User:Kenneth2210

From D&D Wiki

Jump to: navigation, search

Contents

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]

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

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

Quick Build

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

Class Features

As a Naruto Shinobi you gain the following class features.

Hit Points

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

Proficiencies

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

Equipment

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

Table: The Naruto Shinobi

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

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 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,which is equal to your level times 2,plus your Constitution modifier.
  • You regain all your chakra after you finish a long rest.
  • Chakra and ki do not stack.
  • If only dice are listed for a Jutsu’s damage, you add your Dexterity modifier to the damage.

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 may forgo learning a nature to increase your maximum hit dice by 2, increase your movement speed by 10 ft., or increase your chakra point maximum by 5. You 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 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack[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 2 chakra to take the Dash, Disengage, or Hide action as a bonus action on your turn, and your jump distance is doubled for the turn.

At 9th level, you gain the ability to move along vertical surfaces during your movement, and this feature no longer costs chakra.

Evasion[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.

Scroll Upgrade[edit]

At 13th level, you gain access to the Giant Scroll. This scroll can store 2 large items that’s individual weights do not exceed 30 pounds or 1 medium or smaller creature, however after 10 minutes, the creature will begin to suffocate due to lack of oxygen. You may also have twice as many seals active at a time, and you may impart unto a non-shinobi creature the ability to effectively use scrolls, negating the need to make an Intelligence saving throw when attempting to open them.

Advanced Training[edit]

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

Padlock.png
The primary contributor has requested no further edits to this page by anonymous users
The user above has requested no further edits to this page by anonymous users. This page is considered complete and balanced to a degree. As such, the page has been locked so that only registered users can edit it. If you are an IP user and wish to make alterations to this page, or you see an error, please discuss it on the talk page. If this page is not fully protected, please either contact an administrator or remove this template.

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]

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

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

Quick Build

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

Class Features

As a Naruto Shinobi you gain the following class features.

Hit Points

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

Proficiencies

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

Equipment

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

Table: The Naruto Shinobi

Level Proficiency
Bonus
Features Chakra Martial Arts Unarmored Movement
1st +2 Martial Arts, Unarmored Defense - 1d4 -
2nd +2 Chakra, Unarmored Movement 4+Con 1d4 +10
3rd +2 Ninja Path 6+Con 1d4 +10
4th +2 Ability Score Improvement, Chakra Natures 8+Con 1d4 +10
5th +3 Extra Attack, Nindo 10+Con 1d6 +10
6th +3 Ninja Speed 12+Con 1d6 +15
7th +3 Ninja Path Enhancement, Evasion 14+Con 1d6 +15
8th +3 Ability Score Improvement 16+Con 1d6 +15
9th +4 Chakra-Infused Strikes, Ninja Speed Improvement 18+Con 1d6 +15
10th +4 Ninja Path Enhancement 20+Con 1d6 +20
11th +4 Extra Attack (2) 22+Con 1d8 +20
12th +4 Ability Score Improvement 24+Con 1d8 +20
13th +5 Scroll Upgrade 26+Con 1d8 +20
14th +5 Chakra Natures 28+Con 1d8 +25
15th +5 Ninja Path Enhancement 30+Con 1d8 +25
16th +5 Ability Score Improvement 32+Con 1d8 +25
17th +6 Advanced Training 34+Con 1d10 +25
18th +6 Advanced Training feature 36+Con 1d10 +30
19th +6 Ability Score Improvement, Advanced Training feature 38+Con 1d10 +30
20th +6 Ninja Path Enhancement 40+Con 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 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,which is equal to your level times 2,plus your Constitution modifier.
  • You regain all your chakra after you finish a long rest.
  • Chakra and ki do not stack.
  • If only dice are listed for a Jutsu’s damage, you add your Dexterity modifier to the damage.

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 may forgo learning a nature to increase your maximum hit dice by 2, increase your movement speed by 10 ft., or increase your chakra point maximum by 5. You 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 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack[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.

