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New Clans 2023

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0% found this document useful (0 votes)
104 views72 pages

New Clans 2023

Uploaded by

Joseth Gomez
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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CREDITS B OOK V ERSION

Beta v2.0 (April 2nd Patch)


Copyright Holder: Masashi Kishimoto, Shueisha, Viz Media,
Shonen Jump and all affiliated partners
Art: Masashi Kishimoto, Naruto C ONTRIBUTORS
Designer: Blasteroid, Kingsare4ever Additional Contributors: Artemys, Blasteroid, Drachenheist,
Editor: Blasteroid, Kingsare4ever KadenUchiha, Mrheguydudeman, Optimal Style, Schmeelo,
Naruto 5e Creator: Kingsare4ever (Tommie) Scrub, StruggledKiller, Witheredgnome86, Yaco
Template: Simple Microsoft Word Template by Laura
Hirsbrunner

ON THE COVER NEW C LANS FEATURED


This is how you can give more information about your pretty - Chinoike Clan (created by Withered/Blasteroid)
cover art and interior art, a la Wizards hardcovers. In this case, - Fushin Clan (created by Optimal Style)
the lovely typewriter photo was taken by (Unknown Artist). - Genwa Clan (created by Blasteroid)
To replace the picture inside the above frame (while keeping - Hanami Clan (created by KadenUchiha)
the frame), click on the picture, then select the Picture Format - Hoshi Clan (created by Scrub)
tab. Click Change Picture, and you can select a new picture to - Iburi Clan (created by Withered/Blasteroid)
put in its place. - Kashu Clan (created by StruggledKiller)
- Keton Clan (created by Mr.Hey/Artemys)
- Konjiki Clan (created by Mr.Hey/Drachenheist)
- Shi Hou Clan (created by StruggledKiller)
- Synthetic Human Clan (created by Yaco)
- Vesper Clan (created by Schmeelo)
- Yamada Clan (created by KadenUchiha)
Note: Clans that are not in the canon at all (like Ryu, Hebi,
Kuru) mention that they are a custom homebrew clan and list
the creator).

ABOUT T HESE NEW C LANS


Blast here. With these new clans, me and King had a few things
we wanted to focus on for this expansion.
1. We wanted to incorporate clans that have been
tested before and that are well received.
2. We wanted to add more clans that had fresh concepts
for N5e.
3. We wanted to add clans that help fill in what was
missing from current clan options. Examples include
Simplicity clans for Earth and Fire, more Genjutsu
clans, more Taijutsu/Bukijutsu clans.
4. Try to pick clans that fit within the canon of Naruto,
can be reflavored with ease to fit, or that only lightly
stretch the limits of the world.

These are the points we had in mind when selecting the clans
we did. I shall also point out that while not all clans featured are
from Team 7, a majority are. This is an intentional decision from
King and myself, as with Team 7 being live for over a year now,
nearly every single clan has been play tested and consistently
updated as more playtesting occurred.
Does this mean that these new clans are going to be perfectly
balanced out the gate? Absolutely not. Balance is a neverending
journey and nothing is every perfect out of the box. We do hope,
however, that any issues found can be amended quickly and
without much effort, and most importantly, that these new
options provide tables with a lot more fun!

1
CHINOIKE CLAN Ketsuryūgan: The fabled Ketsuryūgan of the Chinoike
clan, this haunting Dojutsu is able to manipulate the
"You're going to tell me everything you know or else!" The
blood of the enemies of the Chinoike clan to destroy
Mist captain yells at a wounded farmer, pointing a sword at
them upon the inside. This eye is also
his neck. The farmer appears to be in a trace from shock.
the catalyst for incredible
Beneath their feet lie the bodies of 5 warriors who tried
genjutsu that rivals the
fighting off the mist shinobi but to no avail. The farmer gives
Sharingan in power.
no answer. "Ugh! This guy is useless! Tonima, use your
Beginning at 3rd level, you
genjutsu to figure out where those Anbu went!" "On it boss!"
can as a bonus action spend
Tonima moves towards the old man and weaves the signs to
5 chakra to activate this
enter his mind. Near instantaneously, Tomina is surrounded
mythical Dojutsu for 10
by a pool of red water and is greeted by a pair of ominous
minutes. While this eye is
black and red eyes in the sky. He ends his jutsu and recoils in
active, you have resistance
horror, dazed and in a pool of sweat. Before the captain and
to necrotic damage and
the other squad can ask what is wrong, a voice can be heard
advantage against the bleeding
in the distance. "You mist shinobi really are all brawn no
condition. Additionally,
brain." A man walks from behind the trees and faces
whenever you deal cold damage, you
towards the Mist. As the Mist began exclaiming as the
can change the damage type to necrotic.
mysterious figure, the man calmly responds. "The residents
Starting at 7th level, your eye improves the circulation
of this village died a long time ago." The eyes of the man
of blood. You become immune to the bleeding condition,
turn black with an ominous red as the corpses and the
and creatures that you apply the bleeding condition to
wounded villager begin rapidly producing a black, cancerous
increase the damage die of the bleeding condition by 1
growth from their bodies. In a flash, the bodies erupt,
step, up to the maximum of a d12.
turning the Mist to ash."
Starting at 15th level, when a creature takes damage
-Kikushi Uchiha
from the bleeding condition that was inflicted by you,
The Long Road, Ch. 30 excerpt.
they take an additional amount of flat damage equal to
the ranks of bleeding they possess.
BLOOD ARCHITECTS For the duration of your Ketsuryūgan, you can take the
following actions; You can use these clan features a
The Chinoike is a clan that was active in the land of
number of times equal to your proficiency bonus per
lightning then exiled to the valley of hell in the land of
long rest.
hot water which then led to peace for generations until a
civil war broke out and many of the Chinoike clan died. • Action: You can supercharge the circulation of blood
In the present day, only a few Chinoike remain, scattered within yourself and allied creatures within a 15-foot
throughout the world. radius of you until the end of your next turn. All
affected creatures gain a +1 to AC, attack rolls and
CHINOIKE TRAITS damage rolls. They also gain a +15 bonus to movement
Ability Score Increase: +2 Wis or Int, +1 Dex speed. Starting at 7th level, affected creatures increase
Speed: You base walking speed is 30 feet. their critical threat range by +1 for all attacks and gain
Skill Proficiencies: Illusions, pick one Chakra Control an additional reaction, which can only be used to make
or Ninshou one unarmed or weapon attack, or take an attack of
Passive Affinity: You begin with the Water release opportunity.
affinity. • Bonus Action: When you cast a jutsu with the Water
Release keyword, you can use the prowess of the
CHINOIKE FEATURES Ketsuryūgan to mold the excess chakra of the jutsu to
Chinoike Techniques: The Chinoike have access to a improve your defense and drain the life force of
separate list of Jutsu unique to their Clan. You can add enemies. You gain temporary hit points equal to your
these jutsu to your jutsu list instead of selecting jutsu jutsu's Save DC for the next minute, and if your jutsu
from the normal jutsu list. deals damage with an attack or failed saving throw, its
Sanguine Prowess: Beginning at 1st level, you begin to damage becomes necrotic and you recover Xd4 hit
understand how to manipulate iron present in liquids points on a hit or failed save, once per casting, where X
and develop an affinity towards techniques with blood. is equal to the number of damage die used in the jutsu.
When you would cast a jutsu with the Water Release (Ex. Dealing 6d10 damage recovers 6d4 hit points). If
keyword, as part of the same action, you can cut yourself the creature is resistant to your damage, halve the
and release a small amount of blood, losing 1d4 hit amount gained.
points (this does not count as damage). In exchange, the • Reaction: You improve the flow of blood within the
jutsu cast gains the benefit of being near a sufficient brain to enhance you or an allies mental acuity to
source of water, if applicable. If not applicable, reduce defend against attacks of the mind. When you or an
the cost of the jutsu by -2 (Min. 1). allied creature within 30 feet would fail an Intelligence,
Starting at 3rd level, your control over blood in Wisdom, or Charisma saving throw, you can grant the
conjunction with water release chakra improves, creature a bonus to these types of saving throws equal
becoming far more complex and intricate. When a jutsu to your Wisdom or Intelligence modifier (Pick one).
would benefit from this feature, you can grant the jutsu, At 7th level, the affected creature gains advantage on
once per casting, an additional die of damage, healing, rolls to resist Mental and Sensory conditions, and
or a +1 to Save DC. At 11th level, you can pick a 2nd resistance to psychic damage, until the end of their
benefit, though you cannot select the same benefit twice. next turn. Starting at 18th level, when you would fail a
saving throw against a genjutsu, you can choose to
automatically succeed, suffering no damage or effects.

2
Blood Pact: Starting at 7th level, by leaving traces of • When either you or your Patron would receive healing
your blood within your allies, you can form a bond with from a medical jutsu, the creature in question can use
one another, your blood acting like an aegis. their reaction to split the healing between one another,
During a long rest, you and one willing creature can as long as you both are within 90 feet of each other.
spend 1 hit die each to transfuse each other’s blood into • Your Patron adds half your Wisdom or Intelligence
yourselves. The allied creature becomes known as your modifier (pick one), rounded up, to any death saving
Patron. While bonded to a creature this way, you both throws. If your Patron would automatically fail a death
gain the following benefits until both of you complete a saving throw, they instead roll another saving throw,
full rest; At 15th level, you can have a 2nd Patron. rather than immediately fail.
• Lastly, if a creature would attempt to read the mind or
• You know if you and your Patron are within 1 mile of
each other. You also know if they are dead or out of force one of your Patrons to give information or act
chakra. against their will, the triggering creature(s) must make
• You and your Patron are aware of any negative a Charisma saving throw against your Genjutsu Save
conditions affecting each other, provided you are both DC. On a failed save, the creature sees the eyes of your
within 1 mile. Ketsuryūgan appear and they immediately take Xd10
psychic damage, where X equals your proficiency
bonus. The jutsu or ability which triggered this feature,
immediately fails. Affected creatures who are
unprepared for this effect, are surprised. Once this
ability activates, your Blood Pact with this Patron ends.

3
CHINOIKE CLAN JUTSU BLOOD DAGGERS
Classification: Hijutsu

D-RANK Rank: D-Rank


Casting Time: 1 Action
BLOODLETTING WEAPONRY (CHANGED) Range: Self
Classification: Hijutsu Duration: 10 Minutes
Rank: D-Rank Components: HS, CM
Casting Time: 1 Bonus Action Cost: 5 Chakra
Range: Self Keywords: Hijutsu, Water Release, Ninjutsu
Duration: Concentration, up to 1 minute Description: You manipulate the water and iron in the
Components: HS, CM atmosphere to make two iron-rich aqua daggers that
Cost: 5 Chakra swirl around you in the air. As a bonus action, you can
Keyword: Hijutsu, Water Release, Ninjutsu send out one dagger at a creature within 60 feet. Make a
Description: You bite your thumb and swathe your arm ranged ninjutsu attack, dealing 3d6 + your Ninjutsu
to the side, forming a melee weapon in your hand using ability modifier in piercing damage on hit. Once all
the blood of your thumb and the water molecules in the daggers have been thrown, this jutsu ends.
air. If your Ketsuryūgan is active while this jutsu is active,
Select one melee weapon of your choice. You create increase the damage die of each dagger by 1 step.
this weapon as a +1 weapon. This weapon loses the heavy At Higher Ranks: For each rank you cast this jutsu
property if it possessed it and gains the Finesse property above D-Rank, increase the cost of this jutsu by 3, and
if it does not possess it. You are always proficient with the number of daggers created by +1.
weapons you create with this jutsu and can use Wisdom
for weapon attack and damage rolls. The weapon's ENHANCED CIRCULATION
damage can be either cold or necrotic (you choose upon Classification: Hijutsu
casting), though the weapon still counts as its original Rank: D-Rank
damage type for the purpose of casting Bukijutsu. Once Casting Time: 1 Reaction, which you take when you are
per turn, when you attack with this weapon, you can targeted or take damage from an attack or would make a
make an additional weapon attack. Constitution saving throw.
If your Ketsuryūgan is active while this jutsu is active, Range: Self
you cannot lose concentration on this jutsu as the result Duration: 1 Round
of damage. Components: CM
At Higher Ranks: For each rank you cast this jutsu Cost: 5 Chakra
above D-Rank, increase the cost of this jutsu by 3. If cast Keywords: Hijutsu, Water Release, Ninjutsu
to B-Rank, the weapon becomes a +2 weapon and once Description: You quickly improve the blood flow to your
per turn when you hit a creature with an attack using heart, briefly granting you heightened reaction speed
this weapon, they must succeed a Constitution saving and survivability. Until the start of your next turn,
throw or gain one rank of Bleeding (or Lacerated, if they increase your AC by +4, including against the triggering
are Lacerated). If cast to S-Rank, the weapon attack, and you have advantage on Constitution saving
becomes a +3 weapon and gains an additional throws.
weapon property of your choice.

4
GENJUTSU: ICHOROUS ILLUSIONS! the rank of the Genjutsu that can be cast by 1
Classification: Hijutsu (D>C>B>A>S).C-Rank
Rank: D-Rank
Casting Time: 1 Action C-RANK
Range: 60 feet
Duration: Concentration, up to 1 minute GENJUTSU: BLOOD LAKE!
Components: HS,CM Classification: Hijutsu
Cost: 5 Chakra Rank: C-Rank
Keyword: Hijutsu, Genjutsu, Visual, Unaware Casting Time: 1 Action
Description: As part of the requirements for casting this Range: 30 feet
jutsu, you must have the Ketsuryūgan clan feature active. Duration: Instant
You make eye contact with a creature and place them Components: HS, CM
under a unique genjutsu which hijacks the blood flow to Cost: 9 Chakra
their brain. The creature must make a Wisdom saving Keywords: Hijutsu, Water Release, Genjutsu, Tactile
throw. Affected creatures can repeat their saving throw Description: A genjutsu that causes the target to
at the end of each of their turns, and once per turn when experience a drowning sensation, exhausting
they would take damage. A creature resistant or immune themselves as if their body truly underwent physical
to fear has advantage on this saving throw. trauma. Select one target within range. This creature
must succeed a Wisdom saving throw.
Critical Success: This jutsu ends and the target becomes
If this jutsu is used while your Ketsuryūgan is active,
immune to this jutsu for 1d4+1 rounds.
all creatures within 5 feet of the target, of your choice,
Success: The creature experiences a mild tension
must also make this saving throw.
headache, but is able to resist this jutsu's effects,
ending this jutsu. Critical Success: The creature is able to resist this jutsu
Failure: The target begins to hallucinate, distorting the effects, and cannot be affected by this jutsu for 1
appearance of creatures around them, making them minute.
unable to distinguish friend from foe. When the target Success: The creature is able to resist this jutsu's effects.
would go to target one of your allies, it must succeed a Failure: The creature loses sight of their surroundings,
perception check vs your Genjutsu Save DC. On a and sees a small fissure open underneath their feet,
failure, the creature believes your ally to be one of revealing a red ocean. The creature falls into water and
their allies and attacks a creature that is hostile to you feels as though it has been trapped for several days,
within range instead. If there is no such creature constantly trying to escape and not drown. The
within range, their attack or jutsu fails. The creature is creature gains 2 ranks of Exhaustion for 1d4 rounds.
also unable to utilize or benefit from abilities that Critical Failure: Same effects as a failure, but the target
would allow them to omit creatures from being takes 4d8 psychic damage, and the Exhaustion lasts
affected by an attack or jutsu for the duration. for 1d4+2 rounds. They also gain 3 ranks of
Critical Failure: Same effects as a failure, however, the Exhaustion.
creature is now swarmed with panic. A creature under
At Higher Ranks: For each rank you cast this jutsu
this jutsu's effects can only move, take the attack
above C-Rank, increase the cost of this jutsu by 3, the
action, or cast a jutsu of C-Rank or lower on their turn.
range by 15 feet, and the duration of the Exhaustion

GENJUTSU: KETSURYŪGAN! (CHANGED) condition by 1 round.

RED DEATH
Classification: Hijutsu
Rank: D-Rank
Classification: Hijutsu
Casting Time: 1 Action
Rank: C-Rank
Range: 60 feet
Casting Time: 1 Action
Duration: Instant
Range: 120 feet
Components: CM
Duration: Instant
Cost: 5 Chakra
Components: HS, W (Shuriken, Kunai, or Blood Dagger)
Keywords: Hijutsu, Genjutsu, Visual, Tactile
Cost: 9 Chakra
Description: As part of the requirements for casting this
Keywords: Hijutsu, Water Release, Ninjutsu, Bukijutsu
jutsu, you must have the Ketsuryūgan clan feature active.
Description: You infuse a weapon or dagger from the
You look into the eyes of a creature and utilize your
Blood Daggers hijutsu and enhanced it with vile blood, so
Ketsuryūgan to make your genjutsu more effective.
potent that it appears almost black. Once this jutsu is
As part of casting this jutsu, you can cast any D-Rank
cast, until the end of your next turn, the next weapon
Genjutsu that you have on your jutsu know list, at no
attack or Ninjutsu attack made with your weapon
additional chakra cost. The jutsu must have a casting
(whichever it uses), deals an additional 3d10 cold
time of 1 action or bonus action, must not have the range
damage. The creature must also make a Constitution
of self, and must not have the NT or M components, to
saving throw, gaining 1 rank of bleeding, or Lacerated if
be used with this jutsu. The range of the genjutsu cast
they are currently lacerated on a failed save. Once you
becomes the range of this jutsu and can only affect the
land this attack, this jutsu ends.
target you are making eye contact with. This jutsu can be
If this jutsu is used while your Ketsuryugan is active,
used without breaking stealth.
this jutsu's damage also deals damage to the creature's
Your Genjutsu gains a +1 to attack, damage die, and
chakra points, and on a failed save the creature becomes
initial Save DC. If the Genjutsu allows the creature to
unable to recover hit or chakra points until the end of
repeat their saving throw to end the jutsu's effect, the
your next turn.
next time they would do so, they roll at disadvantage.
At Higher Ranks: For each rank you cast this jutsu
At Higher Ranks: For each rank you cast this jutsu
above C-Rank, increase the cost of this jutsu by 3 and the
above D-Rank, increase the cost of this jutsu by 4 and
damage by 2d10.

5
SANGUINE SPHERE Ketsuryūgan clan feature active. Make a ranged genjutsu
Classification: Hijutsu attack against one creature in range. On a hit, you make a
Rank: C-Rank creature feel invincible, distracting them from the fact
Casting Time: 1 Action that their body has been compromised.
Range: 60 feet Each time the creature takes damage while this jutsu
Duration: Instant is active, if they possess damage reduction, their damage
Components: HS, CM reduction value is treated as half, otherwise, they take an
Cost: 7 Chakra extra 1d6 + your Genjutsu ability modifier in necrotic
Keywords: Hijutsu, Water Release, Ninjutsu damage, which cannot be reduced. A creature cannot
Description: You form a large 10-foot sphere of water in be under this jutsu's effects multiple times.
front of you and spit fresh blood into a sphere, turning it This jutsu's effects can trigger a number of times
completely red. You then move the sphere to a point equal to your proficiency bonus, after which this jutsu
within range and cause it to explode into shards of water. ends.
Each creature of your choice within 20 feet of the
sphere when it explodes must make a Dexterity saving A-RANK
throw. On a failed save, creatures take 6d6 cold damage
and gain 2 ranks of bleeding, or half the ranks of BLOOD DRAGON ASCENSION
bleeding as ranks of Lacerated if they are currently Classification: Hijutsu
Lacerated. If an affected creature already has ranks Rank: A-Rank
of bleeding or is Lacerated, on a failed save, you can Casting Time: 1 Action
alternatively choose to give them the Weakened Range: Self
condition for the duration of their bleeding and/or Duration: Concentration, up to 1 minute
lacerated condition. Components: CM, CS
At Higher Ranks: For each rank you cast this jutsu Cost: 20 Chakra (Special)
above C-Rank, increase the cost of this jutsu by 3, the Keywords: Hijutsu, Water Release, Ninjutsu, Fuinjutsu
damage by 1d6, and the ranks of bleeding by +1. Description: As a part of the requirements of this jutsu,
you must have the Ketsuryūgan active and be near a
B-RANK sufficient source of water. You slash both of your wrists
and allow the blood to pour into the water below. The
BLOOD CLOT SPIKES (CHANGED) wounds on your arms heal and the water bubbles and
Classification: Hijutsu boils, until it erupts into a dragon.
Rank: B-Rank You command the Dragon, and it only listens to you
Casting Time: 1 Reaction, which you take when a (no action needed). The cost of this jutsu cannot be
creature would cast a Jutsu with the M component. reduced in any way. It is proficient in all saving throws,
Range: 60 feet using your Ninjutsu or Genjutsu ability modifier as its
Duration: Concentration, up to 1 Minute proficiency bonus and uses your ninjutsu or genjutsu
Components: HS, CM attack bonus or save DC for effects that require it. (You
Cost: 10 Chakra must decide whether the Blood Dragon uses your
Keywords: Hijutsu, Water Release, Ninjutsu Ninjutsu or Genjutsu scores on casting. This cannot be
Description: As a reaction to a creature using a jutsu changed later, and it must use the same score for both its
with the M component, you manipulate their blood to proficiency bonus, and attack and save dc).
coagulate and spike, restricting their blood flow. Make a You may as a bonus action or reaction cause the
Ninshou or Illusions skill check contested by their Dragon to use its Detonation ability.
passive Martial Arts. You gain a +1 to your skill check for The Blood Dragon rolls initiative as it has its own
each rank of Bleeding the target may possess (Max +5). turns, using your Ninjutsu or Genjutsu Ability Modifier
On a success, the creature’s movement is interrupted as its Initiative, and uses the following Statistics;
being reduced to 0 until the end of their next turn, The Blood Dragon uses your Ninjutsu attack bonus for
causing their jutsu to fail and chakra to be wasted. The its attack rolls.
creature also takes 4d8 necrotic damage.
If your Ketsuryūgan is active when you cast this jutsu
and you succeed your skill contest by 5 or more, the
target is restrained for the duration of this jutsu, able to
make a Strength saving throw at the start of each of their
turns to break free. If a target is restrained for an entire
minute, they fall unconscious due to their
inhibited blood flow.

GENJUTSU: NUMBNESS!
Classification: Hijutsu
Rank: B-Rank
Casting Time: 1 Action
Range: 30 feet
Duration: 1 Minute
Components: HS, CM
Cost: 13 Chakra
Keywords: Hijutsu, Genjutsu, Unaware
Description: As part of the requirements
for casting this jutsu, you must have the

6
BLOOD DRAGON
Gargantuan Construct, Unaligned ACTIONS
Multiattack: The Blood Dragon can attack 2 times with its Bite or Hydra
Armor Class 15 + Your Ninjutsu or Genjutsu Ability Modifier
Bullet.
Hit Points 170 (16d10+75)
Speed 50 ft. Bite: Melee Weapon Attack: reach 10 ft., one creature. Hit: 3d10 + 6 Cold
or Necrotic damage (pick one).
STR DEX CON INT WIS CHA
Hydra Bullet: Ranged Weapon Attack: Range (60/120), one creature.
23 (+6) 12 (+1) 25 (+7) 1 (-5) 10 (+0) 1 (-5)
Hit: 4d6+6 Cold or Necrotic damage (pick one).
Damage Vulnerabilities Earth Viscious Vortex: The heads of the dragon converge and form into a
Damage Resistances Bludgeoning, Piercing, Slashing gargantuan torrent of water, ripping everything it touches to shreds.
Damage Immunities Necrotic, Poison, Psychic The dragon travels to a space within its movement speed, taking a
Condition Immunities Bleeding, Bruised, All Mental and Sensory, Paralyzed, specific path that you designate. Each creature within this path must
Petrified, Poisoned succeed a Dexterity saving throw, taking 10d4 cold or necrotic damage
Senses Blindsight 60 ft., Passive Perception 10
(pick one) and having their movement speed reduced by half until the
end of their next turn on a failure, or half as much damage and no
Elemental Weapons. The Dragons attacks are chakra enhanced.
further effects on a success.
Immutable Form. The Blood Dragon is immune to any Jutsu or
Blood Ocean: (Recharge 9-10): The Blood Dragon casts Genjutsu:
effect that would alter its form.
Blood Lake at A-Rank as if you had cast it twice, at two different
Ineffable Makeup. The Blood Dragon cannot be dispelled by any locations, using your Ninjutsu Save DC.
jutsu of A-Rank or Lower.
Liquidus Body. Creatures are able to pass through your body at
your summoner's discretion. If a creature ends their turn in your
space, they are immediately ejected out of you in a space that can
hold them.

7
FŪSHIN CLAN Alternatively, you may also choose to remove the Swirl
mechanic if the jutsu possesses it. If you do, reduce the
The man walked down the long winding road. The howling
cost of the jutsu by -1 instead.
wind buffeting against him, each step seeming harder than
Beginning at 18th level, all Fushin Hijutsu may gain the
the last. He finally manages to get to some cover a cave, and
benefits of this feature at no additional cost, and
sighs in relief. He notices his clothes were shredded by the
increase the radius of Swirl by 5 feet.
wind, and small cuts had begun to form over his body. The
Typhoon Release: The Fūshin clan has a unique talent
whole time he had been on this island there was a constant
for manifesting Typhoon Release, a powerful variant of
wind, and he had not been informed of this prior to starting
Wind Release that tears through most defensives.
his mission. No natural wind he could think of was this wide
Beginning at 7th level, when casting a Ninjutsu with
spread, this long-lasting, and this powerful. "This must be a
Wind Release Keyword, you can change the damage type
jutsu," he thought to himself. Through the entrance of the
to wind, and you increase your jutsu's damage die by 1
cave, he saw a figure emerge. A kunoichi with a Land of
step. (d4->d6->d8->d10->d12)
Water headband and an air of confidence about her. He sees
Beginning at 15th level, once per turn, when you would
that her clothes are pristine, and immediately understands
deal wind damage, you inflict 1 rank of bleed.
that she was the one who cast this jutsu. His screams were
Forceful Gale: Also, at 7th level, your wind moves at
deafened by the roaring, insistent wind.
such speeds that it tears through most defenses. Your
- Himitsu Yuki
wind damage ignores resistance and disperses vapors,
The Longswordbearer, Ch. 13 excerpt.
gases, and fogs that can be dispersed by strong winds.

ONE WIND THE WIND At 11th level, your wind's speed is unmatched, once per
rest, when a creature would cast a Reaction against a
The Fūshin Clan is a clan native to the Land of Water wind release jutsu you cast, you can force them to make
who are few in number, but make up for some of the a Dexterity saving throw against the jutsu save DC, being
most powerful wind users in the shinobi world. unable to take their reaction on a failed save.
Seemingly blessed by the wind itself, this clan can At 15th level, after you have used this feature, you may
devastate the battlefield with their techniques, that seem spend 5 chakra to use it again. A jutsu can only force this
to tower over others, who are unfortunate enough to face save once per casting.
them in battle.

FŪSHIN TRAITS
Ability Score Increase: +2 Int, +1 Dex
Speed: Your base walking speed is 30 feet.
Skill Proficiencies: Ninshou, Chakra Control
Passive Affinity: You have the Wind Release Affinity.
Wind Literacy: Your Ninjutsu ability score is counted as
being +2 higher, for the purpose of qualifying for jutsu of
B-Rank or Higher with the Wind Release Keyword.

FŪSHIN FEATURES
Typhoon Techniques: The Fūshin have access to a
separate list of Jutsu unique to their Clan. You can add
these Jutsu to your jutsu list instead of selecting jutsu
from the Normal jutsu list(s).
Wind Release Simplicity: Starting at 1st level, when
creating or learning Ninjutsu with the Wind Release
Affinity reduce the time it takes to complete the task by
half. This does not stack with other similar effects.
Go With The Flow: Beginning at 1st level, when you
cast a Ninjutsu with the Wind Release keyword, you
ignore half cover. Also at 1 st level, you reduce falling
damage by half as the wind naturally protects you.
Starting at 11th level, you also ignore ¾'s cover.
Also at 11th level, you can spend your reaction to take
no damage from fall as you are cradled in a collection of
wind.
Raging Tempest: Beginning at 3rd level, your wind has
started to wander, almost gaining a mind of its own.
When you would cast a Ninjutsu with the Wind Release
Keyword, that has an area of effect, you may increase the
area by 5 feet in every direction. Starting at 18 th level,
this increases by an additional 10 feet and you may also
double the range of the jutsu.
Swirling Cyclone [New]: Beginning at 3rd level, your
ability to control the currents and direction of wind is
enhanced tremendously due to your Typhoon Release.
When you cast a Ninjutsu with the Wind Release keyword
that does not utilize the Swirl mechanic, you may spend 3
chakra to give it this mechanic, once per casting.

8
FŪSHIN CLAN JUTSU increase the number of targets this jutsu can affect by +1
and the damage by 1d8.

D-RANK TYPHOON RELEASE: TEMPEST STEP


Classification: Hijutsu
TYPHOON RELEASE: JETTISON Rank: D-Rank
Classification: Hijutsu Casting Time: 1 Bonus Action
Rank: D-Rank Range: Self
Casting Time: 1 Reaction, which you take when you are Duration: Instant
targeted by an attack Components: CM, M
Range: Self (10-foot radius sphere) Cost: 5 Chakra
Duration: 1 Round Keyword: Hijutsu, Ninjutsu, Wind Release
Components: CM Description: You coalesce a powerful gust of wind at
Cost: 5 Chakra your feet, allowing for a burst of quick movement.
Keyword: Hijutsu, Ninjutsu, Wind Release, Clash Choose an unoccupied space within 30 feet in any
Description: You release an explosion of wind protecting direction, including up. Each creature you pass within 5
you with a burst of air. Until the start of your next turn, feet of during this movement must make a Dexterity
you have a +4 Bonus to AC including the triggering saving throw, being knocked prone on a failed save. This
attack. Creatures who are within 10ft. of you when you movement does not provoke an attack of opportunity.
cast this jutsu must succeed a Strength saving throw, At Higher Ranks: For each rank you cast this jutsu
taking 2d6 wind damage and push to the edge of this above D-Rank, increase the cost of this jutsu by 3 and
jutsu’s radius into a space that can hold them on a increase the distance you move by 10 feet.
failure.
At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3 and
C-RANK
increase the radius by 5 feet.
TYPHOON RELEASE: VACUUM COLLAPSE
TYPHOON RELEASE: SOARING WIND VEIL
Classification: Hijutsu
Rank: C-Rank
Classification: Hijutsu
Casting Time: 1 Action
Rank: D-Rank
Range: Touch
Casting Time: 1 Action
Duration: Instant
Range: Self (15-foot Cylinder)
Components: HS, CM
Duration: Concentration, up to 1 Minute
Cost: 8 Chakra
Components: HS, CM
Keyword: Hijutsu, Ninjutsu, Wind Release
Cost: 5 Chakra
Description: You coat your hand in wind chakra before
Keyword: Hijutsu, Ninjutsu, Wind Release
releasing it as a disrupting pulse. Make a melee ninjutsu
Description: You create a vortex of ferocious wind 15-
attack, dealing 4d10 wind damage against the target
foot-radius, 60-foot-high cylinder centering on you.
creature on a hit the target. On a hit, the target must also
When a creature other than you enters the jutsu's area
succeed a Constitution saving throw, becoming
for the first time on a turn or starts its turn there, they
weakened until the end of their next turn on a failed save
are pushed back by the pressure and must make a
as the air is forced out of their lungs.
Strength saving throw taking 3d6 wind damage on a
At Higher Ranks: For each rank you cast this jutsu
failed save or half as much on a successful one. Creatures
above C-Rank, increase the cost of this jutsu by 3 and the
inside the radius of this jutsu are heavily obscured from
ranks of weakened gained by +1.
creatures who aren't and vice versa.
At Higher Ranks: For each rank you cast this jutsu
TYPHOON RELEASE: VICIOUS VORTEX
above D-Rank, increase the cost of this jutsu by 3 and
Classification: Hijutsu
increase the damage by 1d6 and radius by 5 feet. When
Rank: C-Rank
you cast this jutsu at B-Rank or Higher, you can see
Casting Time: 1 Action
through this obstruction. Range: Self (15-foot radius sphere)

TYPHOON RELEASE: STORM GEYSER


Duration: Instant
Components: HS, CM
Classification: Hijutsu
Cost: 8 Chakra
Rank: D-Rank
Keyword: Hijutsu, Ninjutsu, Wind Release
Casting Time: 1 Action
Description: You unleash a rotating force of wind that
Range: 60 Feet
drags everything to its center. Each creature in a 15-foot
Duration: Instant
radius sphere centered on you, other than you, must
Components: HS, CM
make a Strength saving throw. On a failed save, creatures
Cost: 5 Chakra
and objects take 5d6 wind damage and are pulled to the
Keyword: Hijutsu, Ninjutsu, Wind Release
center being knocked prone or half as much damage and
Description: You conjure a blast of wind that launches
no additional effects on a successful save. This jutsu
upwards from under a creature that you can see within
deals double damage to structures and objects.
range. The target must succeed a Dexterity saving throw
At Higher Ranks: For each rank you cast this jutsu
taking 2d8 wind damage and being knocked up 30ft.,
above C-Rank, increase the cost of this jutsu by 3 and
falling prone on a failed save and half as much on a
increase the damage by 1d6 and radius by 5 feet.
successful save and no further effects.
At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3 and

9
TYPHOON RELEASE: WIND SERPENT’S MAW Creatures inside the radius of this jutsu are heavily
Classification: Hijutsu obscured from creatures who aren't and vice versa. You
Rank: C-Rank always know the location of creatures inside the radius
Casting Time: 1 Action of this jutsu, ignoring any visual penalties. All creatures
Range: Self (45-foot Cone) other than you in the area are treated as if they are in
Duration: Instant difficult terrain, even for flying creatures. If a creature
Components: HS, CM knocked back by this jutsu collides with a solid object,
Cost: 8 Chakra their movement is stopped, taking double the damage
Keyword: Hijutsu, Ninjutsu, Wind Release, Clash they would have taken as if they had fallen an equal
Description: You create a maw of wind that roars distance.
pushing back all in its path. Creatures in range must At Higher Ranks: For each rank you cast this jutsu
succeed a Strength saving throw being knocked back above B-Rank, increase the cost of this jutsu by 3 and
30ft. and taking 4d8 wind damage and suffering 1 rank of increase the knock back by 10 feet.
bleed on a failed save. On a successful save, creatures
take half as much damage and no additional effects. If a A-RANK
creature knocked back by this jutsu collides with a solid
object, their movement is stopped, taking the damage TYPHOON RELEASE: SEVERE WIND
they would have taken as if they had fallen an equal DESTRUCTION
distance. Classification: Hijutsu
At Higher Ranks: For each rank you cast this jutsu Rank: A-Rank
above C-Rank, increase the cost of this jutsu by 3 and Casting Time: 1 Full Turn Action
increase the damage by 1d8 and knock back by 5 feet. Range: Self (45-foot Cylinder)
Duration: Concentration, up to 1 Minute
B-RANK Components: HS, CM
Cost: 20 Chakra
TYPHOON RELEASE: WHIRLWIND BOMB Keyword: Hijutsu, Ninjutsu, Wind Release
Classification: Hijutsu Description: You create a spiraling pillar of wind
Rank: B-Rank centered on yourself that towers over even the tallest of
Casting Time: 1 Action creatures. This tornado has a 45-foot-radius and is 150-
Range: 90 Feet foot-high. This cylinder becomes difficult terrain for
Duration: Instant each creature other than you for the duration, even for
Components: HS, CM flying creatures. Unattended objects in this cylinder that
Cost: 12 Chakra are large or smaller are pulled upwards and spins around
Keyword: Hijutsu, Ninjutsu, Wind Release the center at 150 mph.
Description: You condense a rampaging ball of wind A creature that starts its turn in the cylinder must
before throwing it, causing it to explode. Make a ranged succeed on a Strength saving throw or be pulled upwards
ninjutsu attack against the target. On a hit, the target towards the center and be restrained while in motion. All
takes 7d8 wind damage. Hit or miss, the target and each objects and creatures inside the cylinder take 5d12 wind
creature within 15 feet of it must succeed on a damage at the start of each of your turns.
Constitution saving throw or take 4d4 wind damage and Creatures can make a Strength saving throw at the
becoming dazed until the end of their next turn. start of each of their turns as to not be restrained for this
At Higher Ranks: For each rank you cast this jutsu turn. If a creature or object other than you is in this
above B-Rank, increase the cost of this jutsu by 3 and jutsu's radius for 3 consecutive turns they are flung out,
damage by 1d8 and 1d4 respectively. after rising to the height of this cylinder taking falling
damage and being knocked prone.
TYPHOON RELEASE: HIGH WIND At Higher Ranks: For each rank you cast this jutsu
DESTRUCTION above A-Rank, increase the cost of this jutsu by 3 and
Classification: Hijutsu increase the damage by 2d12.
Rank: B-Rank
Casting Time: 1 Action
Range: Self (90-foot radius)
Duration: Concentration, up to 1 minute
Components: HS, CM
Cost: 14 Chakra
Keyword: Hijutsu, Ninjutsu, Wind Release, Sensory
Description: You create a powerful swirling area of wind
that prevents creatures from acting against your will.
You can choose a number of creatures equal to your
Ninjutsu ability modifier to be unaffected by the adverse
effects of this jutsu as the wind flows around them.
When a creature other than you creature enters the
jutsu's area for the first time on a turn or starts its turn
there, they are pushed back by the wind and must make a
Strength saving throw being knocked back 45ft. on a
failed save or half as much on a successful one. Flying
creatures are knocked back twice the distance.

