitution saving throw, taking 8d8 + your Intelligence modifier acid damage, pushing the creature to the edge of the radius, and falling prone on a failure. On a success, they only take half as much damage.
Wood Style[edit]
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. Canonically, this can only be used if you have the Hashirama's Cells feat, otherwise you gain Mud Style. If you are not using this variant, you must choose one of these styles to gain when you meet their chakra requirements.
Basic Wood Style Technique
Cost: 0-10
Range: 30 feet
Duration: Instantaneous
As an action, you can summon small trees and poles of wood from the earth as well as your body to create one of the following effects within a 5 foot cube:
- You cause the newly grown wood to form into simple shapes and animate at your direction.
- You envelop the targeted area with irregularly grown roots and branches and cause the area to become difficult terrain. Alternatively, you can cause the branches to clear a path and turn it into normal terrain if it is already difficult terrain.
- You create a barrage of branches and trees that shoot up and fill the targeted area. A creature standing behind this wall of wood can use it as cover.
You can return any wood you create back into the earth as a bonus action. Wood created this way cannot be used to deal damage directly, however it can be used to block paths and bar off areas. Your wooden creations have an AC of 11 and a number of hit points equal to your level plus your Intelligence modifier.
You can spend additional chakra at the time of casting this Jutsu to increase the targeted area by 5 ft per 2 chakra points spent.
Four-Pillar House
Cost: 5-20 chakra
As an action, you use your wood style to create a square house. The house has an AC of 14 and a number of hit points equal to 40 + your Intelligence modifier. The house can be empty or furnished (strictly wood and earth) and provide cover from the elements. Each floor is one room, and a balcony surrounds the second floor.
- 20ft by 20ft by 30ft. Single floor. Empty. Can hold 4 medium creatures comfortably. 5 chakra.
- 20ft by 20ft by 30ft. Single floor. Furnished. Can hold 4 medium creatures comfortably. 10 chakra.
- 30ft by 30ft by 60ft. 2 floors. Empty. Can hold 8 medium creatures comfortably. 10 chakra.
- 30ft by 30ft by 60ft. 2 floors. Furnished. Can hold 8 medium creatures comfortably. Creatures who spend an entire long rest in this house gain 1d6 + your Intelligence modifier temporary hit points. 15 chakra.
- 40ft by 40ft by 80ft. 3 floors. Empty. Can hold 12 medium creatures comfortably. 15 chakra.
- 40ft by 40ft by 80ft. 3 floors. Furnished. Can hold 12 medium creatures comfortably. Creatures who spend an entire long rest in this house gain 2d4 + your Intelligence modifier temporary hit points and increases its movement speed by 10 ft until it finishes a long rest. 20 chakra.
If the house is destroyed, all creatures inside takes 2d10 bludgeoning damage.
Stocks
Cost: 1 chakra
Range: 30 feet
As an action, you make a set of stocks that form around the target. The target must make a Strength saving throw. On a failure, it is restrained. To break out, the restrained target can use its action to repeat the Strength saving throw. On a success, the target escapes and is no longer restrained.
4th Level Jutsu
Wood Dome
Cost: 5 chakra
Duration: 5 minutes
As an action, you manipulate the roots in the ground to create a 10 ft radius wooden dome. This dome provides total cover from the front. It has 100 hit points and an AC of 16. It is vulnerable to fire and magical slashing damage. At the start of your turn, it regains 1d6 hit points, unless it has taken fire damage this round.
8th level Jutsu
Wood Dragon
Cost: 10 chakra
Duration: Concentration, 1 minute
Range: 60 feet
As an action, you create a huge wooden dragon. The dragon has 60 hit points. If destroyed, as an action, you can perform the hand signs to reform it with 60 hit points. As a reaction, when a creature targets you with an area of effect or attack, you can move the dragon in the way, it’s targeted instead. The dragon acts on your initiative count and you can use your action to command it. If you do not command it, it will not act in any way other than defensively. It has the following statistics and the same ability scores and save DC as you:
- Speed 60 ft fly
- Multiattack. It can make one bite attack and two claw attacks.
- Bite deals 1d8 piercing damage
- Claw deals 1d6 slashing damage
- Grapple. The dragon uses the grapple attack.
- Breath Weapon (5-6 recharge). Each creature is a 20 ft cone must make a Dexterity saving throw. On a failure, it takes 2d8 bludgeoning damage.
- Self Destruct. The wood dragon can be sacrificed, ramming itself into a target at high speeds. Make a ranged spell attack. The target is pushed 40 ft away and takes 4d8 bludgeoning damage. Once this feature is used, the dragon is destroyed.