Nindo[edit]

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

Ninja Speed[edit]

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

At 9th level, you gain the ability to move along vertical surfaces during your movement, and this feature no longer costs chakra.

Evasion[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.

Scroll Upgrade[edit]

At 13th level, you gain access to the Giant Scroll. This scroll can store 2 large items that’s individual weights do not exceed 30 pounds or 1 medium or smaller creature, however after 10 minutes, the creature will begin to suffocate due to lack of oxygen. You may also have twice as many seals active at a time, and you may impart unto a non-shinobi creature the ability to effectively use scrolls, negating the need to make an Intelligence saving throw when attempting to open them.

Advanced Training[edit]

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

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 a +1 bonus to AC, advantage on Wisdom and Dexterity saving throws, and advantage on Perception checks.

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

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

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

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

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

Genjutsu[edit]

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

In addition, while your sharingan is active, you may attempt to trap a creature within 40 feet that you can see and is not blind in genjutsu. The target must make a Wisdom saving against your Jutsu save DC. You may spend 2 additional chakra to increase the save's DC by +1, and you may spend 5 additional chakra to remove a creature's immunity to the condition. On a failure, it can only hear and see what you want it to and it is affected by one of the following of your choice for 1 minute (concentration). They may retry this saving throw at each of their turns, ending this effect early on a success.

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

Replication[edit]

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

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

Mangekyō[edit]

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

Instead of having a red background with a black circle, your Sharingan change into a form unique to each person, normally in the shape of a pinwheel in some way. The Mangekyō allows its owner to use four of the special Jutsu listed below while your Sharingan is active. After using your Mangekyō Sharingan jutsu, you must make a DC 18 Constitution saving throw. On a failure, your eyes begin to bleed, you take 3d4 psychic damage, and you gain 1 level of gradual blindness. For every other failure of this saving throw, you gain 1 level of exhaustion The DC on this saving throw increases by 1 every time you use a Mangekyō ability.


Amaterasu

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. Amaterasu can only affect one creature at a time.


Tsukuyomi

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


Kotoamatsukami

As an action, you cast a genjutsu at a creature that is not Undead or a construct that subtly manipulates the target’s mind. You may issue a command to that creature at least as general as “protect that village” or “ensure these negotiations go well”. It will go about doing this task to the best of their ability until it is 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:

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:

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 at a point of choosing within the distance equivalent to the chakra spent. When you emerge, you are placed in a empty space as close to the point of your choosing as possible. Also, you are able to increase the targeted area of your Kamui by 5 ft per 5 chakra points spent for the purpose of bringing in larger structures or creatures.

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


Telekinesis

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


Disorientation

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


Complete-Body Susanoo

When you are in your armored Susanoo form, you may make 2 additional attacks when you take the attack action, you gain a flying speed of 60 feet, and you gain a +2 bonus to your AC (+7 total). Additionally, you may give a creature other than yourself the benefits of Susanoo instead, granting them the previously stated bonus as well. Its weapons are still determined by your alignment. This does not grant early use of Susanoo. This counts as both of your Mangekyō abilities. If you gain this more than once, such as from EMS or by implanting 2 additional Sharingan with Dōjutsu-Acceptant Biology, you gain +1 AC and your size category increases by 1.


Yata Mirror

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


Totsuka Blade

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


Additional Nature

You gain use of an additional basic chakra nature of your choice. This nature can fulfill one of the requirements for a Kekkei Genkai.


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.

Susanoo[edit]

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

As an action, you activate Susanoo as a skeletal structure. Your size increases by 1 category to a minimum of Large, you gain a +3 bonus to AC, your unarmed strikes deal 2d10 magical bludgeoning damage with a reach of 10 ft., and if you hit with a melee weapon attack, you can use a bonus action to attempt grapple the target with advantage. While grappling a creature in this way, you can attempt to crush them as an action. They must make a Constitution saving throw. On a failure, they takes 2d6 magical bludgeoning damage and become restrained until the beginning of your next turn.