10
GENWA CLAN 8 + a rank of your choosing. On a success, you create a
keycard that lasts for 1 day, able to open doors in
"Remind me why I'm bringing you along again?" An Iburi
facilities equal to or lower than the rank you choose, a
Shinobi states to his partner as they approach a large steel
number of times equal to half your proficiency bonus,
door barricaded with advanced technology. "Sir! Because my
rounded up, before dispersing. This can even open doors
skills can get us into the enemy fortress! Sir!" The nervous
that are not technological. (E-Rank: 2, D-Rank: 5, C-Rank:
partner stands upright, sending a small wave of sweat at the
9, B-Rank: 13, A-Rank: 17, S-Rank: 21)
Iburi. "Right... Well listen let's hurry on up before we get
Stable Frequency: Starting at 1st level, you learn how
caught-" In an instant, a chain of smoke explosions appears
to use electricity to increase the range and depth
from far behind the pair, as a myriad of Sand Shinobi
perception of Sensory jutsu. Select a number of jutsu you
emerge. "Ah great. Hidden Sand." The Iburi laces a chained
have known with the Sensory keyword equal to your
hand scythe with his smoke kekkei genkai. "Listen man,
proficiency bonus. These jutsu gain the Lightning
hurry up and get us in. Wind natures are kind of a problem
Release keyword.
for me." The Hidden Sand quickly marches towards the two
When you cast a Genwa Hijutsu or jutsu with the
in a loud charge, before a sudden blue flash blinds all, and
Sensory and Lightning Release keywords, that requires
the Hidden Sand lie incapacitated in a sea of spectral blue
concentration, you can double the jutsu's cost to change
swords. The Iburi turns towards his partner, gobsmacked.
the duration to 1 minute, without concentration, though
"W-Well...You said that these guys would be trouble for
you can end the jutsu early as a bonus action. You can
you." The Iburi pauses then grins. "Hey kid what's your
only benefit from this feature once at a given time.
name?" "Sir! Yugene Genwa! Sir!" The Iburi pats Yugene on
Data Channels: Starting at 3rd level, you have learned
the shoulder. "Yugene. I think we're gonna be great
to tap into the frequencies of various Shinobi networks
together."
across the 5 great nations, gathering new covert
- Delsan Iburi
information which you are able to use to improve your
The Long Road, Ch. 30 excerpt.
own abilities; like free lessons. You gain 2 Data

DIMENSION WALKERS
Channels as shown on the Data Channel table. You gain
an additional Data Channel at 11th, 15th, and 18th levels.
The Genwa Clan is a custom homebrew clan created by Data Release: The Genwa have a unique talent for
Blasteroid. Formally hailing from the Hidden Rain, manifesting Data Release, due to their close affinity to
members of this clan commonly share an affinity with Lightning release. Starting at 7th level, when you cast a
Lightning, and occasionally, they can manifest jutsu with the Lightning release keyword, you can
something greater. A powerful nature release change the damage type to force and increase the
transformation known as Data Release, which possesses damage dealt by 1 step or Save DC by +1, once per casting.
a unique affinity for technology. The Genwa formally Starting at 11th level, when you affect a creature with a
worked with the Akatsuki to gather information during Genwa Hijutsu, you can perform a Data Leak on the
the rule of Hanzo of the Salamander. However, after his creature. When you do, you data mine 2 of the following
defeat and the rise of Pain, the Genwa were forced into pieces of information, the data being displayed above
hiding, eventually splitting from the Rain and scattering their head as floating text that only you can see. You can
themselves among other lands. perform a Data Leak twice per long rest. At 18th level,
this feature resets on a short rest.
GENWA TRAITS • Two of the creature's attack bonuses.
Ability Score Increase: +2 Int, +1 Dex
• Two of the creature's saving throw bonuses.
Speed: Your base walking speed is 30 feet.
• Two of the creature's Save DCs.
Skill Proficiencies: Ninshou, Sleight of Hand
• The amount of hit and chakra points the creature has
Extra Language: Machine-Speak. You can understand
lost.
and communicate with machines.
• Number of Tenacity Die/
Passive Affinity: You have the Lightning Release
Legendary Resistances.
Affinity.
• All General, Role,

GENWA FEATURES or Clan Traits


Genwa Clan Jutsu: The Genwa Clan has access to a (Pick one)
separate list of jutsu unique to their clan. You can add
these jutsu to your jutsu list instead of selecting jutsu
from the normal jutsu list(s).
1s and 0s: Starting at 1st level, you are a natural wiz
when it comes to machines. You gain proficiency in the
Hacker and Security kits. You also always count as
possessing a Radio Link, and your signal cannot be
interfered with or traced using ninja tools.
Starting at 3rd level, you ignore penalties and have
advantage on checks made with the Hacker and Security
kits. When you would need one of these kits but do not
have one or have any remaining charges, you can spend
5 chakra to temporarily create the kit for 1 minute and
can spend 2 chakra to create/replenish any charges.
Starting at 7th level, you can read the data stored
within Recording Scrolls, Data Scrolls, and Data Server
Scrolls just by touching them. Additionally, you can
spend 1 chakra die to attempt to create a keycard out of
pure data release. Make a Ninshou check vs. a DC equal to

11
D ATA C HANNELS GENWA CLAN JUTSU
Channel Prerequisite Effect
Hidden You overhear conversations of Hidden Cloud
D-RANK
DATA RELEASE: BLADE CRASH (CHANGED)
Cloud Shinobi and the tactic of chakra resonance
utilized to make them harder to attack. You
Classification: Hijutsu
have advantage on saving throws against
Rank: D-Rank
jutsu with the Lightning Release keyword.
Casting Time: 1 Action
Once per turn, when you cast a jutsu with the
Range: 30 feet
Lightning release keyword, your AC increases
Duration: 1 Minute
by +1 until the start of your next turn.
Components: HS, CM
Hidden 11th level You overhear conversations of Hidden Leaf Cost: 5 Chakra
Leaf Shinobi and their ability to utilize fire release Keyword: Hijutsu, Ninjutsu, Lightning Release
chakra to guarantee success in battle. When Description: You manifest Data Release within your
you would cast a Genwa Hijutsu that deals hands as you mold it into a more stable shape, creating a
damage, you deal an additional amount of digital sword that you throw at an enemy in order to pin
flat damage equal to half the amount of them.
damage die used. Make a ranged ninjutsu attack against a creature
Hidden You overhear conversations of Hidden Mist within range, dealing 2d8 force damage and imposing a
Mist Shinobi and their ability to use the existing grappling contest against the creature on a hit. For this
environment to efficiently cast jutsu. Reduce contest, you may use your Ninshou skill. If you succeed
the cost of Genwa Hijutsu by -1. Once per this check, the creature is pinned to the ground by the
turn, you may drain a non-jutsu based source
sword for 1 minute, restrained. A creature restrained this
of electricity near you (Ex. Generators,
way at the start of each of its turns may remake the
Batteries, etc) to reduce the cost of a jutsu
with the Lightning Release keyword by -1 or check, ending this condition on a success.
pay its concentration cost for 1 round. At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3, and
Hidden 7th level You overhear conversations of Hidden Rain
the damage by 2d8 or number of targets by +1 (Pick one).
Rain Shinobi discussing a different method of

DATA RELEASE: FIREWALL


breathing that improves the flow of one's
chakra network. You ignore the HS
Classification: Hijutsu
component of Genwa Hijutsu. While
Rank: D-Rank
concentrating or benefitting from a Lightning
Casting Time: 1 Reaction, which you take when you
Release jutsu, you gain resistance to chakra
would take damage
damage.
Range: Self
Hidden 7th level You overhear conversations of Hidden Sand Duration: 1 Round
Sand Shinobi and their ability to mold chakra to Components: HS, CM
shield their bodies. Once per turn, when you Cost: 5 Chakra
cast a jutsu with the Lightning Release Keywords: Hijutsu, Ninjutsu, Lightning Release
keyword, you gain a number of temporary hit Description: As a reaction when you would take damage,
points equal to your Ninjutsu ability modifier you can quickly manifest a barrier of data release to
and double the amount if it was a Genwa protect you.
Hijutsu. This feature cannot stack with itself Reduce the initial instance of damage you would
but can stack with temporary hit points receive by 3d8. After this occurs, your barrier splits from
granted by Lightning Release jutsu. yourself, transforming into a shield of your design. This
Hidden You overhear conversations of Hidden Sound shield floats around you, and while you have a shield, the
Sound Shinobi and their strategies for stealth. You next time you take damage, you can block with a shield,
gain proficiency in Stealth and Illusions and reducing the damage taken by 4d4. After you block with
can use Intelligence for these skills. While a shield, it is destroyed. This jutsu ends early if all
benefitting from a Genwa Clan hijutsu, you shields you possess are destroyed. For each shield you
gain a +2 bonus to checks made with these possess, you gain a +1 bonus to AC.
skills. At Higher Ranks: For each rank you cast this jutsu
Hidden You overhear conversations of Hidden Star above D-Rank, increase the cost of this jutsu by 3, and
Stars Shinobi and maneuvers used to read the the damage reduced by 1d8. If cast to B-Rank, increase
chakra signatures of others. You have the number of shields created by +1, and the damage
advantage on saving throws against the reduction for each shield to d6s. If cast to S-Rank,
Blinded condition from sources of light, or increase the number of shields created by +1, and the
that would imitate light. When looking at a damage reduction for each shield to d8s.
creature within 120 feet, you automatically
learn of its chakra natures.
Hidden You overhear conversations of Hidden Stone
Stone Shinobi and the techniques used to fortify
creations of chakra. When you create a
construct using a jutsu with the Lightning
Release keyword, it gains additional hit
points equal to half your Ninjutsu Save DC.

12
DATA RELEASE: SURGE (CHANGED) C-RANK
Classification: Hijutsu
Rank: D-Rank DATA RELEASE: COMPILE (CHANGED)
Casting Time: 1 Bonus Action Classification: Hijutsu
Range: Self Rank: C-Rank
Duration: Instant Casting Time: 1 Bonus Action
Components: HS, CM Range: Touch
Cost: 4 Chakra Duration: Concentration, up to 1 minute
Keywords: Hijutsu, Ninjutsu, Lightning Release Components: CM
Description: You weave signs to manifest your Data Cost: 9 Chakra
Release chakra behind you, forming into holographic Keywords: Hijutsu, Ninjutsu, Lightning Release
wings of a color of your choice. Until the start of the next Description: You generate a stream of Data release
turn, you gain flying speed equal to your movement which flows down your arms which converges into either
speed, can hover, and ignore difficult terrain. Also, when a large broadsword of opake blue chakra, or two large
you first cast this jutsu, you may take the Dash or claws of translucent red chakra. You cannot lose
Disengage actions, as part of the same action. concentration of this jutsu as the result of taking
At Higher Ranks: For each rank you cast this jutsu damage or failing a concentration check. On your turn,
above D-Rank, increase the cost of this jutsu by 3. you can spend 3 chakra to switch your weapon to the
If cast to C-Rank or higher, you can choose to other weapon this jutsu provides.
concentrate on this jutsu, giving it a casting time of
• Data Sword: This sword deals 2d6 force damage and
Concentration, up to 1 minute.
possesses the Deadly, Finesse, Light, and Versatile
If cast to B-Rank or higher, you can concentrate on
(d8) properties. This sword uses Intelligence for attack
this jutsu for 10 minutes, and when you Dash or
and damage rolls. This sword can cast any Bukijutsu
Disengage as part of casting this jutsu, double your
that does not require a ranged weapon, and that deals
movement speed until the start of your next turn.
Slashing damage.
If cast to A-Rank or higher, this jutsu no longer
• Data Claws: These claws deal 3d4 force damage and
requires you to concentrate on it to benefit from it for 10
possess the Critical, Finesses, Light, and Unarmed
minutes.
properties, and can use Intelligence for attack and
If cast to S-Rank or higher, your movement speed is
damage rolls.
doubled for the duration of this jutsu, and when you
Dash or Disengage as part of casting this jutsu, triple At Higher Ranks: For each rank you cast this jutsu
your movement speed until the start of your next turn. above C-Rank, increase the cost of this jutsu by 3, and
gain a +1 to unarmed/weapon attack and damage rolls
DATA RELEASE: TORRENT with your Data Sword/Data Claws.
Classification: Hijutsu
Rank: D-Rank DATA RELEASE: VPN
Casting Time: 1 Action Classification: Hijutsu
Range: 30 feet Rank: C-Rank
Duration: Instant Casting Time: 1 Bonus Action, or Reaction
Components: CM Range: Touch
Cost: 5 Chakra Duration: Special
Keywords: Hijutsu, Ninjutsu, Lightning Release Components: HS, CM
Description: You outstretch your hand and launch a Cost: 8 Chakra
series of prismatic particles and glitches that cause your Keywords: Hijutsu, Ninjutsu, Lightning Release, Sensory
arm to appear pixelated and emit 10 feet of bright light Description: You quickly cover a willing creature within
of any color. reach in a reservoir of Data Release chakra, generating
Make two ranged ninjutsu attacks against a creature an obscuring aura to immerse the creature. For the
within 30 feet as you launch blasts of data at them, duration, the creature does not produce sound and is
dealing 2d8 force damage and imposing a Strength Invisible, until they make an attack, deal damage, or
saving throw on each hit. On a failed save, the creature is receive damage.
knocked back 10 feet and falls prone. A creature knocked At the end of each of your turns (or every 10 minutes,
prone and/or knocked out of this jutsu's range, as a if not in combat), you must spend 4 chakra, plus +1
result of this jutsu, does not result in consecutive attack chakra for each instance of this jutsu you have active at a
rolls made with this jutsu to be made at disadvantage time. Creatures under this jutsu's effects can mentally
due to the creature being prone, or prevent the creature communicate with each other across any distance.
from targeted due to limited range. At Higher Ranks: For each rank you cast this jutsu
At Higher Ranks: For each rank you cast this jutsu above C-Rank, increase the cost of this jutsu by 3, the
above D-Rank, increase the cost of this jutsu by 3, and range you can affect creatures from by 10 feet, and the
the number of attacks made by +1. number of creatures you can affect during this jutsu's
initial casting by +1.

13
DATA RELEASE: ZIP BLADE (CHANGED) At Higher Ranks: For each rank you cast this jutsu
Classification: Hijutsu above B-Rank, increase the cost of this jutsu by 4, and
Rank: C-Rank the number of constructs created by +1. You can choose
Casting Time: 1 Action whether these additional constructs are Angels or
Range: 90 feet Demons.
Duration: Instant
Components: HS, CM DATA ANGEL/DEMON
Cost: 9 Chakra Large Celestial/Demonic Construct, unaligned
Keyword: Hijutsu, Ninjutsu, Lightning Release
Description: You mark a target within range and Armor Class 17 + your Ninjutsu Ability Modifier
generate 3 holographic blades which fly at them like a Hit Points 90 (10d+45)
zipline. Make a ranged ninjutsu attack. On a hit, the Speed 40 ft flying (Can hover)
target takes 4d10 force damage and is Shocked until the
end of your next turn. This attack roll ignores bonuses to STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 18 (+4) 1 (-5) 10 (+0) 1 (-5)
AC from a jutsu, trait, or feature (excluding changes to
AC calculation).
If you exceed the target's AC by 5 or more, the swords Damage Immunities Acid, Necrotic, Poison, Lightning
collide in a small explosion on the target. Each creature Damage Resistances Bludgeoning, Piercing, Slashing from non-chakra
within 5 feet of the target, other than the target, of your enhanced weapons
choice, must succeed a Dexterity saving throw or take Condition Immunities All Mental and Sensory, Exhaustion, Petrified,
half the damage dealt. Poisoned
At Higher Ranks: For each rank you cast this jutsu Senses Darkvision 60ft., passive Perception 10
above C-Rank, increase the cost of this jutsu by 3, and
the damage by 1d10. Embedded Programming. Data Angels/Demons can only be commanded by
their summoner. They are proficient with all saving throws, using their
B-RANK summoner's Ninjutsu ability modifier as their proficiency bonus. They also use
their summoner's Ninjutsu attack bonus and Save DC. The summoner can
DATA RELEASE: ANTIVIRUS command any number of Angels/Demons to move on their turn (no action
Classification: Hijutsu required) and can command one as a bonus action to take its action. At S-
Rank: B-Rank Rank, the summoner can command one Angel/Demon to take its action on
Casting Time: 1 Action their turn (no action required), once per round.
Range: 15 feet Engineered Ability. Depending on your summoner’s selection of a Data Angel
Duration: Concentration, up to 1 Minute or Data Demon, you gain the following;
Components: HS, CM, CS Angel: You are classified as a Celestial, and gain a Broadsword melee
Cost: Special (12 Chakra) weapon that deals 2d6+3 force damage on hit. You emit an invigorating
Keyword: Hijutsu, Ninjutsu, Fuinjutsu, Lightning healing aura. Allies (excluding other Angels) within 20 feet of you gain a +1 to
Release saving throws and recover 5 hit points at the start of each of their turns. (This
Description: You release a pulse of Data Release from can stack up to twice, with multiple Angels.)
yourself which can causes an angel or demonic construct Demon: You are classified as a Demon and gain a Claws melee weapon that
to materialize and fight alongside you. When you cast deal 3d4+3 force damage on hit. You have a wrathful presence. For every
this jutsu, choose between a Data Angel or Data Demon. Demon within 30 feet of you, your attacks gain a +1 to attack rolls and Save
Your choice affects the appearance and abilities of your DC. Allies within 15 feet of you ignore 3 DR when dealing damage to a hostile
construct. Angels appear as winged centurion knights, creature (This can stack up to twice, with multiple Demons)
meant to aid the weak. Demons appear as monsters,
Holographic Weapons. The attacks from Data Angels/Demons are chakra
meant to punish the wicked.
enhanced.
Immutable Form. Data Angels/Demons are immune to any Jutsu or effect that
would alter their form.

ATTACKS
Multiattack. You can make two attacks with your Broadsword or Claws
respectively.
Dive Bomb. You fly high into the air and soar down with incredible speed,
sending down a blast of blue (angel) or red (demon) chakra at a space within
60 feet. All creatures within 15 feet of this space of your choice must succeed a
Dexterity saving throw, taking 4d6 + half your Summoner's level in force
damage on a failed save, or half on a success.
(Angel) Blue Laser. You launch a beam of blue chakra in a 60-foot long, 5-foot-
wide line. Each creature within range of your choice must succeed a Wisdom
saving throw, taking 5d8 force damage and becoming Blinded until the start
of their next turn, or half damage and no effects on a success.
(Demon) Red Missiles. You spin in mid-air and form 3 spheres of red chakra.
Make 3 ranged ninjutsu attacks. On a hit, the creature takes 1d12+3 force
damage, ignoring DR, and must succeed a Constitution saving throw,
becoming Weakened until the end of their next turn on a failed save.

14
DATA RELEASE: DATA VISUALIZATION A-RANK
Classification: Hijutsu
Rank: B-Rank DATA RELEASE: DDOS ATTACK
Casting Time: 1 Full Turn Action Classification: Hijutsu
Range: Touch Rank: A-Rank
Duration: Special Casting Time: 1 Action
Components: HS, CM Range: 90-foot Cube
Cost: 10 Chakra Duration: Instant
Keyword: Hijutsu, Ninjutsu, Sensory, Lightning Release Components: HS, CM
Description: You touch a willing or incapacitated Cost: 22 Chakra
creature and begin combing through their memories Keyword: Hijutsu, Ninjutsu, Lightning Release
searching for a specific event. The creature does not Description: The ultimate jutsu of the Genwa Clan, the
need to remember said event at the present moment to absolute culmination of all Data Release techniques. You
use this jutsu, they simply need to have seen or heard it. stick your hands out in front of you, forming two large
Make a Ninshou or Sleight of Hand check with your discs of data release, one blue, one red. The sky darkens,
choice of Dexterity or Intelligence vs. a DC equal to how causing your discs to become the brightest source of
far back the memory was recorded. (Within the past day: light. You then crash your hands together, shattering the
12, Within the past week: 16, Within the past month: 20, discs and releasing particles in a 90-foot cube in front of
Within the past six months: 24, Within the past year: 28, you. From these particles, Data Angels and Data
Within the past five years: 32, six or more years: 36+) Demons form, soaring past all creatures, slashing,
On a success, you locate the memory and retract your clawing, and blasting at them.
hand from the creature, holding a sphere of Data Release Each creature must succeed a Dexterity saving throw,
containing a copy of the memory. The length of the taking 7d8 Force damage, becoming Weakened, and
memory starts at 10 minutes, though you can, as many falling prone on failed save, or half damage and no
times as you'd like, increase the cost of this jutsu by 1 to further effects on a success.
add one more minute. You can then choose to broadcast The angels and demons then rise into the air and dive
the memory in a small cloud of lightning across a 15- down with incredible force, resulting in a massive
foot space that you could reach, or place it into a explosion. Creatures must succeed a Strength saving
monitor. throw, at disadvantage if they failed their Dexterity
Alternatively, you can crush the orb, releasing the saving throw, or take 7d8 Force damage and become
memory into the minds of all willing creatures within 15 Dazed and Shocked, or take half damage and no further
feet. Each creature is immersed completely in the effects on a success.
memory, standing the same place it was recorded,
perfectly recreated, and able to explore/move in their
own way as if they were time travelers.
When viewing a memory, you
can freely pause, rewind, or fast
forward through the memory, and
can move up to 60 feet in the
memory's space, potentially
revealing new information.
Once you succeed this check and
end this jutsu, you cannot use this
jutsu on the creature again for 1 day,
and cannot cast this jutsu again for
the next 8 hours as the technique is
taxing on your chakra network.

15
HANAMI CLAN (CHANGED) Empowered Healing: Beginning at 3rd level, the
potency of your medical chakra allows medical jutsu to
I looked forward seeing the group of 30 men in front of me
go beyond their intended design and be even more
and steeled my nerves. Shouting out to the group " What's
beneficial. Twice per long rest, when you would use a
wrong, you afraid of a little kid?”
jutsu with the Medical keyword that is Supportive, you
That got their attention. All at once they rushed in trying
may remove all ranks of any one condition affecting the
to swarm me. Before I even got a chance to react a few even
creature as if you used the Restorative Ninjutsu, cast at
managed to get a good hit on me.
your highest known jutsu rank.
I reacted swiftly. In one single fluid motion I threw my fist
If you would cast a jutsu with the Medical keyword
into the ground creating a massive shockwave knocking all
that removes conditions, you may spend a use of this
my attackers backward and begun to heal my wounds. By
feature to leave a remnant of your chakra within the
the time the attack began again I was as good as ever. I may
creature, making them immune to gaining one condition
not be able to win this fight, but I will buy Hans and Chiyo
removed again, from a hostile creature, for the next
all the time they need.
minute. You gain an additional use of this feature at 11 th
– Fujima Hanami
and 18th levels.
The Long Road, Ch. 30 excerpt.
Hanami Boons: Beginning at 7th level, when you cast a

BUILT FOR COMBAT


jutsu with the Medical keyword, you can inflict one of
the following Hanami Boons, based on whether the jutsu
The Hanami Clan believes in perfecting one’s physical is Offensive or Supportive. You can provide one Hanami
body, while also studying how to heal their and other’s Boon per round, to all affected creatures. You may use
wounds. The Hanami are known for their monstrous this feature a number of times equal to half your
strength and blending medical jutsu into their combat proficiency bonus, rounded up, per long rest.
style.
• Blessed (Supportive): Affected creatures gain a +1d4

HANAMI TRAITS bonus to their next attack roll, skill check, or saving
Ability Score Increase: +2 Str, +1 Wis or Int throw. They also reduce the next instance of damage
Speed: Your base walking speed is 30 feet they take by half the healing given.
• Unhindered (Supportive): Affected creatures gain a
Skill Proficiency: Marital Arts, Medicine
+10 bonus to movement speed, ignore difficult terrain,
Medical Proficiency: You can add jutsu with the medical
keyword to your jutsu list. and treat any penalties to d20 rolls as half their listed
value. These effects last until the end of each affected
HANAMI FEATURES creature’s turns.
Hanami Clan Jutsu: The Hanami have access to a • Fragile (Offensive): Affected creatures gain a -1d4

separate list of Jutsu unique to their Clan. You can add penalty to their next attack roll, skill check, or saving
these Jutsu to your jutsu list instead of selecting jutsu throw that uses Strength, Dexterity, or Constitution.
from the Normal jutsu list. They also take an additional 3 damage from unarmed,
Medical Simplicity: When creating or learning jutsu weapon, and Taijutsu attacks, up to four times total.
with the medical keyword reduce the time it takes to • Dispirited (Offensive): Affected creatures gain a -1d4

complete the task by half. This does not stack with other penalty to their next attack roll, skill check, or saving
similar effects. throw that uses Intelligence, Wisdom, or Strength.
Medical Fist: Beginning at 1st level, the Hanami are Any bonuses they receive from jutsu, features, or
known for their brute strength and combative ability. traits, are also halved until the start of your next turn.
When you cast a jutsu that uses your Unarmed Damage, Hardened Body, Hardened Mind: Beginning
you gain a +10ft. bonus to range and deal double damage at 11th level, you have trained your body and
to structures. Additionally, your [Unarmed Damage Die] mind to resist the will of others. Twice per long
becomes a 1d6. rest, when you are forced to make a Dexterity
When you cast a Hanami Hijutsu, or Ninjutsu with the or Constitution saving throw you can instead
Medical keyword that makes a melee attack roll, you can make a Strength saving throw, alternatively
use Strength as your casting modifier and treat the when you are forced to make an Intelligence or
attack as a melee Taijutsu attack, adding your [Unarmed Charisma Saving Throw you can instead make a
Damage] to the jutsu’s first damage roll, if it would not Wisdom saving throw. You gain two extra uses
already include your unarmed damage. of this feature at 15 th level.
Starting at 7th level, your bonus to range becomes Overloaded Regeneration: Finally at 18th
+20ft and when you would make a check to maintain level, you have mastered both Taijutsu and
concentration of a Taijutsu or jutsu with the Medical Medical Jutsu and have learned to use them
keyword, you may add your Strength modifier to the in tandem. When you cast a Taijutsu, you
result. may immediately cast a Medical Jutsu that
Starting at 11th level, your bonus to range becomes restores hit points on yourself as part of the
+30ft, and once per round, as part of casting a jutsu with same action.
the Taijutsu or Medical keyword that makes an attack, Additionally, medical jutsu you cast
you can make one unarmed attack. increase the size of their healing die by 1 step.
Combat Medicine: Beginning at 3rd level, you have
drilled in the fundamentals of both medical and taijutsu. S UPPORTIVE VS. OFFENSIVE M EDICAL JUTSU
Once per rest, when you cast a Taijutsu, or take the Dash, Supportive Medical Jutsu: Provides hit points, temporary hit points,
Disengage, or Dodge actions, you can cast a Supportive damage reduction, or a boost or boon.
Medical Jutsu with the casting time of one Action, as a Offensive Medical Jutsu: Affects hostile targets in a negative way,
bonus action. You gain additional uses of this feature at such as damage or conditions.
7th and 15th levels. *In cases where a jutsu could be seen as Offensive and Supportive, the Offensive
classification takes precedence.

16
HANAMI CLAN JUTSU At Higher Ranks: For each rank you cast this jutsu
above D-Rank increase the cost of the jutsu by 3 and

D-RANK
increase the damage by 1d6. If this jutsu is cast at B-
Rank of higher increase the number of attacks by +1.

HANAMI STYLE: MEDICAL FIST (CHANGED) HANAMI STYLE: LASTING HEALING


Classification: Hijutsu Classification: Hijutsu
Rank: D-Rank Rank: D-Rank
Casting Time: 1 Bonus Action Casting Time: 1 Action
Range: Self Range: 5 feet
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
Components: HS, CM Components: HS, CM
Cost: 5 Chakra Cost: 5 Chakra
Keywords: Ninjutsu, Medical, Hijutsu Keywords: Ninjutsu, Medical, Hijutsu
Description: You coat your hands in medical chakra Description: You cover your hands in chakra, which
designed to sap the life force of anyone you touch. Your being glowing in a light pink hue. A creature you touch
[Unarmed Damage] becomes 1d8 and deals Necrotic immediately regains 2d6 Hit Points. Additionally, at the
damage, when you would hit someone with an unarmed start of each of the affected creatures turns they regain
or melee taijutsu attack, you gain temporary hit points 1d4 Hit Points.
equal to 1/3 of the damage dealt (Rounded Down) until At Higher Ranks: For each rank you cast this jutsu
the start of your next turn. above D-Rank increase the cost of the jutsu by 3 and
At Higher Ranks: For each rank you cast this jutsu increase per turn healing by 1d4.
above D-Rank increase the cost of the jutsu by 3 and
increase the damage die by 1d8 up to a maximum of 3d8.
If this jutsu is cast as a B-Rank, you instead gain
C-RANK
Temporary Hit Points equal to half the damage dealt. If
HANAMI STYLE: HEALING CLOAK
cast as an S-Rank, you instead gain Temporary Hit
Points equal to the full amount of damage dealt.
(CHANGED)
Classification: Hijutsu

HANAMI STYLE: SAPPING STRIKE Rank: C-Rank


Casting Time: 1 Action
Classification: Hijutsu
Range: Self
Rank: D-Rank
Duration: 1 Minute
Casting Time: 1 Action
Components: HS, CM
Range: 5 feet
Cost: 8 Chakra
Duration: Instant
Keywords: Ninjutsu, Medical, Hijutsu
Components: HS, CM
Description: Your entire body is covered in soothing
Cost: 5 Chakra
medical chakra as you begin to glow a soft pink. When
Keywords: Ninjutsu, Medical, Hijutsu
you cast this jutsu you regain 2d8 hit points. Also, while
Description: Your hands glow a pinkish hue as you get
in combat, for the duration of this jutsu you regain 1d8
ready to strike your target. Choose one creature in range
hit points at the start of your turn. You may as a reaction
and make a melee ninjutsu attack, on a hit you deal 3d8
heal 3d8 hit points, when you do this jutsu immediately
Necrotic damage, and regain hit points equal to half the
ends.
damage dealt.
At Higher Ranks: For each rank you cast this jutsu
HANAMI STYLE: COLOSSAL IMPACT
(CHANGED)
above D-Rank increase the cost of the jutsu by 3 and
increase the damage by 1d8. If you cast this jutsu at A-
Classification: Hijutsu
Rank or higher you instead regain hit point equal to the
Rank: C-Rank
full damage dealt.
Casting Time: 1 Action

HANAMI STYLE: BLOOMING CHERRY Range: 5 feet (30-foot radius)

BLOSSOM Duration: Instant


Components: M
Classification: Hijutsu
Cost: 8 Chakra
Rank: D-Rank
Keywords: Taijutsu, Hijutsu
Casting Time: 1 Action
Description: You drive your fist into the stomach of a
Range: 5 feet
creature with enough power to lift them off their feet,
Duration: Instant
you then slam them into the ground with a massive
Components: M
amount of force. Make a melee taijutsu attack, on a hit
Cost: 5 Chakra
you deal your [Unarmed Damage] + 3d8 and each
Keywords: Taijutsu, Hijutsu, Combo
creature (excluding you) within 30 feet must make a
Description: You rush towards a target before
dexterity saving throw as you slam the creature into the
unleashing a volley of attacks. Make two taijutsu attacks
ground, taking 3d6 bludgeoning damage on a failed save
against a creature within range. On a hit you deal your
or half as much on a success. The creature you initially
[Unarmed Damage] + 1d6. If you hit with two or more of
attacked has disadvantage on this saving throw and is
these attacks the target is knocked prone.
knocked prone on a failure.
Until the end of your turn, you can target one affected
At Higher Ranks: For each rank you cast this jutsu
creature with a Taijutsu Finisher regardless of range,
above C-Rank increase the cost of the jutsu by 3 and
once per turn, using either an Action or Bonus action,
increase the damage by 1d8 and 1d6.
ignoring its listed casting time.