12th Level Jutsu
Deep Forest Emergence
Cost: 20 chakra
Range: 40 ft radius, 20 ft high
As an action, you force a small plant to grow into a forest in an instant. The trees to grow in a dense 40 ft radius, 20 ft high forest around you. You and creatures you choose are lifted by a root into the air. All other creatures in the area must make a Dexterity saving throw, taking 4d12 + your Intelligence modifier bludgeoning damage. Half as much damage on a success. The forest is difficult terrain to all creatures but you. As a bonus action, you can spend 4 chakra to make a large branch from the forest to attack one creature. Make a melee spell attack. On a hit, it takes 3d10 piercing or bludgeoning damage.
16th Level Jutsu
Great Spear Tree
Cost: 32 chakra
Range: 50 ft radius, 60 ft high
Duration: 1 minute
As an action, you summon a tangle of roots that surround you. Each creature other than in you the affected area must make a Dexterity saving throw. On a failure, it takes 6d8 + your Intelligence modifier piercing damage and is restrained by the dome. Half as much damage on a success. If a creature is reduced to 0 hit points by this damage it dies. The body is crushed and the blood seeps into the roots giving them a red tinge. To break out, the restrained target can use its action to make a Strength saving throw. On a success, the target escapes and is no longer restrained. As an action at no additional chakra cost, you can make a spell attack against a creature in the area, on a hit the target is affected by one of the following effects of your choice:
- Vine: On a hit, the target is knocked prone and takes 2d8 + your Intelligence modifier bludgeoning damage.
- Branch: On a hit, the target takes 4d6 + your Intelligence modifier piercing damage.
- Log: The target must make a Dexterity saving throw, taking 6d8 + your Intelligence modifier bludgeoning damage. Half as much damage on a success. This can only be used once every other round.
Mud Style[edit]
This Kekkei Genkai is made up of techniques that mix earth and water chakra to create liquid earth. Due to the legendary status of Wood Style, as well as the persecution of Mud Style users far beyond that of any other Kekkei Genkai user, Mud Style is almost considered a myth. If you are not using the Wood Style variant in which you must have the Hashirama's Cells feat to use it, you must choose one of these styles to gain when you meet their chakra requirements.
Basic Mud Style Technique
Cost: 1+ Chakra
Range: Touch
Duration: Instantaneous
As an action or bonus action, you can convert a moderate amount of earth into mud, creating one of the following effects within a 5 foot cube:
- If you target an area of earth, you can instantaneously soften it into mud. Mud can be effected by both Water Style's and Earth Style's basic technique, and counts as loose earth.
- You dry an area of mud, causing to to become solid ground.
- You semi-soften earth into mud, causing it to lose any special effects (i.e. difficult terrain, saving throws for touching it, etc.).
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.
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.
Landslide
Cost: 5-20 chakra
Range: 30 foot cone
As an action, you transform an area of earth into a muddy ramp. Every creature in this area must attempt a Strength saving throw, taking 3d8 bludgeoning damage and moving 10 ft. away from you on a failure, or half as much damage and movement on a success. The area of this jutsu counts as difficult terrain when moving against the direction you cast this jutsu form, and moving in the direction this jutsu was cast inside this area costs half as much movement speed. For every 5 chakra spent, this jutsu's range increases by 5 ft.
Mud Enslavement Jutsu
Cost: 3 chakra
Range: 30 feet
As an action, one creature you can see must attempt a Strength saving throw. On a failure, they can not make reactions until the end of their next turn and you can force them to take one action of your choice that is not a jutsu. If you have the Perfected Seals feat, you may force them to cast a jutsu, splitting the cost evenly between you and the target.
4th Level Jutsu
Muddy Water Fall
Cost: 5 chakra
Range: 45 feet
Duration: 5 minutes
As an action, you cover a creature in mud that quickly hardens, and they must succeed a Strength saving throw. On a failure, they take 3d6 bludgeoning damage, and their movement speed is reduced by 15 ft. for this jutsu's duration. On a success, they take half as much damage and their movement speed is not reduced. They may retry this saving throw at the end of each of their turns, ending this effect early on a success.
8th level Jutsu
Mud Doll
Cost: 4+ chakra per doll
As an action, you create up to five clones. The clones have 5 hit points each, gain 5 temporary hit points at the beginning of each of their turns, and they have an amount of chakra equal to 4 + how much of your chakra you decide to give them. The clones can take actions as normal, however they only have one attack each. You control them and they act on the same initiative as you. They last until they are reduced to 0 hit points, they expend all of their chakra, you dismiss them at will, or you fall unconscious. If the clone still has chakra when it dissipates, you regain any remaining chakra from the clone minus the 4 chakra used to make it.
- Shadow clones have no range limit as to how far away they can be.
- A shadow clone has the same AC as you, however if the AC of the main body was effected by a spell to increase said AC, these effects do not carry over
- A shadow clone carries a copy of all your main body's weapons, however it does not carry the magical effects over from it beside a base damage bonus. A cloned vorpal sword is just a +3 sword in the hand of a clone.