After using your Susanoo 7 - your Intelligence modifier times, you are able to manifest the next phase of your Susanoo, the armored Susanoo. The form looks like an armored human body with a mask of your choosing. In this form, your size increases by 1 additional category to a minimum of Huge, you gain an additional +2 bonus to AC (+5 total), and your reach with any weapon is increase by 10 ft. (15 ft. total for weapons without the reach property). You are placed at the center of the Susanoo's head and cannot be pulled from it. You can allow an ally into it causing any attack that would target them to target you, however the ally cannot effect anything outside of it from within. If you and another creature are both occupying your Susanoo, they may contribute the benefits of any feature that has a duration and would target themselves, such as Second Stage or Sage Mode, to your Susanoo instead.

At the end of each turn that you maintain this effect, you must make a Constitution saving throw with the same effects as Mangekyō. If you lose your sharingan, you are still able to use Susanoo.

In addition, you gain the following weapons while in Susanoo based on your alignment. You may only wield one option at a time, changing weapons as an action.

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

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

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 expertise in Arcana. As a bonus action, you can attempt an Arcana check (DC 10 + the target's bonus to Deception) to learn how many spell slots, KI points, chakra, and other such things that a creature has. The DC to discover hit points in this manner is 10 + the target's Constitution Modifier.

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

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

Furthermore, you have 120 feet of truesight.

Six Paths Technique[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 7 of those paths but not all of their abilities. You must also choose one path to gain affinity to. Each path will have a different affinity bonus fitting their abilities.

  • Deva Path Affinity: You gain an optional 30 feet base range with all Deva Path abilities.
  • Asura Path Affinity: You can have a number of transformations active equal to your spellcasting modifier.
  • Human Path Affinity: You gain the option to use Absorption Soul Technique at a range of 30 feet.
  • Animal Path Affinity: The cost of summoning a creature is lowered to the the CR of the creature.
  • Preta Path Affinity: You add your spellcasting modifier to the chakra absorbed. Additionally, the dice increases to 3d6 at 15th level and 4d6 at 20th level.
  • Naraka Path Affinity: You add your insight bonus to both DCs of Jugokudo
  • Outer Path Affinity: You can create a number of Black 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: 5+ chakra

Range: 5 foot radius

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


Banshō Ten'in

Cost: 2+ chakra

Range: 5 foot radius

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

Asura Path[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: 2+ Chakra

Range: Self

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


Flaming Arrow of Amazing Ability

Cost: 5 Chakra

Range: 60 feet

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

Six Paths Extended[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 +2 to your AC.


Chakra Propulsion Cannon

Cost: 10 Chakra

Range: 100 foot line

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

Preta Path[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. Alternatively, you can use your reaction to absorb some of the brunt of other offensive Jutsu when you are targeted by a Jutsu attack or area effect. You can conjure a defensive barrier that surrounds you, the damage you take from the attack is reduced by 2d6 + your Constitution modifier, regaining half as many chakra points. If you reduce the damage to 0, you disperse the Jutsu entirely and end its effect.

Outer Path[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 spellcasting modifier + your proficiency bonus.

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

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


Demonic Statue Chains

Cost: 15 Chakra

Range: 100 feet

Duration: 1 minute (Concentration)

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

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

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

Six Paths Mastered[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.

Animal Path[edit]

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


Summoning Rinnegan

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

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

You do not need to form any seals or sacrifice any blood to summon these creatures. Creatures summoned this way do not have a will of their own and follow your absolute command without question. They also cannot speak. Creatures summoned this way contain copies of your Rinnegan. This allows you to see throw their eyes as if they were your own. You can choose a new creature and swap it with one of your current summoning creatures as part of your long rest. Whenever you summon a creature, you may spend a number of additional chakra equal to their CR to cause their size becomes Gargantuan regardless of their original size. Their hit die also increase to a d20 instead of their original die size. A willing humanoid can be set as Summoning Creature. For this purpose, the humanoid is not under your control and does not follow any of the Summoning rules, but it still requires a chakra cost to summon. If summoned, the humanoid is simply transported to the location it was summoned to.