17
HANAMI STYLE: DEFENSIVE CLOAK A-RANK
Classification: Hijutsu
Rank: C-Rank HANAMI STYLE: FALLING BLOSSOM REPRISE
Casting Time: 1 Action Classification: Hijutsu
Range: Self Rank: A-Rank
Duration: Concentration, up to 1 minute Casting Time: 1 Full Turn Action
Components: HS, CM Range: Self
Cost: 8 Chakra Duration: 1 Minute
Keywords: Ninjutsu, Medical, Hijutsu Components: HS, CM
Description: You cover your entire body in vile cloak of Cost: 20 Chakra
medical jutsu, that harms any who touch you. You do not Keywords: Ninjutsu, Medical, Hijutsu
pay concentration costs to maintain this jutsu. When a Description: You must be under the effects of “Hanami
creature hits you with a melee attack, they take 2d6 Style: Defensive Cloak” and “Hanami Style: Offensive
Necrotic damage and you gain temporary hit points Cloak” to cast this jutsu.
equal to half the Necrotic damage dealt. A last-ditch technique of the Haruno Clan, You use
At Higher Ranks: For each rank you cast this jutsu your finite control of medical chakra, spreading it
above C-Rank increase the cost of the jutsu by 3 and throughout yourself. Your veins begin to glow a dark
increase the damage die by 1 step (d6>d8>d10>d12). If magenta as the chakra spreads throughout your chakra
you cast this jutsu at A-Rank or higher you instead gain network. You lose the effects of Defensive and Offensive
temporary hit points equal to the full damage dealt. cloak, with this jutsu instead taking their place. You
cannot concentrate on another jutsu while this jutsu is
B-RANK active. While under the effects of this jutsu you gain the
following benefits:
HANAMI STYLE: OFFENSIVE CLOAK • When a creature hits you with a melee attack, they
(CHANGED) take 3d12 Necrotic damage and you regain an equal
Classification: Hijutsu
amount of Hit Points.
Rank: B-Rank • Your [Unarmed Damage] becomes 4d8 and deals
Casting Time: 1 Action
Necrotic damage, additionally when you deal damage
Range: Self
to a creature with a melee attack, they are unable to
Duration: Concentration, up to 1 minute
regain hit points until the end of their next turn.
Components: HS, CM • When you score a critical hit with a Medical or
Cost: Special (12 Chakra)
Taijutsu, you instead triple the damage dice.
Keywords: Ninjutsu, Medical, Hijutsu
Description: You cover your entire body in a bolstering At the conclusion of this jutsu, you are no longer able
cloak of medical jutsu. When you make an unarmed to mold chakra until you complete a long rest, as your
attack, you deal an additional 2d8 Necrotic damage, any chakra network is throttled by your overuse.
number of times per turn, and once per turn, an affected
creature must succeed a Constitution saving throw or be
unable to regenerate hit points until the end of their next
turn.

HANAMI STYLE: CHERRY BLOSSOM FINALE


Classification: Hijutsu
Rank: B-Rank
Casting Time: 1 Action
Range: Self (60-foot radius)
Duration: Instant
Components: M
Cost: 14 Chakra
Keywords: Taijutsu, Hijutsu, Finisher
Description: This jutsu can only be cast as a Finisher.
You slam your fist into the ground creating a giant
shockwave. Each creature in range must make a
Dexterity saving throw, taking your [Unarmed Damage]
+ 8d8 on a failure, or half as much on a success. If a
creature is prone, they have disadvantage on the saving
throw. After the conclusion of this jutsu, the area is
counted as difficult terrain.
At Higher Ranks: For each rank you cast this jutsu
above B-Rank increase the cost of the jutsu by 3 and
increase the damage by 2d8.

18
HOSHI CLAN At 7th level, you begin harnessing the malleable
nature of Star Chakra. When you cast a jutsu, except
The leaf ninja stops in his tracks as a masked figure blocks
Hoshi hijutsu, using Star Chakra, reduce the cost of that
the path forward. The leaf ninja foulishly pauses, mistaking
jutsu by -1 for every 1 Star Chakra used in its casting. You
the potential of their opponent. The figure then shifts their
cannot reduce a jutsu's cost by more than your
fingers to form a strange hand sign as waves of potent
Constitution modifier this way.
energy saturate the air and a brightly colored wreath of
Also at 7th level, once per turn, when you cast a Hoshi
chakra manifests behind them. As if looking at the distant
Hijutsu using only its Star Chakra cost, it deals an
sun, the chakra donned by this mysterious ninja sends flares
additional die of force damage. At 15th level, it deals +2
of light the leaf ninja must squint through. "...Incredible
extra dice.
chakra...!?" the leaf ninja tensely describes after staggering
Celestial Body: The land of bears breed mighty
back. This chakra aura reaches its crest as it takes shape,
shinobi, and due to this vitality you're able to integrate
similar to a pinkish-purple manifestation of a large tail of
Star Chakra throughout your entire chakra network.
feathers. The tension is cut by another approaching who
Starting at 3rd level, you have resistance to Chakra
urges, "Wait! Stand down! This one -- Naruto -- he's on
Damage. Effects that would reduce your chakra are
our side".
halved, and if an effect would allow a creature to absorb
— Makuzoyashi Hanami, chakra as a result of damaging or reducing your own,
The Miracle Bindings, Ch. 2, excerpt. that creature instead takes force damage equal to the
amount it would have gained.

STAR TRAINING
At 15th level, Star Chakra has overcharged your
natural resilience, granting you advantage on
One calm night in the Land of Bears two hundred years Constitution saving throws against jutsu and
ago, a sudden light glimmered in the dark sky before conditions.
striking down into the wilderness. Soon after Kujaku Mode: Also at 3rd level, as a bonus action you
discovering the meteorite, the first Hoshikage founded can activate this unique chakra mode twice per long rest.
Hoshigakure, the Village Hidden Among Stars, where he Your body becomes wreathed by a manifestation of
cultivated a secret technique to harness the powerful translucent chakra shaped similar to a peacock's tail
meteoric chakra which radiates from the fallen star. feathers, which unfurl on either side of you. Kujaku
Soon this technique was taught to the village's ninja to Mode lasts for 1 min or until you dismiss it (no action).
strengthen Hoshigakure's position in the shinobi world. You can activate this mode an additional time per long
rest at 11th and 18th levels. For the duration this mode
HOSHI TRAITS is active you gain the following benefits:
Ability Score Increase: +2 Con, +1 Int • You gain temp hit points equal to your maximum Star
Speed: Your base walking speed is 30 feet
Chakra.
Skill Proficiency: Chakra Control, Ninshou • Chakra Control checks you make add a +1d4 bonus. At
Hoshi Clan Jutsu: You learn 1 additional D-Rank Hoshi
11th level, this becomes +1d6, and then +1d8 at 18th
Clan Hijutsu. This does not count against your jutsu
level.
known. • When interacting with an object, your reach is

HOSHI FEATURES
extended an extra 10 feet. Also, you may spend 2 Star
Chakra when making a Strength Skill Check to make a
Hoshi Techniques: The Hoshi Clan has access to a
Chakra Control check instead.
separate list of Jutsu unique to their Clan. You can add
• You ignore the HS component on Hoshi Hijutsu.
these Jutsu to your jutsu list instead of selecting jutsu
• Increase your AC by +1. As a reaction when you take
from the Normal jutsu list(s).
damage, you can reduce the damage received by 3d6.
Meteoric Casting: Starting at 1st level, you may use
You may spend Star Chakra to
Constitution as your casting modifier for the Attack and
enhance this damage reduction,
Damage rolls as well as Save DC of Hoshi Hijutsu.
reducing the damage further
Star Chakra: Also at 1st level, you've begun the process
by 2 + your Constitution
of absorbing meteoric chakra into your own chakra
modifier per point of Star
network. This process grants you access to a unique
Chakra spent.
source of chakra, called Star Chakra, which can be used in
place of regular chakra to fuel jutsu or features.
You have a maximum pool of Star Chakra
equal to your constitution modifier (min
1) + your level. You regain a number of
Star Chakra equal to your Con mod
after a short rest, and all Star
Chakra after a long or full rest.
Star Chakra cannot be absorbed,
damaged, or reduced by hostile
effects. Jutsu cast using Star Chakra
cannot be dispelled by a rank equal to or
less than the jutsu cast, and if it has the
Clash keyword it gains a bonus to its clash
check equal to your Constitution modifier.

19
HOSHI CLAN JUTSU Synchronize: Two Kujaku Beasts within 5 feet of each
other can morph together to become stronger. As an action,

D-RANK
you can spend half the cost of this jutsu to fuse the Beasts
together, combining their current hit points and increasing
its size category by 1, and its damage dice by 1.
COMET BEAM At Higher Ranks: For each rank you cast this jutsu
Classification: Hijutsu
above D-Rank, increase the cost of this jutsu by 3 (or 1
Rank: D-Rank
star chakra), also increase the construct's hit points by
Casting Time: 1 Action
2d6 (or +8) and it deals an extra 1d6 damage. When you
Range: 90 feet
cast this jutsu at B-Rank or above, you create one
Duration: Instant
additional construct.
Components: HS, CM
Cost: 5 Chakra or 2 Star Chakra KUJAKU ART: FEATHER SLICE
Keywords: Hijutsu, Ninjutsu, Clash Classification: Hijutsu
Description: You launch a condensed beam of solid star Rank: D-Rank
chakra at a target in range. Make a ranged ninjutsu Casting Time: 1 Action
attack dealing 3d10 Force damage. A creature hit by this Range: 20 feet
jutsu must also make a Strength save or be pushed 10ft. Duration: Instant
At Higher Ranks: For each rank you cast this jutsu Components: HS, CM
above D-Rank, increase the cost of this jutsu by 3 (or 1 Cost: 5 Chakra or 2 Star Chakra
star chakra), also increase the damage dealt by 2d10, and Keywords: Hijutsu, Ninjutsu
pushes a target back 10 additional feet. Description: As a prerequisite to this jutsu you must
have the Kujaku Mode active. The feathers of your Kujaku
STAR ROPE Mode shape into blade-like density. Make a melee
Classification: Hijutsu
ninjutsu attack against a target in range, dealing 3d8 +
Rank: D-Rank
your Ninjutsu ability modifier in Force damage and if the
Casting Time: 1 Action
target is a creature, it must make a Constitution saving
Range: 60 feet
throw or gain one rank of Bleeding.
Duration: Instant
At Higher Ranks: For each rank you cast this jutsu
Components: HS, CM
above D-rank, increase the cost of the jutsu by 3 (or 1
Cost: 4 Chakra or 2 Star Chakra
star chakra), and it deals an extra 2d8 damage. When you
Keywords: Hijutsu, Ninjutsu
cast this jutsu at B-Rank or above, you inflict one more
Description: You condense a beam of Star Chakra into a
rank of Bleeding.
fine, tangible rope. Make a melee Ninjutsu attack roll
with reach against a target in range, dealing 2d6
slashing damage. On a hit, you may choose to also KUJAKU BEAST
grapple the target, which lasts for 1 minute or until you Medium Construct, Prof = Your Ninjutsu Ability Modifier
dismiss it (no action), or it breaks free with a successful
Athletics or Acrobatics check contested against your Armor Class 10 + your Ninjutsu ability modifier
Ninjutsu save DC as an action. Hit Points 21 (3d6+9)
When you hit a target with this jutsu, and it's no more Speed 30ft., climb 30ft.
than one size categories larger, you can also pull that
creature up to 20 feet toward you. STR DEX CON INT WIS CHA
At Higher Ranks: For each rank you cast this jutsu 16 (+3) 15 (+2) 17 (+3) 1 (-5) 10 (+0) 10 (+0)
above D-Rank, increase the cost of this jutsu by 3 (or 1
star chakra), and the damage by 2d6. If cast to B-Rank or Saving Throws The Kujaku Beast is proficient in all saving throws.
higher, the target becomes restrained in addition to Condition Immunities All Mental, Bleeding, Exhaustion, Poisoned
being grappled. Damage Immunities Chakra, Poison, Psychic
Damage Resistances Force, Bludgeoning, Piercing, Slashing
KUJAKU BEAST Senses Darkvision 60ft., passive Perception 10
Classification: Hijutsu
Rank: D-Rank Immutable Form. The Kujaku Beast is immune to any Jutsu or effect that
Casting Time: 1 Action would change its form.
Range: 30 Feet Cosmic Weapons. The Kujaku Beast’s attacks ignore resistance.
Duration: Concentration, up to 1 Minute
Components: HS, CM ACTIONS
Cost: Special (6 Chakra or 3 Star Chakra)
Bite. Melee Weapon Attack: Summoner’s Ninjutsu attack bonus to hit,
Keywords: Hijutsu, Ninjutsu, Fuinjutsu
reach 5 ft., one target. Hit: 2d6 + Summoner’s Ninjutsu modifier in force
Description: You cannot lose concentration on this jutsu
damage.
as a result of taking damage. You summon a medium-
sized bestial construct composed of pure star chakra in
an unoccupied space within range. You may dismiss the
construct at any time which ends the jutsu.
As part of the action to cast this jutsu, you may
command the beast to move up to 30 feet and attack a
single target within 5 feet of it. On subsequent turns you
can command the beast to move and take the attack
action as a bonus action. Otherwise, the construct
defends itself.

20
C-RANK NOVACHARGE (CHANGED)
Classification: Hijutsu
KUJAKU ART: HYPNOTIC DANCE Rank: C-Rank
Classification: Hijutsu Casting Time: 1 Bonus Action
Rank: C-Rank Range: Self
Casting Time: 1 Action Duration: 1 Round
Range: 30 feet Components: CM
Duration: Instant Cost: Special
Components: HS, CM Keywords: Hijutsu, Ninjutsu
Cost: 8 Chakra or 4 Star Chakra Description: You overclock the power of your next
Keywords: Hijutsu, Genjutsu, Visual Ninjutsu with a surge of Star Chakra. When you cast this
Description: As a prerequisite to this jutsu you must have jutsu, you spend a minimum of 2 Star Chakra and a
the Kujaku Mode active. You sway your chakra feathers maximum of 8 Star Chakra, empowering the next
back and forth. Up to two creatures you choose that can Ninjutsu you cast before the start of your next turn;
see you within range must make a Wisdom saving throw. • 2+ Star Chakra: For every 2 Star Chakra spent, your
Targets that fail against this jutsu can repeat the save at Ninjutsu deals an additional 1d10 force damage.
the end of each of its turns, ending the effects on itself • 2+ Star Chakra: All targets affected by your Ninjutsu
on a success. must succeed a Constitution saving throw or be
Success: Affected target does not gain a rank of knocked back a number of feet based on the rank of
Charmed. the Ninjutsu cast (D-Rank: 5ft., C-Rank: 10ft., B-Rank:
Failure: Affected target gains one rank of Charmed 20ft., A-Rank: 30ft., S-Rank: 40ft.).
against the caster for the next minute. While charmed o If the target fails their save by 5 or more, they
this way, it is also considered Dazzled. are Weakened until the end of their next turn.
Critical Failure: Affected creatures gain two ranks of • 4+ Star Chakra: Creatures have disadvantage on
Charmed against the caster for the next minute. While effects to dispel, interrupt, or negate the casting.
charmed this way, it is also considered Dazzled. • 6+ Star Chakra: Targets make their Constitution
saving throw at disadvantage.
At Higher Ranks: For each rank you cast this jutsu • 8 Star Chakra: The damage bonus of Novacharge
above C-Rank, increase the cost of this jutsu by 3 (or 1
becomes a d12, and adds twice your casting modifier.
star chakra), and the number of creatures you can target
by +1.
B-RANK
KUJAKU ART: PEACOCK WINGS KUJAKU ART: COSMIC PRESSURE
Classification: Hijutsu
Classification: Hijutsu
Rank: C-Rank
Rank: B-Rank
Casting Time: 1 Action
Casting Time: 1 Action
Range: Self
Range: Self (20-foot radius)
Duration: Concentration, up to 10 Minutes
Duration: Concentration, up to 1 Minute
Components: HS, CM
Components: CM
Cost: 8 Chakra or 4 Star Chakra
Cost: 13 Chakra or 6 Star Chakra
Keywords: Hijutsu, Ninjutsu
Keywords: Hijutsu, Ninjutsu
Description: As a prerequisite to this jutsu you must have
Description: As a prerequisite to this jutsu you must have
the Kujaku Mode active. The feathers of your Kujaku
the Kujaku Mode active. The feathers of your Kujaku
Mode shift into two pairs of wings that grant you a flying
Mode bolden as your mere presence is fueled by cosmic
speed of 60 feet, and can hover. When you
energy. An aura of distorting starlight surrounds you,
cast this jutsu, you may choose to force
and with this cosmic presence you exude a calming
all creatures within a 15-foot radius
or frightening pressure.
of you to make a Dexterity save
Until the jutsu ends, any creature that
or be knocked prone by the
targets you with an a⁠ ttack or hostile jutsu
beat of your wings.
must first make a Wisdom saving throw.
Also, you can use an
On a failed save, the creature must
action to make a ranged
choose a new target or lose the
ninjutsu attack against a
a⁠ttack or jutsu. A creature that fails a
target within 60 feet that
save this way also gains one rank of
you can see, as you launch
Charmed or Fear (pick one) which
chakra feathers from
last for the duration.
your wings. These chakra
Once a creature succeeds this Wisdom
feathers deal 3d6 + your
saving throw, it becomes immune to
Ninjutsu ability modifier
this effect until recast this jutsu.
in force damage. A creature
Also, for the duration, a heavy aura
hit by this attack reduces its
of Star Chakra surrounds you in a 20-
speed by 10 until the end of
foot radius. Creatures that enter this radius for
its next turn.
the first time or start their turn in it must make a
At Higher Ranks: For each rank
Strength saving throw, gaining 1 rank of Slowed on
you cast this jutsu above C-Rank,
a failed save. A target that fails this save is also
increase the cost of this jutsu by 3
unable to mold chakra while it remains in the aura.
(or 1 star chakra), and increase the
If a creature fails this save by 5 or more, they are
damage by 2d6.
restrained until the start of its next turn.

21
At Higher Ranks: For each rank you cast this jutsu
above B-Rank, increase the cost of this jutsu by 3 (or 1
star chakra), increase the aura's radius by 5 feet.

KUJAKU DRAGON
Classification: Hijutsu
Rank: B-Rank
Casting Time: 1 Action
Range: 60 feet
Duration: Concentration, up to 1 Minute
Components: HS, CM
Cost: Special (14 Chakra or 7 Star Chakra)
Keywords: Hijutsu, Ninjutsu, Fuinjutsu
Description: You cannot lose concentration on this jutsu
as a result of taking damage. You form a massive swell of
star chakra that shapes itself into a dragon-like creature
composed of pure star chakra in an unoccupied space
within range. This dragon is a huge-sized construct. You
may dismiss the construct at any time, ending this jutsu.
As part of the action casting this jutsu, you may
command the dragon to move up to 60 feet and make up
to two attacks at targets within 15 feet of it. On
subsequent turns you can command the dragon to move
and take the attack action as a bonus action. Otherwise
the construct defends itself. KUJAKU DRAGON
At Higher Ranks: For each rank you cast this jutsu Huge Construct
above B-Rank, increase the cost of this jutsu by 3 (or 1
star chakra), the construct's hit points by 2d8 (or +10) Armor Class 15 + your Ninjutsu or Genjutsu Ability Modifier
and it deals an extra 1d8 damage with its attacks. Hit Points 93 (9d8+60)
Speed 40ft, 40ft (climb/flying), can hover
A-RANK
STR DEX CON INT WIS CHA
KUJAKU ART: COSMIC FLARE 20 (+5) 17 (+3) 24 (+7) 1 (-5) 10 (+0) 10 (+0)
Classification: Hijutsu
Rank: A-Rank Condition Immunities All Mental, Bleeding, Exhaustion, Poisoned
Casting Time: 1 Action Damage Immunities Chakra, Poison, Psychic
Range: Self (20-foot radius) Damage Resistances Force, Bludgeoning, Piercing, Slashing
Duration: Concentration, up to 1 Minute Saving Throws Str +10, Dex +7, Con +11
Components: CM Senses Darkvision 60ft., passive Perception 10
Cost: 13 Chakra or 6 Star Chakra
Keywords: Hijutsu, Ninjutsu, Fuinjutsu Chakra Predation. Once per turn when the Kujaku Dragon damages a
Description: As a prerequisite to this jutsu you must have creature with its Bite, that target loses chakra points equal to half the
the Kujaku Mode active. With your tail feathers pointed damage dealt, and the Dragon’s hit points replenish by the same amount
skyward, you gather a mass amount of star chakra above
Cosmic Weapons. The Kujaku Dragon’s attacks ignore resistance.
you. This star chakra radiates in a 120-foot sphere which
ignores any form of cover and bypasses jutsu or chakra Immutable Form. The Kujaku Dragon is immune to any Jutsu or effect
protection. For the duration, ranged attacks against you that would change its form.
have disadvantage. You may exclude a number of Star Chakra Furnace. You can spent any amount of your own Star Chakra
creatures up to your proficiency bonus from the effects to increase the damage of Kujaku Dragon’s Breath attack by 1d8 Force
of this jutsu, all others that begin their turn in this damage per 2 Star Chakra spent.
sphere or enter it for the first time gain 1 rank of Slowed
and must make two Constitution saving throws: ACTIONS
1st Save: On a fail, the creature is blinded for 1 minute Multiattack. The construct makes either two attacks with its Bite or
or until it's obscured from view of the sphere's center. uses its Star Breath.
2nd Save: On a failure, the creature gains two ranks of
Bite. Melee weapon attack: Summoner’s ninjutsu attack to hit, reach
Weakened and 1 rank of Exhaustion. If this save is failed
15ft., one target. Hit: 4d8 + Summoner’s ninjutsu modifier force in
by 5 or more they are also stunned for 1 minute. A
damage.
stunned creature can repeat its save at the end of each of
its turns to end the stunned condition on itself on a pass. Star Breath. The Kujaku Dragon spews fiery chakra in a 90-foot line
On consecutive turns, as an action you may launch a that is 5 feet wide. Each creature in that line must make a Dexterity
concentrated blast of raw Star Chakra in a 120-foot cone saving throw (Summoners Ninjutsu DC), taking 8d8 Force damage on a
originating from 10 feet above you. You can fuel failed save, or half as much damage on a success. A creature that fails
additional Star Chakra into this attack to deal extra this save by 5 or more gains 1 rank of Weakened for the next minute as
damage. All creatures in the cone must make a Dexterity meteoric radiation bleeds through its skin. Effected creatures repeat
saving throw or take 10d10 + Xd10 (X = every 1 additional this save at the end of their turns to end the condition.
Star Chakra spent) Force damage, or half as much on a
successful save. Once this attack has been made, the
jutsu ends.

22
CELESTIAL APPARITION
Classification: Hijutsu
Rank: A-Rank
Casting Time: 1 Reaction, which you take when you
reach 0 hit points or would die
Range: Self
Duration: 10 Minutes
Components: HS, CM
Cost: Special
Keywords: Hijutsu, Ninjutsu, Fuinjutsu
Description: When you would die, or otherwise be
reduced to 0 hit points, you can cast this jutsu to restore
yourself to a ghostly form as your essence is manifested
into pure star chakra. You gain an extra reaction that can
only be used to cast this jutsu. This reaction cannot be
negated by conditions or effects. Once cast, your body
dies but you become a shimmering spirit comprised of
Star Chakra gaining the following;
• Equipment you carry is duplicated in your ghostly
form, but when an item is no longer being worn or
held by you it vanishes.
• Your unarmed and weapon damage becomes force.
• You have resistance to all damage besides necrotic,
psychic, and chakra damage. This resistance cannot be
overcome by any means.
• You cannot regain or spend chakra points after this
jutsu is cast. Instead, casting only your remaining Star
Chakra for all features and jutsu. You regain a number
an amount of Star Chakra equal to your level. If this
amount exceeds your maximum then you gain the
• You cannot be revived or restored of Hit Points, even
remainder in temporary hit points.
after the effects of this jutsu end.
• Your hit points remain at 0 and cannot exceed this
• You can immediately take an extra turn, entering
amount, but you gain a number of temporary hit
yourself into initiative order at that moment.
points equal to all current chakra you had before
• This ghostly form lasts for 10 minutes or
casting this jutsu. If you had 0 chakra, then you can
until you reach 0 temporary hit points and
spend a number of Star Chakra to gain temporary hit
Star Chakra.
points (5 temp HP for every 1 Star Chakra). If these
temporary hit points would reach 0, damage dealt to
you reduces your Star Chakra total instead.

23
IBURI CLAN Will-O-Wisps: Starting at 3rd level, your clan's kekkei
genkai grants you unparalleled control over the smoke
"Damn. It's blazing in here. Fui! Turn on the vents!" After a
created by fire. When you target a creature with a jutsu
long days work, Kuro rocked back in his chair, shutting his
with the Fire Release keyword that requires an attack
eyes. He and the other shinobi in his battalion were laying
low and catching some rest after completing their mission roll, you can spread the smoke and cinders produced by
"I'm on it, I'm on it." As the cool air began to rush in, Kuro the fire to creatures within 5 feet of the original target,
began to slowly doze off. That is, until the air begin to excluding you and the target. Each creature that would
gradually become warmer and warmer. "Hey what the be affected must make a Dexterity saving throw, taking
hell?!" The sounds of clashing kunai and punches being half the damage dealt to the original target on a failed
thrown could be heard echoing through the room, save, or none on a success.
accompanied by pained groans and profanities. Kuro opened The range of this effect increases to 10 feet at 11th
his eyes to see two of his men fighting each other, one
level. You can use this feature a number of times equal to
pressing a kunai at the other's chest, seemingly against his
half your proficiency bonus, rounded up, per long rest.
will. "Fui! Don't!-" As the shinobi fell to the ground, Fui
stood in confusion, but just as quickly as he began to At 15th level, this becomes your full proficiency bonus.
question what just happened, smoke emanates from his Aberration of Smoke: Starting at 7th level, you begin
mouth, eyes, and nose, taking the form of an unknown to weave the remnants of smoke from Fire jutsu you cast
Shinobi from the Land of Fire. The shinobi wraps his legs into yourself, allowing you to quickly maneuver around
around Fui, taking him down in one fell swoop. As Kuro the battlefield like a gust of ash. As a bonus action, you
begins to slowly reach for his blade, a gust of smoke blows it can briefly morph your body into smoke and move to a
out of his reach, and in a burst of wind, the Shinobi appears location within 10 feet, without provoking an attack of
and presses a kunai to his throat. The Shinobi reaches for a opportunity. You can also use this feature after casting a
radio link on his jacket. "Jōki, I'm in."
jutsu with the Fire Release keyword by spending 3
chakra. You can use this ability no more than once per
- Jōki Hatake
The Long Road, Ch. 42 excerpt. round.
The range you can move with this feature increases to
BORN OF ASH 15ft at 11th level and at 18th level, when you use this
feature, your AC increases by +1 until the start of your
The Iburi Clan is a seclusive clan scattered all throughout next turn.
the Land of Fire. Members of this clan possess a
Smoke Release: The Iburi clan has a unique talent of
powerful kekkei genkai that allows them to transform
manifesting Smoke Release, an augmentative release
themselves into smoke. In the past, this versatile ability
proved to be a curse rather than a blessing, as it could that improves the area of effect of fire, and its
not be controlled, causing some of the Iburi to be destructive capabilities. Starting at 7th level, when you
dispersed and killed in the winds. This burden, however, cast a jutsu with the Fire Release Keyword, you can give
was resolved by one of the Leaf's legendary Sannin, affected creatures a -2 penalty to one saving throw
granting the later generations mastery over their power. against the jutsu or your Will-O-Wisps feature.
Beginning at 15th level, twice per rest, when you deal
IBURI TRAITS Fire damage, you automatically blind all affected
Ability Score Increase: +2 Int, +1 Con creatures until the end of each of their turns.
Speed: Your base walking speed is 30 feet.
Skill Proficiencies: Chakra Control, Survival
Passive Affinity: You begin with the Fire release affinity.
Fire Literacy: Your Ninjutsu ability score is counted as
being +2 higher, for the purpose of casting jutsu of B-
Rank or higher with the Fire Release Keyword through
any ability score restrictions (SHB, pg.104).

IBURI FEATURES
Iburi Techniques: The Iburi Have access to a separate
list of Jutsu unique to their Clan. You can add these Jutsu
to your jutsu list instead of selecting jutsu from the
Normal jutsu list.
Fire Release Simplicity: When creating or learning
Ninjutsu with the Fire Release affinity, reduce the time it
takes to complete the task by half. This does not stack
with other similar effects.
Ashen Resilience: Starting at 1st level, your clan's
unique kekkei genkai grants you the ability to control
the smoke within and nearby your body. Whenever
you take knockback, the distance is always halved.
You also add a +1d4 bonus to saving throws against
Genjutsu with the Inhale keyword, as your smoke
body naturally filters out toxins.
Starting at 3rd level, your body becomes more tolerant
to flame. Whenever you take fire damage, you reduce the
damage taken by -3. At 7th level, your resilience to
fire improves. You gain resistance to fire damage.
Starting at 11th level, you gain immunity to the
Burned condition and you can attempt to end the
Burned condition on an allied creature within 15 ART C REDIT
feet of you as a bonus action. When you attempt the
Misaki Yata from K Project
Survival skill check to end the Burned condition, you
make your check at advantage.

24
IBURI CLAN JUTSU If you hit your first attack, you can make a 2nd attack
against the creature or another creature within range, as

D-RANK
you morph into smoke again, comboing into a spin kick
from above or a lateral kick. On a hit, you deal 1d8+1 Fire
damage and the creature must make a Strength saving
CHIMNEY DANCE throw against your Ninjutsu or Taijutsu Save DC,
Classification: Hijutsu whichever is higher. On a failed save, if you choose to
Rank: D-Rank perform a spin kick from above, they are knocked prone.
Casting Time: 1 Bonus Action If you choose to make a lateral kick, they are knocked
Range: Self back 15 feet.
Duration: 1 Minute At Higher Ranks: For each rank you cast this jutsu
Components: CM, M above C-Rank, increase the damage by 1d8+1. If cast to
Cost: 4 Chakra B-Rank, you can perform this jutsu as a reaction, when
Keywords: Hijutsu, Ninjutsu, Fire Release you would take an attack of opportunity, as if you cast
Description: Your feet begin to release small cinders this jutsu at C-Rank.
which convert the air surrounding them into smoke
which you use to propel your movement. For the SULFUR BOMB
duration, your movement speed increases by 10 feet and Classification: Hijutsu
you gain an additional reaction per round. This reaction Rank: D-Rank
can only be used to take attacks of opportunity. Casting Time: 1 Action
Creatures provoke attacks of opportunity if they move in Range: 60 feet (15-foot sphere)
or out of 10 feet of you. If you hit with an attack of Duration: Instant
opportunity, you deal an extra 1d8+1 of Fire damage. Components: HS, CM
If you are currently receiving the benefits of the Smoke Cost: 5 Chakra
Form jutsu, you make attacks of opportunity at Keywords: Hijutsu, Ninjutsu, Fire Release, Clash
advantage, and the bonus damage increases to a d10. Description: You generate a large quantity of smoke in
At Higher Ranks: For each rank you cast this jutsu your hand and throw it at space within 60 feet,
above D-Rank, increase the cost of this jutsu by 3. If cast generating a 15-foot sphere of smoke. Each creature
to B-Rank or higher, increase the damage by 1d8+1 and within the sphere must make a Dexterity saving throw,
you can use your movement speed to fly and can hover. If taking 3d6+3 Fire damage and falling prone on a failed
cast to S-Rank, increase the damage by 1d8+1 and you save, or half as much damage and no further effects.
gain an extra reaction which you can only use to take an The smoke created by this jutsu persists for 1 minute,
attack of opportunity. causing creatures within to become heavily obscured for
as long as they still within, though you can see through
FUME SUBSTITUTION the smoke just fine. Creatures that end their turns within
Classification: Hijutsu this smoke cloud, take 1d10+1 necrotic damage which
Rank: D-Rank cannot be reduced by any means. If the creature remains
Casting Time: 1 Reaction, which you take when you are in the smoke cloud for the entire minute, they fall
targeted by an attack or would take damage from an Unconscious, unable to breathe.
attack that targets you. At Higher Ranks: For each rank you cast this jutsu
Range: Self above D-Rank, increase the cost of this jutsu by 3 and
Duration: 1 Round the damage by 2d6. If upcast to B-Rank or higher, you
Components: CM can disperse the leftover smoke as a free action on your
Cost: 5 Chakra turn, otherwise, the smoke now lasts 10 minutes.
Keywords: Hijutsu, Ninjutsu, Fire Release
Description: You quickly morph your body into smoke to C-RANK
avoid being struck by an enemy's assault. Increase your
AC by +5 for the triggering attack, and for every other CINDER FIELD
attack you are targeted with, you reduce the attack roll Classification: Hijutsu
by a 1d4 potentially causing the attack to miss you. For Rank: C-Rank
each attack that misses you as a result of this jutsu you Casting Time: 1 Action
may move to a space within 10 feet of you as a gust of Range: Self (15-foot radius)
smoke. This does not provoke attacks of opportunity. Duration: Concentration, up to 1 Minute
If you are currently receiving the benefits of the Components: HS, CM
Smoke Form hijutsu, you can instead move up to 15 feet Cost: 9 Chakra
when an attack misses you as a result of this jutsu, and Keywords: Hijutsu, Ninjutsu, Fire Release
reduce consecutive attack rolls by 1d6+1. Description: You breathe out an enormous quantity of
smoke from your mouth creating a field of heavy gas all
INCINERATING BURST around you. You do not need to spend chakra to
Classification: Hijutsu concentrate on this jutsu.
Rank: D-Rank For the duration, a 15-foot radius of smoke surrounds
Casting Time: 1 Action you, lightly obscuring you from creatures who cannot
Range: Touch see through chakra enhanced smoke. Creatures, other
Duration: Instant than you, that enter or start their turn within the field of
Components: CM, M smoke take 5 Fire damage, plus an additonal 5 Fire
Cost: 5 Chakra damage for every 5 feet they willingly move within this
Keywords: Hijutsu, Ninjutsu, Taijutsu, Fire Release radius, as the air they breath burns their lungs. This
Description: Your body briefly erupts into smoke which damage cannot be reduced by any means. Creatures who
bursts into fire. You shed 20-feet of bright light and 10 possess a breathing apparatus do not take damage from
feet of dim light thereafter. You morph your body into walking in this jutsu's area of effect.
smoke, moving to a space within 5 feet of the target as Also, when you deal fire damage to creatures within
you simultaneously go for a flaming uppercut. Make a this radius, you deal an additional die of fire damage,
melee ninjutsu or taijutsu attack. On a hit, you deal 1d8+1 once per turn, and ignore resistance to fire damage.
Fire damage and the creature becomes Burned until the This jutsu ends early if you move more than 90 feet
end of their next turn. from your original location.