- While the clone is active, you are aware of its current activities (such as sleeping, eating, running, fighting or even calculus). When a shadow clone dissipates, the main body will receive any knowledge, experiences and memories it has acquired as if it experienced it itself, as well as matching your shadow clone's exhaustion level (i.e. If you have an exhaustion level of 2 while your shadow clone has 5, your exhaustion level will increase to 5), but it will not suffer negative effects such as curses, poison or anything of the like.
12th Level Jutsu
Chakra Bog
Cost: 20 chakra
Range: 30 ft. radius
Duration: 1 minute
As an action, you convert all chakra that enters the area around you into Mud Style chakra, sloshing to the ground upon casting. Jutsu can not be cast in, maintained in, or enter this area for 1 minute. You may end this jutsu early as an action.
16th Level Jutsu
Bottomless Mud Hole
Cost: 32 chakra
Range: 60 feet
Duration: 1 hour
As an action, convert a 30 ft. radius, 20 ft. deep area of earth into mud that quickly sucks creatures into it. When they enter or start their turn in this jutsu's range, they must succeed a Strength saving throw or sink 2.5 ft. into the mud. On a success, the number of times they have sunk decreases by 1. After sinking once before leaving the area, the area counts as difficult terrain. After sinking twice before leaving the area, they become slowed. If they sink three times, they begin to suffocate. While within 5 ft. of this jutsu's edge, each failure causes the creature to sink twice as mud hands pull them deeper. Creatures can sink up to 8 times. For each size category below Medium, creatures gain the effects of the first +1 instances of sinking on one failure. For each size category above Medium, creatures can suffer +1 instances of sinking before suffering any ill effects.
Plasma Style[edit]
The Plasma Style Kekkei Genkai combines Fire Style and Lightning Style, increasing the heat of the expelled chakra beyond even electricity.
Basic Plasma Style Technique
Cost: 3 Chakra
Duration: 1 minute
As a bonus action, you produce a small ball of plasma from your fingertip. This can cut through or fuse plates of metal at a rate of 1 inch per 5 seconds. It can also be used to make quick marks in metal surfaces.
Thunder Sabre
Cost: 2-10 chakra
As part of an unarmed attack, you surround your hand in a ball of plasma, ripping through your targets. The result of the attack roll is increased by +2. This increases by +1 for every 2 additional chakra spent.
Tornado Lightning
Cost: 2-10 Chakra
As part of an unarmed attack, you create an arc plasma between your hands, making the angles and speed of your attacks unpredictable. The attack deals lightning damage, deals +2 additional damage, and deals twice as much damage to objects. You deal +1 additional damage per 2 additional chakra spent.
Plasma Ball
Cost: 8 chakra
Range: 30 foot radius
You blast an extreme amount of plasma from your body. Any creatures in this area are pushed to the closest space not within range. Until the beginning of your next turn, you are immune to the restrained condition and lightning damage, you can not move, and you gain +3 AC.
Plasma Blast
Cost: 8-20 chakra
You infuse the air with plasma with each strike of your fists. As part of an unarmed attack, you may increase its reach by 5 feet. This range increases by 5 feet for every 4 additional chakra spent.
12th Level Jutsu
Raging Thunder
Cost: 5 Chakra
As part of an unarmed attack, you erect a barrier of plasma on contact. On a hit, you gain full cover in the direction of the creature you attacked until the beginning of your next turn.
16th Level Jutsu
Plasma Laser
Cost: 20 chakra
Range: 45 foot cone
You fire a spiraling blast of bluish-green plasma. Unlike a normal cone, the peak of the arc of this jutsu’s range is 5 feet in front of you, tapering as it gets further away. Every creature within range must attempt a Dexterity saving throw. On a failure, they take 6d6 lightning damage. On a success, they take half as much damage.
Steel Style[edit]
This Kekkei Genkai manipulates Earth Style and Yang Style chakra to directly manipulate heavier metals, unlike magnet style’s manipulation of magnetic fields.
Basic Steel Style Technique
Range: 30 feet
Duration: Instantaneous of 1 hour (see below)
As an action, you choose a portion of dirt or stone that you can see within range and that fits within a 10-foot cube or metal that fits within a 5-foot cube. You manipulate it in one of the following ways:
- If you target an area of loose, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't involve enough force to cause damage. If it is attached to something else, you must succeed a DC 15 Strength (Athletics) check, rending it from its attachments on a success.
- You cause shapes, colors, or both to appear on the material, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
- You cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain.
If you cast this Jutsu multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Black Iron Fist
Cost: 5 chakra
Duration: 1 minute
You create a massive pair of hands out of at least 1 square foot of metal. Your grapple and unarmed strike ranges increase by 15 feet and you may grapple 1 additional creature at a time.