Naraka Path[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, the effect ends and the creature instead gains 1 level of exhaustion. A creature reduced to 0 hit points by this technique dies instantly. A creature that does not share a language proficiency with you is immune to this effect.

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

Outer Path[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.


Jutsu Mastery

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


Limbo: Border Jail

When you create shadow clones, you can send them to the ethereal plane with the special ability to affect the same plane as yours. These shadow clones are invisible and is immune to all damage. These shadow clones automatically dissipate after 1 minute, and can not be resummoned until another minute passes.

Reign of the High Emperor

Cost: 5 chakra

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


Amenotejikara

Cost: 5 Chakra

Range: 500 feet

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

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

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


Kaimon

Cost: 25 chakra

Range: 30 feet

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


Origami Replacement Technique

Cost: 5+ Chakra

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


Temporal Rewind

Cost: 7 chakra

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


Chakra Edible Creation

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


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

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


Basic Ninjutsu Technique

Cost: 1 chakra

Duration: 10 minutes

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

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


Shuriken Jutsu

Cost: 1-3 chakra

Range: 60 ft

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


Explosive Seal

Cost: 1 Chakra + 2 for every additional damage die

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

Range: 10 feet radius

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

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

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

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


4th Level Jutsu

Transformation

Cost: 1 chakra

Duration: 1 hour per chakra point spent

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

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


Body Flicker

Cost: 3 chakra

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


Paralysis Seal

Cost: 2 Chakra

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

Range: Touch + 2 for every additional 5 feet

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

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


6th Level Jutsu

Substitution

Cost: 3+ chakra

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


Lesser Substitution

Cost: 3 chakra

Range: 20 feet

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


Healing Seal

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

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

Range: Touch + 2 for every additional 5 feet

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

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


8th level Jutsu

Shadow Clone

Cost: 4+ chakra per clone

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

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


Sealing Seal

Cost: 5 Chakra

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

Duration: 1 minute + 1 for every 2 chakra spent

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

You draw a sealing seal on your chosen surface then infuse it with your Chakra. The seal activates once touched. A creature touched by this seal must pass an Intelligence saving throw or lose the ability to cast spells or spend any resource (such as Ki, Chakra, Psi etc.) for 1 minute + 1 for every 2 additional chakra spent. 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: 10 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 + your Intelligence modifier bludgeoning plus 2d10 force damage. The target must make a Strength saving throw or be pushed 20 feet away. The target has a mark on its body in the shape of multiple swirls scratching its skin.


16th Level Jutsu

Summoning Jutsu

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

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

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

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

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

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

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

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

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

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.


8th 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.


12th 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.


16th 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.


8th Level Jutsu

Stone Pillar Spears

Cost: 8 chakra

Range: 20 foot radius

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


12th Level Jutsu

Rock Shelter

Cost: 15 chakra

Range: 15 foot radius

As an action, you create a hemisphere of earth using your surroundings. The wall provides total cover and has 100 hit points each. If the wall is destroyed, it shatters, dealing 2d6 bludgeoning 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.


16th 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: 1 chakra

Range: 30 feet

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


4th Level Jutsu

Exploding Flame Shot

Cost: 4 chakra

Range: 60 feet

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


8th Level Jutsu

Great Fireball

Cost: 8+ chakra

Range: 150 feet

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

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

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


12th Level Jutsu

Great Fire Annihilation

Cost: 14 chakra

Range: 30 foot wide, 60 foot line

Duration: Concentration, 1 minute

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


16th Level Jutsu

Fire Dragon Flame Bullet

Cost: 22 chakra

Range: 150 ft line, 10 ft wide

Duration: 1 minute

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

Lightning Style[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 + your Intelligence modifier lightning damage. Half as much on a success.