25
SMOKE AEGIS B-RANK
Classification: Hijutsu
Rank: C-Rank BURNING SWEEP
Casting Time: 1 Reaction, when another creature you Classification: Hijutsu
could reach with your movement speed would be hit with Rank: B-Rank
an attack or fail a Strength, Dexterity, or Constitution Casting Time: 1 Action
saving throw.
Range: Self (25-long, 65-foot wide, 30-foot high cube)
Range: Movement Speed
Duration: Instant
Duration: Instant Components: HS, CM
Components: CM, M Cost: 14 Chakra
Cost: 8 Chakra Keywords: Hijutsu, Ninjutsu, Fire Release
Keywords: Hijutsu, Ninjutsu, Taijutsu, Fire Release, Description: You aggressively slash the air in front of
Clash you, creating two large pillars far in front of you that
Description: You see an ally within range begin to generate a large gust of wind and ash. You then use
succumb to peril and quickly move to protect them. smoke to levitate into the air, creating two more pillars
Select a creature you could reach with your full in front of you at your sides, creating a 25-foot long, 65-
movement.
foot wide, 30-foot high cube.
You morph your body into smoke and manifest in the
Creatures caught in the awesome forces of smoke and
space your ally was in, your smoke form producing gusts wind within this jutsu's range must make a Dexterity
that push them 5 feet behind you. If this jutsu was done saving throw, as the pillars return to your arms and you
in response to an attack roll, the attack automatically expel the energy towards them all. Creatures that cannot
hits you and you raise both arms up and form a smoke be moved make this saving throw at advantage.
barrier with 5d6 temporary hit points. If this jutsu was Creatures who fail their saving throw against this jutsu
used in response to a failed save, the creature you take 9d6+9 Fire damage and gain 1 rank of Burned.
protected no longer suffers the effects of a failed save, Creatures who fail their saving throw by 5 or more have
and you roll the saving throw in their place at the wind knocked out of them, reducing their movement
disadvantage, with a +2 bonus to the saving throw result.
speed to 0 until the end of their next turn.
If you reduce the attacks damage to 0, or succeed the
If you are currently receiving the benefits of the Smoke
saving throw, you immediately counter with a melee Form hijutsu, creatures of Medium size or smaller make
Ninjutsu attack, dealing your unarmed damage in fire this jutsu's saving throw at disadvantage, and the
damage and knocking the creature back 15 feet on hit. damage increases by 1 step.
If you are currently receiving the benefits of the Smoke At Higher Ranks: For each rank you cast this jutsu
Form hijutsu, you can move to a creature within double above B-Rank, increase the cost of this jutsu by 3, and
your movement speed, your barrier gains 5d8+your the damage by 1 step (1d6<1d8<1d10<1d12).
Ninjutsu ability modifier in temporary hit points if it is
an attack, or gain a +3 bonus to the saving throw.
At Higher Ranks: For each rank you cast this jutsu
SMOKE FORM
Classification: Hijutsu
above C-Rank, increase the cost of this jutsu by 3, the
Rank: B-Rank
temporary hit points gained by 1 die, or the save bonus
Casting Time: 1 Action
by +1 (Pick one).
Range: Self

SMOKE DRAGON Duration: Concentration, up to 1 minute


Components: HS, CM
Classification: Hijutsu Cost: 14 Chakra
Rank: C-Rank
Keywords: Hijutsu, Ninjutsu, Fire Release
Casting Time: 1 Action
Description: You turn yourself and your clothes into
Range: Self (90-foot line) smoke for the duration of this jutsu. You still appear
Duration: Instant mostly the same, however, smoke continues to perspire
Components: HS, CM off your body and fall to the ground beneath you, like a
Cost: 9 Chakra reservoir. When you move, your body quickly
Keywords: Hijutsu, Ninjutsu, Fire Release, Clash shifts into smoke.
Description: You emit a large amount of For the duration of this jutsu, you do not
fumes and gasses from your body and provoke attacks of opportunity when
produce a large dragon construct in you move, and are able to pass
front of you. You send this dragon
through small gaps and cracks,
out in a 90-foot long, 5-foot wide line.
large enough for air to get
All creatures within range of your through. You are also immune to fall
choice must make a Constitution damage.
saving throw, taking 4d8+4 Fire damage Your weapon attacks deal an
and becoming dazed until the end of their next turn additional die of fire damage,
on a failed save. You can control how long this line once per turn, and you gain
becomes. immunity to fire damage,
If you are currently receiving the benefits of the whilst also gaining
Smoke Form hijutsu, you can morph your whole vulnerability to Wind damage.
body into smoke and travel with the dragon
Your AC increases by +1, and
without expending your movement speed.
the Iburi Clan hijutsu you cast other
Upon ending your movement, creatures than this one have their cost
within 10 feet of you provoke reduced by 2 (Min. 1).
attack of opportunity attacks.
At Higher Ranks: For each
rank you cast this jutsu
above C-Rank, increase
the cost by 3, the damage
by 2d8+2. If upcast to A-Rank,
increase the width of the line
by 5 feet.

26
A-RANK ORBITAL DROP
Classification: Hijutsu
BODY OXIDATION TECHNIQUE Rank: A-Rank
Classification: Hijutsu Casting Time: 1 Action
Rank: A-Rank Range: Movement Speed (120-Foot sphere)
Casting Time: 1 Full Turn Action Duration: Instant
Components: CM, M
Range: 30 feet
Cost: 20 Chakra
Duration: Concentration, up to 1 Minute
Components: HS, CM Keywords: Ninjutsu, Hijutsu, Fire Release
Cost: Special (18 Chakra) Description: As part of the requirements for casting this
Keywords: Hijutsu, Ninjutsu, Fuinjutsu, Fire Release jutsu, you must be benefitting from the Smoke Form
Description: As part of the requirements for casting this hijutsu. You move up to your movement speed at a space
jutsu, you must be benefitting from the Smoke within range and send yourself high into the air with a
Form hijutsu. The signature jutsu of the Iburi clan, where burst of smoke. Your body splits into 3 pillars of smoke
the user enters the body of a creature and takes control that rise tangent to each other 200 feet into the air. As
of their actions. You cannot lose concentration on this the smoke pillars rise, they are set on fire from the
friction in the air. These pillars merge and reform into
jutsu as a result of taking damage.
your body, and you begin hurling back down to earth like
Select a creature within range. This creature must
make a Charisma saving throw. On a failed save, you a missle.
entire their body, rendering them incapacitated and As you hit the ground, you create a massive explosion,
unable to move. While in a creature's body, you feel all annihilating creatures within a 120-foot sphere. Each
sensations their body feels and cannot take actions or creature within range must make a Dexterity saving
reactions, or concentrate on other jutsu. Additionally, throw, taking 10d10+10 Fire damage, gaining 3 ranks of
whenever the creature takes damage from an exterior Burned, and becoming blinded until the end of their next
source, you take half the damage they took as Necrotic turn on a failed save. On a successful save, creatures take
damage. half damage and gain only 1 rank of Burned. If a creature
possesses any ranks of Burned prior to being affected by
At the start of each of the creature's turns, they repeat
this jutsu, this jutsu ignores any resistances and
the Charisma saving throw, expelling you from their
body on a success, or remaining incapacitated and immunities to Fire damage the creature may have.
unable to move on failure. At the start of each of your The area this jutsu effects permanently becomes
own turns, you can impose a Constitution or Intelligence difficult terrain, and as this jutsu concludes, your Smoke
saving throw on the creature. After imposing either Form jutsu automatically ends.
saving throw, your turn ends.

• Constitution Save: On a failed Constitution saving ART C REDIT


throw, the creature takes 5d12 necrotic damage which Demonic Lander from Dungeon Fighter Online
bypasses resistance, immunity, and temporary hit
points. The creature also gains 3 stacks of internal
bleeding.
• Intelligence Save: On a failed Intelligence saving
throw, you command the creature to move and take 1
Action that they can take, other than a class or
adversary feature.

When this jutsu ends, you reappear in a space within 5


feet of the creature you were possessing, and
automatically end your Smoke Form jutsu.

27
KASHU CLAN • A creature with 3 ranks or more of Disorientation has
disadvantage on all saving throws and attack rolls that
"What the hell do you think you're looking at?! Unless you
rely on Dexterity.
want your eye ball plucked out and your eye sockets filled
• A creature with 5 ranks of Disorientation falls prone
with roaches and sown shut, I'd suggest looking elsewhere!"
and cannot stand up.
Those were the vulgar remarks shouted at me by a child no
• A creature immune to the Weakened condition is also
older than 11 years. Her mother didn't even bat an eye. There
immune to this condition.
is something deeply wrong with the members of this clan.
• A creature that is affected by 1 or more ranks of
- Saikusu Uchiha
Disorientation can attempt to remove them. As an
At Worlds End, Ch. 19 exceprt.
action on an affected creatures turn, they can make a

IF MUSIC BE THE SONG OF DEATH DC 15 Wisdom saving throw to remove all ranks of
Disorientation on themselves.
The Kashu Clan are a clan of foul mouthed, aggressive,
At 15th level, the DC to remove Disorientation increases
masters of genjutsu. The clan has contracts with
to 20. Additionally, twice per long rest, when a creature
unknown evils from different realms to preform
fails a saving throw against a Genjutsu you cast, you can
malicious jutsu and summoning horrid creatures. Not
give them 1 rank of Disorientation.
much is known about the clan other than their clear
Cunning Genjutsu: Beginning at 3rd level you master
affiliation with the land of sound and their superior
the technical applications of Kashu Hijutsu. You may use
auditory genjutsu.
Intelligence in place of Wisdom for the Attack and
KASHU TRAITS Damage rolls and Save DC of Kashu Hijutsu you cast.
Precise Performance (Changed): Starting at 7th level,
Ability Score Increase: +2 Int, +1 Wis
you gain a +1 bonus to your Genjutsu attack bonus when
Speed: Your base walking speed is 30 feet.
Skill Proficiencies: Illusions, Survival using Genjutsu with the Auditory keyword. This
Kashu Hijutsu: You know 1 additional Kashu Clan D- increases to +2 at 15 th level.
Also at 7th level, when you would cast a Genjutsu that
Rank Hijutsu, this does not count against your jutsu
does not have the Auditory keyword, you can spend
known.
increments of 3 chakra to remove one sensory keyword
Auditory Literacy: All ability scores are counted as being
from the genjutsu, excluding the tactile keyword. If you
+2 higher, for the purpose of casting Higher Ranked
remove all other sensory keywords this way, the jutsu
Genjutsu with the Auditory Keyword through any Ability
gains the Auditory keyword.
Score Restrictions.
Reckless Genjutsu: Kashu Clan members are able to
KASHU FEATURES furiously cast genjutsu at the cost of effectiveness with
Kashu Sound Techniques: The Kashu Clan has access the intent to butcher their enemies. Beginning at 11 th
to a separate list of Jutsu unique to their Clan. You can level, as long as you are equipped with your Auditory
add these Jutsu to your jutsu list instead of selecting Ninja Tool, when you would cast a genjutsu with the
jutsu from the Normal jutsu list(s). auditory keyword that does damage and requires a
Auditory Weaponry: Beginning at 1st level, when you saving throw you can reduce your Save DC by 1, up to
would benefit from a short or long rest, you can craft a 3 times and increase the amount of damage die the
single auditory ninja tool that will serve as a component genjutsu has by the same amount.
for your Kashu Clan Hijutsu. This Auditory Ninja Tool is a Potent Genjutsu: Beginning at 18th
simple melee weapon with the Light and Finesse level, as long as you are equipped
properties and deals 1d4 Bludgeoning damage. This tool with your Auditory Ninja Tool,
can be of any description the user wants, but it must be a when you would inflict damage
device that can produce sound. While wielding this tool with a genjutsu with the
you gain a +1 to damage rolls with Genjutsu with the Auditory keyword you
Auditory keyword, this increases to +2 at 7th level, and +3 can instead as a bonus
at 15th level. action, deal maximum
Starting at 3rd level, when you cast a Genjutsu with damage. This can
the Auditory keyword, you can add your Auditory Ninja be done twice per
Tool as a component. When you do, you can increase the long rest.
damage dealt by 1 die, or decrease the cost of the jutsu by
half the result of 1d4 (rounded up).
Starting at 11th level, when you would cast a Genjutsu
with your Auditory Ninja Tool as a component, your
Genjutsu is able to ignore immunity that a creature
would have as a result of being deafened.
Disorienting Chords: Beginning at 1st level, you gain
access to a new Sensory condition known as
Disorientation, A creature suffering from disorientation
finds difficulty balancing themself and performing feats
of agility. They also feel a deep illness akin to motion
sickness.
A creature with any ranks of Disorientation suffers the
following effects; A creature can have up to 5 ranks of
Disorientation.
• For each rank of Disorientation a creature has, they
suffer a -1 penalty to checks, saving throws, and
attack rolls that rely on Dexterity.

28
KASHU CLAN JUTSU At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3 and

D-RANK
the damage die by 1 step (d4>d6>d8>d10>d12). If cast to
B-Rank or higher, this jutsu’s duration becomes 10
minutes.
VULGAR MOCKERY
Classification: Hijutsu
DEMONIC INSTRUMENT: SONIC RUPTURE
Rank: D-Rank Classification: Hijutsu
Casting Time: 1 Action Rank: D-Rank
Range: 60 feet Casting Time: 1 Bonus Action
Duration: Instant Range: 60 feet
Components: CM Duration: Instant
Cost: 5 Chakra Components: CM, W (Auditory Ninja Tool)
Keyword: Hijutsu, Genjutsu, Auditory Cost: 5 Chakra
Description: This is a unique variant of "Vicious Keyword: Hijutsu, Genjutsu, Auditory, Tactile
Mockery". You unleash an aggressive assault of profane Description: This is a unique variant of "Vicious
insults towards a creature in range, if the target can hear Mockery". You unleash an aggressive assault of profane
you, it must make a Wisdom saving throw. insults towards a creature in range, if the target can hear
Success: The target takes no damage and suffers no you (Though it need not understand you), it must make a
additional effects. Wisdom saving throw.
Failure: The target takes 4d6 psychic damage and has Critical Success: The target takes no damage and loses
disadvantage on the first attack it makes until the end all ranks of Disorientation.
of its next turn. Success: The target takes no damage and suffers no
Critical Failure: Same effects as a failure, but the target additional effects.
suffers disadvantage on all attacks it makes until the Failure: The target takes Xd6 psychic damage on a
end of its next turn. failure, where X = 1 + the ranks of Disorientation the
target has.
DEMONIC INSTRUMENT: AMPED SHOT Critical Failure: The target the target takes Xd6 psychic
Classification: Hijutsu
damage on a failure, where X =2 + twice the ranks of
Rank: D-Rank
Disorientation the target has.
Casting Time: 1 Action
Range: 30 feet At Higher Ranks: For each rank you cast this jutsu
Duration: Instant above D-Rank, increase the cost of this jutsu by 3, and
Components: CM, W (Auditory Ninja Tool) increase the damage of this jutsu by 1 step
Cost: 5 Chakra (d4>d6>d8>d10>d12). If this jutsu is cast at S-Rank the
Keyword: Hijutsu, Genjutsu, Auditory, Tactile target also gains the Deafened condition until they
Description: You focus your chakra into your Auditory remove all ranks of Disorientation.
Ninja Tool to unleash a powerful sound wave at an
enemy. Make a ranged Genjutsu attack. On hit the target C-RANK
takes 3d8 + your Genjutsu ability modifier in psychic
damage and must succeed a Wisdom saving throw or DEMONIC INSTRUMENT: HYPNOTIC M USIC
gain 1 rank of Disorientation. Classification: Hijutsu
At Higher Ranks: For each rank you cast this jutsu Rank: C-Rank
above D-Rank, increase the cost of this jutsu by 3. If cast Casting Time: 1 Action
to C-Rank or higher, increase the damage die of this Range: 120 feet (20-foot radius)
jutsu by 1 step, to a maximum of a d12. If cast to B-Rank Duration: Concentration, up to 1 Minute
or higher, increase the number of attacks made by +1. If Components: CM, W (Auditory Ninja Tool)
cast to A-Rank or higher, increase the damage die of this Cost: 8 Chakra
jutsu by 1 step, to a maximum of a d12. If cast to S-Rank, Keyword: Hijutsu, Genjutsu, Auditory, Unaware
increase the number of attacks made by +1. Description: This is a unique variant of “Hypnotic
Patterns”. You play an enchanting song that captivates
DEMONIC INSTRUMENT: PSYCHIC those in a 20-foot radius sphere originating on a point in
ENHANCEMENT (CHANGED) range, and causes them to dance like no one is watching.
Classification: Hijutsu Each creature in the area who hears this song must make
Rank: D-Rank a Wisdom saving throw.
Casting Time: 1 Action While charmed by this jutsu, the creature cannot hear
Range: Self anything besides the music being made by the genjutsu.
Duration: Concentration, up to 1 Minute
Critical Success: This jutsu’s effects end on the target
Components: CM, W (Auditory Ninja Tool)
and they have advantage on their next saving throw
Cost: 5 Chakra
against this jutsu within the next 10 minutes.
Keyword: Hijutsu, Genjutsu, Tactile
Success: No effects, and this jutsu ends on the target.
Description: You enhance the power of your Auditory
Failure: The creature is Charmed and Restrained,
Ninja Tool by focusing your chakra through it, it
enraptured by the music. The target may remake this
resonates with a deadly tune. Attacks with your Auditory
saving throw to end this jutsu’s effects at the end of
Ninja Tool use your Genjutsu ability modifier for attack
each of their turns. This jutsu’s effects end
rolls. Creatures hit by your Auditory Ninja Tool take 3d4
immediately if the take damage or are knocked prone.
+ your Genjutsu ability modifier psychic damage and,
Critical Failure: Same effects a failure, but the target is
once per round, must make an Intelligence saving throw
also Incapacitated for the duration.
gaining 1 rank of Disorientation on a failed save.

29
FORCEFUL INTERROGATION B-RANK
Classification: Hijutsu
Rank: C-Rank DEMONIC INSTRUMENT: TRIO REQUIEM
Casting Time: 1 Action Classification: Hijutsu
Range: 60 feet Rank: B-Rank
Duration: Concentration, up to 10 Minutes Casting Time: 1 Full Turn Action
Components: HS, CM Range: 10 Feet
Cost: 7 Chakra Duration: 10 Minute
Keyword: Hijutsu, Genjutsu, Auditory, Tactile, Unaware Components: HS, CM, CS, W (Auditory Ninja Tool)
Description: You reach into the mind of your target, Cost: Special (15 Chakra)
latching onto the most delicate parts of their brain Keyword: Hijutsu, Ninjutsu, Fuinjutsu
speaking an incomprehensible language, compelling Description: You summon 1 of 3 legendary Doki to your
them to spill their cuts. aid. Doki can be controlled on your turn using your
Select a creature in range, the target must make a bonus action while equipped with your Auditory Ninja
Charisma saving throw, on a failed save, whenever they Tool.
are asked a question, they must answer completely and As a Bonus action on your turn, you can dismiss all
truthfully, otherwise they take 7d4 psychic damage and summoned Doki. If a Doki is reduced to 0 Hit Points it
gain 1 rank of disorientation. unsummons, and you cannot summon the same Doki
A creature under the effects of this Genjutsu remakes until you complete a full rest. Additionally, you can not
their saving throw each time they respond to a question. summon the same Doki more than once per long rest
If the creature answers truthfully, they make the save at and you cannot have more than one of the same Doki
advantage. If they lie or refuse to answer, they instead summoned at a time.
make the save at disadvantage. While your Doki is within 5 feet of an ally, and that ally
At Higher Ranks: For each rank you cast this jutsu is targeted by an attack, you can use your reaction to
above C-Rank, increase the cost of this jutsu by 3 and the command the Doki to interpose the attack, becoming its
damage by 2d4. new target.
Some Doki abilities may require a saving throw, in
DEMONIC INSTRUMENT: PSYCHIC which case the DC is equal to your Ninjutsu or Genjutsu
INTERRUPTION Save DC.
Classification: Hijutsu At Higher Ranks: For each rank you cast this jutsu
Rank: C-Rank above B-Rank, increase the cost of this jutsu by 5 and the
Casting Time: 1 Reaction, which you take when a number of Doki summoned by 1. You cannot summon
creature within range would cast a jutsu with the HS more than 1 of the same Doki this way
component.
Range: 60 feet DEMONIC INSTRUMENT: AMPED WAVE
Duration: Instant Classification: Hijutsu
Components: CM, W (Auditory Ninja Tool) Rank: B-Rank
Cost: 5 Chakra Casting Time: 1 Action
Keyword: Hijutsu, Genjutsu, Auditory Range: Self
Description: When you see a creature attempt to weave Duration: Concentration, up to 1 Minute
hand seals for their jutsu, you release a sound wave in Components: CM, W (Auditory Ninja Tool)
response attempting to disturb them. Target creature Cost: 11 Chakra
must make a Wisdom saving throw, losing the ability to Keyword: Hijutsu, Genjutsu, Auditory, Tactile
weave hand seals until the start of their next turn and Description: You flow chakra through your Auditory
gaining 1 rank of Disorientation on a failed save. Ninja Tool, enhancing its sounds with terrifying
melodies. Genjutsu you cast with the Auditory Keyword
reduce their Critical Fail range by 2. This does not stack
with other effects that would reduce your Critical Fail
range.
At Higher Ranks: For each rank you cast this jutsu
above B-Rank, increase the cost of this jutsu by 3 and the
Critical Failure range by 1.

30
DOKI (BANDAGED)
Large Humanoid, Proficiency = your Ninjutsu or Genjutsu Ability Mod ATTACKS
Jump Kick. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit:
Armor Class 16 + your Ninjutsu or Genjutsu Ability Modifier
1d8+5 Bludgeoning damage. A creature hit must make a Strength
Hit Points 110
saving throw, being knocked prone on a failed save.
Speed 50 ft.
Skewering Headbutt (Recharge 5-6). Melee Weapon Attack: +12 to
STR DEX CON INT WIS CHA hit, reach 30 ft., one target. Hit: 2d6+5 Piercing damage. A creature hit
16 (+3) 20 (+5) 18 (+4) 6 (-2) 10 (+0) 4 (-3) must make a Constitution saving throw, gaining 1 rank of bleed on a
failed save.
Condition Immunities All Mental, Exhaustion Revolt of the Demon World (Recharge 7-8). Ranged Genjutsu
Saving Throws Dex +12, Con +11 Attack: +Your Genjutsu attack bonus to hit, reach 30 ft., one target.
Skills Athletics +10, Acrobatics +12, Perception +7 Hit: 6d8 Psychic damage, and half as much chakra damage. A
Senses Blindsight 30 ft., passive Perception 17 creature with 0 chakra points takes double psychic damage.

Demonic Immunity. Doki are immune to negative effects and damage


inflicted by jutsu cast with the Auditory Ninja Tool.

DOKI (CLAW)
Large Humanoid, Proficiency = your Ninjutsu or Genjutsu Ability Mod ATTACKS
Multiattack. Doki (Claw) can make 3 attacks with its claws.
Armor Class 18 + your Ninjutsu or Genjutsu Ability Modifier
Hit Points 100 Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit:
Speed 40 ft. 1d6+5 Slashing damage. This attack scores a critical hit on a roll of 19-
20
STR DEX CON INT WIS CHA Tiger Grapple (Recharge 5-6). Choose one creature
20 (+5) 18 (+4) 16 (+3) 6 (-2) 10 (+0) 4 (-3) within 5 feet and make a contested grapple check. On a
success the target creature is grappled and unable to
Condition Immunities All Mental, Exhaustion weave hand signs.
Saving Throws Str +12, Dex +11 Revolt of the Demon World (Recharge 7-8). Ranged
Skills Athletics +12, Acrobatics +11, Perception +7 Genjutsu Attack: +Your Genjutsu attack bonus to hit,
Senses Blindsight 30 ft., passive Perception 17 reach 30 ft., one target. Hit: 6d8 Psychic damage, and
half as much chakra damage. A creature with 0
Demonic Immunity. Doki are immune to negative effects and damage chakra points takes double psychic damage.
inflicted by jutsu cast with the Auditory Ninja Tool.

DOKI (CLUB)
Large Humanoid, Proficiency = your Ninjutsu or Genjutsu Ability Mod ATTACKS
Multiattack. Doki (Club) can make 2 attacks with its club.
Armor Class 20 + your Ninjutsu or Genjutsu Ability Modifier
Hit Points 120 Club. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit:
Speed 30 ft. 1d12+4 Bludgeoning damage.
Club Slam (Recharge 5-6). The Doki slams its club into the ground at
STR DEX CON INT WIS CHA full strength. All creatures within 20 feet must make a Dexterity
18 (+4) 16 (+3) 20 (+5) 6 (-2) 10 (+0) 4 (-3) saving throw, taking 5d6 Bludgeoning damage and falling
prone on a failed save, or half as much damage and no
Condition Immunities All Mental, Exhaustion additional effects on a success.
Saving Throws Str +11, Con +12 Revolt of the Demon World (Recharge 7-8). Ranged
Skills Athletics +11, Acrobatics +10, Perception +7 Genjutsu Attack: +Your Genjutsu attack bonus to hit, reach
Senses Blindsight 30 ft., passive Perception 17 30 ft., one target. Hit: 6d8 Psychic damage, and half as
much chakra damage. A creature with 0 chakra
Demonic Immunity. Doki are immune to negative effects and damage points takes double psychic damage.
inflicted by jutsu cast with the Auditory Ninja Tool.

31
A-RANK
DEMONIC INSTRUMENT: CHAINS OF
PHANTASIA
Classification: Hijutsu
Rank: A-Rank
Casting Time: 1 Action
Range: Self (60-foot radius sphere)
Duration: Instant
Components: CM, W (Auditory Ninja Tool)
Cost: 25 Chakra
Keyword: Hijutsu, Genjutsu, Auditory, Visual, Tactile
Description: You play a demonic sound, creating a dark
hellscape where only pain and suffering exist for all
those under the effects of this genjutsu. All creatures
within range must make a Wisdom save.
Critical Success: The target suffers no effects and is
immune to this genjutsu for the next 24 hours.
Success: The target takes no damage and suffers no
additional effects.
Failure: The target takes 10d8 Psychic damage, and is
restrained as threads wrap around them.
Critical Failure: The target takes 10d8 Psychic damage,
and is restrained and cannot take actions as threads
wrap around them.

Creatures under the effects of this genjutsu are Blind and


Deaf to all other creatures outside the caster. At the end
of a creatures turn they may remake the save to end the
effects of this genjutsu on themselves otherwise taking
an additional 10d8 damage. If a creature under the
effects of this genjutsu takes any damage besides
psychic damage, they immediately remake the save at
advantage. If a creature has 0 chakra, this jutsu instead
deals 20d8 psychic damage.

32
KETON CLAN Energy Overflow: Starting at 3rd level, your chakra
begins to radiate energy akin to the power of a
"The torch just died. We're 10 miles underground and our
supernova. Each time you would take damage that is not
torch just died" Just before I could begin to truly let the panic
self-inflicted or cast a jutsu with the Fire or Lightning
take over our prisoner touched the wall of the cave and
Release keywords, you can gain an Energy Die at the start
suddenly it was so bright I was blinded." I knew there was a
of your next turn, which are d6s. Your Energy Die
reason to keep you around" said Shion "But you know you
becomes d8s at 11th level and d10s at 18th level. You can
could have done that before torches aren't cheap you know"
hold a maximum amount of Energy Die equal to half your
Taking his hand off the cave's wall the prisoner replied
proficiency bonus, rounded up.
"Neither is chakra" and began to walk thru the now very lit
Whenever you cast a jutsu with the Fire or Lightning
up cave.
Release keywords, you can spend any number of Energy
—Humorus Kaguya
Die, adding it to the damage roll. When you use Energy
The World at War, Ch. 17 excerpt
Die this way, your jutsu creates bright light for a number

LET THERE BE LIGHT


of feet equal to the distance your jutsu traveled, until the
end of the turn. The light can be colored however you
The Keton are a custom Homebrew clan created by like.
Artemys and Mr. Hey. Members of the Keton clan have Plasma Release: The Keton clan has a unique talent for
the unique Plasma Release. A powerful combination of manifesting Plasma Release due to their close affinity to
Fire and Lightning that grants both devastating power Fire Release and Lightning Release. Starting at 7th level,
and bright shows of power, but also the ability to create you gain the second nature release you didn’t choose
light. from the Plasma Release Affinity clan trait.
Also at 7th level, when casting a jutsu with the Fire or
KETON TRAITS Lightning Release keywords, you can change the damage
Ability Score Increase: +2 Con, +1 Cha type to fire damage. When casting a Keton Clan Hijutsu,
Speed: Your base walking speed is 30 feet. you can reduce the cost of the jutsu by 2 (Min. 1).
Skill Proficiencies: Performance, Chakra Control Superheated Chakra: You have become adept at
Plasma Release Affinity: You begin with either Fire or molding the particles in the air into plasma with every
Lightning Release Affinity. (Pick One) strike, turning light into your ultimate weapon. Starting
at 11th level, all attacks you make that deal fire damage
KETON FEATURES have their critical threat range increased by +1.
Plasma Techniques: The Keton Clan has access to a Also at 11th level, all Keton Clan Hijutsu you cast ignore
separate list of Jutsu unique to their Clan. You can add resistance to Fire damage and treat immunity as
these Jutsu to your jutsu list instead of selecting jutsu resistance.
from the Normal jutsu list(s). They do not need both Starting at 15th level, when you
Nature Release to use their Clan jutsu. would use your Energy Overflow
Enlightening Grasp: Beginning at 1st level, you gain feature on a Keton Hijutsu, you
the ability to use your clan's kekkei genkai to produce ignore both resistance and
light in any object you touch. As an action, you can place immunity to fire damage.
your palm on an object no larger than10 feet in any
dimension. For the next 10 minutes, the object sheds
bright light in a20-foot radius and dim light for an
additional 20 feet. The light can be colored as you like. If
the object is completely covered in something opaque,
the light is blocked.
You can spend 5 chakra to increase the duration of this
feature on an object effected from 10 minutes to1 hour.
You can dismiss the light from as many objects you have
affected with this feature as an action. If you target an
object being held or worn by a hostile creature, the
creature must succeed a Dexterity saving throw vs. your
Ninjutsu Save DC to avoid this feature.
You can use this feature a number of times equal to
your proficiency bonus per short rest. Alternatively, you
can spend 5 chakra (no action required) to gain an
additional number of uses equal to half your proficiency
bonus.
Stargazer: Due to the nature of your clan's light
producing kekkei genkai, members of your clan have an
incredible tolerance to bright light. Starting at 1st level,
you have advantage on saving throws to avoid gaining
the blinded or dazzled conditions.
At 11th level, you have advantage on saving throws to
avoid effects that would alter your visual perception.
At 18th level, you become immune to the Blinded and
Dazzled conditions.

33
KETON CLAN JUTSU and producing 10 feet of bright light per die spent in the
affected space until the start of your next turn.

D-RANK
At Higher Ranks: For each rank you cast this jutsu
above D-Rank, increase the cost of this jutsu by 3. If this
jutsu is cast at B rank, increase the damage by 1d8. If this
PLASMA RELEASE: NEON MARKER jutsu is cast at S-Rank, increase the damage die by 1d8.
Classification: Hijutsu
Rank: D-Rank
PLASMA RELEASE: NEON FLASH
Casting Time: 1 Action Classification: Hijutsu
Range: Touch Rank: D-Rank
Duration: Instant Casting Time: 1 Reaction, which you take when you are
Components: HS, CM targeted by an attack
Cost: 5 Chakra Range: Self (10-foot radius)
Keywords: Hijutsu, Ninjutsu, Fire Release, Lightning Duration: Instant
Release Components: HS, CM
Description: You cover your hand with neon lightning up Cost: 5 Chakra
the area around you, before quickly striking a creature Keywords: Hijutsu, Ninjutsu, Fire Release, Lightning
within range. Make a Melee Ninjutsu Attack against a Release
creature within range. On a hit, the target takes 3d6+3 Description: When you would be targeted by an attack or
lightning damage and the target creature sheds bright jutsu you unleash a wave of bright light to disorient your
light in a 20-foot radius and dim light for an additional opponent.
20 feet for 1d4 rounds. The light can be colored as you All creatures within 10 feet of you must make a
like. Dexterity saving throw. On a failed save, creatures take
At Higher Ranks: For each rank you cast this jutsu 2d8+2 fire damage and are Blinded until the start of your
above D-Rank, increase the cost of this jutsu by 3, the next turn. On a successful saving throw, creatures take
damage by 2d6+2 and die which determines the number half damage and suffer no further effects. Against all
of rounds the target is lit increases by 1 step. (1d4>1d6> non-blinded creatures, you treat your AC as +3 higher
1d8>1d10>1d12) until the start of your next turn.