Steel Weapon Creation
Cost: 2 chakra per weapon
Range: 30 feet
As an action, you shape up to 5 weapons from the necessary amount of steel and move them anywhere within range. They do not move fast enough to cause damage.
Black Iron Wings
Cost: 5 chakra
Duration: 5 minutes
You reshape 1 cubic foot of metal into a pair of wings. These wings have an AC of 16, 25 hit points, and grant you a flying speed of 30 feet. You may make an attack with a thrown weapon as a bonus action while you have these wings.
Iron Chain World
Cost: 2 chakra per foot of metal
Range: 10 foot per foot of metal line
You erect a series of pillars out of up to 5 cubic feet of metal. Each creature within range must succeed a Dexterity saving throw, taking 3d4 piercing damage on a failure, and half as much on a success.
12th Level Jutsu
Secret Technique: Black Iron
Cost: 20 chakra
Range: 30 foot radius
Duration: 1 minute
Any creatures of your choice must succeed a Strength or Dexterity saving throw as you reshape 5 cubic feet of metal around them. On a failure, they are restrained. They may reattempt this saving throw at the end of each of their turns, ending this effect on a success. A creature may end this jutsu’s effect on a creature by removing the seal on the metal as an action. If they do not escape by the end of this jutsu’s duration, they become paralyzed and no longer age or require food, water, or air until another creature removes the seal.
16th Level Jutsu
Impervious Armor
Cost: 12 chakra
Range: Self
Duration: 1 minute
You cover your body in at least 1 square foot of steel. You become immune to non-magical slashing and piercing damage, and resistant to non-magical bludgeoning, magical bludgeoning, slashing, and piercing, and thunder damage. You become vulnerable to acid and lightning damage.
Shade Style[edit]
This Kekkei Genkai combines the erratic and fluid Wind Style with the cerebral Yin Style chakra to shape the chakra of others.
Basic Shade Style Technique
Cost: 2 Chakra
Range: 60 feet
As a bonus action, you send out a pulse of chakra. At the beginning of your next turn, you can sense the presence of magic and chakra within 30 feet of you until the end of your turn. If you sense magic or chakra in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears either or both, and you learn its school of magic or the chakra technique used, if any. This effect can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of Common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Inhaling Maw
Cost: 3+ Chakra
Range: 30 feet
You create a vortex of chakra from your palm or mouth. One creature within range must succeed an Intelligence saving throw. On a failure, they lose 2d4 chakra points or take 2d6 necrotic damage. You regain an half as many chakra points. You may increase the effect by 1 die or range by 10 feet for 3 chakra.
Shape Transformation Memorization
Cost: 4+ Chakra
Duration: 1 minute
As a reaction, you absorb the shape of a jutsu or spell that deals damage, reducing its damage by 1d6. For this jutsu’s duration, you may cast the jutsu or spell, changing its damage type to bludgeoning. Spells cost 3 times their spell level chakra. You may increase the amount of damage reduced by 1d6 for every other additional chakra point spent.
Judgement
Cost: 10 chakra
Range: 30 foot line
You expel a blast of pure chakra. Creatures within range must make an Intelligence saving throw. On a failure, they take 4d6 bludgeoning damage. On a success, they take half as much.
Nature Absorption
Cost: 2+ chakra
As a reaction when you take damage, you may reduce said damage by 1d6. When you use Judgement of use a jutsu or spell memorized by Shape Transformation Memorization, it deals the same damage type as the damage you used this jutsu on most recently. You may increase the amount of damage reduced by 1d6 for every other additional chakra point spent.
12th Level Jutsu
Gozu Tennō
Cost: 5 Chakra
Duration: 1 minute
You channel your shade style chakra into another being. If they are not willing, they must succeed a Charisma saving throw. On a failure, they can only use their action to attempt to deal damage. They also take half as much damage as they dealt. You store half as much chakra as the damage they dealt to themselves inside inside a tattoo made of shade style chakra. You only spend this chakra on a single jutsu of your choice.
16th Level Jutsu
Chimera Technique
Cost: 20 chakra
Range: Touch
Duration: 1 minute
You touch a living creature, absorbing their ability into your body. You gain 3 features, spells, or jutsu of your choice that they have. If a feature relies on another, such as how each Path of Hatred relies on the previous one, you can not take it unless you have the feature it relies on.
Acid Style[edit]
The Acid Style Kekkei Genkai brings the psychological torment of Yin Style into the physical medium of Water Style chakra to create mixtures often considered offensive to all senses.
Basic Acid Style Technique
Cost: 5 Chakra
As an action, you can convert up to 1 galon of water into putrid, green acid. This acid can completely dissolve an object that is completely submerged in it in 1 minute. This does not effect magical objects or living creatures.