4th Level Jutsu

Lightning Rod

Cost: 4 chakra

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


8th Level Jutsu

Chidori

Cost: 8 minimum, 16 maximum

Range: 15 feet

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


12th Level Jutsu

Lightning Cloak

Cost: 8 chakra

Duration: Concentration, 1 minute

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


16th Level Jutsu

Kirin

Cost: 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 + your Intelligence modifier 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 + your Intelligence modifier 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.


8th Level Jutsu

Water Shark Bomb

Cost: 10 chakra

Range: 50 foot line

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


12th level Jutsu

Water Gun: Two Gun Style

Cost: 12 chakra

Range: 30 feet

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


16th level Jutsu

Super Shark Bomb

Cost: 28

Range: 10 ft wide 150 ft line

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

Wind Style[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 + your Intelligence modifier bludgeoning damage and pushed 15 feet away on a failure.


4th Level Jutsu

Wind Wall

Cost: 3+ chakra

Range: 10 feet radius

Duration: Concentration, up to 1 minute

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


8th Level Jutsu

Air Bullet

Cost: 8 chakra

Range: 5 foot wide, 15 foot line

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


12th Level Jutsu

Great Task of the Dragon

Cost: 13 chakra

Range: 60 feet

Duration: Concentration, 1 minute

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


16th Level Jutsu

Rasenshuriken

Cost: 20 chakra

Range: Touch

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

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

Yin Style[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.


12th Level Jutsu

Bringer of Darkness

Cost: 10 chakra

Range: 50 feet

Duration: Concentration, up to 1 minute

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


16th Level Jutsu

Temple of Nirvana

Cost: 32 chakra

Range: 150 feet

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

Yang Style[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 paralyzed. At the end of each of their turns, they may attempt an Intelligence saving throw, ending this effect early on a success.


Body Cultivation Jutsu

Cost: 5 chakra

Range: Touch

You feed chakra into a piece of flesh, slowly growing it. Using this jutsu once allows the piece of flesh to be attached 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.


12th Level Jutsu

Dustless Bewildering Cover

Cost: 10 chakra

Duration: 1 minute

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


16th Level Jutsu

Inorganic Reincarnation

Cost: 4 chakra

Range: 120 foot radius

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

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.


Hidden Talent

Prerequisites: Dexterity or Intelligence of 13 or higher

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


Perfected Seals

Prerequisites: Hidden Talent feat, Intelligence of 18

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

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


Multi-Shadow Clone Jutsu Master

  • The amount of shadow clones you can have at a time is no longer limited to 5.
  • Creating shadow clones only costs 2 chakra per clone. However they only start with 2 chakra.
  • When creating a shadow clone, you can expend additional chakra to give one of the clones 5 additional hit points per chakra point spent, you can't give a clone more hit points than your own maximum hit points. You can do this for as many clones as you wish.
  • This does not grant early use of the Shadow Clone jutsu.


Multi-Summoning Jutsu Master

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


Tempered Chakra

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

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


Masterful Chakra Control

Prerequisites: Tempered Chakra, Intelligence 19

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

  • When determining the amount of chakra points you have, you may add your Intelligence Modifier twice.
  • Whenever you attempt to use a jutsu you may lower it's cost by an amount equal to your Intelligence modifier (minimum 1).


Zen Master

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

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


Overflowing Chakra

Prerequisites: Constitution of 18 or higher

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

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


Hashirama's Cells

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

  • You learn how to use the notorious Wood Style Jutsu. You gain the ability to use the Basic Wood Style Technique as detailed under 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.


Shadow Nin

Prerequisites: 16 Intelligence, use of Yin Style chakra

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


Sensor Nin

Prerequisites: 16 Wisdom, Proficiency in Perception

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


Absorption Nin

Prerequisites: 14 Constitution, 14 Intelligence

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


Barrier Nin

Prerequisites: 16 Constitution

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


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.