PLASMA RELEASE: PLASMA BEAM C-RANK


Classification: Hijutsu
Rank: D-Rank
PLASMA RELEASE: SPARKLER CHAIN
EXPLOSION
Casting Time: 1 Action
Range: 60 Feet
Classification: Hijutsu
Duration: Instant
Rank: C-Rank
Components: HS, CM
Casting Time: 1 Action
Cost: 5 Chakra
Range: 60 Feet
Keywords: Hijutsu, Ninjutsu, Fire Release, Lightning
Duration: Instant
Release
Components: HS, CM
Description: You create and shoot out a Plasma beam
Cost: 8 Chakra
from your fingertip, piercing and cauterizing whatever it
Keywords: Hijutsu, Ninjutsu, Fire Release, Lightning
goes through. Make a Ranged Ninjutsu attack roll
Release
against a creature in range, dealing 2d8+2 fire damage
Description: You summon two orbs of plasma and throw
on a hit.
them at different places producing a series of bright
At Higher Ranks: For each rank you cast this jutsu
explosions. Each creature in a 10-foot-radius sphere
above D-Rank, increase the cost of this jutsu by 3, the
centered on each point you choose must make a
damage by 1d8+2 and you can make one additional
Dexterity saving throw. A creature takes 3d6+3 fire
attack against another creature within range.
damage on a failed save, or half as much damage on a
PLASMA RELEASE: PLASMA SWALLOW successful one. A creature in the area of more than one
Classification: Hijutsu explosion is affected a maximum of twice.
Rank: D-Rank At Higher Ranks: For each rank you cast this jutsu
Casting Time: 1 Bonus Action above C-Rank, increase the cost of this jutsu by 3, the
Range: Touch damage by 1d6+1, and the amount of explosions by +2.
Duration: 1 Minute
Components: HS, CM, W(Any)
Cost: 5 Chakra
Keywords: Hijutsu, Ninjutsu, Fire Release, Lightning
Release
Description: A chakra flow technique where the user
flows plasma through their weapon. You send
continuous arcs of plasma through your blade.
For the duration of this jutsu, your weapon deals an
additional 1d8 fire or lightning damage on a hit, twice
per turn. While this jutsu is active, you ignore the HS
component for your Keton Hijutsu and are considered a
source of bright light in a 30-foot radius. When you land
a hit with your weapon, you can spend up to your
remaining Energy Die, adding them to the damage dealt

34
PLASMA RELEASE: NOVA speed away from you. Doing this causes this jutsu to end
Classification: Hijutsu and the light source to dissipate.
Rank: C-Rank At Higher Ranks: For each rank you cast this jutsu
Casting Time: 1 Action above B-Rank, increase the cost by 3. If this jutsu is cast
Range: 90 feet (30-foot Sphere) to A-Rank or higher, using the special reaction granted
Duration: Instant by this jutsu no longer automatically ends it the first
Components: HS, CM time you use this reaction per casting. If this jutsu is cast
Cost: 8 Chakra to S-Rank, your movement speed is instead tripled.
Keywords: Hijutsu, Ninjutsu, Fire Release, Lightning
Release PLASMA RELEASE: CHAOS RISING
Description: You create an orb of Plasma chakra in your Classification: Hijutsu
hands before throwing it at a point centered in range. Rank: B-Rank
This orb then erupts into an explosion of plasma. All Casting Time: 1 Action
creatures within 30 feet of the target location must make Range: Touch
a Dexterity Saving Throw, taking 4d10+4 lighting Duration: Instant
damage and gaining 1 rank of shocked or burned Components: HS, CM
(caster's choice) on a failed save, or half damage and no Cost: 14 chakra
effects on a success. Keywords: Hijutsu, Ninjutsu, Fire Release, Lightning
Following the explosion, the center of the explosion is Release
a source of bright light in a 30-foot radius and dim light Description: (This jutsu cannot score a critical hit.)
for an additional 30 feet for 1 minute. The light can be You send plasma chakra into your limbs and prepare an
colored as you like. assault on a target. Make 3 melee ninjutsu attacks on a
At Higher Ranks: For each rank you cast this jutsu target creature, dealing 3d8+3 fire damage and knocking
above C-Rank, increase the cost of this jutsu by 3 and the them 10 feet into the air on each hit (You rise with the
damage by 2d10. If this jutsu is cast at A rank or higher, creature). If you hit with 2 or more attacks, the creature
creatures who fail the saving throw are affected by both becomes Shocked until the end of their next turn. If you
conditions. hit with all 3 attacks, the creature becomes burned for
the same duration.
PLASMA RELEASE: PROJECTED CHAOTIC At Higher Ranks: For each rank you cast this jutsu
EXPLOSION above B-Rank, increase the cost of this jutsu by 3. If cast
Classification: Hijutsu to S-Rank, increase the damage by 1d8+1.
Rank: C-Rank
Casting Time: 1 Action A-RANK
Range: Self (45-foot cone)
Duration: Instant PLASMA RELEASE: CHAOS DESTRUCTION
Components: HS, CM WAVE
Cost: 9 Chakra Classification: Hijutsu
Keywords: Hijutsu, Ninjutsu, Fire Release, Lightning Rank: A-Rank
Release Casting Time: 1 Action
Description: You create an orb of plasma and project its Range: Self (120-foot line)
energy forwards causing a series of colorful explosions. Duration: Instant
Each creature in a 45-foot cone must make a Dexterity Components: HS, CM
saving throw. A creature takes 5d10+5 fire damage on a Cost: 20 Chakra
failed save, or half as much damage on a successful one. Keywords: Hijutsu, Ninjutsu, Fire Release, Lightning
Following the explosion, the entire area of the jutsu Release
shines a dim light for 20 feet for 1 minute. The light can Description: You cusp both hands, charging an orb of
be colored as you like. growing plasma before finally releasing it in a 120-
At Higher Ranks: For each rank you cast this jutsu footlong, 10-foot-wide line of destruction. All creatures
above C-Rank, increase the cost of this jutsu by 3 and the within range must make a Dexterity saving throw,
damage by 1d10+1, and the range by 5ft. taking 9d10+9 lightning Damage on a failed save or half
on a success. A creature with the burned condition makes
B-RANK this saving throw at disadvantage.
Creatures who fail their Dexterity saving throw must
PLASMA RELEASE: NEON STEP make a Constitution saving throw at disadvantage,
Classification: Hijutsu becoming burned, and becoming stunned the end of
Rank: B-Rank their next turn on a failed save.
Casting Time: 1 Bonus Action At Higher Ranks: For each rank you cast this jutsu
Range: Self above A-Rank, increase the cost of this jutsu by 3, and
Duration: Concentration, up to 1 minute increase the damage by 3d10+3.
Components: HS, CM
Cost: 12 Chakra
Keywords: Hijutsu, Ninjutsu, Fire Release, Lightning
Release
Description: You transform your entire body into Neon.
Your movement speed is doubled, ranged attacks have
disadvantage to hit you, and you may use your reaction
to teleport to a source of bright light if that source of
light is within a range equal or less than your movement

35
KONJIKI CLAN Blood of the Earth: Beginning at 3rd level, when you
are wearing Light or Medium Armor you can use
"I blinked once, then twice before realizing that I was still
Intelligence in place of Dexterity for your Armor Class
alive to blink and not buried miles below the surface. That’s
and you ignore difficult terrain while you are on land,
when I heard it; Izumi was taking in short heavy breaths
always being able to sense the best possible path to take
that sounded almost like she was wheezing. She had
to navigate out of a less than optimal situation.
summoned an unbelievable amount of steel to stop the
At 11th level, while you are on land you gain a
cavern from collapsing and saved us all. I started to let out
tremor sense of 60 feet.
my gratitude when she collapsed onto the ground. Sensei
Perfected Creation: Also at 3rd level, before even fully
walked up to her and lifted her onto his back saying that he
realizing your clan’s kekkei genkai you have learned how
was proud to have such a strong student"
to mold Earth Release to be sturdier and more stable.
-Kamira Kaguya
When you cast a jutsu with the Earth Release keyword
The Long Road, Ch. 24 excerpt
that summons a construct, you may spend an additional

TEMPERED WILL
amount of chakra equal to the rank of the jutsu cast to
grant the construct a +1 to its AC, +3 to any damage
The Konjiki is a clan from the village hidden in stones, a reduction it possesses, and grant it a +1d4 bonus to
small village in the country between the lands of wind damage rolls. (D/C-Rank: 2, B/A-Rank: 4, S-Rank: 6)
and earth, this clan is known for both their mercenary Beginning at 15th level, Konjiki Hijutsu always gain
works in those great nations and their special affinity to these benefits, regardless of whether you spend chakra.
the materialization of Yin and Earth chakra known as Steel Release: Beginning at 7th level, you have gained
“Steel Release”. the ability to enhance normal Earth Release Jutsu by
adding piles of steel into the earth. When you cast a jutsu
KONJIKI TRAITS with the Earth Release keyword, once per casting, you
Ability Score Increase: +2 Int, +1 Str or Con can choose to increase the damage die or temporary hit
Speed: Your base walking speed is 30 feet. points of the jutsu by 1 step (D4<D6<D8 <D10<D12) or
Skill Proficiencies: Crafting, Ninshou gain a +1 to attack rolls.
Steel Release: You begin with the Earth Release Affinity. Additionally, when casting Konjiki Hijutsu, reduce the
Earth Literacy: Your Ninjutsu ability score is counted as cost of the jutsu by -1.
being +2 higher, for the purpose of casting jutsu of B- Reinforced and Pressurized: Beginning at level 11th
Rank or higher with the Earth Release Keyword through level, you can enhance constructs made from your
any ability score restrictions (SHB, pg.104). chakra, when you cast a jutsu with the earth release
keyword that creates a construct or gives Temporal Hit
KONJIKI FEATURES Points, the construct or the target creature gains an
Metal Techniques: The Konjiki Clan has access to a additional amount of Temp Hit Points or Hit Points
separate list of Jutsu unique to their Clan. You can add equal to your Character Level. Additionally, constructs
these Jutsu to your jutsu list instead of selecting jutsu created with the Earth Release keyword lose any
from the Normal jutsu list(s). vulnerabilities or inability to defend against Lightning
Earth Release Simplicity: When creating or learning Release or Genjutsu.
Ninjutsu with the Earth Release affinity reduce the time it Starting at 18th level you instead add twice your
takes to complete the task by half. This does not stack character level to the hit points or temporary hit points
with other similar effects. gained.
Weapon Formation: Members of the Konjiki clan are
able to utilize the malleability of their Steel Release to
augment their Hijutsu for many situations. Beginning at
1st level, when you cast a Konjiki Hijutsu, you can choose
for it to deal Bludgeoning, Piercing, or Slashing damage.
Your Hijutsu gains a unique benefit based on the damage
type chosen. If no damage type is chosen, your Hijutsu
deals Earth damage.
Beginning at 15th level, you can choose to split the
damage dealt between two damage types, allowing your
Hijutsu to gain both associated unique benefits.
• Bludgeoning: If the target is Bruised, you may trigger
the damage of Bruised an additional time per turn,
however, the bonus to damage from Bruised is halved.
At 7th level, once per casting when you score a critical
hit or a creature critically fails their saving throw
against your Hijutsu, they gain 1 rank of Bruised.
• Piercing: Your jutsu ignores an amount of the target’s
DR equal to half your proficiency bonus, rounded up.
At 7th level, once per casting when you score a critical
hit or a creature critically fails their saving throw
against your Hijutsu, they gain 1 rank of Weakened.
• Slashing: Your Hijutsu gains a +10 bonus to range and
increases any area of effects by 5ft. in all directions. At
7th level, once per casting when you score a critical hit
or a creature critically fails their saving throw against
your Hijutsu, they gain 1 rank of Lacerated.

36
D-RANK throw at the end of each of their turns to end being
restrained.
STEEL RELEASE: IMPERVIOUS ARMOR At Higher Ranks: For each rank for each rank you cast
(CHANGED) this jutsu above D-Rank, increase the cost of this jutsu
Classification: Hijutsu by 3 and the number of creatures you can target by 1.

STEEL RELEASE: STEEL RAIN (NEW!)


Rank: D-Rank
Casting Time: 1 Reaction, which you take when you are
Classification: Hijutsu
targeted for an attack, would take damage, or make a
Rank: D-Rank
Strength or Constitution saving throw.
Casting Time: 1 Action
Range: Self
Range: 60 feet (15-foot sphere)
Duration: 1 Round
Duration: Instant
Components: HS, CM
Components: HS, CM
Cost: 5 Chakra
Cost: 5 Chakra
Keywords: Hijutsu, Ninjutsu, Earth Release
Keywords: Hijutsu, Ninjutsu, Earth Release
Description: You quickly turn your skin into a steel-like
Description: You manifest numerous thrown weapons
material before suffering a hostile effect. For the
such as Shuriken or Kunai at a point within 60 feet and
duration, you gain resistance to the triggering damage
unleash all of them upon all targets within a 15-foot
and gain 1d6+your Ninjutsu ability modifier in
sphere. All creatures within range must make a Dexterity
temporary hit points. These temporary hit points do not
saving throw, taking 3d8 [X] damage and gaining one
protect you from Lightning damage. You also gain
rank of a specified condition on a failed saving throw, or
advantage on Strength and Constitution saving throws
half damage and no effects on a successful saving throw.
for the duration.
The condition gained depends on the damage type of this
At Higher Ranks: For each rank you cast this jutsu
jutsu (Bludgeoning/Earth=Bruised, Slashing=Bleeding,
above D-Rank, increase the cost of this jutsu by 3 and
Piercing=Weakened).
the temporary hit points gained by 2d6.
At Higher Ranks: For each rank for each rank you cast
STEEL RELEASE: STEEL PROJECTILE this jutsu above D-Rank, increase the cost of this jutsu

(CHANGED) by 3 and the damage by 2d8.

C-RANK
Classification: Hijutsu
Rank: D-Rank
Casting Time: 1 Action
Range: 60 feet STEEL RELEASE: STEEL SHIELD TECHNIQUE
Duration: Instant (CHANGED)
Components: HS, CM Classification: Hijutsu
Cost: 5 Chakra Rank: C-Rank
Keywords: Hijutsu, Ninjutsu, Earth Release Casting Time: 1 Reaction, which you take when you or an
Description: You create an object made of steel and ally are targeted by an attack or would take damage.
launch it at high speed towards a target within range, Range: 15 feet
make a ranged ninjutsu attack, dealing 3d10 + your Duration: 1 Round
Ninjutsu ability modifier in [X] damage on hit and Components: HS, CM
reducing the result of their next saving throw by 1d4. Cost: 8 Chakra
At Higher Ranks: For each rank you cast this jutsu Keywords: Hijutsu, Ninjutsu, Earth Release
above D-Rank, increase the cost of this jutsu by 3. If cast Description: You intercept an attack targeting you or an
to B-Rank or higher, increase the number of attacks ally in range with a steel wall. This wall is a construct,
made by +1. If cast to S-Rank, increase the number of and is 10 feet tall, 15 feet wide, and 5 feet thick.
attacks made by +1. The saving throw reduction does not This wall appears right before the attack hits you or
stack. your ally, intercepting all damage and effects. This wall
has 7d6 hit points, an AC equal to your Ninjutsu Save DC,
STEEL RELEASE: STEEL TELEKINESIS and reduces all damage received by -5 (excluding
Classification: Hijutsu lightning damage). The wall also provides half cover to
Rank: D-Rank all creatures within 5ft.
Casting Time: 1 Action If the damage the wall receives exceeds its hit points,
Range: 30 feet the originally targeted creature takes any remaining
Duration: Concentration, up to 1 Minute damage and effects. This wall does not disappear at the
Components: HS, CM beginning of your next turn, instead remaining as a
Cost: 5 Chakra structure unless destroyed.
Keywords: Hijutsu, Ninjutsu, Earth Release At Higher Ranks: For each rank you cast this jutsu
Description: You are able to command Steel from long above C-Rank, increase the cost of this jutsu by 3, the hit
ranges. You can lift objects made of or connected to steel points of the wall by 2d6, the width by 5 feet, and the
of Medium size or lower. You can even use this to lift and height by 10 feet.
move creatures wearing armor. You select 1 target
creature within range wearing armor made of metal, STEEL RELEASE: STEEL SPEAR (CHANGED)
forcing them to make a Strength Saving throw. Classification: Hijutsu
On a Failed Save they are restrained and moved up to Rank: C-Rank
30 feet in any direction of your choice. On future turns if Casting Time: 1 Action
they are still restrained you can use your bonus action to Range: 60 feet
move them up to 30 ft in any direction of your choice. A Duration: Instant
creature can attempt to remake the Strength Saving Components: HS, CM
Cost: 7 Chakra

37
Keywords: Hijutsu, Ninjutsu, Earth Release STEEL RELEASE: BINDING METAL CHAINS
Description: You conjure a massive spear made of steel Classification: Hijutsu
before sending it flying towards a target within range, Rank: B-Rank
make a ranged ninjutsu attack, dealing 6d8 [X] damage. Casting Time: 1 Action
If you score a critical hit with this jutsu’s attack roll, Range: 90 feet (20-Foot Radius)
the steel spear splinters and explodes, tripling the Duration: Concentration, up to 1 Minute
damage dice, instead of doubling them. Components: HS, CM
At Higher Ranks: For each rank you cast this jutsu Cost: 14 Chakra
above C-Rank, increase the cost of this jutsu by 3, the Keywords: Hijutsu, Ninjutsu, Earth Release
damage by 2d8, and this jutsu bonus to critical threat Description: You focus your chakra deep underground
range by +1. creating a huge amount of steel before dozens of steel
chains launch outside of the surface attempting to
STEEL RELEASE: STORM OF STEEL (NEW!) restrain those you command them to. Each creature
Classification: Hijutsu within range that you select must make a Dexterity
Rank: C-Rank saving throw.
Casting Time: 1 Action On a failed save the target takes 4d8 [X] damage and is
Range: Self (30-foot radius) restrained by your chains. For the remainder of the Jutsu
Duration: Concentration, up to 1 Minute. if a creature enters the range of your chains or starts
Components: HS, CM there turn in the range of the chains while not already
Cost: 8 Chakra being restrained by the chains you may choose for them
Keywords: Hijutsu, Ninjutsu, Earth Release to make a Dexterity saving throw or become restrained
Description: You create a massive quantity of steel and take 4d6 [X] damage.
weapons above you in a 30-foot radius. All hostile A creature can attempt to stop being restrained by the
creatures that start their turn or enter this area for the chains by making a Strength Saving throw at the end of
first time on their turn must make one of the following each of their turns to end being restrained. The area
saving throws based on your selected damage type taken up by the chains is counted as difficult terrain.
between Bludgeoning, Piercing, or Slashing damage At Higher Ranks: For each rank you cast this jutsu
with your Weapon Formation feature. On a successful above B-Rank, increase the cost of this jutsu by 3, and
saving throw, creatures take half damage and no effects. the radius by 10 feet and the damage by 2d8 and 2d6
• Bludgeoning (Constitution): On a failure, creatures respectively.
take 4d10 bludgeoning damage and are Dazed.
• Piercing (Strength): On a failure, creatures take 6d6 A-RANK
piercing damage and are grappled for the duration.
• Slashing (Dexterity): On a failure, creatures take 5d8 STEEL RELEASE: METAL PRISON (CHANGED)
slashing damage and are Lacerated. Classification: Hijutsu
Rank: A-Rank
At Higher Ranks: For each rank you cast this jutsu
Casting Time: 1 Action
above C-Rank, increase the cost of this jutsu by 3 and the
Range: 30 Feet
damage by 1d10/1d6/1d8 respectively.
Duration: Permanent

B-RANK
Components: HS, CM
Cost: 20 Chakra
Keywords: Hijutsu, Ninjutsu, Earth Release
STEEL RELEASE: STEEL SUIT (CHANGED) Description: You constrict and bind a creature with
Classification: Hijutsu metal, choose one creature in range, they must make a
Rank: B-Rank Strength saving throw, being Restrained by the metal
Casting Time: 1 Action prison. While restrained this way, the creature has full
Range: Self cover, and if they attempt to cast a jutsu with the HS
Duration: Concentration, up to 1 Minute component, they must succeed a Ninshou check at
Components: HS, CM disadvantage against your Ninjutsu Save DC or else the
Cost: 14 Chakra jutsu fails to be cast and the chakra is wasted.
Keywords: Hijutsu, Ninjutsu, Earth Release The metal prison has an AC equal to your
Description: You wrap a thin sheet of metal around your Ninjutsu Save DC and 120 Hit Points. The
body to greatly increase your defensive capabilities. metal prison is resistant to all damage
You cannot lose concentration on this jutsu as a excluding lightning damage. A
result of damage. For the duration of this Jutsu creature can attempt to remake the
you gain 10d10 Temp hit points. These Strength Saving throw at the end
Temporary Hit points reduce any damage of each of their turns to end
taken by -5 excluding lightning damage. being restrained.
Also, while you have temporary Hit Points Each time a creature fails the
granted by this jutsu you are counted as an Strength saving throw the DC
Earthen Construct and deal +2d10 additional increases by 1 to a max of +5.
damage on all unarmed and melee weapon
attacks, twice per turn. When the
temporary Hit Points provided by this jutsu
reach 0 the jutsu ends.
At Higher Ranks: For each rank you cast
this jutsu above C-Rank, increase the cost
of this jutsu by 3 and the temporary hit
points by 1d10.

38
SHÍ HÓU CLAN Monkeys Paw: At 1st level you find yourself more
dexterous and able bodied as you tap into your inner
"At long last!" the humble monk traveling west on his
primate. A number of times equal to your proficiency
journey to collect the divine sutras sang out. Following
bonus per long rest, when you would roll a Strength or
behind, a slightly annoyed, but still playful Shinobi Son Wu.
Dexterity skill check, you may add a 1d4 to the roll. This
"Hey old man, how much further do we have to go?" Cried
bonus increases to a 1d6 at the 7th level and a 1d8 at the
out the Ninja. "Not too much further! Only another 1000
11th level.
miles!" Wu angrily followed, but loyal to the mission.
Inner Chi: The Shi Hou clan has always been gifted
Unbeknownst to him, the mission papers the monk holds are
with miraculous chakra control as a result of their Sage
forged. The monk had gotten away with this dozens of times
ancestry. Beginning at 3rd level, you gain 10 Inner
before, but this time, Son was the victim of this tall tail. With
Chi. You gain 1 additional Inner Chi at each level. Inner
Sons other teammates , they faced eighty-one trials during
Chi can be used in place of chakra for the casting of
their quest. For his service and strength, Son Wu was
Taijutsu. When you would cast a Taijutsu with at least an
awarded a single apple as laid out in the rewards portion of
amount of Inner chi equal to its rank, (D=1, C=2, B=3,
the forged mission documents...”
A=4, S=5) that jutsu gains either 1 additional damage die
- Tales of the Gallant, Chapter 2
(once per casting) or gains +1 to hit (pick one).

TAOIST SPIRIT
While concentrating on jutsu that you cast with Inner
Chi, pay concentration cost as if you had cast it with
The Shí Hóu Clan is a custom homebrew clan created by normal chakra. When you would gain the benefit of a
StruggledKiller. The Shi Hou are a peaceful clan hailing short rest, you regain Inner Chi equal to half your
from a small village in the Land of Earth. From birth, maximum. All Inner Chi replenishes on a long rest.
members of this clan are exceptionally strong, 72 Earthly Transformations: As a member of the Shi
manifesting immense chakra unlike any other clan and Hou clan you can tap into your ancestral powers and
an unusual Kekkei Genkai, a monkey-like tail. The Shi utilize an unique adaptation of the transformation
Hou tend to keep to themselves, however, time and time technique to empower your taijutsu. Beginning at the 3rd
again during Great Shinobi wars they lend their strength. level you gain 3 of the following Simple Transformations.
They believe themselves descendants of the first Human Transformations that require a saving throw, use your
Sage, who trained under the Primate Tribe. Taijutsu Save DC. To activate this feature you must
spend 1 additional Inner Chi as a part of casting a
SHÍ HÓU TRAITS Taijutsu. You can only use one Simple, Advanced, or
Ability Score Increase: +2 Con, +1 Str or Dex Mythical Transformation once per casting.
Speed: Your base walking speed is 35 feet • Bear Form: When you would cast a Taijutsu that
Skill Proficiencies: Chakra control, Pick one between: makes a single attack, on a hit the creature must
Ninshou, Martial Arts. succeed a Strength saving throw or fall prone, and
Weapon Proficiencies: Quarterstaff reduce their movement speed to 0 until the start of
their next turn.
SHÍ HÓU FEATURES • Bull Form: When you cast a Taijutsu that requires at
Shí Hóu Agility: You gain a climbing speed equal to least one melee attack, creature(s) hit by this jutsu
your walking speed. must succeed a Strength save or be knocked 30 feet
Tail: From birth you have a monkey-like tail of any into the air.
color you wish. At 1st level, your tail is strong enough to • Hawk Form: When you cast a Taijutsu on your turn,
hold small objects such as lanterns or Kunai, keeping until the end of the current turn, you cannot have
your hands free. You may use a bonus action to make a your speed reduced by any means (Including from
ranged weapon attack with a weapon with the thrown Conditions).
and light property. • Owl Form: When you would cast a Taijutsu with a
Beginning at the duration of 1 minute or longer, for the duration
11th level you can of the Taijutsu, you may use your Taijutsu
make 2 attacks. ability modifier for Perception, Insight, and
Investigation checks (this enables you to use Monkey’s
Paw with these checks). You also gain darkvision
equal to your normal sight range and can take the
Search Action as a bonus action for the duration.
• Snake Form: When you would cast a Taijutsu that
makes a single attack, the damage type becomes
piercing and on hit the target must succeed a
Constitution save or become envenomed for 1 minute.

39
Beginning at the 7th level you gain access to 2 of the
following Advanced Transformations. These
transformations require 2 additional Inner Chi to be
spent as part of casting a Taijutsu.
• Mink Form: When you would cast a Taijutsu with
more than one attack roll, with each successful attack
roll you increase the damage rolls of the jutsu by +1,
up to a maximum damage bonus equal to your
proficiency bonus.
• Tiger Form: When you cast a Taijutsu that makes two
or less attacks, increase the critical threat range by +2.
• Turtle Form: When you would cast a Taijutsu that
covers an area of effect or requires no more than two
attack rolls, gain temporary hit points equal to half the
damage dealt until the start of your next turn. Taijutsu
affected by this form cannot score a critical hit.
• Wolf Form: When you would cast a jutsu with more
than one attack roll, the damage type becomes
slashing and upon the conclusion of the jutsu, the
target must make a Constitution saving throw with a
penalty equal to the number of attacks they were hit by
using your jutsu. On a failed saving throw, the creature
gains ranks of bleeding equal to this penalty.

Beginning at the 15th Level you may choose one of the


following legendary transformations for your 72 Earthly
Transformations. These transformations are considered
Mythic Transformations require 4 additional Inner Chi to
be spent as part of a jutsu's casting to use.
• Dragon Form: When you would cast a damage dealing
Taijutsu, your jutsu deals an additional amount of
damage equal to twice the number of the jutsu’s
damage die, and has its damage type changed to fire,
once per casting. (Ex. A jutsu that deals 6d10
bludgeoning damage, now deals 6d10+12 fire damage).
• Pegasus Form: When you would cast a taijutsu, if it
does damage, change the damage type to wind. You also
gain a flight speed equal to your movement speed until
the end of the current turn.
• Phoenix Form: When you would cast a Taijutsu as a
reaction, regain hit points equal to your Taijutsu Save
DC.

Immortal Techniques: Beginning at the 18th level you


can spend 3 Inner Chi to re-roll a death save up to twice
per turn. If you succeed 3 death saves or roll a natural 20
on a death save you regain hit points equal to twice your
Taijutsu save DC.

40
SYNTHETIC HUMAN CLAN forehead, and causes your veins to budge and turn black.
You may enter this form as an Action, twice per long
No one knew where they came from in the beginning. One
rest, for up to 1 minute. At 11th level you may now
day we were losing the war against the Ōtsutsuki and the
transform as a bonus action. You can transform an
next day thousands of Orochimaru's "sons" were on the
additional time per long rest at 18th levels. For its
battlefield fighting for the survival of the human race. After
duration you gain the following benefits;
the war Orochimaru was declared the savior of humanity.
• You gain tremorsense up to 30 feet and while a
With everyone seemingly forgetting his past and the fact
creature is within your tremorsense range you cannot
that he now commands the strongest fighting force the
be surprised by them.
world has ever seen.
• As a part of entering your Corrupted Chakra Mode, you
—Hickery Uchiha
gain temporary chakra points equal to your character
A history of the 5th Shinobi World War, Ch. 8 excerpt
level. Beginning at 7th level, when you would use

DESIGNED EXISTENCE these temporary chakra points to cast a Synthetic


Human Hijutsu its upcasted to the next level at no
A clan that has just recently come into existence when additional cost. If the jutsu cannot be upcasted, it
Orochimaru one of the legendary Sannin wished for gains an additional damage die.
children. Members of this clan have an innate linkage to • As a part of entering your Corrupted Chakra Mode, you
snakes and have a special resistance to poison, due to gain temporary Hit points equal to twice your
Orochimaru's various experiments. character level. Beginning at 7th level, when you have
these temporary hit points you are resistant to
SYNTHETIC HUMAN TRAITS bludgeoning, piercing, and slashing damage.
Ability Score Increase: +2 Int, +1 Cha • The damage die for slashing and piercing weapons
Speed: Your base walking speed is 30 feet. you wield, is increased by 1 step and are counted as
Skill Proficiencies: Perception, Survival. being chakra enhanced.
Extra Language: Snake-Speak, you can understand and • Your speed increases by 10 feet and you gain a
speak to snakes. climbing speed equal to your movement speed. These
Weapon Proficiencies: You are proficient with Katanas bonuses increase to 20 feet at 11th level and 30 feet at
and Broadswords 15th level.
Snake Techniques: You know one additional Synthetic • At 7th level, you no longer have a penalty to Taijutsu
clan D-Rank Jutsu attacks when using Soft Physique Modification.
• At 15th level when you would deal poison damage you
SYNTHETIC FEATURES deal additional poison damage equal to your
Synthetic Techniques: The Synthetic Human Clan has proficiency bonus, up to two times per casting or
access to a separate list of Jutsu unique to their Clan. You action.
can add these Jutsu to your jutsu list instead of selecting • At 18th level you are immune to the slowed and
jutsu from the Normal jutsu list(s). weakened conditions.
Soft Physique Modification: Beginning at 1st level,
your body allows you to move in unnatural ways. By
dislocating your body's joints and then using chakra to
manipulate them, you are capable of extending and
flexing in a supernatural way. You can extend your arms
15 feet away whenever you want. While in combat, you
may activate this feature as a free action. While gaining
the benefit of this feature, your unarmed attack range is
15 feet and you have advantage on grapple checks. You
may use Acrobatics instead of Athletics for those grapple
checks. While gaining the range benefit, you suffer a -2
penalty to Taijutsu attacks. The range of this feature
increases by 5 feet at 7th, 11th, and 15th levels.
Immune System: Beginning at 7th level you have a
high resistance to poison and sickness. You are Resistant
to Poison damage. Additionally, you roll at advantage to
resist the effects of viruses and diseases on your body.
At 11th level your immune system is far greater than
the others around you. Reduce all poison damage by your
proficiency bonus. Additionally, you become immune to
any virus or disease that you have overcome in the past,
and you can provide antibodies to others via a blood
transfusion. For each blood transfusion you create you
must spend 1 hit die. When a creature uses a blood
transfusion, they gain advantage to all saving throws to
resist the effects of viruses and diseases for 1 hour.
At 18th level you gain immunity to poison damage and
effects caused by Poison Damage.
Corrupted Chakra Mode: Beginning at 3rd level, you
gain the ability to access your clan’s most powerful
ability Corrupted Chakra Mode. Corrupted Chakra Mode
pulls in a small amount of nature energy, gives your hair
a fiery appearance, causes a horn to grow out of your

41
SYNTHETIC HUMAN JUTSU HIDDEN SHADOW SNAKE BURIAL
Classification: Hijutsu

D-RANK Rank: D-Rank


Casting Time: 1 Action

HIDDEN SHADOW SNAKE HANDS


Range: 30 feet
Duration: Instant
Classification: Hijutsu
Components: CM, M
Rank: D-Rank
Cost: 5 Chakra
Casting Time: 1 Bonus Action
Keywords: Hijutsu, Ninjutsu
Range: Self
Description: The user burrows their arms underground
Duration: 1 minute
and extends their limbs to grab an opponent by their
Components: CM
ankles, dragging them into the ground, and burying
Cost: 5 Chakra
them with only their head being exposed. The target
Keywords: Hijutsu, Ninjutsu
must succeed a Dexterity Saving Throw, being restrained
Description: For the duration your unarmed attack range
and unable to make HS on a failure. If the target is
is the same has the same range as your Soft Physique
unaware of your presence, they make their save at
Modification Feature and you gain the benefits and
disadvantage. Creatures who are restrained by this jutsu
penalties of that feature. Your unarmed damage deals
can make a Strength Saving Throw as an action on their
1d6 + Your Ninjutsu Modifier Piercing damage.
turn to end the effect of this jutsu. This jutsu ignores
At Higher Ranks: For each rank you cast this jutsu
cover.
above D-Rank, increase the cost of this jutsu by 3.
When you upcast this jutsu at C-Rank, once you
grapple a creature, you can, as an action or bonus action,
SNAKE CLONE TECHNIQUE
Classification: Hijutsu
command your snakes to bite or constrict the creature.
Rank: D-Rank
• Bite: The target takes 2d8 Poison Damage and have to Casting Time: 1 Reaction, which you take when you take
succeed a constitution Saving throw, gaining one rank damage.
of Envenomed on a failure.
Range: Self
• Constrict: The target takes 2d8 bludgeoning Damage Duration: 1 round
and must succeed a Strength Saving throw or else be Components: CM
restrained on a failure. Cost: 5 Chakra
If cast at B-Rank, the unarmed die becomes a d8 and Keywords: Hijutsu, Ninjutsu
the Bite and Constrict damage is increased by 1d8. If cast Description: In response to being harmed, the user’s
at S-Rank, the unarmed die becomes a d10 and the Bite body disintegrates into dozens of small snakes and
and Constrict damage is increased by 2d8. reform in the same spot moments later. Until the start of

BINDING GLARE SNAKE SPELL


your next turn, you have a +4 Bonus to AC, including
against the triggering attack. If a melee attack were to
Classification: Hijutsu
miss you thanks to this AC increase the creature who
Rank: D-Rank
missed must succeed a Constitution saving throw or else
Casting Time: 1 Action
gain the poisoned condition until the start of their
Range: 5 feet
next turn.
Duration: Concentration, up to 1 minute.
At Higher Ranks: For each rank
Components: HS, CM
you cast this jutsu above D-Rank,
Cost: 5 Chakra
increase the cost of this jutsu by 3,
Keywords: Hijutsu, Ninjutsu
the range by 5 feet and any damage
Description: The user summons up
by 1d8.
to two snakes which crawl out from
one's sleeves. Up to two creatures of
your choice within the range of your
unarmed attack must succeed a Dexterity
saving throw, gaining the restrained condition
until this jutsu ends and taking 2d8 bludgeoning
damage on a failure. A restrained creature can
attempt to end being restrained by
succeeding a Strength saving throw on
their turns.
At Higher Ranks: For each rank
you cast this jutsu above D-Rank,
increase the cost of this jutsu
by 3 and the damage by 1d12.
If cast at B-Rank, increase
the amount of creatures to
3 and the radius by 5 feet.
If cast at S-Rank,
increase the amount of
creatures to 4 and the
radius by 5 feet.