Tongue Tooth Sticky Acid
Cost: 5 chakra
Range: 30 feet
Duration: 1 minute
You spit a thick, gel-like glob of acid. One creature within range must succeed a Wisdom saving throw. On a failure, they take 2d6 acid damage and are blinded for 1 minute. On a success, they take half as much damage and are not blinded. They may retry this saving throw at the end of each of their turns.
Acidic Bolster
Cost: 5 Chakra
Range: Touch
Duration: 1 minute
You infuse a creature with a healthy dose of Acid Style chakra. They become immune to Acid damage for this jutsu’s duration.
Acidic Sludge
Cost: 7 chakra
Range: 60 feet
Duration: 1 minute
You create a purple ball of acid. One creature within range must succeed a Wisdom saving throw. On a failure, they take 2d8 acid damage and are poisoned. On a success, they take half as much damage and are not poisoned. They may retry this saving throw at the end of each of their turns.
Acid Permeation
Cost: 10 Chakra
Duration: 1 minute
Range: 30 feet
You release a flurry of acidic bubbles. Make 5 ranged attacks at the same or different targets. On a hit, the target takes 1d6 acid damage.
12th Level Jutsu
Leach Gap
Cost: 1 chakra
Duration: 1 minute
As a bonus action, you exude a white, glue-like Acid across your entire body. If a creature attempts to grapple you or restrain you with an object, they or the object take 1d8 acid damage. Your unarmed strikes deal acid damage, and reduce the target’s AC by 2 for 1 minute.
16th Level Jutsu
Wisdom Wolf Decay
Cost: 20 chakra
Range: 60 foot radius
Duration: 1 minute
You exhale a coarse, brown cloud of particles. Every creature within range must succeed a Wisdom saving throw. On a failure, they take 2d6 acid damage. Creatures must retry this saving throw every time they end their turn within range. The cloud can be blown away with a sufficiently powerful wind.
Crystal Style[edit]
The Crystal Style Kekkei Genkai hearnesses the geometric nature of Lightning Style and enhances it with the physical permanence of Yang Style chakra to create crystalline structures.
Basic Crystal Style Technique
Cost: 5 Chakra
As an action, you can create 1 crystal no larger than would fit in the palm of your hand. It can act as any gemstone of any value. A creature must succeed a DC 12 + your Intelligence modifier Intelligence (Investigation) check to determine that it is artificial, reducing its price to 10 gp.
Crystal Wheel
Cost: 3 chakra
You cover your body in a ring of crystals. Until the beginning of your next turn, you gain +30 feet of movement speed, opportunity attacks against you have disadvantage, you can not take actions or bonus actions, passing through another creature’s space does not cost additional movement, and if you occupy the same space as another creature, they take 1d6 + your Dexterity modifier magical slashing damage. You may spend 1 chakra at the beginning of each of your turns to maintain these effects.
Gods’s Crossing
Cost: 2+ Chakra
Range: 15 foot line
As an action, you create a stream of jagged crystals. As a ranged attack, every creature takes 2d8 magical piercing or slashing damage, your choice. This only effects creatures in every other 5 foot area of this jutsu’s range. You may spend 2 additional chakra to increase this jutsu’s range by 10 feet.
Crimson Fruit
Cost: 5 chakra
Range: 60 feet
Duration: 1 minute
You create a 15 foot radius dome of crystals. Each wall has 20 AC and 25 hit points.
Jade Crystal Mirror
Cost: 5 Chakra
Duration: 1 minute
Range: 30 feet
You erect a wall of perfectly reflective crystal that occupies a 5 foot area. It has 15 AC and 15 hit points. Creatures within 10 feet of it must succeed a Wisdom saving throw. On a failure, they have disadvantage on attack rolls against you. You may move it up to 15 feet up to 60 feet away from you as an action, bonus action, or reaction.
12th Level Jutsu
Giant Hexagonal Weapon
Cost: 3 chakra per weapon
As part of your action when you make a thrown weapon attack, you may convert the weapon into a large, hexagonal projectile. Its range becomes a line with a width of 15 feet. They revert to normal at the end of your turn. This can be used in conjunction with the Shuriken Jutsu.
16th Level Jutsu
String of Glory
Cost: 20 chakra
Range: Self
Duration: 1 minute
You encase your body in a pyramid of crystals. Your movement speed becomes 0, and you gain a flying speed of 5 feet. You gain 35 temporary hit points and +3 AC. As either or both of your attacks, you may fire a beam from the tip of the pyramid as a ranged spell attack with a range of 30 feet. On a hit, it deals 4d6 force damage.
Blaze Style: Kagutsuchi[edit]
Blaze style is a the highest caliber of destructive jutsu, using Yang Style to manipulate the physical form of the strongest Fire Style jutsu. Alternatively, a DM may decide that this style can only be taken as the second feature of one who gains Amaterasu from the Mangekyō Sharingan feature.