Perfect Vessel

Requirements: 16th level, Constitution or Charisma 16

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


Discernment

This feature replaces Evasion instead of an Ability Score Increase. When being targeted by an area effect that lets you to make a Wisdom or Intelligence saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail the save.


Endurance

This feature replaces Evasion instead of an Ability Score Increase. When being targeted by an area effect that lets you to make a Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail the save.

Jinchuriki Feats[edit]

Solid Cloak

Requirements: Shukaku's Jinchuriki

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


Claw Creation

Requirements: Matatabi's Jinchuriki

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


Coral Palm

Requirements: Isobu's Jinchriki

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


Lava Style Infusion

Requirements: Son Gokū's Jinchuriki

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


Vapor Style Infusion

Requirements: Kokuō's Jinchriki

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


Slippery Cloak

Requirements: Saiken's Jinchuriki

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


Flying Jinchuriki

Requirements: Chōmei's Jinchuriki

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


Ink Production

Requirements: Gyūki's Jinchuriki

You are able to produce reasonable amounts of squid ink from your hands and mouth. As a ranged spell attack for 1 chakra, you can attempt to launch ink into the eyes of a creature within 30 ft. On a hit, they are blinded until the beginning of your next turn.


Strongest Jinchuriki

Requirements: Kurama's Jinchuriki

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


Vessel of Vessels

Prerequisites: The Gedo Mazo's Jinchuriki

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


Negative Emotion Absorption

Prerequisites: Zero-Tails’s jinchuriki

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


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.


Eternal Mangekyō Sharingan

Prerequisites: Mangekyō Sharingan

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


Rinnegan Manifestation

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

You awaken the ultimate power of the sharingan by combining it with the second half of the Sage of Six Paths genetics, reverting it to its Primordial form. Every time you gain a level, or every time you gain 50,000 experience if you can not level further, you gain a Path of the Exalted feature in the same order as listed. Additionally, your levels of gradual blindness are reduced to 0 when you gain this boon. In order to use, but not maintain, features from either subclass, you must be using that 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.


Tensei Byakugan

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

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


Jōgan

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


Manual Dōjutsu

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

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


Anti-Dōjutsu

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


Six Paths Sage Mode

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

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

  • You 30 feet of Truesight.
  • You deal an additional 1d10 damage with unarmed strikes (2d10 total).
  • You gain a flying speed equal to your movement speed.
  • You gain a damage threshold of 30.
  • You may use Sage Art once without decreasing your Sage Mode's timer (recharge 5-6).


Outer Path Sage Mode

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

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

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


Improved Hashirama’s Cells

Prerequisites: Hashirama’s Cells feat

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

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


Perfected Hashirama’s Cells

Prerequisites: Improved Hashirama’s Cells boon

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

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


Dōjutsu-Acceptant Biology

You gain a portion of cells capable of having multiple Dōjutsu implanted in it. The number of Dōjutsu it can have implanted is determined by the DM. These act as any other implanted Dōjutsu, save for one thing. When using an ability reliant on a Dōjutsu, you can permanently sacrifice one to negate any downsides, such as damage, chakra loss, exhaustion, blindness, or other conditions. Unless the implanted Dōjutsu already had its own unique ability, such as a Mangekyō ability or Rinnegan Mastered feature, they gain the feature you have already chosen.


Mysterious Peacock Method

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


Stone of Gelel

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


Earth Grudge Fear

Your body has been infused with the threadlike cells. Your maximum hit points are divided by 4 (rounded up), and every time you’re maximum hit points are permanently increased, the amount is divide due by 4 (minimum 1). When you are within 5 ft. of a humanoid that has 0 hit points and has been dead for no more than 30 seconds (5 rounds), you may steal its heart and store it inside your body as an action to a maximum of 5 hearts. Any time you are reduced to 0 hit points, you may sacrifice a heart to return to your maximum hit points. Additionally, you may sacrifice 1 heart when you make 1 shadow clone to make its hit point maximum equal to your own. You may also reattach the limb of a creature you can touch as an action for 1 chakra point.