42
C-RANK • Water: Target creature takes 2d10 cold and 2d10
bludgeoning damage and is forced to make a Strength
SLITHERING SNAKE MODE saving throw. On a failed save, the target creature is
Classification: Hijutsu knocked back by 15 feet and becomes prone.
Rank: C-Rank • Lightning: Target creature takes 2d8 force and 2d8
Casting Time: 1 Bonus Action lightning damage, and must make a Constitution
Range: Self saving throw, being Shocked for 1d4 rounds on a
Duration: Concentration, up to 1 minute failed save.
Components: CM
Cost: 9 Chakra B-RANK
Keywords: Hijutsu, Ninjutsu
Description: The user turns the lower half of their body FORMATION OF TEN THOUSAND SNAKES
into a snake's tail, which greatly increases their speed Classification: Hijutsu
and agility. You do not spend chakra to maintain Rank: B-Rank
concentration of this jutsu. Casting Time: 1 Action
For the duration, your movement speed is doubled, Range: 60-Foot cone
and you gain advantage on Dexterity Saving Throws and Duration: Instant
ignore difficult terrain. Additionally, you have advantage Components: CM, HS
on grapple checks against you. Cost: 14 Chakra
Keywords: Hijutsu, Ninjutsu
STRIKING SHADOW SNAKE ASSAULT Description: You release a countless number of snakes
Classification: Hijutsu from your mouth or cloth that moves violently towards
Rank: C-Rank everyone in front of you. Creatures in a 60-foot cone
Casting Time: 1 Action originating from you must succeed a Constitution saving
Range: Self (30-foot Cube) throw at disadvantage, taking 3d10 piercing and 3d10
Duration: Instant poison damage and gaining two ranks of envenomed on
Components: HS, CM a failed save. On a successful save they take half damage
Cost: 9 Chakra and suffer no additional effects.
Keywords: Hijutsu, Ninjutsu At Higher Ranks: For each rank you cast this jutsu
Description: The user buries his hands and summons a above B-Rank, increase the cost of this jutsu by 3 and
large amount of snakes that emerge from underground. increase the damage by 1d10.
Creatures in this radius must succeed a Dexterity saving
throw, taking 2d8 piercing and 2d8 poison damage and GATHERING OF THE SNAKES
must make a Constitution saving throw, gaining one Classification: Hijutsu
rank of Envenomed on a Failure. On a successful Rank: B-Rank
dexterity save the creature only takes half damage. This Casting Time: 1 Reaction, which you take when you
jutsu ignores total cover. would take lethal damage of any type or when you would
At Higher Ranks: For each rank you cast this jutsu be bisected, beheaded, or would lose any limb.
above C-Rank, increase the cost of this jutsu by 3 and Range: Self
increase each damage type by 1d8 piercing. Duration: Instant
Components: CM, HS
NATURE RELEASE: NATURE SNAKE Cost: 14 Chakra
Classification: Hijutsu Keywords: Hijutsu, Ninjutsu
Rank: C-Rank Description: Snakes emerge from where the user was
Casting Time: 1 Action damaged, and pull the body back together, undoing the
Range: 30ft damage sustained. After using this jutsu, you cannot use
Duration: Instant it again for 1d4 weeks.
Components: HS, CM
Cost: 9 Chakra
Keywords: Hijutsu, Ninjutsu
Description: The user creates a snake construct of
chakra, sending it towards an enemy. Make a ranged
ninjutsu attack, on a hit, the target takes 4d6 force
damage and must make a constitution or be knocked
back 30 ft. Alternatively if you have an elemental
keyword, you may instead pick one of the following
effects based on the Nature Release selected.
• Earth: Target Creature takes 2d10 bludgeoning
damage and 2d8 earth Damage and must also make a
Constitution saving throw gaining the Weakened
condition until the end of their next turn on a failure.
• Wind: The jutsu gains a Range of 60 Feet and deals
3d6 slashing and 3d6 wind damage.
• Fire: Target creature takes 2d8 force and 2d8 fire
damage, and all creatures in a 25-foot cone behind
the target creature must also make a Constitution
saving throw, gaining two ranks of the burned
condition on a failed save.

43
A-RANK
TWIN SNAKES MUTUAL DEATH TECHNIQUE Alternatively, if you have access to a Nature Release,
Classification: Hijutsu you may pick one of the following effects, replacing this
Rank: A-Rank jutsu’s normal effects (excluding the fail by 5 or more
Casting Time: 1 Full Turn Action effect);
Range: Touch • Earth: Creatures instead take 4d10 bludgeoning and
Duration: Instant
4d10 earth damage, and gain 2 ranks of Bruised on a
Components: CM, HS
failed saving throw.
Cost: 20 Chakra
• Wind: This jutsu gains an additional 30 feet of range
Keywords: Hijutsu, Ninjutsu, Kinjutsu
and increases the size of its cone by +10ft. Creatures
Description: In order to cast this jutsu, you must unite at
instead take 5d6 slashing and 5d6 wind damage and
least one hand with the target creature that must be
gain one rank of Bleeding on a failed saving throw.
under the restrained or grappled condition. The user
• Fire: Creatures instead 14d4+14 fire damage and gain 1
grabs one of their intended victim's hands and forces it
rank of Burned on a failed saving throw.
to assist in performing the necessary hand seals. Once
• Water: Creatures instead take 10d6 cold damage and
this is done, the user and the victim both die
gain 1 rank of Chilled, fall prone, and are knocked back
instantaneously.
15 feet on a failed saving throw. The affected area

NATURE SNAKE: GREAT SNAKE STRIKE becomes a source of water for the next minute for

[NEW!]
jutsu of B-Rank or lower.
• Lightning: Creatures instead take 6d12 lightning
Classification: Hijutsu
damage and are Shocked and Weakened for 1d4 rounds
Rank: A-Rank
on a failed saving throw (roll once, for all affected
Casting Time: 1 Action
creatures).
Range: 60 feet (60-foot cone)
Duration: Instant
Components: CM, HS
Cost: 20 Chakra
Keywords: Hijutsu, Ninjutsu
Description: An evolved version of the Nature Release:
Nature Snake Hijutsu. The user generates multiple snake
constructs of chakra to swarm and attack all creatures in
a 60-foot cone, originating from a point within 60 feet.
All creatures within range must make a Strength saving
throw, taking 8d10 force damage and being knocked
prone. Creatures who fail this saving throw by 5 or more
become restrained until the start of their next turn, as
they are constricted and restrained by snakes. On a
successful saving throw, creatures take half as much
damage and no further effects.

44
VESPER CLAN At 11th level, you may spend 7 chakra to do this without
spending a reaction, up to once per round.
“Those of the Vesper Clan trace their unique Kekkai Genkai
to a Mist Shinobi named Inamo Vesper. It is said that he Genjutsu Resilience (Changed): Starting at 7th level,
once made a perilous journey into the heart of a mountain, your unique insight into Genjutsu also makes you
finding the great and wise Sage Bat. Convincing the Sage to extremely resilient to it. You have gain a +1d4 bonus to
train him, he spent years in those caverns, only ever seeing saving throws to resist Genjutsu with the Visual
daylight as a distant flicker from cracks in the ceiling. At the keyword.
end of his training, he had become a unique Sage, known to Enthralling Strength (Changed): Beginning at 11th
some as a Vampyr. Leaving the cave, he found sunlight…a level, creatures charmed by your Vesper Features/
little irritating.” Hijutsu make their next check or saving throw to end the
“As his story came to a close and he had children of his condition at disadvantage.
own, his unique DNA began to spread throughout, until Also, twice per long rest when a creature would fail a
centuries later the Vesper Clan was formed. Solitary, rarely saving throw against a Genjutsu you cast, you can
organised and to themselves, the clan are silent stalkers of automatically Charm the creature. You can also impose a
the night, often taking up mercenary jobs.” Charisma saving throw against your Genjutsu or Taijutsu
Save DC when you hit a creature with a Taijutsu attack
-Otsohi Suzumaru
(or an unarmed/weapon attack, with Claws of the Night
Shinobi Historia, Ch. 12 excerpt
active). A creature charmed this way, does not stop being

NOCTURNAL HUNTERS charmed the first time you damage them after giving
them this rank of charmed.
The Vesper are a custom homebrew clan created by Immortal: At 15th level, you become truly immortal,
Schmeelo. Tracing their origins back to a family that unable to age any further, unless you willingly allow
accepted a blood pact with a Sage Bat, those of the yourself to. This new outlook on life has significantly
Vesper Clan find themselves gifted with features akin to altered your ability to feel fear.
a bat, but also enhanced strength and speed. Preferring Additionally, you are immune to the Charmed
the night to day, they prowl the streets of villages to find condition, and can gain no more than 2 ranks of the
their targets. Frightened condition.
Supreme Being (Changed): At 18th level, you gain
VESPER TRAITS additional features to your Superior Being feature;
Ability Score Increase: +2 Cha, +1 Str or Dex
• If you would roll below a 13 on the d20 on an initiative
Speed: Your base walking speed is 30 feet.
roll, you treat your d20 roll as a 13. You may also cast a
Skill Proficiencies: Acrobatics, Stealth
single Vesper Hijutsu, Taijutsu, or Genjutsu with a
Visual Literacy: All ability scores are counted as being +2
duration greater than instant that does not
higher, for the purpose of casting Higher Ranked
affect a hostile creature, as part of rolling
Genjutsu with the Visual Keyword through any Ability
initiative.
Score Restrictions.
• Any Vesper clan features or jutsu that

VESPER FEATURES would be inhibited by Sunlight to any


Vesper Clan Techniques: Vesper clan members have degree, lose this weakness. Any
access to their own list of secret jutsu that only those Vesper clan features or jutsu that
with their kekkei genkai may use. require darkness can now be used
Charming Persona: Beginning at 1st level, Vesper clan to their full power regardless
members may use Charisma instead of Wisdom as the of the current light level.
casting modifier for Genjutsu with the Hijutsu keyword. • Once per round, you may
Supreme Nightvision (Changed): Also at 1st level, command a creature
Vesper Clan members gain 60 feet of Darkvision and you Charmed by you to one
can see through light obscurement with no difficulty. Action that they are able
Also, while in dim light or Darkness you may use to take. Each time you
Stealth Skill-Based Actions as a bonus action, and may command a creature
move up to your full movement speed while in Stealth. this way, they may
At 7th level, Vesper Clan members perceive color reattempt their saving
through their Darkvision and can see through heavy throw to end the
obscurement. Charmed condition
At 11th level, while you are not in direct Sunlight, you after the Action is
may spend 3 chakra to gain 30 feet of flying speed until performed.
the end of the current turn. When you would land after
using this flight, you do not take fall damage.
Superior Being (Changed): Blessed with the genetics
of the ancient Sage Bat, your physiology is inherently
molded for greatness. At 3 rd level, you gain the following
traits:
• Your Movement speed increases by 5ft, and you gain a
wall walking speed equal to your movement speed.
• You have advantage on Strength Checks to Push, Pull
and Drag objects.
• As a reaction to making a Strength or Dexterity saving
throw, you may spend 3 chakra to make at advantage.

45
VESPER CLAN JUTSU REND (CHANGED, AGAIN)
Classification: Hijutsu

D-RANK Rank: D-Rank


Casting Time: 1 Action

BLOOD DRAIN
Range: Touch
Duration: Instant
Classification: Hijutsu
Components: M
Rank: D-Rank
Cost: 4 Chakra
Casting Time: 1 Action
Keyword: Hijutsu, Taijutsu, Medical, Combo
Range: Movement Speed
Description: To cast this jutsu, you must be benefitting
Duration: Instant
from the Claws of Night jutsu. You lash out at a creature
Components: CM, M
with your claws, attempting to unleash the blood within.
Cost: 5 Chakra
Make 2 melee Taijutsu Attacks, each dealing your
Keyword: Hijutsu, Taijutsu, Medical
[Unarmed Damage] + 1d6 Necrotic Damage, but do not
Description: You lunge at a creature with your sharp
add your ability modifier to the damage dealt. For every
fangs, aiming to drink deep. Make a melee Taijutsu
two attacks you hit with this jutsu, the target gains 1
attack, dealing your unarmed damage on hit. You also
rank of Bleeding.
deal 2d8 Necrotic damage on a hit and recover hit points
Until the end of the current turn, you may target one
equal to half the damage dealt.
affected creature with a Taijutsu with the Finisher
At Higher Ranks: For each rank you cast this jutsu
keyword, as an action or bonus action, regardless of
above D-Rank, increase the cost of this jutsu by 3 and
range, ignoring the jutsu’s listed casting time.
the necrotic damage by 2d8.
At Higher Ranks: For each rank you cast this jutsu

CHARMING GAZE (CHANGED) above D-Rank, increase the cost of this jutsu by 3. If cast
to C-Rank or higher, add half your ability modifier to the
Classification: Hijutsu
damage of this jutsu. If cast to B-Rank or higher, make
Rank: D-Rank
an additional attack with this jutsu. If cast to A-Rank or
Casting Time: 1 Bonus Action
higher, you instead add your full ability modifier to the
Range: 30 feet
damage of this jutsu. If cast to S-Rank or higher, make
Duration: Instant
an additional attack with this jutsu.
Components: CM

C-RANK
Cost: 5 Chakra
Keyword: Hijutsu, Genjutsu, Visual, Unaware
Description: You gaze at a creature for but a moment,
causing them to become mildly infatuated with you. MISTY LEAP
They must succeed on a Charisma Saving Throw or gain 1 Classification: Hijutsu
rank of the Charmed against you until the end of their Rank: C-Rank
next turn. The target is not aware that they are Charmed. Casting Time: 1 Bonus Action
At Higher Ranks: For each rank you cast this jutsu Range: Self
Duration: Instant
above D-Rank, increase the cost of this jutsu by 3 and
Components: HS, CM
the ranks of Charmed gained by +1.
Cost: 7 Chakra
CLAWS OF NIGHT Keyword: Hijutsu, Ninjutsu
Classification: Hijutsu Description: Your form turns into that of a fine mist. You
Rank: D-Rank may move up to 40ft in any direction, including up. You
Casting Time: 1 Bonus Action are able to fit through small gaps with ease. At the end of
Range: Self this movement, you return to your normal state. If you
Duration: 1 Minute cast this jutsu whilst moving against heavy wind, you
Components: CM only move up to half the maximum distance.
Cost: 5 Chakra At Higher Ranks: For each rank you cast this jutsu
Keyword: Hijutsu, Taijutsu above D-Rank, increase the cost of this jutsu by 3 and
Description: Turning your nails into sharp claws, your increase the distance you move by 20 feet.
attacks with your bare hands become vicious enough to
slice through walls. Your [Unarmed Damage Die] MISTED AVOIDANCE
becomes 2d6 Slashing Damage. If you would cast a Classification: Hijutsu
Taijutsu with these claws, you can change the damage Rank: C-Rank
type to Slashing. If you do, the Taijutsu deals an extra die Casting Time: 1 Reaction, when you take damage
Range: Self
of damage, once per casting.
Duration: Instant
Components: HS, CM
Cost: 8 Chakra
Keyword: Hijutsu, Ninjutsu
Description: Your body turns into a puff of smoke as you
dash away to avoid harm. Make a melee Taijutsu attack,
using your choice of Dexterity or Charisma as your
Taijutsu ability modifier, contested by the attack roll or
DC of the ability used. If you roll higher, you take no
damage and move anywhere within 30ft. If you fail,
reduce the damage by twice your proficiency bonus.

46
MORTAL FEAR (CHANGED, AGAIN) • Once per turn, you may deal an additional 2d4
Classification: Hijutsu Necrotic Damage when dealing damage of any kind.
Rank: C-Rank • Each time a creature would gain any ranks of Charmed
Casting Time: 1 Action or Fear from you, increase the total by 1.
Range: 90 feet
Duration: Concentration, up to 1 Minute A-RANK
Components: CM
Cost: 9 Chakra THROATSLICER (CHANGED, AGAIN)
Keyword: Hijutsu, Genjutsu, Visual Classification: Hijutsu
Description: You stare into the soul of a creature, forcing Rank: A-Rank
them to confront their mortal nature. They must succeed Casting Time: 1 Action
a Charisma Saving Throw or gain 2 ranks of Fear against Range: Touch
you and take 1d6 Psychic damage, ignoring DR Duration: Instant
temporary hit points. If you maintain this jutsu, they Components: M
must make the same saving throw at the start of each Cost: 20 Chakra
turn. If they have 5 ranks of Fear, they are treated as Keyword: Hijutsu, Taijutsu, Finisher
being Vulnerable to the Psychic damage of this jutsu. Description: To cast this jutsu, you must be benefitting
At Higher Ranks: For each rank you cast this jutsu from the Claws of Night jutsu. You make a single quick cut
above C-Rank, increase the cost of this jutsu by 3, and to a creature’s throat with your claws. Make a Taijutsu
the Psychic damage by 1d6. Attack. On a hit, you deal your [Unarmed Damage] + 9d8
Slashing Damage, and the target must succeed a
B-RANK Constitution saving throw or become Dazed and
Lacerated.
THRALL (CHANGED, AGAIN) If this jutsu is used as a Finisher, the damage is instead
Classification: Hijutsu your [Unarmed Damage] + 10d10 slashing, and on a
Rank: B-Rank failed saving throw, the target is Incapacitated until the
Casting Time: 1 Action end of their next turn and gains 3 ranks of Lacerated. If a
Range: 10 feet creature reaches 0 hit points as the result of this jutsu,
Duration: 10 Minutes they immediately die as you slice their throat.
Components: CM At Higher Ranks: For each rank you cast this jutsu
Cost: 13 Chakra above D-Rank, increase the cost of this jutsu by 3 and
Keyword: Hijutsu, Genjutsu, Visual, Auditory the damage by 2d8 or 2d10 respectively.
Description: Whispering words of command or affection
to a creature close to you, you force them into servitude.
They must succeed a Charisma Saving Throw or become
Charmed. While Charmed this way, they will act as your
loyal servant and perform actions they normally may
not, such as even harming an ally. If you command them
to harm their allies in any way, they may remake their
saving throw once the command is executed, ending this
condition and thus this jutsu on a success. Starting from
the second time you command a creature to harm their
allies, the creature gains a +1 bonus to their saving throw
to end this jutsu, which stacks.

VAMPYR (CHANGED, AGAIN)


Classification: Hijutsu
Rank: B-Rank
Casting Time: 1 Action
Range: Self
Duration: Concentration, up to 1 Minute
Components: HS, CM
Cost: 14 Chakra
Keyword: Hijutsu, Taijutsu
Description: You tap deep into your bloodline,
unleashing a similar power to what the great Bat Sage
once had, becoming a true creature of darkness. For the
duration, gain the following features;
• When under direct sunlight or looking at something
within sunlight, you have -1d4 penalty to attack rolls
and Wisdom skill checks.
• You gain a +1d4 bonus on all Strength, Dexterity and
Charisma skill checks and saving throws.
• You benefit from the Claws of Night jutsu at no extra
cost and the damage of the claws increases to 2d8.
• Your Speed increases by 30ft, and you do not provoke
attacks of opportunity.

47
YAMADA CLAN attack roll.
• Balanced Insight: When you force a creature to
“When the blade finds the seam between extended muscle,
make a saving throw with a bukijutsu using a
sinew, and bone...any body — no matter how sturdy — can
Katana or Odachi, you can spend and roll 1 Balance die,
be cleaved. No matter how unconventional the opponent
adding half the result to your Save DC.
may be the principles behind decapacitation still hold.
Know the body's framework, and weave into the openings. When you reach 15th level, you may use 2 of these
Such is the way of Yamada Asaemon…” effects per turn.
—Yamada Asaemon Sagiri, Jigokuraku Single-Swing Style I: At 7th level, if you have a feature
that allows you to make multiple attacks you can choose

SINGLE-SWING STYLE
to instead make a single attack, dealing the damage from
all attacks. Any bonuses to critical hit damage are only
The Yamada are a custom homebrew clan created by added once (Ex. Critical Feats, the Deadly property, etc)
KadenUchiha. The Yamada are sword testers and Sharpened Edge: Starting at 11th level, whenever you
executioners, who spend their lives honing their ability would deal damage with a Katana or Odachi and roll the
to kill an opponent with a single swing. They often work maximum value on a die from either your weapon’s
as executioners as their ability to easily decapitate damage or jutsu’s damage, you can spend 3 chakra to
someone makes the prisoners suffer as little as possible. make the die explode, meaning you roll an additional die
As part of their training, they spend a great deal of time per roll.
deepening their understanding of the human body, it is This feature can trigger up three times per instance of
not uncommon to find a Yamada working in the morgue damage, and if the damage is connected to an ability that
dissecting corpses to better understand the ways to slice would cause a unique effect if a certain amount of
a human. When performing executions, the Yamada damage die are rolled to a specific value (Ex. The special
clan's doctrine is that the condemned should not feel effects of the Crescent Moon Beheading jutsu), the
any pain or emotions coming from their swords and that exploding dice can only contribute to such effects, once.
they must try to hone their skills to perform an ideal cut Single-Swing Style II: Beginning at 15th level, when
that falls within that category. you cast a Bukijutsu that uses a Katana or Odachi that
has multiple attacks, you may choose to instead make
YAMADA TRAITS one attack and deal the damage from all attacks. If you
Ability Score Increase: +2 Dex, +1 Str or Wis were to score a Critical Hit while using this feature, you
Speed: Your base walking speed is 30 feet do not double all damage dice, only the damage dice of
Skill Proficiency: Martial Arts, Medicine what would have been the first attack.
Tool Proficiency: Medicine Kit Empty Blade: Finally at 18th level, you have perfected
Weapon Proficiency: Katana, Odachi your ability to cut off all emotion from your blade, acting
solely on instinct. You can enter the Empty Blade form
YAMADA FEATURES as a bonus action on your turn by spending 5 Balance
Single-Swing Practitioner: The Yamada Clan has Die, while in this form you gain the following benefits:
access to a separate list of Jutsu unique to their Clan. You • Your Katana and Odachi deal an additional die of
can add these Jutsu to your jutsu list instead of selecting
damage.
jutsu from the Normal jutsu list(s).
• If you start your turn with no Balance Die, you gain a
Talented Blade: Beginning at 1st level, when you deal
number equal to half your Wisdom Modifier (min 1).
damage with a Katana or Odachi using Strength or
• You can declare all of your actions for the turn, and
Dexterity you add half (rounded down) of the other
then condense all attacks from them into one single
ability modifier to the damage. This increases to the full
decisive swing dealing all damage and effects. This
modifier at 15th level. You cannot add the same modifier
feature works across actions and jutsu.
more than once to a damage roll this way.
Also, you may use Dexterity when calculating the You can maintain this stance for 1
Attack, Damage, and Save DC of your Yamada Clan minute, after which you are
Hijutsu. emotionally drained and can no
Balance of Emotion: At 3rd level, as a Yamada you longer use your Balance of
have learned to find the balance in between emotions, Emotion clan feature until you
you gain a new resource called Balance die, which are complete a full rest.
d6’s. You have a number of Balance die equal to half your
level (rounded up). You can spend Balance die on the
following effects once per turn and regain any spent
Balance die on a Long Rest.
• Balanced Edge: When you deal damage with a weapon
or taijutsu attack using a Katana or Odachi, you can
spend any number of Balance die you have remaining,
adding them to the damage roll.
Balanced Focus: When you make a weapon or Taijutsu
attack using a Katana or Odachi and would roll a
natural 1 on the d20, you may spend 2 Balance Die,
rerolling the d20 and taking the higher result for the
attack. If you score a hit this way, add one of the
Balance die rolled to the damage dealt.
• Balanced Precision: When you make a weapon
or taijutsu attack using a Katana or Odachi.
You may spend 1 Balance die, adding it to the

48
YAMADA CLAN JUTSU SINGLE-SWING STYLE: KISHO GUARD
(CHANGED)
D-RANK Classification: Hijutsu
Rank: D-Rank

MULTI-SWING STYLE: FIRST CUT Casting Time: 1 Reaction, which you take when you
would take damage, excluding from Genjutsu
Classification: Hijutsu
Range: Self
Rank: D-Rank
Duration: 1 round
Casting Time: 1 Action
Components: W (Katana or Odachi), M
Range: Weapon Range
Cost: 5 Chakra
Duration: Instant
Keywords: Bukijutsu, Hijutsu, Chain X
Components: W (Katana or Odachi), M
Description: You assume a stance meant for your blade
Cost: 5 Chakra
to block and your body to swiftly avoid incoming blows,
Keywords: Bukijutsu, Hijutsu, Chain 1
until the start of your next turn you gain a +4 to your AC
Description: You assume a readied stance before
and when you are hit by an attack, reduce the incoming
swinging for a creature’s midsection. Make a melee
damage by your Strength modifier (maximum 5).
taijutsu attack on a creature within range. On a hit you
Until the end of your next turn, you can cast a Chain
deal your weapons damage + 3d6 and the target gains 1
Bukijutsu of any value using either your Action or Bonus
rank of bleed.
Action, ignoring its listed casting time. If this jutsu is a
Until the end of your next turn, you can cast a Chain 1
Yamada Hijutsu, increase the jutsu’s damage die by +1.
or 2 Bukijutsu using either your Action or Bonus Action,
At Higher Ranks: For each rank you cast this jutsu
ignoring its listed casting time.
above D-Rank increase the cost of this jutsu by 3. If you
At Higher Ranks: For each rank you cast this jutsu
cast this jutsu at B-Rank you instead reduce damage by
above D-Rank, increase the cost by 3 and the damage by
twice your Strength modifier (max 10). If this jutsu is
2d6.
cast at S-Rank, you instead reduce incoming damage by
SINGLE-SWING STYLE: ENTRY CUT your weapon’s damage.

C-RANK
Classification: Hijutsu
Rank: D-Rank
Casting Time: 1 Reaction, which you take when initiative
is rolled. MULTI-SWING STYLE: SECOND CUT
Range: Movement Speed (CHANGED)
Duration: Instant Classification: Hijutsu
Components: W (Katana or Odachi), M Rank: C-Rank
Cost: 4 Chakra Casting Time: 1 Bonus Action
Keywords: Bukijutsu, Hijutsu Range: Weapon Range
Description: You quickly dash forward as you draw your Duration: Instant
sword with the intent to finish the battle before it begins. Components: W (Katana or Odachi), M
Make a melee taijutsu attack on a creature within range. Cost: 8 Chakra
On a hit you deal your weapons damage + 2d6. If this Keywords: Bukijutsu, Hijutsu, Chain 2
attack scores a critical hit the creature is counted as Description: After slashing the creature’s stomach, you
surprised for the first round of combat. bring the blade up and attempt to strike diagonally
At Higher Ranks: For each rank you cast this jutsu across their chest. Make a melee taijutsu attack on a
above D-Rank, increase the cost of this jutsu by 3 the creature within range. On a hit you deal your weapons
damage by 1d6, and the critical threat range by +1. damage + 4d8 and the target must make a Constitution
saving throw gaining 2 ranks of bleed on a failure. If they
SINGLE-SWING STYLE: QUICK CUT roll a 1 or 2 on the saving throw, they instead gain 4
Classification: Hijutsu ranks of bleed.
Rank: D-Rank If this jutsu is cast directly after Multi-Swing Style:
Casting Time: 1 Action First Cut and targets the same target, the target has
Range: Weapon Range disadvantage on their saving throw.
Duration: Instantaneous Until the end of your next turn, you can cast a Chain 2
Components: W (Katana or Odachi), M or 3 Bukijutsu using either your Action or Bonus Action,
Cost: 5 Chakra ignoring its listed casting time.
Keywords: Bukijutsu, Hijutsu At Higher Ranks: For each rank you cast this jutsu
Description: You strike so fast your enemy doesn’t have above C-Rank, increase the cost of this jutsu by 3 and the
time to react. Make a melee taijutsu attack on a creature damage by 2d8.
within range. On a hit you deal your weapons damage +
3d6. If the target would cast a Jutsu as a Reaction to the SINGLE-SWING STYLE: DISARMING CUT
damage you deal, the cost of their jutsu is increased by Classification: Hijutsu
+6 due to the strain required to keep up with your strike. Rank: C-Rank
If their jutsu or choice of reaction, does not cost chakra, Casting Time: 1 Action
they must spend 12 chakra to take their reaction. Range: Weapon Range
At Higher Ranks: For each rank you cast this jutsu Duration: Instant
above D-Rank, increase the cost of this jutsu by 3 and Components: W (Katana or Odachi), M
the damage by 2d6 and the extra cost to take a reaction Cost: 8 Chakra
by +4. Keywords: Bukijutsu, Hijutsu
Description: You attempt to disarm an opponent. Make a
melee taijutsu attack on a creature within range. On a hit

49
you deal your weapons damage + 6d6 , and the target SINGLE-SWING STYLE: MULTI-CUT
must make a Strength saving throw dropping their Classification: Hijutsu
weapon on a failure. If you roll 4 or more 6’s on a d6, Rank: B-Rank
with this jutsu’s damage die, you cut off the creature’s Casting Time: 1 Action
arm at the elbow. Range: Self (30-foot Line)
At Higher Ranks: For each rank you cast this jutsu Duration: Instant
above C-Rank, increase the cost of this jutsu by 3 and the Components: W (Katana or Odachi), M
damage by 1d6. Cost: 14 Chakra
Keywords: Bukijutsu, Hijutsu
SINGLE-SWING STYLE: DISABLING CUT Description: You quickly dash forward in a straight line
Classification: Hijutsu attempting to cleave multiple people in two. Make a
Rank: C-Rank melee taijutsu attack, comparing the result against each
Casting Time: 1 Action creature within a 5-foot wide, 30-foot long line. On a hit
Range: Weapon Range you deal your weapons damage + 6d10 and creatures
Duration: Instant must make a Constitution saving throw, gaining 2 ranks
Components: W (Katana or Odachi), M of bleeding on a failed save. If you roll 4 or more 10’s on
Cost: 8 Chakra this jutsu’s damage die, the first creature hit by this
Keywords: Bukijutsu, Hijutsu attack is instantly cleaved in half, instantly killing them,
Description: You try to sever the tendons on a creature’s for each additional 10 you roll afterwards, the next
leg preventing them from fleeing. Make a melee taijutsu creature in the line is also cut in half.
attack on a creature within range. On a hit you deal your At Higher Ranks: For each rank you cast this jutsu
weapons damage + 7d4 and the target must make a above B-Rank, increase the cost of this jutsu by 3, the
Dexterity saving throw halving their movement speed on damage by 1d10, and the length of the line by 15 feet.
a failure until the end of their next turn.
If you roll 5 or more 4’s on a d4, with this jutsu’s A-RANK
damage die, you cut off the creature’s leg. Their
movement speed is reduced by 15 feet, cannot Dash MULTI-SWING STYLE: FINAL CUT
Dodge or Disengage using their walking speed, and
(CHANGED)
double the cost of all jutsu with the M component until Classification: Hijutsu
their leg is healed or they gain a replacement. Rank: A-Rank
At Higher Ranks: For each rank you cast this jutsu Casting Time: 1 Full Turn Action (Special)
above C-Rank, increase the cost of this jutsu by 3 and the Range: Weapon Range
damage by 1d4. Duration: Instant

B-RANK
Components: W (Katana or Odachi), M
Cost: 20 Chakra
Keywords: Bukijutsu, Hijutsu, Chain 4
MULTI-SWING STYLE: THIRD CUT Description: You step back slightly and perform one
(CHANGED) final cut attempting to behead the creature. Make a
Classification: Hijutsu melee taijutsu attack. On a hit you deal your weapons
Rank: B-Rank damage + 12d12, rerolling 1’s and 2’s taking the second
Casting Time: 1 Action result and the creature gains 2 ranks of lacerated. If you
Range: Weapon Range roll 4 or more 12’s on a d12, the creature instead gains 3
Duration: Instant ranks of Lacerated.
Components: W (Katana or Odachi), M If you beat the creature’s AC by 5 or more, you treat
Cost: 14 Chakra this attack as scoring a critical hit.
Keywords: Bukijutsu, Hijutsu, Chain 3 If you have cast Multi-Swing Style: First Cut, Second
Description: After performing the diagonal slash, you Cut, and Third Cut all in succession and hit with each
bring your sword upward in the opposite direction jutsu, you can cast this jutsu regardless of its listed
creating an “X” slash across their chest. Make a melee casting time, and if you roll 4 or more 12’s on the d12,
taijutsu attack on a creature within range. On a hit you the creature is immediately beheaded. Casting this jutsu
deal your weapons damage + 6d10 and the target must this way immediately breaks your chain after.
succeed a Constitution saving throw or become stunned Regardless of how this jutsu is cast, after casting this
until the end of their next turn. jutsu you gained the Dazed condition until the end
If this jutsu is cast directly after Multi-Swing Style: of your next turn.
First Cut and Second Cut and targets the same target,
increase the damage die of this jutsu by 1 step and the
target makes their saving throw with disadvantage.
Until the end of your next turn, you can cast a Chain 3
or 4 Bukijutsu using either your Action, Bonus Action, or
Reaction, ignoring its listed casting time.
At Higher Ranks: For each rank you cast this jutsu
above B-Rank, increase the cost of this jutsu by 3 and the
damage by 1d10.

ART C REDIT
All art featured in this clan comes from the anime and manga series,
Hell’s Paradise

50
CLAN FEATS TETHERED PLASMA
Category: Clan

CHINOIKE CLAN Prerequisite: Chinoike Clan, Level 12+


The bond that you form with creatures under the effects

BLOOD MEDICINE
of your Blood Pact feature grows stronger. You gain the
following benefits;
Category: Clan
Prerequisite: Chinoike Clan • Increase your Intelligence or Wisdom score by +1, to a

To improve your manipulation of blood, you decide to maximum of 20.


take some time to study in the medical industry. You • Features from your Blood Pact that have a set range,
gain the following benefits; have that range doubled.
• Patrons gain resistance to Necrotic damage and
• You gain the ability to learn jutsu with the Medical
advantage against the bleeding condition for the
keyword.
duration of your Blood Pact. If your Ketsuryugan is
• All Chinoike Clan Hijutsu you know gain the Medical
active, they are instead immune to the bleeding
keyword.
condition.
• Medical jutsu you cast can benefit from your Sanguine
• When you and your Patron would share hit points
Prowess feature and Ketsuryūgan bonus action ability.
gained from a medical jutsu, the creature being healed
• Twice per long rest, when you heal a creature with a
can spend 5 chakra instead of their reaction to do so.
jutsu with the medical keyword, you can automatically
• Patrons can benefit from your Sanguine
remove all ranks of bleeding from them.
Prowess feature as if you used it at 3rd level. The

SANGUINE ADEPT amount of times this can be performed is equal to your


Constitution modifier, and uses of this feature are
Category: Clan
shared between all Patrons.
Prerequisite: Chinoike Clan, Level 8+

FŪSHIN CLAN
You become more efficient with your blood techniques,
whilst simultaneously learning new ways to mold blood;
You gain the following benefits;
• Increase your Intelligence or Wisdom score by +1, to a
RAMPAGING WIND
Category: Clan
maximum of 20. Prerequisite: Fūshin Clan, Level 8+
• When you damage yourself for your Sanguine
Your wind has grown even more ferocious. You gain the
Prowess feature, you lose 2 hit points, instead of 1d4. following benefits;
• You can now use corpses as a sufficient source of
• Increase your Intelligence or Dexterity score by 1, to a
water. When you do, you also simultaneously gain the
maximum of 20.
benefits of your Sanguine Prowess feature, without
• Fūshin clan Ninjutsu have their area of effect
needing to use your own blood. The amount of times
this can be done with a corpse depends on its increased by 5 feet in every direction.
• Fūshin clan Ninjutsu have their knock back increased
size. (Tiny-0 uses, Small-1, Medium-3, Large-6, Huge-
10, Gargantuan-20) by 10 feet.
• You have advantage on concentration checks when
• You gain new options for your Sanguine Prowess
feature; you are only concentrating on Jutsu with the Wind
o Impose a -1d4 penalty against creatures who Release keyword.

SLIPSTREAM
would attempt to counter, dispel, negate, or
clash your jutsu
Category: Clan
o Deal an additonal amount of chakra damage to
Prerequisite: Fūshin Clan, Level 4+
one affected creature equal to the amount of
You have learned to flow like the wind when you move.
damage die used by the jutsu (ex. Dealing 6d10
You gain the following benefits;
cold damage also deals 6 chakra damage).
o Reduce the movment speed of all affected • Increase your Intelligence or Dexterity score by 1, to a
creaures by -10 feet, to a minimum of 5 feet, maximum of 20.
until the end of your next turn. • Your speed increases by 10 feet. You increase your
movement speed by an additional 5 feet for each jutsu
EFFICIENT KETSURYŪGAN (CHANGED) with the Wind Release keyword you are concentrating
Category: Clan on.
Prerequisite: Chinoike Clan, Level 8+ • While you are concentrating on a jutsu with the Wind
Your Ketsuryūgan improves in efficiency and speed due Release Keyword you don’t provoke opportunity
to your dedication to your clan's bloodwork. You gain the attacks.
following benefits;
• Increase your Intelligence or Wisdom score by +1, to a WINDBORNE
Category: Clan
maximum of 20.
• While your Ketsuryūgan is active, you cannot be
Prerequisite: Fūshin Clan
The wind itself has adopted you as one of its own. You
Dazzled or Concussed.
gain the following benefits;
• You now regain half your expanded uses of your
Ketsuryūgan features on a short rest. • Increase your Intelligence or Dexterity score by 1, to a
• Once per full rest, you may use a corpse of medium maximum of 20.
size or larger to regain uses of your Ketsuryūgan as if • You can use Dexterity instead of Intelligence as your
you took a short rest. If you have the Sanguine Adept casting modifier for Fūshin Clan Hijutsu.
feat, you can do this with any sized corpse.

51
• You ignore difficult terrain and visual obstructions you can see, or creating a small cloud of Data Release
created by wind or jutsu with the Wind Release that shows onlookers what you have stored.
Keyword. • Twice per short rest, when you would cast a Genwa
• You gain a +1d8 bonus to clash checks when clashing Hijutsu, you can cast another Genwa Hijutsu at half
with a jutsu with the Wind Release keyword. cost, as part of the same action. The 2nd jutsu cast
cannot deal damage or affect a hostile creature.
GENWA CLAN
HEAVEN'S HELLFIRE
UPLINK Category: Clan
Category: Clan Prerequisite: Genwa Clan, Level 12+
Prerequisite: Genwa Clan The power and influence of technology continue to grow
Your mind is constantly flooded with new information as the world continues to evolve. You are a part of this
from your surrounding environment, due to the over trend, exceeding all those around you who have
fluxing nature of Data Release. You dedicate time to become dated. You gain the following benefits;
meditate and focus your kekkei genkai's energy to utilize • You gain access to another Data Channel.
its potential. You gain the following benefits; • You can perform a Data Leak a number of times equal
• Increase your Intelligence or Dexterity score by 1, up to your Intelligence modifier, instead of only twice.
to a maximum of 20. • When you would use Stable Frequency to change the
• All of your ability scores are counted as being +2 duration of a jutsu to 1 minute, you no longer have to
higher, for the purpose of casting higher ranked double the jutsu's cost to do so. If you still do, the
Sensory jutsu through any ability score restrictions. duration becomes 3 minutes.
• You can learn and create jutsu with • You cannot lose concentration of Genwa Hijutsu as the
the Sensory keyword in half the time. result of taking damage or failing a concentration
check.
LIVELEAK
Category: Clan HANAMI CLAN
Prerequisite: Genwa Clan, Level 4+
The Genwa are best known for their ability to uncover IMPROVED COMBAT MEDICINE
the truth and expose it to the masses. While you do not Category: Clan
have many elders to teach you their ways, you learn of Prerequisite: Hanami Clan
the infamous nature of the Genwa, and figure out how to You have mastered weaving your medical jutsu into your
do it all yourself. You gain the following benefits; combat style, you gain the following benefits:
• Increase your Intelligence score by 1, up to a • Increase your Strength or Wisdom score by 1, to a
maximum of 20. maximum of 20.
• Reduce the cost of all Genwa Hijutsu by -1. • Choose one jutsu you know with the Medical keyword
• When you cast a jutsu with the Lightning Release that deals damage, this jutsu gains the Combo keyword
keyword with a duration greater than instant, that as if it was a Taijutsu. You can switch the chosen jutsu
does not require concentration, its duration is out on a long rest.
automatically doubled. • When you cast a Taijutsu with the Combo keyword, you
• You can always connect to the Ninja-Net, no matter can cast a Medical jutsu that deals damage as if it were
the distance or interference, as long as you are on the a Finisher. Increase the damage die size of the jutsu by
same plane of existence as the servers used to run it. 1 step when cast this way.
• Once per short rest, you can choose to begin streaming
your vision to a device you are holding or that can be MASS RELEASE (CHANGED)
accessed through the Ninja-Net (Ex. a computer Category: Clan
screen in the Hokage's office while you are in the Prerequisite: Hanami Clan
Hidden Rain.) This counts as concentration, and you Your extreme control over your chakra allows you to
must spend 3 chakra at the start of each of your turns resist and aid others at resisting genjutsu. You gain the
to maintain this. following benefits:
• Increase your Constitution or Wisdom score by 1, to a
ZERO TO HERO maximum of 20.
Category: Clan • You learn the Release Genjutsu. When you cast this
Prerequisite: Genwa Clan, Level 4+ jutsu the range is increased to 60 feet, and you can
You discover a method of using Data Release to store raw target any number of creatures in range. For each
information within yourself, as if you had a second
creature after the first that you target increase the cost
mind, enabling you to subconsciously mold lightning
of the jutsu by 3.
more effectively. You gain the following benefits; • Twice per long rest, when you cast a jutsu with the
• Increase your Intelligence score by 1, up to a Medical keyword on a creature you may also cast the
maximum of 20. Release Genjutsu as a part of the same action.
• When you cast a jutsu with the Lightning Release
keyword that can be Overcharged, you can choose to REFINED CHAKRA NETWORK
spend 4 chakra as opposed to a bonus action to Category: Clan
overcharge it. Prerequisite: Hanami Clan, Level 12+
• You always count as possessing a Recording Scroll, and Some Hanami Clan members have an innate talent for
the amount of words and audio you can record in a optimizing how they use their chakra; you are one such
Recording scroll is doubled. You can share the member. you gain the following benefits:
contents you have stored by broadcasting it to a device

52
• Increase your Strength, Constitution, or Wisdom score equal to its rank (D-Rank: 2, C-Rank: 4, B-Rank: 6, A-
by 1, up to the maximum of 20. Rank: 8, S-Rank: 10). When you do so you may use
• When you cast a Taijutsu, you may apply the Blessed Constitution instead of its casting ability for its attack
or Unhindered Hanami Boons to yourself, as part of and damage rolls as well as Save DC.
the casting. Alternatively, if you cast a Taijutsu that • When you spend the full chakra cost of a jutsu using
makes an attack roll or imposes a saving throw, you Star Chakra, its damage type becomes Force. If the
may apply to the Fragile or Dispirited Hanami Boons. jutsu doesn't deal damage, you instead gain Xd6
• Reduce the cost to maintain concentration on jutsu temporary hit points, where X equals the jutsu's rank
with the Taijutsu or Medical keyword by -2, to a (D-Rank: 1, C-Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank:
minimum of half. 5), which last until the end of your next turn.
• If you were to fail a Chakra Control check to maintain
concentration, you can choose to spend 1 Chakra Die to COSMIC KUJAKU
instead automatically succeed. Category: Clan
• Reduce the cost of Ninjutsu with the Medical Prerequisite: Hoshi Clan, Level 16+
keyword by an amount equal to its rank (D-Rank = 1, You have mastered weaving your medical jutsu into your
C-Rank = 2, B-Rank = 3, A-Rank = 4, S-Rank = 5) combat style, you gain the following benefits:
• Increase your Constitution or Intelligence score by 1,
HOSHI CLAN to a maximum of 20.
• You can activate your Kujaku Mode as part of initiative.
STAR CHAKRA RESILIENCE • When you activate Kujaku Mode, you may remove a
Category: Clan number of ranks of a condition affecting you equal to
Prerequisite: Hoshi Clan your Constitution modifier (except Star Fatigue).
Your Star Chakra has grown exceptionally strong and • While Kujaku Mode is active, the increase to AC
resilient. You gain the following benefits; becomes +2, and you add half your Constitution
• Increase your Constitution or Intelligence score by 1, modifier (rounded down) to saving throws made
to a max of 20. against hostile Ninjutsu.
• When you spend at least 2 Star Chakra when casting a
jutsu that creates a construct, the construct created IBURI CLAN
gains a number of temporary hit points equal to 3
times the rank of the jutsu cast (D-Rank: 1, C-Rank: 2, WEAPONIZED FUMES
B-Rank: 3, A-Rank: 4, S-Rank: 5). While a construct has Category: Clan
these hit points, it is resistant to Bludgeoning, Prerequisite: Iburi Clan
Piercing, and Slashing damage. You have become so adept at manipulating smoke that
• When you use Star Chakra to fuel a class feature, 1 Star you are able to formulate the particles necessary in the
Chakra Counts as 2 regular chakra. air to create a weapon without spending much, if any,
chakra. You gain the following benefits;
KUJAKU FLOURISH • Increase your Intelligence score by +1, up to the
Category: Clan maximum of 20.
Prerequisite: Hoshi Clan, Level 4+ • You gain a special natural weapon known as Smoke
You have mastered weaving your medical jutsu into your Shot. This weapon counts a ranged weapon and cannot
combat style, you gain the following benefits: have seals. This weapon uses your Ninjutsu attack
• Increase your Constitution or Intelligence score by 1, bonus and has a range of (30/60). On a hit, you deal
to a max of 20. 1dX fire damage, where X is equal to double your
• While you have temporary hit points as a result of Intelligence modifier (Min. 1d4 / Max. 1d12).
activating Kujaku Mode, you also have resistance to • Select a damage type between Bludgeoning, Slashing,
bludgeoning, piercing, and slashing damage. and Piercing. Your Smoke Shot weapon's damage now
• Your Kujaku Mode's colors may alter depending on counts as the damage type you chose for the purpose
your nature release. If you have a nature release, you of casting Bukijutsu that require a ranged weapon of a
gain resistance to that nature for the duration of your specific damage type.
Kujaku Mode. When you spend the Star Chakra cost to
cast a Hoshi Hijutsu, you can change its damage type ASH AND DUST
to match that nature. If you have more than one Category: Clan
nature release when you activate Kujaku Mode, you Prerequisite: Iburi Clan, Level 8+
choose one nature release at a time to benefit from The flames you generate leave behind a myriad of ash
this feat. If you don't have a nature release, you and dust within their wake. You gain the following
instead gain resistance to Force. benefits;
• Increase your Intelligence score by +1, up to the
METEORIC CASTER maximum of 20.
Category: Clan • When you succeed in a clash with an Iburi Clan jutsu,
Prerequisite: Hoshi Clan, Level 12+ the losing creature becomes blinded until the end of
Your masterful control in Hoshi techniques has made their next turn.
your ninjutsu casting both seamless and instinctual. You • When you are within 15 feet of a source of fire, as an
gain the following benefits;
action you can siphon the smoke from the flames to
• Increase your Constitution or Intelligence score by 1, refuel your energy, like adding kindling to a fire. You
to a max of 20. expend and roll a number of Chakra Die equal to half
• When you would cast a jutsu without the Hijutsu your proficiency bonus, gaining back chakra equal to
keyword, you may spend a number of Star Chakra the result. If the fire you use this ability on does not

53
come from a jutsu based source, you add your Your genjutsu's sound is completely overwhelming and
Intelligence and Constitution modifier to the result. has the ability to creep into the very soul of any living
The fire is immediately extinguished. You cannot use being. You gain the following benefits:
this ability if the fire exists on a hostile creature, and • All Kashu Clan Hijutsu that impose a rank of
can absorb smoke this way once per long rest.
Disorientation now impose an additional rank.
• If you have the Smoke Shot natural weapon, it gains an
• A creature with 0 chakra points gains disadvantage on
additional die of damage, and its range becomes
saving throws from jutsu with the auditory keyword
(60/120).
and cannot gain advantage by any means.

REBELLIOUS CINDERS
• Kashu Clan Hijutsu, that don't already reduce chakra,
reduce an opponent’s chakra by half the amount of
Category: Clan
damage dealt.
Prerequisite: Iburi Clan, Level 12+
The destructive nature of your Will-O-Wisp improves,
allowing you to broaden the type of jutsu that can benefit
KETON CLAN
BLINDING LIGHT
from this ability. You gain the following benefits;
• You can now use your Will-O-Wisp feature on Fire Category: Clan
Release jutsu that require a saving throw. If the jutsu Prerequisite: Keton Clan, Level 4+
targets creatures, you may target an additional The light you create shines brighter now holding the
creature. If the jutsu affects creatures within a certain ability to blind your foes. You gain the following
radius, you may increase the radius of creature's benefits;
affected by 5 feet.
• Increase your Constitution score by 1, to a maximum
• When you would use your Will-O-Wisp feature on a
of 20.
Fire Release jutsu that requires an attack roll, the
• Creatures that start their turn or enter a space within
radius of creatures affected increases by 5 feet and you
multiple sources of bright light you have created must
can now choose which creatures are affected.
make a Constitution Saving throw against you
• Creatures that fail the saving throw against your Will-
Ninjutsu DC or gain the Dazzled condition until the
O-Wisp feature now take the full damage that the
beginning of their next turn.
original target would've taken.
• While standing in a source of bright light of your own
• If you have the Smoke Shot natural weapon, the
creation, attacks made against you suffer a -1 penalty
weapon becomes able to trigger your Will-O-Wisp clan
and you gain a +1 bonus to Dexterity saving throws.
feature.

BOUNTIFUL LIGHT [NEW!]


KASHU CLAN Category: Clan
Prerequisite: Keton Clan, Level 4+
MAXIMUM VOLUME You have discover how into imbue light into your jutsu.
Category: Clan
You gain the following benefits;
Prerequisite: Kashu Clan, Level 8+
• Increase your Constitution or Intelligence score by 1,
Your Auditory Ninja Tool can now be used to further
amplify you genjutsu. You gain the following benefits; to a maximum of 20.
• When you cast a jutsu with the Fire or Lightning
• Increase your Intelligence or Wisdom score by +1, to a
Release keyword that creates an area of effect such as
maximum of 20.
a line or cone, you may use one usage of your
• When you would cast a jutsu that uses your Auditory
Enlightening Grasp feature. If you do so than your jutsu
Ninja Tool and requires an attack roll, you may spend 5
gains the following effect;
chakra as part of the same action to double the range.
o “The center of your Jutsu becomes a source of
• When you would cast a jutsu that uses your Auditory
bright light in a 20-foot radius and dim light for
Ninja Tool that has an area of effect, you may spend 10
an additional 20 feet for 1 minute. The light can
chakra as part of the same action to double the size of
be colored as you like.”
the area. • Light created by your Enlightening Grasp feature now

DEMONIC WAVELENGTH
lasts up to 1 hour. If you spend 5 chakra the duration is
increased to 12 hours.
Category: Clan
• You can now dismiss any source of light created by you
Prerequisite: Kashu Clan, Level 8+
as a free action. When you dismiss a source of light you
You harness your dark chakra to enhance the power of
gain an Energy Die.
your clan's Hijutsu. You gain the following benefits;
• Increase your Intelligence or Wisdom score by +1, to a BLISTERING HEAT
maximum of 20. Category: Clan
• When a jutsu you cast would benefit from your Prerequisite: Keton Clan, Level 8+
Reckless Genjutsu clan feature and requires an attack The light you create shines brighter now holding the
roll, you also increase the critical threat range by the ability to blind your foes. You gain the following
same amount. benefits;
• If a jutsu you cast would benefit from your Reckless
• Increase your Intelligence score by 1, to a maximum of
Genjutsu clan feature and doesn't require an attack
20.
roll, you may instead increase the bonus up to a • You can now hold an amount of Energy Die equal to
maximum of 5 instead of 3.
your proficiency bonus.

CURSE OF THE DEMON WORLD


• You gain 2 Energy Die at the end of any rest.

Category: Clan
Prerequisite: Kashu Clan, Level 8+

54
KONJIKI CLAN fails their saving throw against your Hijutsu,
they gain one rank of Corroded.
STEEL WEAPON MANIFESTATION o Poison: Once per turn, one affected creature
(CHANGED/DRACH) suffers a -2 penalty to their next saving throw
Category: Clan against a jutsu with the Medical keyword before
Prerequisite: Konjiki Clan the start of their next turn. At 7th level, once per
You have trained to improve the strength of your Yin casting when you score a critical hit or critically
chakra to form and enhance your weapons with steel fails their saving throw against your Hijutsu,
release. You gain the following benefits; they gain one rank of Envenomed.

• Increase your Dexterity or Intelligence score by 1, to a


SUPERIOR STEEL (CHANGED)
maximum of 20. Category: Clan
• You gain proficiency in Martial Weapons and the Prerequisite: Konjiki Clan, Level 12+
Martial Arts skill. Your Yin Release has reached a level where all your earth
• As a bonus action, you can manifest any weapon you release jutsu have overcome the historic weaknesses of
are proficient in, forming it out of steel. Weapons you the element. You gain the following benefits;
create this way impose disadvantage on checks made
• Increase your Constitution or Intelligence score by 1,
to disarm you or break the weapon. Alternatively, you
to a maximum of 20.
can select one weapon you are currently wielding and
• When you cast a jutsu with the Earth Release keyword
enforce it with steel. A weapon enforced with steel
that creates difficult terrain, you can spend an
gains all of the aforementioned benefits, and a +1 to
additional 2 chakra to prevent creatures from being
attack and damage rolls. Weapons created last for 1
able to Dash, Disengage, or Dodge while in this terrain.
hour. Weapons enforced remain as such for 1 minute.
• When clashing with a jutsu with the Earth Release
• Bukijutsu you cast using a weapon you have created
Keyword you can never roll at disadvantage. Also, once
out of steel, or that is enforced with steel, can benefit
per long rest if you would roll at advantage you instead
from Konjiki features that would provide a bonus to
roll 3d20 taking the highest result.
attack, temporary hit points, AC, or DR.
• Jutsu with the Earth Release keyword you cast, that

STEEL SMITH (CHANGED) does not have resistance to Lightning Damage, gain
Category: Clan resistance to lightning damage.

SHÍ HÓU CLAN


Prerequisite: Konjiki Clan, Level 4+, You cannot have the
Corroded Steel feat.
You have learned how utilize the Earth Release portion
of your unique Steel Release to its full potential, allowing LEGACY OF HEROES (CHANGED)
your enhanced and forged weapons to innately gain the Category: Clan
benefits of seals. You gain the following benefits; Prerequisite: Shi Hou Clan
Researching into your Clan’s heroic legacy, you learn
• Increase your Dexterity or Intelligence score by 1, to a
that many members opted to include weapons into their
maximum of 20. fighting style, so you decide to do the same. You gain the
• You gain proficiency in Crafting and Weaponsmith
following benefits;
kits, gaining expertise if you were already proficient.
• Increase your Strength, Dexterity or Constitution
• All Konjiki Hijutsu gain the Bukijutsu keyword.
• When first select this feat, select two D-Rank and one score by +1, up to the maximum of 20.
• Shi Hou Clan features now work when casting
C-Rank Weapon Seals. Weapons you enhance or make
with Steel Release, gain the benefits of these seals, not Bukijutsu using a bludgeoning weapon.
• You may substitute your unarmed attacks and
counting against their Seal Slots. You cannot stack
seals of the same name/type. You can change your unarmed damage (including with Taijutsu) with the
selected seals on a full rest. weapon attack bonus and weapon’s damage of a
Quarterstaff. Jutsu that would increase or provide
CORRODED STEEL (CHANGED) additional damage die to your Quarterstaff (Ex. Static
Category: Clan Weapon) do not have the additional damage they
Prerequisite: Konjiki Clan, Level 4+, You cannot have the would provide trigger when the Quarterstaff is used as
Steel Smith feat. part of casting a Taijutsu.
You have learned how utilize the Yin portion of your
unique Steel Release to its full potential, allowing your CHI EXPERT
Hijutsu to incorporate Medical Release. You gain the Category: Clan
following benefits; Prerequisite: Shi Hou Clan, Level 4+
You have become more accustomed to the techniques
• Increase your Intelligence or Wisdom score by 1, up to
of Inner Chi, causing your body and will to adapt.
the maximum of 20.
• Increase your Strength, Dexterity or Constitution
• You can learn and add jutsu with the Medical keyword
that deal Acid or Poison damage, or inflict the score by +1, up to the maximum of 20.
• You gain additional Inner Chi equal to your half
Envenomed, Poisoned, or Corroded conditions.
• All Konjiki Hijutsu gain the Medical keyword. character level, rounded up. You gain an additional +1
• You gain the following damage type options for your Inner Chi every 2 levels after you gain this feat.
• Once per long rest as full turn action you may convert
Weapon Formation feature;
o Acid: Once per turn, one affected creature chakra in your body into Inner Chi. You may spend any
wearing armor has their AC reduced by -2 until amount of chakra and gain Inner Chi equal to half the
the end of their next turn. At 7th level, once per amount of chakra spent, this cannot surpass
casting when you score a critical hit or critically your Inner Chi maximum.

55
MASTER OF TRANSFORMATIONS must spend 1 Inner Chi to maintain the
Category: Clan transformation. You gain the following benefits;
Prerequisite: Shi Hou Clan, Level 4+ o All Taijutsu (and Bukijutsu, if you have the
You have become fluent in your ability to pull from the Legacy of Heroes feat) you cast gain the benefit
power of Sage Beasts and can utilize more of them at from both effects of your Inner Chi feature. If the
once. You gain the following benefits; jutsu possess multiple attack rolls, each attack
• Increase your Strength, Dexterity or Constitution score
benefits from the additional damage dice.
o You add 1d10 to all strength and dexterity skill
by +1, up to the maximum of 20.
checks you make.
• You gain 1 additional 72 Transformation that you
o You can use 72 Earthly Transformations as part of
qualify for at each tier (Simple, Advanced, Mythic).
taking the attack action.
• You can take this feat more than once, up to two times
o Reduce the cost of all 72 Earthly
total.
Transformations by half. Simple

CHI MASTER (CHANGED) Transformations cost 0 Inner Chi to activate.

SYNTHETIC HUMAN CLAN


Category: Clan
Prerequisite: Shi Hou Clan, Level 8+, Chi Expert Feat
You have completely mastered your Chi, becoming a true
successor to the legacy of the first Sage of the Monkey CHARISMATIC DESIGN
Domain. You gain the following benefits; Category: Clan
Prerequisite: Synthetic Human Clan, Level 4+
• Increase your Strength, Dexterity or Constitution score
You have discovered that your will is only yours, and
by +1, up to the maximum of 20. only you can decide your fate. You gain the following
• When jutsu you cast gains the benefits from your Inner
benefits;
Chi clan feature it instead gains an additional 2 damage
• Increase your Charisma score by 1, to a maximum of
die (This can only occur once per casting) or a +2 to
attack rolls until the end of the current turn. 20.
• Twice per short rest, you can add your Charisma
• Jutsu you cast using Inner Chi or that would benefit
from one of your 72 Transformations feature gain a +1 to modifier to any saving throw that you are forced to
their Save DC. take. You gain an additional use of this ability at 8 th
• Once per short rest, when you deal damage with a jutsu and 16th levels.
• Whenever someone or something tries to force you in
cast only using Inner Chi, you can instead deal the
maximum possible damage. Afterwards, you must order to make you act against your will, you can
succeed a Constitution ability check (DC: 12 + rank of change the saving throw into a Charisma Saving
the jutsu cast (D-Rank: 2, C-Rank: 4, B-Rank: 6….)) or Throw.

POISON ADEPT
else become Stunned until the start of your next turn as
you have overexerted your muscles.
Category: Clan
TEN THOUSAND HAIRS (CHANGED) Prerequisite: Synthetic Human Clan
Category: Clan You have used your immune system to improve the
Prerequisite: Shi Hou Clan, Level 12+ effectiveness of your poisons, making them even harder
After studying more about your ancestral heritage, you to overcome. You gain the following benefits;
are one of the few members of your clan to unlock this • Increase your Intelligence or Wisdom score by 1, to a
special technique; creating afterimages from strands of maximum of 20.
hair. • Whenever you force a creature to make a Constitution
When you would target a creature with a Taijutsu that Saving Throw to gain the envenomed or poisoned
deals damage, you can spend additional Inner Chi equal condition, the DC is increased by 1.
to that jutsu's rank, (D=2, C=4, B=6, A=8, S=10) and a • You can create Poison in half the time and half the Ryo
hair will fly from your body, briefly creating an cost.
afterimage of yourself to perform the jutsu again. When
the jutsu is cast this way, all damage done is halved, the SYNTHETIC SAGE [NEW!]
jutsu doesn't benefit from any additional jutsu used to Category: Clan
increase this jutsu's damage or chance to hit and cannot Prerequisite: Synthetic Human Clan, Level 8+
inflict any conditions. Afterimages also cannot cast You have attained greater control over your Corrupted
Taijutsu that would cause it to die or to gain a negative Sage Chakra. You gain the following benefits;
condition on itself (such as Exhaustion). • Increase your Dexterity or Intelligence score by 1, to a
A jutsu can benefit from this feature up to once per maximum of 20.
casting. • While grappling a creature using your Soft Physique

SEITEN TAISEI (MOVED TO LEVEL 16)


Modification feature, your movement speed is no
longer reduced.
Category: Clan
• While in your Corrupted Sage Mode, you gain the
Prerequisite: Shi Hou Clan, Level 16+
following benefits;
You can temporarily enter a perfect mindset, and truly
o The range of your Soft Physique Modification
reach the level of the great Heavenly Sage. You gain the
feature is increased by +10ft.
following benefits;
o Upon entering your Corrupted Chakra Mode, you
• Once per long rest, as an action, you can spend 5 Inner gain additional number of temporary hit points
Chi and enter this heavenly state. While transformed and temporary chakra points equal to your
you cannot cast nor concentrate on ninjutsu or proficiency bonus.
genjutsu, and at the start of each of your turns you

56
o Poison damage you deal is increased by 1 step, • You gain proficiency in Perception, or expertise if you
and ignores resistance to Poison damage (and are already proficient.
treats immunity to Poison damage as • Your Passive Perception when using sound is
resistance). increased by +5.

VESPER CLAN BLESSING OF THE SAGE BAT


Category: Clan
BLADE OF DARKNESS (CHANGED) Prerequisite: Vesper Clan, Level 8+
Category: Clan Your body becomes able to mend wounds, seemingly on
Prerequisite: Vesper Clan its own. You gain the following benefits;
You learn how to use weaponry alongside your Vesper • Increase your Constitution by +1, to a maximum of 20.
Clan Techniques. You gain the following benefits; • Your bodies natural ability to heal over time has
• Using your dark powers with weaponry, you learn a become greatly accelerated. As a bonus action, you
new Vesper Hijutsu, Tool of Night. may spend up to 3 hit die. Roll each hit die spent, and
• When you score a Critical Hit against a creature with a gain the result as hit points.
weapon attack or Taijutsu attack, it gains 1 rank of Fear • When you would lose concentration of the Vampyr
against you, once per turn, per creature. jutsu as the result of damage, you may spend 5 chakra
• When you cast a Bukijutsu while benefitting from the to automatically succeed the concentration check.
Claws of Night jutsu, you may pay half the cost of the • Twice per long rest, while you are in Darkness or are
Bukijutsu again to deal an additional 1d8 Necrotic under Moonlight, you may turn invisible for 1 minute
Damage, once per casting. Increase this damage by 1 or until you deal damage, cast a jutsu that would break
dice for each rank it is cast beyond D-Rank. stealth, or take damage.
• When you would benefit from Claws of Night to due
Vampyr, you may choose to instead benefit from Tool of YAMADA CLAN
Night, with the Necrotic damage being increased to 1d8.
ASAYAMA PILLS (CHANGED)
Category: Clan
TOOL OF NIGHT (CHANGED) Prerequisite: Yamada Clan, Level 4+
Classification: Hijutsu You’re as comfortable rooting around the insides of a
Rank: D-Rank corpse as you are creating them, you gain the following
Casting Time: 1 Bonus Action benefits:
Range: Self
• You gain expertise in the Medicine skill.
Duration: 1 Minute.
• By spending 10 minutes, you can expend one use of a
Components: CM, W(Any Melee)
Medicine Kit in order to create Asayama Pills out of
Cost: 5 Chakra
the corpse of a creature, these pills function as Greater
Keywords: Hijutsu, Bukijutsu
Blood Pills or Greater Chakra Pills. You may also
Description: Imbuing your blade with dark and necrotic
harvest Greater Military Ration Pills, but you gain 1
energies, you greatly enhance its abilities to slice away at
less pill. Pills created this way increase the resource
foes. For the duration of this jutsu, the weapon deals an
they provide by half your proficiency bonus when
additional d6 of Necrotic Damage, any number of times
consumed. You can gain a number of pills from a
per turn, and qualifies as the Claws of Night jutsu for all
corpse depending on its size (Small = 1, Medium =2,
features or jutsu that would reference or require it. You
Large = 3, Huge = 4, Gargantuan = 5). These pills last
may treat Vesper Taijutsu as if they were Bukijutsu and
for 48 hours before their effects become half as potent
change the Combo/Finisher keywords to the Chain 1/2/3
(half the result when using these pills). After a week,
keyword (the number for the Chain keyword gained
these pills completely decay, having no effect when
depends on the jutsu’s rank (D-Rank: 1, C/B-Rank: 2, A-
consumed.
Rank: 3) You cannot benefit from Tool of Night and Claws
of Night at the same time.
EMOTIONAL NIRVANA (CHANGED)
Category: Clan
ECHO-LOCATION Prerequisite: Yamada Clan, Level 8+
Category: Clan You have refined your control over your emotions. You
Prerequisite: Vesper Clan gain the following benefits:
Attuning yourself more into your Sage Bat ancestry, you • Increase your Wisdom score by +1, to a maximum of
develop a knack for perceiving the world using 20.
soundwaves alone. You gain the following benefits; • You gain an additional number of Balance Die equal to
• Increase your Wisdom or Charisma by +1, to a your Wisdom modifier (Min. 1).
maximum of 20. • When you would roll for initiative and have no Balance
• You have gained the ability to create a high frequency Die remaining, you regain 2 Balance Die.
noise that bounces around the area and gives you • When you roll a 1 or 2 on a Balance Die you may reroll
pinpoint knowledge of the environment. At the start of it taking the second result. You can benefit from this
your turn, you may activate this ability. Until the end feature no more than twice per round.
of your turn, you gain Blindsight with a range of 100ft.
If you use this ability within a cavern or other confined
area where noise can easily travel, the range is instead
160ft. You may use this ability a number of times equal
to your Proficiency bonus, and regain all uses on a
Short Rest.

57
YAMADA ASAEMON
Category: Clan
Prerequisite: Yamada Clan, Level 12+
Your swordsman skills have reached their absolute peak,
you have been granted the name Asaemon. You gain the
following benefits:
• Increase your Strength or Dexterity score by +1, to a
maximum of 20.
• Once per turn, when dealing damage with a Katana or
Odachi, you may roll the damage twice and take
whichever result.
• When you use Single-Swing Style I or Single-Swing
Style II to make one attack instead of multiple, you
may spend 5 chakra or 1 Balance die to treat it as if you
made one additional attack with the feature or jutsu.

58
BLOODLINE CHARTS
LATENT C HINOIKE
Bloodline
Bloodline Point
Ability Name Cost Ability Description
Latent 1 Beginning at 1st level, when you cast a jutsu with the Water Release keyword, you can sacrifice 1d6 hit points as part
Sanguine of casting the jutsu to give the jutsu the benefits it would receive for being near a sufficient source of water. You can
Prowess I do this a number of times equal to your proficiency bonus per long rest.
Latent 2 (You must have Latent Sanguine Prowess II) Beginning at 1st level, when this feature is used if the jutsu cast does not
Sanguine gain any benefits for being near a sufficient source of water, reduce the cost of the jutsu by -1 (Min.1).
Prowess II
Latent 2 (You must have Latent Sanguine Prowess II) Beginning at 7th level, when you use this feature, your jutsu gains one of
Sanguine the following benefits, once per casting: +1 to damage die. +1 to healing die. +1 to Save DC.
Prowess III
Latent 3 (You must have Latent Sanguine Prowess III) Beginning at 7th level, uses of this feature now reset on a short rest, and
Sanguine if you cast a jutsu that does gain any special benefits for being near a sufficient source of water, reduce the cost of the
Prowess IV jutsu by -2 (Min. 1), instead of -1.
Latent 3 (You must have Latent Sanguine Prowess IV) Beginning at 15th level, when you use this feature, you can select an
Sanguine additional benefit for your jutsu. You cannot select the same benefit twice.
Prowess V
Latent 3 Beginning at 7th level, you have learned how to activate your Ketsuryūgan. As a bonus action, you can spend 10
Ketsuryūgan chakra to activate this latent Dojutsu for 1 minute. While active, you have advantage on rolls to resist the bleeding
condition and can change cold damage to deal to necrotic. You can also use any combination of the Ketsuryūgan's
action-based abilities a number of times equal to your proficiency bonus per long rest.
Latent 3 (You must have Latent Ketsuryūgan I) Beginning at 11th level, for the duration of your Ketsuryūgan, you become
Ketsuryūgan immune to the bleeding condition, and gain resistance to necrotic damage.
II
Latent 5 (You must have Latent Ketsuryūgan II) Beginning at 18th level, when a creature takes damage from the bleeding
Ketsuryūgan condition that was inflicted by you while the Ketsuryūgan is active, they take additional damage equal to their total
III ranks of bleeding.
Latent Blood 3 (You must have Latent Ketsuryūgan I and Latent Sanguine Prowess I) Beginning at 11th level, you gain the Blood
Pact Pact feature of the Chinoike clan up to 7th level. This feature instead persists until either you and your Patron
complete a long rest.
D-Rank 2 You gain the ability to learn D-Rank Chinoike Hijutsu.
Hijutsu
C-Rank 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Chinoike Hijutsu.
Hijutsu
B-Rank 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Chinoike Hijutsu.
Hijutsu
A-Rank 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Chinoike Hijutsu.
Hijutsu
Clan Feats 5 You gain the ability to learn Clan Feats, with Chinoike Clan as a prerequisite.

59
LATENT F ŪSHIN
Bloodline Ability Bloodline
Name Point Cost Ability Description
Latent Typhoon 2 Beginning at 3rd level, you reduce the downtime needed to learn and create jutsu with the Wind
Release I Release keyword by half your proficiency bonus, rounded up, to a minimum of 1 week of downtime.
This does not stack with similar effects that would reduce downtime.
Latent Typhoon 3 (You must have Latent Typhoon Release I) Beginning at 15th level, once per turn, when you would
Release II deal wind damage, you inflict 1 rank of bleed.
Latent Typhoon 5 (You must have Latent Typhoon Release II) Beginning at 7 th level, you develop the variation of Wind
Release III Release known as Typhoon Release, granting your winds greater force to carry. When casting a
Ninjutsu with the Wind Release Keyword, you can change the damage type to wind, and you increase
your jutsu's damage die by 1 step. (d4>d6>d8>d10>d12)
Latent Go with the 2 Beginning at 1st level, when you cast a Ninjutsu with the Wind Release keyword, you ignore half
Flow I cover.
Latent Go with the 2 (You must have Latent Typhoon Go with the Flow I) Beginning at 1 st level, you reduce falling
Flow II damage by half as the wind naturally protects you.
Latent Go with the 3 (You must have Latent Typhoon Go with the Flow II) Beginning at 11th level, you now ignore 3/4th's
Flow III cover when you cast a Ninjutsu with the Wind Release keyword.
Latent Raging 2 Beginning at 3rd level, when you would cast a Ninjutsu with the Wind Release Keyword, that has an
Tempest I area of effect, you may increase the area by 5 feet in every direction.
Latent Raging 3 (You must have Latent Raging Tempest I) Beginning at 18th level this increases by an additional 10
Tempest II feet and the range of the jutsu increases by 30 feet.
Latent Forceful 1 Beginning at 7th level, Ninjutsu you cast with the Wind Release Keyword disperses vapors, gases, and
Gale I fogs that can be dispersed by strong winds.
Latent Forceful 2 (You must have Latent Forceful Gale I) Beginning at 7th level, your wind damage ignores resistance.
Gale II
D-Rank Hijutsu 2 You gain the ability to learn D-Rank Fūshin Clan Hijutsu.

C-Rank Hijutsu 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Fūshin Clan Hijutsu.

B-Rank Hijutsu 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Fūshin Clan Hijutsu.

A-Rank Hijutsu 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Fūshin Clan Hijutsu.

Fūshin Clan Feats 5 You gain the ability to learn Clan Feats, with Fūshin Clan as a Prerequisite.

60
LATENT G ENWA
Bloodline
Bloodline Point
Ability Name Cost Ability Description
Latent 1s 2 Beginning at 1st level, you gain proficiency in either the Hackers or Security Kit (pick one). You also always count as
and 0s I possessing a Radio Link and can't have your signal interfered or traced with Ninja Tools.
Latent 1s 3 (You must have 1s and 0s Latent I) Beginning at 3rd level, you have advantage on checks made with the kit you
and 0s II selected with Latent 1s and 0s I and cannot make checks with this kit with any penalties. Additionally, you spend 5
chakra to grant yourself another use of this kit, even if you have run out of uses.
Latent 1s 3 (You must have Latent 1s and 0s II) Beginning at 11th level, you can attempt to make a keycard of a specific rank by
and 0s III rolling a Ninshou check vs. a DC equal to 8 + the rank selected (E-Rank: 4, D-Rank: 7, C-Rank: 11, B-Rank: 15, A-Rank:
19, S-Rank: 23). On a success, you spend 2 chakra die and create a keycard that can open a number of doors, equal to
or less than the rank of the keycard chosen, a number of times equal to half your proficiency bonus, before
dispersing. The doors need not be technology to be opened with the keycard. You can do this twice per long rest.
Latent 1 Beginning at 1st level, you gain the ability to communicate with machines.
Dimension
Walker
Latent Data 2 Beginning at 3rd level, you gain 1 Data Channel of your choice.
Channels I
Latent Data 3 (You must have Latent Data Channels I) Beginning at 11th level, you gain 1 Data Channel of your choice.
Channels II
Latent Data 4 (You must have Latent Data Channels II) Beginning at 18th level, you gain 2 Data Channels of your choice.
Channels III
Latent Data 3 Beginning at 7th level, when you cast a jutsu with the Lightning Release keyword, you can change the damage type to
Release I force, increase the damage dealt by 1 step.
Latent Data 4 (You must have Latent Data Release I) Beginning at 15th level, once per long rest, when you use your Data Release I
Release II feature, you can perform a Data Leak on one affected creature, learning two of the following pieces of information as
listed in the Genwa Data Release feature.
D-Rank 2 You gain the ability to learn D-Rank Genwa Hijutsu.
Hijutsu
C-Rank 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Genwa Hijutsu.
Hijutsu
B-Rank 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Genwa Hijutsu.
Hijutsu
A-Rank 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Genwa Hijutsu.
Hijutsu
Clan Feats 5 You gain the ability to learn Clan Feats, with Genwa Clan as a prerequisite.

61
LATENT H ANAMI
Bloodline
Bloodline Point
Ability Name Cost Ability Description
Latent 1 Beginning at 1st level, you gain access to the Medical Fist Stance. While in this stance, jutsu you gain that deal your
Medical Fist I unarmed damage gain a +10ft bonus to range, and deal 1.5x damage to structures. Also, your [Unarmed Damage
Die] becomes a 1d6.
Latent 2 (You must have Latent Medical Fist I) At 3rd level, while in the Medical Fist Stance, Ninjutsu you cast with the
Medical Fist medical keyword that makes a melee attack roll, you may treat Strength as your casting modifier for attack and
II damage rolls (Not Save DC). When cast this way, melee Ninjutsu attacks made count as Melee Taijutsu attacks and
add your [Unarmed Damage] to the jutsu’s first damage roll.
Latent 3 (You must have Latent Medical Fist II) At 7th level, your bonus to range from the Medical Fist Stance becomes +15ft,
Medical Fist and you gain a bonus to concentration checks to maintain concentration of Taijutsu with the Medical keyword
III equal to half your Strength modifier, rounded up.
Latent 3 (You must have Latent Medical Fist III) At 11th level, your bonus to range from the Medical Fist Stance becomes
Medical Fist +20ft, and once per round when you would cast a Taijutsu or jutsu with the Medical keyword that makes an attack,
IV you can make one unarmed attack as part of the casting.
Latent 2 Beginning at 3rd level, when you cast a Taijutsu or use take the Dash, Disengage, or Dodge actions, you can cast one
Combat jutsu with the Medical keyword with the casting time of one action that provides hit points, temporary hit points,
Medicine I damage reduction, or a provides a boost or boon, as part of the same action. You may do this once per long rest.
Latent 2 (You must have Latent Combat Medicine I) At 7th level, you may use your Latent Combat Medicine feature an
Combat additional time per long rest, and regain one use of this feature on a short rest.
Medicine II
Latent 2 Beginning at 3rd level, twice per long rest when you would cast a jutsu with the Medical keyword that provides hit
Empowered points, temporary hit points, damage reduction, or a provides a boost or boon, you can remove all ranks of any one
Healing I condition affecting one target creature as if you used the Restorative Ninjutsu at your highest known jutsu rank.
Latent 3 (You must have Latent Empowered Healing I) Beginning at 11th level, alternatively, if you use this feature with a
Empowered jutsu with the Medical keyword that removes conditions, you can spend a use of this feature to make the target
Healing II immune to gaining one of the conditions removed again, from a hostile source, for the next minute.
Latent 2 (You must have Latent Hanami Boons I) Beginning at 7 th level, select two of the listed Hanami Boons from the
Hanami Hanami Clan. You gain access to these boons, and may use them as specified within the Hanami Boons Clan
Boons Feature. You can use this feature twice per long rest.
Latent 2 Beginning at 15th level, twice per long rest you may make a Strength saving throw in place of a Dexterity or
Hardened Constitution saving throw imposed against you. Alternatively, you may spend a use of this feature to make a
Body, Wisdom saving throw in place of an Intelligence or Charisma saving throw imposed against you.
Hardened
Mind
Latent 3 (You must have Latent Medical Fist I) Beginning at 18th level, while in the Medical Fist Stance, when you cast a
Overloaded Taijutsu, you may immediately cast a Medical Jutsu that restores hit points on yourself as part of the same action.
Regeneration
D-Rank 2
Hijutsu You gain the ability to learn D-Rank Hanami Clan Hijutsu.
C-Rank 2
Hijutsu (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Hanami Clan Hijutsu.
B-Rank 3
Hijutsu (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Hanami Clan Hijutsu.
A-Rank 3
Hijutsu (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Hanami Clan Hijutsu.
Clan Feats 5 You gain the ability to learn Clan Feats, with Hanami Clan as a Prerequisite.

62
LATENT H OSHI
Bloodline
Bloodline Point
Ability Name Cost Ability Description
Beginning at 1st level, you have a pool of Star Chakra equal to half your Con mod + half level to a max total of 5
which can be used in place of regular chakra to fuel jutsu or features Your Star Chakra pool replenishes after a long
Latent Star rest. Star Chakra cannot be absorbed, damaged, or reduced by hostile effects. Jutsu cast using any amount of Star
Chakra I 2 Chakra cannot be dispelled by a rank equal to or less than the jutsu cast.
Latent Star (You must have Latent Star Chakra I ) Your pool of Star Chakra is equal to your Con mod + your level. To a max total
Chakra II 2 of 10 Star Chakra.
(You must have Latent Star Chakra II ) Beginning at 7th level, when you cast a jutsu -- except Hoshi hijutsu -- using
Latent Star Star Chakra, reduce the cost of that jutsu by -1 for every 1 Star Chakra used in its casting. You cannot reduce a
Chakra III 3 jutsu's cost by more than your constitution modifier this way.
Latent Star
Chakra IV 3 (You must have Latent Star Chakra III ) Increase your Star Chakra maximum total by 10 to a new max of 20.
Latent Star (You must have Latent Star Chakra IV ) Beginning at 11th level, once per turn, when you cast a Hoshi Hijutsu using
Chakra V 5 only its Star Chakra cost, it deals an additional die of Force damage.
Latent Beginning at 3rd level, you gain access to the Kujaku Mode clan feature, but none of its higher level advancements;
Kujaku Mode also your Kujaku Mode gains the benefits of only two listed abilities, and you must choose which upon gaining this
I 3 latent (this cannot be changed later). You can activate this feature only once per long rest.
Latent
Kujaku Mode (You must have Latent Kujaku Mode I ) Beginning at 11th level, you gain any 11th level advancements you may have
II 3 for your chosen Kujaku Mode abilities. You gain one additional ability of your choice.
Latent (You must have Latent Kujaku Mode II ) Beginning at 15th level, you gain any 15th level advancements you may have
Kujaku Mode for your chosen Kujaku Mode benefits. You gain one additional ability of your choice. This feature can now be used
III 4 twice per long rest.
D-Rank
Hijutsu 2 You gain the ability to learn D-Rank Hoshi Clan Hijutsu.
C-Rank
Hijutsu 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Hoshi Clan Hijutsu.
B-Rank
Hijutsu 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Hoshi Clan Hijutsu.
A-Rank
Hijutsu 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Hoshi Clan Hijutsu.
Clan Feats 5 You gain the ability to learn Clan Feats, with Hoshi Clan as a Prerequisite.

63
LATENT I BURI
Bloodline Bloodline
Ability Point
Name Cost Ability Description
Latent 2 Beginning at 3rd level, you halve all knockback you receive and reduce all fire damage you receive by -3.
Ashen
Resilience I
Latent 4 (You must have Latent Ashen Resilience I) Beginning at 11th level, instead of reducing fire damage you receive by -3,
Ashen you gain resistance to fire damage. A number of times equal to your proficiency bonus per long rest, you can add a
Resilience II 1d6 to saving throws against Genjutsu with the Inhale keyword.
Latent Will- 2 Beginning at 3rd level, when you target a creature with a jutsu with the Fire Release keyword that requires an attack
O-Wisps I roll, you can cause the flames and smoke of your jutsu to spread towards all creatures within 5 feet of the original
creature, excluding you and the target. All creatures within range must succeed a Dexterity saving throw against
your jutsu's Save DC or take half damage. You can use this feature twice per long rest.
Latent Will- 4 (You must have Latent Will-O-Wisps I) Beginning at 15th level, the range of this feature increases to 10 feet, and you
O-Wisps II gain an additional two uses. Additionally, you regain your uses of this feature on a short rest, instead of a long rest.
Latent 2 Beginning at 7th level, as a bonus action after casting a jutsu with the Fire Release keyword, you can morph yourself
Smoke to smoke and move to a space within 10 feet without provoking an attack of opportunity. You can also spend 5
Aberration I chakra after casting a jutsu with the Fire Release keyword to use this feature without spending a bonus action. You
can benefit from this feature once per round.
Latent 4 (You must have Latent Smoke Aberration I) Beginning at 18th level, when you use this feature, your AC increases by
Smoke +1 until the start of your next turn.
Aberration II
Latent 3 Beginning at 7th level, when you cast a jutsu with the Fire Release keyword, you can change the damage type to fire,
Smoke and impose a -2 penalty on the first saving throw one affected creature makes against your jutsu or your Will -O-
Release I Wisps feature, if you have it.
Latent 4 (You must have Latent Smoke Release I) Beginning at 15th level, once per rest, when you cast a jutsu with the Fire
Smoke Release keyword, you can blind all affected creatures until the end of each of their turns.
Release II
D-Rank 2 You gain the ability to learn D-Rank Iburi Hijutsu.
Hijutsu
C-Rank 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Iburi Hijutsu.
Hijutsu
B-Rank 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Iburi Hijutsu.
Hijutsu
A-Rank 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Iburi Hijutsu.
Hijutsu
Clan Feats 5 You gain the ability to learn Clan Feats, with Iburi Clan as a prerequisite.

64
LATENT K ASHU
Bloodline Ability Bloodline
Name Point Cost Ability Description
Latent Auditory 2 Beginning at 1st level, when you would benefit from a short or long rest, you can craft a single
Weaponry I auditory ninja tool that will serve as a component for your Kashu Clan Hijutsu. This Auditory Ninja
Tool is a simple melee weapon with the Light and Finesse properties and deals 1d4 Bludgeoning
damage. This tool can be of any description the user wants, but it must be a device that can produce
sound.
Latent Auditory 3 (You must have Latent Auditory Weaponry I) Starting at 3rd level, when you cast a Genjutsu with
Weaponry II the Auditory keyword, you can add your Auditory Ninja Tool as a component. When you do, you can
increase the damage dealt by 1 die, or decrease the cost of the jutsu by half the result of 1d4
(rounded up).
Latent Auditory 2 (You must have Latent Auditory Weaponry II) Starting at 11th level, when you would cast a
Weaponry III Genjutsu with your Auditory Ninja Tool as a component, your Genjutsu is able to ignore immunity
that a creature would have as a result of being deafened.
Latent 3 You gain the Disorientation Clan feature at 1st level.
Disorientation I
Latent 2 (You must have Latent Disorientation I) Beginning at 15th level, the save DC to remove ranks of
Disorientation II Disorientation increases to 20. Additionally, twice per long rest, when a creature fails a saving throw
against a Genjutsu you cast, you can give them 1 rank of Disorientation.
Latent Cunning 3 Beginning at 3rd level you master the technical applications of Kashu Hijutsu. You may use
Genjutsu Intelligence in place of Wisdom for the Attack and Damage rolls, and Save DC of Kashu Hijutsu you
cast.
Latent Precise 5 Starting at 7th level, when you would cast a Genjutsu that does not have the Auditory keyword, you
Performance can spend increments of 3 chakra to remove one sensory keyword from the genjutsu, excluding the
tactile keyword. If you remove all other sensory keywords this way, the jutsu gains the Auditory
keyword.
Latent Reckless 2 Beginning at 11th level, as long as you are equipped with your Auditory Ninja Tool, when you would
Genjutsu cast a genjutsu with the auditory keyword that does damage and requires a saving throw you can
reduce your Save DC by 1, up to 3 times and increase the amount of damage die the genjutsu has by
the same amount.
D-Rank Hijutsu 2 You gain the ability to learn D-Rank Kashu Clan Hijutsu.

C-Rank Hijutsu 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Kashu Clan Hijutsu.

B-Rank Hijutsu 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Kashu Clan Hijutsu.

A-Rank Hijutsu 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Kashu Clan Hijutsu.

Kashu Clan Feats 5 You gain the ability to learn Clan Feats, with Kashu Clan as a Prerequisite.

65
LATENT K ETON
Bloodline
Bloodline Point
Ability Name Cost Ability Description
Latent Plasma 2 Beginning at 3rd level, when you cast a jutsu with the Fire or Lightning Release keyword, you can choose to emit
Release I 15 feet of bright light and 30 feet of dim light until the start of your next turn. This light dispels chakra enhanced
darkness. You can use this feature twice per rest.
Latent Plasma 4 (You must have Latent Plasma Release I) Beginning at 15th level, you can use this feature three times per rest.
Release II
Latent Plasma 3 (You must have Latent Plasma Release I) Beginning at 7th level, select one between Fire Release or Lightning
Release III Release. When casting a jutsu with the chosen nature release, reduce its cost by 1 (min. 1).
Latent Energy 2 Beginning at 3rd level, each time you would take damage that is not self-inflicted or cast a jutsu with the Fire or
Overflow I Lightning Release keywords, you gain an Energy Die at the start of your next turn, which are d4s. Whenever you
cast a jutsu with the Fire or Lightning Release keywords, you can spend any number of Energy Die, adding it to the
damage roll. When you use Energy Die this way, your jutsu creates dim light for a number of feet equal to the
distance your jutsu traveled, until the end of the turn. You can hold a maximum amount of Energy Die equal to half
your proficiency bonus, rounded down.
Latent Energy 2 (You must have Latent Energy Overflow I) Beginning at 11th level, your Energy Die becomes a d6 and the light you
Overflow II create from jutsu cast when spending an Energy Die becomes bright light instead of dim light.
Latent Energy 4 (You must have Latent Energy Overflow II) Beginning at 18th level, your Energy Die becomes a d8. When you
Overflow III would use an Energy Die on a Keton Hijutsu, you ignore resistance to fire damage and treats immunity as
resistance.
Latent 0 Beginning at 1st level, as an action, you can place your palm on an object, that's not being held or worn by a
Enlightening hostile creature, no larger than 10 feet in any dimension. For the next 10 minutes, the object sheds bright light in a
Grasp I 10-foot radius and dim light for an additional 10 feet. You can spend 5 chakra to increase the duration of this
feature on an object effected from 10 minutes to 1 hour. You can dismiss the light from as many objects you have
affected as an action. You can use this feature a number of times equal to half your proficiency bonus per long
rest.
Latent 1 (You must have Latent Enlightening Grasp I) You can now target objects being held or worn. If you target an
Enlightening object being held or worn by a hostile creature, the creature must succeed a Dexterity saving throw vs. your
Grasp II Ninjutsu Save DC to avoid this feature. This feature's uses per long rest are now equal to your proficiency bonus.
You can spend 5 chakra (no action required) to gain an additional number of uses equal to half your proficiency
bonus.
Latent 2 Beginning at 11th level, all attacks you make that deal fire damage have their critical threat range increased by +1.
Superheated
Chakra I
Latent 3 (You must have Latent Superheated Chakra I) Beginning at 11th level, all Keton Clan Hijutsu you cast ignore
Superheated resistance to Fire damage.
Chakra II
Latent 2 Beginning at 1st level, you have advantage on saving throws to avoid gaining the blinded condition.
Stargazer
D-Rank 2 You gain the ability to learn D-Rank Keton Clan Hijutsu.
Hijutsu
C-Rank Hijutsu 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Keton Clan Hijutsu.
B-Rank 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Keton Clan Hijutsu.
Hijutsu
A-Rank Hijutsu 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Keton Clan Hijutsu.
Clan Feats 5 You gain the ability to learn Clan Feats, with Keton Clan as a Prerequisite.

66
LATENT K ONJIKI
Bloodline
Bloodline Point
Ability Name Cost Ability Description
Latent Steel Beginning at 7th level, when you cast a jutsu with the Earth Release keyword, you can, once per casting, choose to
Release I 2 increase the damage die by 1 step, up to a d12, or gain a +1 bonus to attack rolls.
Latent Steel
Release II 3 (You must have Latent Steel Release I) Beginning at 7th level, reduce the cost of Konjiki hijutsu by -1.
Beginning at 1st level, choose between Bludgeoning, Piercing, or Slashing damage. Your Konjiki Hijutsu deal
Latent Weapon damage of this damage type or Earth damage. Your Konjiki Hijutsu gains the unique benefits associated with your
Formation I 1 chosen damage type as listed in the Weapon Formation Konjiki Clan feature, at 1 st level.
(You must have Latent Weapon Formation I) Beginning at 7th level, select another damage type between
Bludgeoning, Piercing, or Slashing, that you did not select at 1 st level. Your Hijutsu can deal damage of either
Latent Weapon damage types you have chosen. Also, you gain the unique benefits associated with your damage type as if you
Formation II 2 were 7th level.
Latent Weapon (You must have Latent Weapon Formation II) Beginning at 15th level, you can now make your Hijutsu deal
Formation III 3 Bludgeoning, Piercing, or Slashing damage.
Latent Beginning at 11th level, when you cast a jutsu with the Earth Release keyword that creates a construct or gives
Reinforced and Temporary Hit Points, the construct or the target creature gains an additional amount of Temp Hit Points or Hit
Pressurized I 2 Points equal to your proficiency bonus.
Latent (You must have Latent Reinforced and Pressurized I) Beginning at 15th level you instead add half your character
Reinforced and level, and constructs created with the Earth Release keyword lose any vulnerabilities/inabilities to defend against
Pressurized II 3 Lightning Damage.
Latent (You must have Latent Reinforced and Pressurized II) Beginning at 18th level you instead add your full character
Reinforced and level, and constructs created with the Earth Release keyword lose any vulnerabilities/inabilities to defend against
Pressurized III 2 Genjutsu.
Latent Blood of Beginning at 3rd level, when you are wearing Light or Medium Armor you can use Intelligence in place of Dexterity
the Earth I 2 for your Armor Class and you ignore difficult terrain while you are on solid land.
Latent Blood of
the Earth II 2 (You must have Latent Blood of the Earth I) Beginning at 15th level, you gain 30 feet of tremor sense.
Latent
Perfected
Creation 3 Beginning at 3rd level, you gain the Perfected Creation feature of the Konjiki Clan, as if you were 3rd level.
D-Rank Hijutsu 2 (You must have Latent Weapon Formation I) You gain the ability to learn D-Rank Konjiki Clan Hijutsu.
C-Rank Hijutsu 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Konjiki Clan Hijutsu.
B-Rank Hijutsu 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Konjiki Clan Hijutsu.
A-Rank Hijutsu 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Konjiki Clan Hijutsu.
Clan Feats 5 You gain the ability to learn Clan Feats, with Konjiki Clan as a Prerequisite.

67
LATENT S YNTHETIC H UMAN
Bloodline
Bloodline Point
Ability Name Cost Ability Description
Latent 0 Beginning at 1st level, you can understand and communicate in "Snake Speech" and gain proficiency in Perception
Designated and Survival.
Existence
Latent Soft 1 (You must have Latent Designated Existence) Beginning at 1st level, you can spend 2 chakra to dislocate your
Physique body's joints and extend them up to 15 feet away. You can do this at any point during combat (no action required).
Modification While benefitting from this feature, your unarmed attack range is 15 feet, and you have advantage on grappling
I checks (can use Acrobatics instead of Athletics for grappling). However, while benefitting from this feature, you
cannot use a weapon, Taijutsu attack rolls you make are at disadvantage, and you cannot benefit from any stances.
You can end this feature at any point on your turn.
Latent Soft 3 (You must have Latent Soft Physique Modification I) Beginning at 11th level, you increase the range provided by
Physique this feature to 20 feet.
Modification
II
Latent 2 (You must have Latent Designated Existence) Beginning at 7th level, you gain resistance to poison damage, and
Immune have advantage on saving throws to resist the effects of viruses and diseases on your body.
System I
Latent 2 (You must have Latent Immune System I) Beginning at 11th level, reduce all Poison damage you receive by -3 (this
Immune applies after resistance). Additionally, you always roll at advantage to resist any poison or disease that you've
System II overcome in the past, regardless of the current circumstances.
Latent 4 (You must have Latent Immune System II) Beginning at 18th level, you can provide antibodies to others to via
Immune blood transfusion by spending 1 hit die per creature, granting the affected creature advantage on saving throws to
System III resist the effects of viruses and diseases for 1 hour. You also gain immunity to poison damage and effects caused by
poison damage.
Latent 2 (You must have Latent Designated Existence) Beginning at 7th level, you can enter your Corrupted Chakra Mode.
Corrupted Entering this form costs an action and you can enter this form once per long rest for 1 minute. While in this form,
Chakra Mode you gain all the abilities of the Corrupted Chakra Mode clan feature as if you were 3rd level.
I
Latent 3 (You must have Latent Corrupted Chakra Mode I) Beginning at 15th level, you gain the benefits of Corrupted
Corrupted Chakra Mode as if you were 7th level.
Chakra Mode
II
Latent 3 (You must have Latent Corrupted Chakra Mode II) Beginning at 15th level, you gain an additional use of your
Corrupted Corrupted Chakra Mode per long rest.
Chakra Mode
III
Latent 5 (You must have Latent Corrupted Chakra Mode III) Beginning at 18th level, you gain the benefits of Corrupted
Corrupted Chakra Mode as if you were 15th level.
Chakra Mode
IV
D-Rank 2 (You must have Latent Designated Existence) You gain the ability to learn D-Rank Synthetic Human Hijutsu.
Hijutsu
C-Rank 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Synthetic Human Hijutsu.
Hijutsu
B-Rank 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Synthetic Human Hijutsu.
Hijutsu
A-Rank 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Synthetic Human Hijutsu.
Hijutsu
Clan Feats 5 (You must have Latent Designated Existence) You gain the ability to learn Clan Feats, with Synthetic Human Clan as
a prerequisite.

68
LATENT S HÍ H ÓU
Bloodline Ability Bloodline
Name Point Cost Ability Description
Latent Inner Chi I 0 You gain a number of Inner Chi equal to your level with a maximum of 10. Inner Chi can be used as
chakra for the casting of Taijutsu. You regain spent Inner Chi on a long rest.
Latent Inner Chi II 5 (You must have Latent Inner Chi I) Starting at 3rd level, your new Inner Chi is 15. When you would
cast a Taijutsu spending a minimum amount of Inner Chi equal to the Taijutsu’s Rank (D-Rank: 1, C-
Rank: 2, B-Rank: 3, A-Rank: 4, S-Rank: 5), the Taijutsu gains a +1 bonus to damage die (once per
casting).
Latent Monkeys 3 Starting at 1st level, a number of times equal to your Taijutsu ability modifier per long rest, you may
Paw I add a +1d4 bonus to any Strength or Dexterity skill check.
Latent Monkeys 3 (You must have Latent Monkeys Paw I) Starting at the 7th level the die for Latent Monkeys Paw
Paw II becomes a +1d6.
Latent Monkeys 5 (You must have Latent Monkeys Paw II) Beginning at 15th level, the die for Latent Monkey’s Paw
Paw III becomes a +1d8. You also recover half your expended uses of this feature on a short rest.
Latent 72 4 (You must have Latent Inner Chi I) Starting at 3rd level, you gain access to two of the Simple
Transformations I Transformations of the Shí Hóu Clan.
Latent 72 5 You must have Latent 72 Transformations I) Starting at 11th level, you gain access to one of the
Transformations II Advanced Transformations of the Shí Hóu Clan.
Shí Hóu Clan Feats 7 You gain the ability to learn Clan Feats, with Shí Hóu Clan as a Prerequisite.

69
LATENT V ESPER
Bloodline Ability Bloodline
Name Point Cost Ability Description
Latent Charming 1 Beginning at 1st level, you may cast Vesper Clan Genjutsu using Charisma instead of Wisdom.
Persona
Latent Supreme 1 Beginning at 3rd level, you gain 45 feet of Darkvision. Additionally, while under the cover of darkness
Nightvision I you may move up to your full movement speed while in stealth.
Latent Supreme 2 (You must have Latent Supreme Nightvision I) Starting at 7th level, you can perceive color through
Nightvision II your darkvision. Additionally, you may use Stealth Skill-Based Actions as a bonus action while in
Dim Light or Darkness.
Latent Superior 2 Beginning at 3rd level, your movement speed increases by 5 feet and your climbing speed is equal to
Being I your movement speed.
Latent Superior 3 (You must have Latent Superior Being I) Beginning at 7th level, you can spend 3 chakra to gain
Being II advantage on any Strength check to push, pull, or drag objects.
Latent Superior 4 (You must have Latent Superior Being II) Beginning at 11th level, as a reaction, you may spend 3
Being III chakra to gain advantage on a Strength or Dexterity saving throw.
Latent Genjutsu 3 (You must have Latent Superior Being I) Beginning at 7th level, you gain a +2 bonus to saving throws
Resilience against Genjutsu with the Visual keyword.
Latent Enthralling 2 (You must have Latent Superior Being I) Beginning at 11th level, creatures charmed by your Vesper
Strength I Hijutsu make their next check or saving throw to end the condition at disadvantage.
Latent Enthralling 3 (You must have Latent Enthralling Strength I) Beginning at 11th level, once per rest when a creature
Strength II would fail a saving throw against a Genjutsu you cast, you can automatically charm the target. A
Creature charmed this way does not stop being charmed the first time you would damage them after
charming them this way.
Latent Supreme 1 (You must have Latent Superior Being II) Beginning at 18th level, you gain a +1d4 bonus to initiative
Being I checks, and may cast a single Vesper Hijutsu that not affect a hostile creature with a duration greater
than instant as part of rolling initiative.
Latent Supreme 3 (You must have Latent Supreme Being I) Beginning at 18 th level, any Vesper Clan features that
Being II would be inhibited by sunlight to any degree, lose this weakness.
D-Rank Hijutsu 2 You gain the ability to learn D-Rank Vesper Clan Hijutsu.

C-Rank Hijutsu 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Vesper Clan Hijutsu.

B-Rank Hijutsu 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Vesper Clan Hijutsu.

A-Rank Hijutsu 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Vesper Clan Hijutsu.

Vesper Clan Feats 5 You gain the ability to learn Clan Feats, with Vesper Clan as a Prerequisite.

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LATENT Y AMADA
Bloodline Ability Bloodline
Name Point Cost Ability Description
Latent Talented 2 Beginning at 1st level, when you deal damage with a Katana or Odachi using Strength or Dexterity,
Blade I you add half (rounded down) of the other modifier to the damage.
Latent Talented 3 (You must have Latent Talented Blade I) Starting at 15th level, you now add the full modifier
Blade II instead of half when you deal damage with a Katana or Odachi.
Latent Balance of 2 Starting at 3rd level, you gain the ability to use Balance Die, these die are d4’s and you have a
Emotion I number of them equal to half your level (rounded down).
Latent Balance of 3 (You must have Latent Balance of Emotions I) Your Balance Die become d6, and starting at 18th
Emotion II level, you may use 2 effects a turn.
Latent Single- 2 Starting at 7th level, if you have a feature that allows you to make multiple attacks you can choose to
Swing Style I instead make a single attack, dealing the damage from all attacks. Any bonuses to critical hit
damage are only added once (Ex. Critical Feats, the Deadly property, etc)
Latent Single- 3 (You must have Latent Single-Swing Style I) At 15th level, when you cast a Bukijutsu that uses a
Swing Style II Katana or Odachi that has multiple attacks, you may choose to instead make one attack and deal the
damage from all attacks. If you score a critical hit while using this feature, you only double the
damage dice from what would have been the first attack.
Latent Single- 5 (You must have Latent Single-Swing Style II) At 18th level, when you cast a Bukijutsu with the
Swing Style III finisher keyword, you may spend 10 additional chakra to treat the jutsu as a finisher, even if it was
not cast after a combo jutsu.
Latent Sharpened 5 Beginning at 11th level, you gain the Sharpened Edge feature from the Yamada clan. This feature
Edge can only make die explode up two times per round, as opposed to per instance of damage.
D-Rank Hijutsu 2 You gain the ability to learn D-Rank Yamada Clan Hijutsu.

C-Rank Hijutsu 2 (You must have D-Rank Hijutsu) You gain the ability to learn C-Rank Yamada Clan Hijutsu.

B-Rank Hijutsu 3 (You must have C-Rank Hijutsu) You gain the ability to learn B-Rank Yamada Clan Hijutsu.

A-Rank Hijutsu 3 (You must have B-Rank Hijutsu) You gain the ability to learn A-Rank Yamada Clan Hijutsu.

Yamada Clan Feats 5 You gain the ability to learn Clan Feats, with Yamada Clan as a Prerequisite.

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