Basic Blaze Style Technique
Range: Self
Cost: 1 chakra
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 fire damage and at the start of its turn, it takes 1d10 fire damage. Amaterasu can only affect one creature at a time.
If you already have Amaterasu from the Mangekyō Sharingan feature, you may use this as part of another jutsu. Doing so changes its range to the other jutsu's.
Entenka
Cost: 6 chakra
Duration: Concentration, 1 minute
As a bonus action, you wrap your body in a layer of black flames which. You gain a +1 bonus to AC and when a creature makes a melee attack against you, it takes 1d8 fire damage.
Honoikazuchi
Cost: 10 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 2d8 fire damage on a failure. Half as much on a success.
Flame Control
Cost: 12 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 4d10 fire damage on a failure. Half as much on a success.
14th Level Jutsu
Great Dragon Fire Technique
Cost: 20 chakra
Range: 60 feet
Duration: Concentration, 1 minute
As an action, you make a dragon-shaped fireball of Amaterasu. The dragon is a 10 feet tall, 10 feet wide, and travels in a 20 foot line. Each creature in the area must make a Dexterity saving throw, taking 8d10 fire damage on a failure. Half as much on a success. As a bonus action, for the duration, you can move the dragon up to 30 feet with in the range. Each creature that is in the area after its moved, ends its turn in the area, or enters it for the first time on its turn must make a Dexterity saving throw, taking 4d10 fire damage on a failure. Half as much on a success.
Yin-Yang Style[edit]
Despite its name, Yin-Yang jutsu are more than a simply combination of Yin Style and Yang Style chakra, though mechanically these are the only requirements. It combines every chakra nature into the ultimate, purest form of chakra.
Basic Yin-Yang Style Technique
Cost: 7 chakra
Range: Touch
You channel the raw power of all of existence into a creature, removing 1 condition of your choice, not including restrained.
Chakra Transfer Technique
Cost: 1+ chakra
Range: 60 feet
Duration: 1 minute
You give a creature within range any number of chakra points. This chakra can extend above their maximum, and you may grant them the ability to cast 3 jutsu that you know. At the end of this jutsu's duration, they lose these jutsu and chakra points.
Sound Release
Cost: 6 chakra
Range: 30 foot cone
As an action, each creature in the area must make a Constitution saving throw as they are bombarded with sound. On a failure, a creature has disadvantage on attack rolls and Dexterity saving throws until the end of its next turn.
Yin-Yang Resonance
Cost: 30 chakra
Range: Touch
Duration: 1 hour
You cause the target's body to become a variable center of gravity similarly to the Chibaku Tensei. The terrain within 60 feet of it becomes difficult terrain, and terrain within 30 feet is completely destroyed. Creatures within 60 feet must succeed a DC 15 Dexterity saving throw or fall prone. Creatures within 10 feet that fail this saving throw take 2d12 force damage, and are pushed 10 feet away from the target regardless of the result.
The target must succeed a Strength saving throw or become restrained. Regardless of if they fail or succeed, a hard, 10 foot radius sphere of rock is formed around them. The sphere has an AC of 26 and has 30 hit points. It is immune to Psychic damage but vulnerable to force damage.
Amenominaka
Cost: 35 chakra
Range: 30 feet
You open and enter a portal to another dimension of your choice. This can be a portal of your own design a preexisting dimension. Any creatures of your choice within range must succeed a Dexterity saving throw. On a failure, they are drawn into the portal with you. The portal ends at the beginning of your next turn.
Creation of All Things Jutsu
Cost: 45 chakra
The strongest jutsu ever created, comprised of all other natures, the Creation of All Things jutsu has been used by the least amount of shinobi the fewest amount of times. You may use this jutsu to produce the effects of any other jutsu with a lower cost that does not require any form of dojutsu that you do not have or is a Yin-Yang Style jutsu, or one unique effect in a similar manner to the Wish spell.
Extra[edit]
Fūinjutsu[edit]
Also known as Sealing Jutsu, the following jutsu regard advanced styles of containment, either within extradimensional space, physical barriers, or one's own soul. This nature can only be gained through the Barrier Nin feat. Or you can talk to your DM about, you may find a scroll with some of theses jutsus on them in the world you are in.
Flying Raijin Jutsu
Cost: 20 chakra to place a seal, 3 chakra to teleport
Range: 1000 feet
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 you can teleport to a target bearing this seal, the person baring the seal must be in the same plane of existence as you.
Teleporting with this Jutsu requires no hand seals.
Revolving Flying Raijin
Cost: 3 chakra
Requirements: Flying Raijin Jutsu
As part of teleporting to a Flying Raijin seal if you have a Flying Raijin seal in your possession but not on you, you leave the seal behind and one creature within 5 ft. of the seal you move to must attempt a Dexterity saving throw. On a failure, they are teleported to the seal you left behind.
Flying Raijin Strike.
Cost: 4 chakra
Requirements: Flying Raijin Jutsu
As part of teleporting to a Flying Raijin seal, you slightly accelerate the teleportation, allowing you to make a non-jutsu attack of your choice with advantage.
Flying Raijin — Second Step.
Cost: 5 chakra
Requirements: Flying Raijin Jutsu
As part of teleporting to a Flying Raijin seal, you greatly accelerate the teleportation, allowing you to use one jutsu of your choice. You may spend an additional 3 chakra to grant yourself advantage on the jutsu's attack roll, or grant the target disadvantage on its saving throw.
Flying Raijin: Guiding Thunder.
Cost: +5 chakra to place, +13 activate seal
Requirements: Flying Raijin Jutsu
As part of placing a Flying Raijin seal, you may increase the complexity of its seal. When this seal would be within a jutsu, you may teleport it as a reaction, causing it to appear with its source at one Flying Raijin seal of your choice.
*Flying Raijin Cloud*
Cost: 12 chakra
Duration: 1 hour (concentration)
Requirements: Flying Raijin Jutsu
As an action, you focus your chakra on two Flying Raijin seals, causing any liquid or gas within a 10 ft. radius of one seal to be moved to the other for this jutsu's duration, causing an inhospitable, but very dry area. Any creatures within this area must hold their breath.
*Flying Raijin Double Sided Barrier*
Cost: 15 chakra
Duration: 1 hour (concentration)
Requirements: Flying Raijin Cloud
As an action, you focus a vast amount of chakra on two Flying Raijin seals, causing any substance short of buildings and creatures within a 5 ft. radius of one seal to be moved to the other for this jutsu's duration. Any creatures within this area must hold their breath, take 2d4 necrotic damage at the beginning of each of their turns, and can not be targeted by jutsu with a range other than touch.
String Light Formation
Cost: 5+ chakra
Range: 15 ft.
Weaving hand seals, you release scrolling jutsu formulas around a creature within range. This creature can not leave a 5 ft. radius area. If they attempt to, they must attempt a DC 5 Strength saving throw. On a failure, they take 1d4 psychic damage from the physical strain. You may increase this DC by 2 for every 5 chakra spent. Creatures within this jutsu's range may spend their action, or their next turn's action as a reaction, to spend any amount of their chakra to increase the chakra contributed to this jutsu, even if they do not know this jutsu. Any creatures that add chakra to this jutsu must spend 1 chakra at the beginning of each of their turns and not move to maintain their added bonus.
Eight Trigrams Sealing Style
Cost: 20 chakra
Range: 15 ft.
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. When you use this jutsu as an action, you target one non-humanoid, construct, undead, or plant creature and the humanoid the seal. You must then succeed a DC 25 Constitution saving throw. On a failure, you gain three levels of exhaustion. On a success, you gain one level of exhaustion and the creature is sealed inside the humanoid, which is unconscious for 1d10 hours. After a creature has been sealed, the only way to remove the seal is with this Jutsu.
Five Elements Seal
Cost: 25 Chakra
You burn a five-pointed seal into a restrained or willing creature's body. Their chakra point maximum is decreased by 12 points or they lose access to their highest unlocked feature in one non-dojutsu implantable subclass of your choice. This jutsu may be cast on the same creature multiple times, but can only be affected by each effect one. This can only be undone by a cast of this jutsu or the Creation of All Things jutsu.
Five-Seal Barrier
Cost: 20/40 Chakra per tag
You place a large chakra tag to a surface. Individually, each tag is useless, but when two or more tags are placed, they create an indestructible wall extending from tag to tag. Each tag's wall can only extend to one tag in a straight line. The user may spend 40 chakra to have the tags create a clone of of the creature that removed the tag upon doing so.
Four-Corner Sealing Barrier
Cost: 60 Chakra
Range: 60 ft. radius
Up to four creatures within a 10 ft. radius fuel any amount of their chakra into a single seal, so long as the total amount matches its cost. After focusing their chakra for 1 minute, the seal extends to its full size, where they four creatures select a single creature. The creature must succeed three Dexterity saving throws using the highest spell save DC among the creatures or they are teleported to a pocket dimension.
Red Yang Formation.
Range: Touch
Duration: Concentration, 1 minute
Cost: 20 chakra/Wall
The user produces a blast of red light that is then shaped into a massive barrier of transparent red light. The wall is between 10 and 60 feet wide and up to 200 feet tall. They have 300 hit points and an AC of 20. You must touch the wall to concentrate on it. If you have Truth-Seeking Orbs, you can sacrifice one to allow yourself to concentrate on 6 walls at a time so long as the walls touch and reduce each wall’s cost by 5 chakra. If you have Black Receivers from the Outer Path, you may concentrate on 1 wall per reciever so long as the walls touch and reduce each wall’s cost by 3 chakra.
Adamantine Sealing Chains
Cost: 15 Chakra
Range: 100 feet
Duration: 1 minute (Concentration)
You summon radiant chains from the small of your back and launch them at a creature in range. Make a ranged spell attack, on a hit the target takes 5d8 psychic damage and is grappled by you. Jinchuriki grappled by this Jutsu are not able to access their Subclass features for as long as they're under the effect of this Jutsu. Likewise, Tailed Beasts that are affected by this Jutsu are Paralyzed for the duration. On each of your turns for the duration, you can use your action to deal 2d8 psychic damage to affected creatures automatically.
A grappled creature can use its action to attempt to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your Jutsu Saving Throw DC. A Tailed Beast can still attempt to escape this, despite being Paralyzed, but it makes the check at disadvantage.
Casting this Jutsu again on a different creature while concentrating on it does not break your concentration, however, concentrating on multiple instances of this Jutsu counts as one for the purpose of maintaining concentration.
Gate of the Great God
Cost: 5 Chakra
Range: 60 feet
Duration: 1 minute (Concentration)
As an action, you materialize and slam a massive tori gate onto a nearby creature. They must succeed a DC 3 Strength saving throw or become restrained for this jutsu's duration. This jutsu may be used multiple times on the same action, increasing the DC by 3 for every additional use. If this is used as a Sage Art to grant the creature disadvantage, the disadvantage remains for this jutsu's entire duration.
Bubblegum Ninjutsu
Cost: 15 Chakra
Range: 100 feet
Duration: 1 minute (Concentration)
You blow a chakra-infused bubble of gum and launch it at a creature in range. Make a ranged spell attack, on a hit the target takes 4d8 bludgeoning damage and is restrained by you. You may end this effect early as a bonus action, dealing an additional 4d8 fire damage.
A grappled creature can use its action to attempt to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your Jutsu Saving Throw DC.
Casting this Jutsu again on a different creature while concentrating on it does not break your concentration, however, concentrating on multiple instances of this Jutsu counts as one for the purpose of maintaining concentration.
Reaper Death Seal
Range: 15 feet
Cost: 20 Chakra
You call upon the power of the reaper of souls, creating a ghostly apparition of the being behind you, which then removes your soul. Both you and the target become paralyzed, and they must attempt a death saving throw at the beginning of each of their next turns until they succeed or fail 3 times, regardless of their current hit points. Regardless of the outcome, you die instantly and they lose their ability to cast spells and jutsu. At the end of a long rest, they may attempt a Wisdom or Intelligence saving throw. After 3 successes, they regain their ability to cast spells and jutsu. Creatures killed by this jutsu must have their souls freed from a mask bound to the reaper’s soul, of which only one exists, before they can be resurrected by any means.
Twin Snakes Mutual Death
Range: Touch
Cost: 20 Chakra
You weave hand signs using both you and the opponent's hands, wrapping the two of you in layer after layer of snake. They must attempt a death saving throw at the beginning of each of their next turns until they succeed or fail 3 times, regardless of their current hit points. Regardless of the outcome, you die instantly and they have disadvantage on Strength and Dexterity checks. At the end of a long rest, they may attempt a Constitution or Intelligence saving throw. After 3 successes, they regain their ability to cast spells and jutsu.
Cursed Tongue Eradication Seal
Range: Touch
Duration: Until you deactivate it as an action or die
Cost: 20 chakra
As an action, you apply a seal to a creature's tongue, choosing a specific type of information that the creature can not speak. Should they try, they become paralyzed until the beginning of their next turn, failing to say what they tried to say.
Curse Sealing
Range: Touch
Cost: 25 chakra
Casting time: 1 minute
You surround a creature's Cursed Mark, a Kurama Clan Prodigy's Kekkei Genkai mark, or a similar feature (with the key elements being awakening on a failed saving throw, the feature only affecting the user for potentially more than 1 turn, and the feature being able to be ended by successful a saving throw) with a barrier of chakra only accessible by the creature themself. They can activate said feature as a bonus action, they gain a +2 bonus to saving throws incurred by their use of the feature, and it no longer activates automatically. This jutsu is also known as the Evil Sealing Method.
Six Paths Ten-Tails Coffin Seal
Range: Touch
Requirements: Rinnegan Mastered
Duration: Until you are no longer connected to the beast
Cost: 32 Chakra
While touching a Tailed Beast, you and the target must attempt a Constitution saving throw. If its roll is higher than yours, this jutsu fails. If yours is higher, you form a 15 ft. long physical bond with it. It is under your control while connected to you, and you may reduce its hit point to heal yourself for an equal amount. As an action, you may instantly absorb it, becoming the beast's Jinchuriki. You may un-absorb the beast as an action with no negative consequences.