Jashin Immortality

Through constantly being experimented upon by the Jashin religion, you have gained a form of immortality. You can not be killed by any means other than starvation. When you take damage not explicitly targeted at your neck, you do not lose hit points. This does not extend to any form of clones. All of your current and future hit dice are reduced to d4, and if you are reduced to 0 hit points, you are paralyzed, save for being able to speak, and you are reduced to a head. You can return to full hit points by having your head sewn to a headless body, including your own, using leatherworker's tools, weaver's tools, or Earth Grudge Fear.


Iwagakure Kinjutsu

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


Strength of a Hundred Seal

Requirements: Path of the Healer, 20th level.

You gain a purple, diamond-shaped mark on your forehead. At will, you may store an amount of chakra into the seal up to ten times your Constitution modifier. As a bonus action, you may open the seal, gaining access to all chakra stored in the mark. This chakra can extend beyond your maximum. After the seal has been opened, you lose 5 chakra at the end of each of your turns. Once the seal has 0 chakra remaining, it closes and you may store chakra in it once more. If you are using the Beyond 20th Level variant rule, you gain this as a Path feature at 23rd level. You may take this feature an additional time to reduce the total maintenance cost of using this and Mitotic Regeneration Jutsu at the same time to 8.


Tailed Beast Ball Enhancement

Requirements: Path of the Beast, 20th level

When you use a jutsu that deals damage, you may add Tailed Beast Ball's range, damage, or half of both for 15 additional chakra. If you are using the Beyond 20th Level variant rule, you gain this as a Path feature at 23rd level.


Baryon Mode:

Requirements: Path of the Beast, 20th level

As an action, you may fuse you and your Tailed Beast's chakra in a fashion more akin to nuclear fusion that a traditional cloak form. If you are using the Beyond 20th Level variant rule, you gain this as a Path feature at 27th level. While in Baryon Mode, you gain the following in addition to Bijūū Chakra Mode, which can not be used in addition to Tailed Beast Mode:

  • You gain an additional damage reduction of 5 (10 total).
  • You must add your Tailed Beast(s)'s hit points and your chakra points to your hit points.
  • At the start of each of your turns, your current and maximum hit points are decreased by 20 hit points.
  • Any jutsu you use spends hit points instead of chakra points.
  • You shed bright light for 10 feet and dim light for another 10 feet (20 ft. total).
  • You have a number of hands up to the most tails your Tailed Beast has.
  • Your unarmed strikes deal an additional 1d4 force damage.
  • At the end of each of your turns, you may choose 1 creature who you have damaged on the same turn. That creature automatically loses 20 maximum and current hit points.
  • This feature ends when you become unconscious.
  • When your hit points are reduced to 0, you are stable, but you lose access to all Path of the Beast features as your Tailed Beast dies.
  • You may gain this feature an additional time, at 30th level with Beyond 20th Level. On the second instance, you may end this feature as an action if you succeed a Constitution saving throw, and you may use this feature in addition to Tailed Beast Mode.


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.

Design Note: For the sake of fleshing out the style, Chakra Bog and Mud Enslavement Jutsu have been taken from Fanon.

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 + your Intelligence modifier fire damage and at the start of its turn, it takes 1d10 + your Intelligence modifier fire damage. Amaterasu can only affect one creature at a time.

If you already have Amaterasu from the Mangekyō Sharingan feature, you may use this as part of another jutsu. Doing so changes its range to the other jutsu's.


Entenka

Cost: 8 chakra

Duration: Concentration, 1 minute

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


Honoikazuchi

Cost: 12 chakra

Range: 15 foot radius

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


Flame Control

Cost: 14 chakra

Range: 15 foot cone

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


16th Level Jutsu

Great Dragon Fire Technique

Cost: 26 chakra

Range: 60 feet

Duration: Concentration, 1 minute

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

Yin-Yang Style[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.

Home of user-generated,
homebrew pages!


Advertisements: